Renewal
.:Expanded Super Novice Skills:.
 


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Impositio Manus (Skill ID# 66)
Type Active Max Lv 5
SP Cost10 + 3*SkillLV TargetPlayerRange9 cells
Stay Duration60 sec
EffectGives the Impositio Manus effect to the target. This effect increases the targets minimum and maximum weapon ATK (even with bare hand) by 5*SkillLV.
This means the damage is modified by Size and reduced by DEF (both Armor and VIT). Can be used on self.
You can change weapons at any time during the effect of this spell without disrupting it. When a second instance is cast on a target, then it will replace the first instance.
Other Notes
  • Skill is blockable by Stasis
LevelDescription
1ATK +5
2ATK +10
3ATK +15
4ATK +20
5ATK +25

Sanctuary (Skill ID# 70)
Type Active Max Lv 10Attack Type Holy, Long Range, Area, Magic attack
SP Cost12 + 3*SkillLV TargetGroundRange9 cells
Knockback1 cell(s)
RequirementsHeal Lv 1
Required ForGloria (Lv 7)
Stay DurationMin-Max Lv: 4 / 7 / 10 / 13 / 16 / 19 / 22 / 25 / 28 / 31 sec
Cast Time5 sec + 20% of original cast time as fixed cast time (Renewal only)
Item Required1 Blue Gemstone
EffectCreates a 5x5 area sanctuary effect around the targeted cell. Characters and non-undead/demon monsters within the sanctuary are healed (see amount below) once a second unless at Maximum HP.
Undead property and Demon family monsters take Holy property damage equal to half the sanctuary's heal, rounded down and are knocked back out of the effect each time. The maximum number of valid healing targets is equal to 6+2*SkillLV, the maximum number of valid damage targets is equal to 3+SkillLV.
The spell affecting one player or monster once is counted as 1 target. If it affects a player or monster more than once, then it will count as a valid target more than once. If the maximum number of valid targets is exceeded, the spell will come to an end prematurely.
Valid targets are determined by the following priority:
1/ Player with Current HP less than Maximum HP.
2/ Non-Undead property/Demon family monsters with Current HP less than Maximum HP.
3/ Undead property and Demon family monsters.
Multiple Sanctuaries can be stacked on each other and as long as the maximum number of valid targets is not exceeded, each will last to their full duration.
Note: Sanctuary is the one of the two only means of healing the Emperium in the War of Emperium battles. While it is a skill that is by no means essential to have in a War of Emperium priest, have one or more priests with a high level of the skill in a guild could be very useful.
Other Notes
  • Spell effects do not overlap
  • Only cells with a shootable path will be placed
  • Skill is blockable by Stasis
LevelDescription
1100 HP, 50 Damage
2200 HP, 100 Damage
3300 HP, 150 Damage
4400 HP, 200 Damage
5500 HP, 250 Damage
6600 HP, 300 Damage
7777 HP, 388 Damage
8777 HP, 388 Damage
9777 HP, 388 Damage
10777 HP, 388 Damage

Recovery (Skill ID# 72, iRO Name: Status Recovery )
Type Active Max Lv 1
SP Cost5 TargetPlayerRange9 cells
Effect Duration30 sec
EffectCures Frozen and Stunned effects on players. Causes non-Undead property monsters to lose their target. Passive monsters will stop attacking, while aggressive monsters will choose a new target.
Recovery may inflict Blind effect on Undead property monsters. The chance of this occurring is equal to (100 - (MonsterINT/2 + MonsterVIT/3 + MonsterLUK/10)) %. A successful blinding will be accompanied by the usual chirping sound.
The duration of the Blind effect is believed to be 30 * (100 - (MonsterINT + MonsterVIT)/2)/100 seconds. One Blind effect cannot overlap another.
Other Notes
  • Skill is blockable by Stasis

Gloria (Skill ID# 75)
Type Active Max Lv 5
SP Cost20 TargetSelfRangeVisual range
RequirementsSanctuary Lv 7
Stay DurationMin-Max Lv: 10 / 15 / 20 / 25 / 30 sec
EffectGives the Gloria effect to all characters in party near the caster. The Gloria effect adds LUK +30. When a second instance is cast, then it will replace the first instance on any affected targets.
Other Notes
LevelDescription
1Lasts 10 Seconds
2Lasts 15 Seconds
3Lasts 20 Seconds
4Lasts 25 Seconds
5Lasts 30 Seconds

Fire Pillar (Skill ID# 80)
Type Active, Trap Max Lv 10Attack Type Fire Property
SP Cost75 TargetGroundRange9 cells
Area3x3 cells
RequirementsFire Wall Lv 1
Stay Duration30 sec
Effect DurationMin-Max Lv: 0.6 / 0.8 / 1 / 1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 sec
Cast TimeMin-Max Lv: 2.4 / 2.16 / 1.92 / 1.68 / 1.44 / 1.2 / 0.96 / 0.72 / 0.48 / 0.24 sec + 20% of original cast time as fixed cast time (Renewal only)
Item Required1 Blue Gemstone
EffectCreates 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.
Other Notes
  • You cannot cast more than 5 instances of this skill before the first one expires.
  • Spell cannot be stacked
  • Spell cannot be cast near/on targets
LevelDescription
13 Hits / no Gemstone
24 Hits / no Gemstone
35 Hits / no Gemstone
46 Hits / no Gemstone
57 Hits / no Gemstone
68 Hits / Blue Gemstone
79 Hits / Blue Gemstone
810 Hits / Blue Gemstone
911 Hits / Blue Gemstone
1012 Hits / Blue Gemstone

Sightrasher (Skill ID# 81)
Type Offensive, Combo Max Lv 10Attack Type Fire
SP Cost33 + 2*SkillLV TargetSelf
Area7x7 cells Knockback5 cell(s)
RequirementsLightning Bolt Lv 1, Sight Lv 1
Stay Duration0.5 sec
Cast Time0.4 sec + 20% of original cast time as fixed cast time (Renewal only)
Required StatusSight
EffectCan 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.
Other Notes
  • Skill is blockable by Stasis
LevelDescription
1120% MATK
2140% MATK
3160% MATK
4180% MATK
5200% MATK
6220% MATK
7240% MATK
8260% MATK
9280% MATK
10300% MATK

Jupitel Thunder (Skill ID# 84)
Type Offensive Max Lv 10Attack Type Wind Property
SP Cost17 + 3*SkillLV TargetEnemyRange9 cells
Knockback2 cell(s)
RequirementsNapalm Beat Lv 1, Lightning Bolt Lv 1
Cast TimeMin-Max Lv: 2 / 2.4 / 2.8 / 3.2 / 3.6 / 4 / 4.4 / 4.8 / 5.2 / 5.6 sec + 20% of original cast time as fixed cast time (Renewal only)
EffectHits 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.
Other Notes
  • Skill is blockable by Stasis
LevelDescription
13 Hits / 2.5 sec Cast Time
24 Hits / 3.0 sec Cast Time
35 Hits / 3.5 sec Cast Time
46 Hits / 2.5 sec Cast Time
57 Hits / 4.5 sec Cast Time
68 Hits / 5.0 sec Cast Time
79 Hits / 5.5 sec Cast Time
810 Hits / 6.0 sec Cast Time
911 Hits / 6.5 sec Cast Time
1012 Hits / 7.0 sec Cast Time

Water Ball (Skill ID# 86)
Type Offensive Max Lv 5Attack Type Water Property
SP Cost15 + 5*(SkillLV/2 rounded down) TargetEnemyRange9 cells
RequirementsCold Bolt Lv 1, Lightning Bolt Lv 1
Cast TimeMin-Max Lv: 0.8 / 1.6 / 2.4 / 3.2 / 4 / 4 / 4 / 4 / 4 / 4 sec + 20% of original cast time as fixed cast time (Renewal only)
Required StateRequires to be standing on a water cell
EffectHits 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.
Other Notes
LevelDescription
11 Waterball / 1x1 Grid, 130% MATK
23 Waterball / 3x3 Grid, 160% MATK
38 Waterball / 3x3 Grid, 190% MATK
415 Waterball / 5x5 Grid, 220% MATK
524 Waterball / 5x5 Grid, 250% MATK

Ice Wall (Skill ID# 87)
Type Active Max Lv 10Attack Type Water Property
SP Cost20 TargetGroundRange9 cells
RequirementsStone Curse Lv 1, Frost Diver Lv 1
Required ForFrost Nova (Lv 1)
Stay DurationMin-Max Lv: 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 sec
EffectCreates 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.
Other Notes
  • Cannot be used in GvG maps
  • Cannot be used in Battleground maps
  • Cannot be used in Aldebaran Turbo Track
  • Cannot be used in Endless Tower, Orc's Memory Dungeon or Nidhoggur's Nest
  • Only cells with a shootable path will be placed
  • Skill is blockable by Stasis
LevelDescription
1400 HP / 8 sec
2600 HP / 12 sec
3800 HP / 16 sec
41000 HP / 20 sec
51200 HP / 24 sec
61400 HP / 28 sec
71600 HP / 32 sec
81800 HP / 36 sec
92000 HP / 40 sec
102200 HP / 44 sec

Frost Nova (Skill ID# 88)
Type Offensive Max Lv 10Attack Type Water Property [Splash Damage, 2 cells]
SP Cost47 - 2*SkillLV TargetSelf
Area5x5 cells
RequirementsIce Wall Lv 1
Effect DurationMin-Max Lv: 4 / 5 / 6 / 8 / 10 / 12 / 13 / 15 / 16 / 17 sec
Cast TimeMin-Max Lv: 0.8 / 0.8 / 0.72 / 0.72 / 0.64 / 0.64 / 0.56 / 0.56 / 0.48 / 0.48 sec + 20% of original cast time as fixed cast time (Renewal only)
EffectHits 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.
Other Notes
LevelDescription
16.0 Seconds Cast Time
26.0 Seconds Cast Time
35.5 Seconds Cast Time
45.5 Seconds Cast Time
55 Seconds Cast Time
65 Seconds Cast Time
74.5 Seconds Cast Time
84.5 Seconds Cast Time
94 Seconds Cast Time
104 Seconds Cast Time

Earth Spike (Skill ID# 90)
Type Offensive, Level Selectable Max Lv 5Attack Type Earth Property
SP Cost10 + 2*SkillLV TargetEnemyRange9 cells
RequirementsStone Curse Lv 1
Required ForHeaven's Drive (Lv 3)
Cast TimeMin-Max Lv: 0.56 / 1.12 / 1.68 / 2.24 / 2.8 / 2.8 / 2.8 / 2.8 / 2.8 / 2.8 sec + 20% of original cast time as fixed cast time (Renewal only)
EffectHits 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.
Other Notes
  • Skill is blockable by Stasis

Heaven's Drive (Skill ID# 91)
Type Offensive Max Lv 5Attack Type Earth property, Long Range, Area, Magic attack
SP Cost24 + 4*SkillLV TargetGroundRange9 cells
RequirementsEarth Spike Lv 3
Required ForQuagmire (Lv 1)
Stay Duration0.5 sec
Cast TimeMin-Max Lv: 0.8 / 1.6 / 2.4 / 3.2 / 4 / 4 / 4 / 4 / 4 / 4 sec + 20% of original cast time as fixed cast time (Renewal only)
EffectHits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.
Other Notes
  • Only cells with a shootable path will be placed
  • Skill is blockable by Stasis

Quagmire (Skill ID# 92)
Type Active Max Lv 5Attack Type Earth Property
SP Cost5*SkillLV TargetGroundRange9 cells
RequirementsHeaven's Drive Lv 1
Stay DurationMin-Max Lv: 5 / 10 / 15 / 20 / 25 sec
Effect DurationMin-Max Lv: 5 / 10 / 15 / 20 / 25 sec
EffectDecreases 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.
Other Notes
  • You cannot cast more than 3 instances of this skill before the first one expires.
  • Only cells with a shootable path will be placed
  • Skill is blockable by Stasis
  • Skill does not affect players with Hovering active

Monster Property (Skill ID# 93, iRO Name: Sense)
Type Active Max Lv 1
SP Cost10 TargetEnemyRange9 cells
EffectBrings 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.

Hilt Binding (Skill ID# 105)
Type Passive Max Lv 1
Required ForWeaponry Research (Lv 1)
EffectGives a +1 bonus to STR and +4 ATK. Increases Adrenaline Rush, Over Thrust and Weapon Perfection duration by 10%. DOES NO LONGER prevent you from dropping the equipped weapon upon death. The chance of items dropping on death is only implemented in Nightmare mode PvP currently.

Weaponry Research (Skill ID# 107)
Type Passive Max Lv 10
RequirementsHilt Binding Lv 1
EffectIncreases character's HIT by +2 per SkillLV, ATK by +2 per SkillLV and weapon forging success rate by +1% per SkillLV. The damage applies even on a missed attack and is affected by elemental properties and card modifiers.
Contrary to some rumor, this skill DOES NOT improve upgrading chances at an Upgrade NPC.
Other Notes
LevelDescription
1+ 2 ATK/HIT, +1% Forging
2+ 4 ATK/HIT, +2% Forging
3+ 6 ATK/HIT, +3% Forging
4+ 8 ATK/HIT, +4% Forging
5+ 10 ATK/HIT, +5% Forging
6+ 12 ATK/HIT, +6% Forging
7+ 14 ATK/HIT, +7% Forging
8+ 16 ATK/HIT, +8% Forging
9+ 18 ATK/HIT, +9% Forging
10+ 20 ATK/HIT, +10% Forging

Skid Trap (Skill ID# 115)
Type Active, Trap Max Lv 5
SP Cost10 TargetGroundRange3 cells
Knockback6 cell(s)
Required ForFlasher (Lv 1)
Stay DurationMin-Max Lv: 300 / 240 / 180 / 120 / 60 sec
Item Required1 Trap
EffectA 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.
Other Notes
  • Spell cannot be stacked
  • Spell cannot be cast near/on targets
  • Skill does not affect players with Hovering active
  • Skill can be used while riding a Warg
LevelDescription
1Sliding Range 6 cells, Setting Time 300 secs
2Sliding Range 7 cells, Setting Time 240 secs
3Sliding Range 8 cells, Setting Time 180 secs
4Sliding Range 9 cells, Setting Time 120 secs
5Sliding Range 10 cells, Setting Time 60 secs

Sandman (Skill ID# 119)
Type Active, Trap Max Lv 5
SP Cost12 TargetGroundRange3 cells
RequirementsFlasher Lv 1
Stay DurationMin-Max Lv: 150 / 120 / 90 / 60 / 30 sec
Effect DurationMin-Max Lv: 12 / 14 / 16 / 18 / 20 sec
Item Required1 Trap
EffectA 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.
Other Notes
  • Spell cannot be stacked
  • Spell cannot be cast near/on targets
  • Skill does not affect players with Hovering active
  • Skill can be used while riding a Warg
LevelDescription
1Setting Time 150sec 50% Sleep Chance
2Setting Time 120sec 60% Sleep Chance
3Setting Time 90sec 70% Sleep Chance
4Setting Time 60sec 80% Sleep Chance
5Setting Time 30sec 90% Sleep Chance

Flasher (Skill ID# 120)
Type Active, Trap Max Lv 5
SP Cost12 TargetGroundRange3 cells
RequirementsSkid Trap Lv 1
Required ForSandman (Lv 1), Freezing Trap (Lv 1)
Stay DurationMin-Max Lv: 150 / 120 / 90 / 60 / 30 sec
Effect DurationMin-Max Lv: 10 / 11 / 12 / 13 / 14 sec
Item Required2 Trap
EffectA 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.
Other Notes
  • Spell cannot be stacked
  • Spell cannot be cast near/on targets
  • Skill does not affect players with Hovering active
  • Skill can be used while riding a Warg
LevelDescription
1Setting Time150secs
2Setting Time120secs
3Setting Time90secs
4Setting Time60secs
5Setting Time30secs

Freezing Trap (Skill ID# 121)
Type Active, Trap Max Lv 5Attack Type Water
SP Cost10 TargetGroundRange3 cells
RequirementsFlasher Lv 1
Stay DurationMin-Max Lv: 150 / 120 / 90 / 60 / 30 sec
Effect DurationMin-Max Lv: 3 / 6 / 9 / 12 / 15 sec
Item Required2 Trap
EffectA 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.
Other Notes
  • Spell cannot be stacked
  • Spell cannot be cast near/on targets
  • Skill range affected by Research Trap
  • Skill does not affect players with Hovering active
  • Skill can be used while riding a Warg
LevelDescription
1Setting Time 150secs
2Setting Time 120secs
3Setting Time 90secs
4Setting Time 60secs
5Setting Time 30secs

Enchant Poison (Skill ID# 138)
Type Active Max Lv 10Attack Type Poison Property
SP Cost20 TargetPlayerRange1 cells
RequirementsEnvenom Lv 1
Stay DurationMin-Max Lv: 30 / 45 / 60 / 75 / 90 / 105 / 120 / 135 / 150 / 165 sec
Effect DurationMin-Max Lv: 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 sec
EffectGives equipped weapons the Poison property. Changing or removing either weapon cancels the effect for every weapon affected. Every hit while the Enchant Poison effect is running has a (2.5+0.5*SkillLV)% chance of causing the Poison effect to the target.
Other Notes
LevelDescription
130 Sec 3% Chance
245 Sec 3.5% Chance
360 Sec 4% Chance
475 Sec 4.5% Chance
590 Sec 5% Chance
6105 Sec 5.5% Chance
7120 Sec 6% Chance
8135 Sec 6.5% Chance
9150 Sec 7% Chance
10165 Sec 7.5% Chance

Tunnel Drive (Skill ID# 213, iRO Name: Stalk)
Type Passive Max Lv 5
SP CostHide dependant
RequirementsHiding Lv 1
EffectUpgrades the Hide skill to allow slow movement while hiding. Not restricted to walls like the Assassins Cloaking Skill.
Movement Speed:
Other Notes
LevelDescription
126%
232%
338%
444%
550%

Axe Mastery (Skill ID# 226)
Type Passive Max Lv 10
EffectRaises 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.
Other Notes
LevelDescription
1ATK +3
2ATK +6
3ATK +9
4ATK +12
5ATK +15
6ATK +18
7ATK +21
8ATK +24
9ATK +27
10ATK +30

Faith (Skill ID# 248)
Type Passive Max Lv 10
Required ForHoly Cross (Lv 7)
EffectIncreases Maximum HP by 200 and Resistance to Holy attacks by 5% per SkillLV.
Other Notes
LevelDescription
1+200 HP, 5% Resist
2+400 HP, 10% Resist
3+600 HP, 15% Resist
4+800 HP, 20% Resist
5+1000 HP, 25% Resist
6+1200 HP, 30% Resist
7+1400 HP, 35% Resist
8+1600 HP, 40% Resist
9+1800 HP, 45% Resist
10+2000 HP, 50% Resist

Holy Cross (Skill ID# 253)
Type Offensive Max Lv 10Attack Type Holy Property
SP Cost10 + SkillLV TargetEnemyRange2 cells
RequirementsFaith Lv 7
Effect DurationMin-Max Lv: 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 sec
EffectHit an enemy with a cross shaped, strong, holy element attack. Has a chance of causing Blind. Damage is (100+35*SkillLV)%, Blind chance is (3*SkillLV)%.
Other Notes
LevelDescription
1135% ATK, 3% Chance
2170% ATK, 6% Chance
3205% ATK, 9% Chance
4240% ATK, 12% Chance
5275% ATK, 15% Chance
6310% ATK, 18% Chance
7345% ATK, 21% Chance
8380% ATK, 24% Chance
9415% ATK, 27% Chance
10450% ATK, 30% Chance

Iron Hand (Skill ID# 259, iRO Name: Iron Fists)
Type Passive Max Lv 10
RequirementsDemon Bane Lv 10, Divine Protection Lv 10
Required ForCall Spirits (Lv 2)
EffectIncreases Attack Power of fists and knuckle type weapons by 3 per SkillLV.
Other Notes
LevelDescription
1ATK +3
2ATK +6
3ATK +9
4ATK +12
5ATK +15
6ATK +18
7ATK +21
8ATK +24
9ATK +27
10ATK +30

Call Spirits (Skill ID# 261, iRO Name: Summon Spirit Sphere)
Type Active Max Lv 5
SP Cost8 TargetSelf
RequirementsIron Hand Lv 2
Required ForAbsorb Spirits (Lv 5)
Stay Duration600 sec
Cast Time0.5 sec, + fixed cast time 0.5 sec (Renewal only)
EffectSummons one Spirit Sphere each cast. Spirit Spheres are required and used up by some skills. The maximum number of Spheres you can have is determined by the learned SkillLV.
Each active Sphere gives +3 ATK with holy element that never misses. The cast is uninterruptable.

Absorb Spirits (Skill ID# 262, iRO Name: Spiritual Sphere Absorption)
Type Active Max Lv 1
SP Cost5 TargetPlayerRange9 cells
RequirementsCall Spirits Lv 5
Cast Time1 sec, + fixed cast time 1 sec (Renewal only)
EffectUses up all Spirit Spheres and regains 10 SP per sphere. Can be used on another Monk's Spheres in PVP. If used against a monster it steals 2 SP per monster level with a success chance of 20%.

Magic Crasher (Skill ID# 365, iRO Name: Stave Crasher)
Type Offensive Max Lv 1Attack Type Use Weapon Property
SP Cost8 TargetEnemyRange9 cells
RequirementsIncrease Spiritual Power Lv 1
Cast Time0.3 sec + 20% of original cast time as fixed cast time (Renewal only)
EffectYou 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.


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