.:Skill Search:.

Sanctuary (Skill ID# 70)
Type Active Max Lv 10Attack Type Holy, Long Range, Area, Magic attack, Magic
SP Cost12 + 3*SkillLV TargetGroundRange9 cells
Knockback2 cell(s)
Requirements (May vary for different classes, view skill by classes is recommended)
Heal Lv 1
Required ForSafety Wall (Lv 3, Priest), Gloria (Lv 7, Expanded Super Novice)
Stay DurationMin-Max Lv: 3.9 / 6.9 / 9.9 / 12.9 / 15.9 / 18.9 / 21.9 / 24.9 / 27.9 / 30.9 sec
Cast Time[Pre-Renewal: 5 sec]
[Renewal: 4 sec]
Fixed Cast Time1 sec (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
  • Skill ignores target's defense
  • Spell effects do not overlap
  • Only cells with a shootable path will be placed
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

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