Raises Attack Power that ignores Def by +3 per SkillLV when using Axe type weapons. 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.
Allows the creation of potions. Requires a Product Manual and uses up a Medicine Bowl and different ingredients for each potion to be made. Increases the chance of a successful creation by +3% per SkillLV. As an important note to remember, an adopted Alchemist will have -30% success rates!
Throws a Molotov Cocktail, setting a 3x3 area ablaze. Has a (1*SkillLV)% chance to damage the targets Weapon. Can not be cast directly under an enemy or directly next to yourself. Damage is (100+20*SkillLV)% ATK which is not increased via +% cards, +ATK cards however, do help. Status inflicting cards have no effect. It can't be placed next to other Bombs or stacked on top of another Bomb.
Throw an Acid Bottle at your opponent with a small chance to break their armor, and inflict the external bleeding status. This skill ignores armor defense, and hits regardless of Flee. VIT defense is calculated in, however. While the damage can be blocked by Pneuma, the chance to break armor remains. Kyrie, however, blocks both the damage and the chance of breaking armor, as well as a Crusader with Auto Guard. A successful armor break calculation makes the target use the /omg emoticon. That doesn't automatically mean they had their armor broken; even when using the Chemical Protection Armor skill or wearing an Immortal armor, the /omg will display itself so long as the attack was considered a success. Just like Demonstration, the damage is increased via +ATK cards, and status and +% cards have no effect. It's also unaffected by elements. The Acid Bottle is consumed at the beginning of the cast, as opposed to the end like the other potion skills. This means that if you are interrupted while casting, the bottle is lost with nothing to show for it. Damage is (100+40*SkillLV)% ATK.
3% chance to damage Armor, 3% chance of Bleeding
7% chance to damage Armor, 6% chance of Bleeding
10% chance to damage Armor, 9% chance of Bleeding
12% chance to damage Armor, 12% chance of Bleeding
13% chance to damage Armor, 15% chance of Bleeding
Potion Pitcher(Skill ID# 231, iRO Name: Aid Potion)
Allows you to throw a potion at yourself, another party or guild member with increased healing efficiency. Higher skill levels allow the use of more potent potions and the selected level determines the potion type that is used. Learned SkillLV also increases the impact potency by 10% per SkillLV which stacks with existing bonuses like Learning Potion, VIT and INT, Increase Recuperative Power and Increase Spiritual Power (yes, with maxed Increase Recuperative Power the healed amount is doubled). It uses up one Potion of the thrown type. It will not damage Undead when you use a healing potion on them.
+10% Heal, Up to Red Potion
+20% Heal, Up to Orange Potion
+30% Heal, Up to Yellow Potion
+40% Heal, Up to White Potion
+50% Heal, Up to Blue Potion
Bio Cannibalize(Skill ID# 232, iRO Name: Summon Flora)
Summon various plants to attack monsters or players. The level you have determines the HP of the plant, while the level you use determines the type of plant summoned, the duration, and the amount of Plant Bottles consumed. The HP formula is 2230+200*Possessed SkillLV per plant (yes, these have significantly more HP than normal ones), all other stats remain the same. If you have less than the total amount of bottles required for the Skill Level you used, it will take the rest of the bottles, and summon that many plants. So if you have three plant bottles, and use level one, you?ll end up with three Mandragora instead of the typical five. When used during the War of Emperium, the defense value of the castle the plants are in raises the defense of the plants themselves. Their attacks are considered extensions of your own when it comes to a single thing: auto-cast spells granted by weapons or cards. Status effects and damage increasing cards do not carry over to the plants. You can only summon more plants once your first plants have died, or gone through their duration time. So long as you remain on screen with them, you will get the experience for their kills. An effective strategy for all the plants is to summon them, hit/target a monster, and then use a Hiding accessory once the monster is in range of your plants. Monsters will not attack your plants, thus rendering them sitting ducks until your plants have had their way with them, provided they?re not insect or demon type monsters. The attacks are of neutral element with the occasional elemental attack corresponding to the plants element. The HIT/Flee stats below are what's required of players to hit/dodge them, not the HIT or Flee of the plant itself. LV 1: 5 Mandragoras, 5 Plant Bottle ATK: 26-35 Element/size: Earth 3/medium. HIT: 44 Flee: 123 ASPD: Fairly slow. Tip: Long lasting, use them with autocast weapons and to decrease Flee. Blocked by Pneuma. LV 2: 4 Hydras^, 4 Plant Bottle ATK: 22-28 Element/size: Water 2/small. HIT: 48 Flee: 129 ASPD: Quite fast. Tip: Use them with autocast weapons. Blocked by Pneuma. LV 3: 3 Floras, 3 Plant Bottle ATK: 242-273 Element/size: Earth 1/large. HIT: 72 Flee: 144 ASPD: Average. Tip: randomly casts HP drain to replenish its HP. LV 4: 2 Parasites, 2 Plant Bottle ATK: 215-430 Element/size: Wind 2/medium. HIT: 109 Flee: 214 ASPD: Somewhat fast. Tip: High Range. Blocked by Pneuma. LV 5: 1 Geographer, 1 Plant Bottle ATK: 467-621 Element/size: Earth 3/medium. HIT: 143 Flee: 199 ASPD: Average.
You cannot cast more than 5 instances of this skill before the first one expires.
Summons a Marine Sphere with twice the normal HP. After being hit, it starts a 5 second countdown and moves away from the attacker. When the countdown reaches 0 it explodes and inflicts damage to anyone (party members, enemies and guild members) equal to its remaining HP. You can not summon more than 3 in a 9x9 area. The Spheres Maximum HP is based on your skill level (2000+400*SkillLV HP). When used in WoE, the defense value of the castle the Sphere is in will raise the defense of the Sphere itself.
You cannot cast more than 3 instances of this skill before the first one expires.
Cannot be used in Towns
2400 HP, lasts 40 sec
2800 HP, lasts 50 sec
3200 HP, lasts 60 sec
3600 HP, lasts 70 sec
4000 HP, lasts 80 sec
Chemical Protection Weapon(Skill ID# 234, iRO Name: Alchemical Weapon)
Summon or recall an already created Homunculus using an 'Embryo' item. When used for the first time the Embryo gives one of the 4 possible types at random, if you don't like the Homunculus, destroy it and make a new one. You can see its state by right-clicking on it, then order it to either - attack, move, stay, feed, name change, and delete.
[Status] This shows variety of information about your Homunculus. This is where variety of command can be given to your Homunculus. [Attack] Select an enemy via Alt + Right click, then press Alt + Right click one more time to set the Homunculus to attack that target. To cancel, simply give it order to move or stay. [Move] Click Alt + Right click on ground to let it move there. This command overrides all other commands. Homunculus cannot move too far away from you. [Stay] While doing other motion - [Move] or [Attack] - right click on the Homunculus to bring out the menu. Choose [Stay], then it will cancel all it was doing and stay by your side in idle state. [Feed] Select this, or click [Feed] in Homunculus status window, then you will feed the Homunculus with appropriate food.
Homunculus eats following food: Lif: Pet Food Amistr: Zargon Filir: Garlet Vanilmirth: Scell
Warning: Homunculus is an artificial life form. If you do not feed it periodically, it will simply disappear. So, take extra care in its feeding time!
Every Homunculus has different Skills, depending on its type:
- Lif (Dryad): -support caster Touch of Heal - heals the master Emergency Avoid Brain Surgery Mental Change (unknown)
Leveling For Homunculus - Exp acquire by Homunculus depends on the damage it deals to the monster. - No matter how many monsters the player kill, the Homunculus will not gain any exp. - Let the Homunculus attack in order to level up Homunculus [no special effect when Homunculus Level Up]. - Whether the exp obtained by the Homunculus will be shared by the player or not is still not confirmed. - Max level of Homunculus is LV 99 - There is an equipment section in the status window of the Homunculus, therefore there might be special equipment for the Homunculus in the future. - Currently the only way to recover the Homunculus's HP is to let it rest. Potion Pitcher, Heal, etc, all of them have no effect.
Make 200 attempts to create a White Potion every 0.005 seconds. This skill has the same success rate as the Pharmacy skill. If there are not enough ingredients to create all 200 at once, the skill will fail. Check the Potion Creation Guide for the necessary ingredients.
Make 200 attempts to create a Condensed White Potion every 0.005 seconds. This skill has the same success rate as the Pharmacy skill. If there are not enough ingredients to create all 200 at once, the skill will fail. Check the Condensed Potion Creation Guide for the necessary ingredients. Note: You need a Soul Linker and Super novice on your party to this skill to work.
Creates 100 Alcohol, 50 Acid Bottle and 50 Bottle Grenade. Each cast requires 50 Fabric, 50 Empty Bottle and enough materials to craft the produced items. If there are not enough ingredients to create them all at once, the skill will fail. Check the Alcohol Creation Guide, Acid Bottle Creation Guide and Bottle Grenade Creation Guide for the necessary ingredients. Note: You need a Taekwon Boy on your party to this skill to work.