.:Hunter Skills:.
Archer | OR |
Hunter | |
Sniper | |
Ranger |
Bard Dancer |
Clown Gypsy |
Minstrel Wanderer | ||||
Skid Trap (Skill ID# 115)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Knockback | 6 cell(s) | ||||||||||||||||
Required For | Ankle Snare (Lv 1), Flasher (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 300 / 240 / 180 / 120 / 60 sec | ||||||||||||||||
Effect Duration | 3 sec | ||||||||||||||||
Item Required | 1 Trap | ||||||||||||||||
Effect | A 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 |
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Land Mine (Skill ID# 116)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Earth, Misc | ||||||||||||
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SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Required For | Blast Mine (Lv 1), Remove Trap (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 200 / 160 / 120 / 80 / 40 sec | ||||||||||||||||
Effect Duration | 5 sec | ||||||||||||||||
Fixed Cast Time | 1 sec (Renewal only) | ||||||||||||||||
Cast Delay | 1 sec | ||||||||||||||||
Item Required | 1 Trap | ||||||||||||||||
Effect | A Land Mine is a visible trap that explodes when stepped on, hitting the monster or player (in PvP only) that triggered it for [(DEX+75)*(1+INT/100)*SkillLV] damage. This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. There is also a (5*SkillLV+30)% chance to stun targets for 5 seconds. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Land Mine will turn back into a Trap item on the floor and can be reclaimed. | ||||||||||||||||
Other Notes |
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Ankle Snare (Skill ID# 117)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 12 | Target | Ground | Range | 3 cells | ||||||||||||
Requirements | Skid Trap Lv 1 | ||||||||||||||||
Required For | Shockwave Trap (Lv 1), Aimed Bolt (Lv 5, Ranger) | ||||||||||||||||
Stay Duration | Min-Max Lv: 250 / 200 / 150 / 100 / 50 sec | ||||||||||||||||
Effect Duration | Min-Max Lv: 4 / 8 / 12 / 16 / 20 sec | ||||||||||||||||
Item Required | 1 Trap | ||||||||||||||||
Effect | Creates an Ankle Snare in the targeted cell. Any monster that steps within 1 cell of the trap will become snared for 5*SkillLV/(Target AGI*0.1) seconds (minimum of 3 seconds). In PvP zones, players may be snared too (including the creator of the trap!). Boss monsters are snared for 1/5th of the normal time and will teleport almost certainly when snared. A snared target cannot sit, stand or move away from the cell on which they are snared, but can use skills and items and make attacks on anyone within range. The skill Remove Trap can be used to cancel an Ankle Snare that has already caught a player. Ankle Snare traps are invisible in PvP, 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. The use of any invisibility detection skill will reveal the trap. If not tripped by the end of the duration, the Ankle Snare will turn back into a Trap item on the floor and can be reclaimed. | ||||||||||||||||
Other Notes |
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Shockwave Trap (Skill ID# 118)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 45 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Ankle Snare Lv 1 | ||||||||||||||||
Required For | Claymore Trap (Lv 1), Talkie Box (Lv 1), Electric Shocker (Lv 5, Ranger) | ||||||||||||||||
Stay Duration | Min-Max Lv: 200 / 160 / 120 / 80 / 40 sec | ||||||||||||||||
Item Required | 2 Trap | ||||||||||||||||
Effect | A Shockwave Trap is a trap that activates when stepped on. Whoever trips the trap will lose (5+15*SkillLV)% of their SP. Shockwave 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. If not tripped by the end of the duration, the Shockwave Trap will turn back into a Trap item on the floor and can be reclaimed. | ||||||||||||||||
Other Notes |
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Sandman (Skill ID# 119)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 12 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 5 x 5 cells | ||||||||||||||||
Requirements | Flasher Lv 1 | ||||||||||||||||
Required For | Blast Mine (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 150 / 120 / 90 / 60 / 30 sec | ||||||||||||||||
Effect Duration | [Pre-Renewal: 30 sec] [Renewal: 20 sec] | ||||||||||||||||
Item Required | 1 Trap | ||||||||||||||||
Effect | A 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 |
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Flasher (Skill ID# 120)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 12 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Skid Trap Lv 1 | ||||||||||||||||
Required For | Sandman (Lv 1), Freezing Trap (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 150 / 120 / 90 / 60 / 30 sec | ||||||||||||||||
Effect Duration | [Pre-Renewal: 30 sec] [Renewal: 20 sec] | ||||||||||||||||
Item Required | 2 Trap | ||||||||||||||||
Effect | A 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 |
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Freezing Trap (Skill ID# 121)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Water, Weapon | ||||||||||||
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SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Flasher Lv 1 | ||||||||||||||||
Required For | Blast Mine (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 150 / 120 / 90 / 60 / 30 sec | ||||||||||||||||
Effect Duration | [Pre-Renewal: Min-Max Lv: 3 / 6 / 9 / 12 / 15 sec] [Renewal: Min-Max Lv: 5.5 / 8.5 / 11.5 / 14.5 / 17.5 sec] | ||||||||||||||||
Item Required | 2 Trap | ||||||||||||||||
Effect | A 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 |
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Blast Mine (Skill ID# 122)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Wind, Misc | ||||||||||||
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SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Land Mine Lv 1, Sandman Lv 1, Freezing Trap Lv 1 | ||||||||||||||||
Required For | Claymore Trap (Lv 1) | ||||||||||||||||
Stay Duration | Min-Max Lv: 25 / 20 / 15 / 10 / 5 sec | ||||||||||||||||
Fixed Cast Time | 1 sec (Renewal only) | ||||||||||||||||
Cast Delay | 1 sec | ||||||||||||||||
Item Required | 1 Trap | ||||||||||||||||
Effect | A Blast mine is a visible trap that explodes 30 - 5*SkillLV seconds after it is set or when an enemy steps on it, hits a 3x3 area around the target cell for [(50+DEX/2)*(1+INT/100)*SkillLV] damage. This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. The caster can move the trap before it's activated. | ||||||||||||||||
Other Notes |
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Claymore Trap [Skill can hit trap-type skill] (Skill ID# 123)
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Type | Active, Trap | Max Lv | 5 | Attack Type | Fire, Misc | ||||||||||||
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SP Cost | 15 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 5 x 5 cells | ||||||||||||||||
Requirements | Shockwave Trap Lv 1, Blast Mine Lv 1 | ||||||||||||||||
Required For | Research Trap (Lv 1, Ranger) | ||||||||||||||||
Stay Duration | Min-Max Lv: 20 / 40 / 60 / 80 / 100 sec | ||||||||||||||||
Fixed Cast Time | 1 sec (Renewal only) | ||||||||||||||||
Cast Delay | 1 sec | ||||||||||||||||
Item Required | 2 Trap | ||||||||||||||||
Effect | A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5x5 area around the target cell for [(75+DEX/2)*(1+INT/100)*SkillLV] damage. This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Claymore Trap will turn back into a Trap item on the floor and can be reclaimed. | ||||||||||||||||
Other Notes |
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Remove Trap [Skill can hit trap-type skill] (Skill ID# 124)
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Type | Active | Max Lv | 1 | Attack Type | Misc |
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SP Cost | 5 | Target | Trap | Range | 2 cells |
Requirements | Land Mine Lv 1 | ||||
Required For | Talkie Box (Lv 1), Spring Trap (Lv 1), Research Trap (Lv 1, Ranger) | ||||
Effect | Turns one set trap back into a Trap item. You only get one trap even if you needed two for setting it. Can be used with an Ankle Snare that has already caught a target, but in this case you will not get a Trap item. Only works with your own traps. |
Talkie Box (Skill ID# 125)
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Type | Active, Trap | Max Lv | 1 | Attack Type | Misc |
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SP Cost | 1 | Target | Ground | Range | 3 cells |
Requirements | Shockwave Trap Lv 1, Remove Trap Lv 1 | ||||
Stay Duration | 600 sec | ||||
Item Required | 1 Trap | ||||
Effect | Repeats a message input at casting time in blue text (does not appear in chat window). | ||||
Other Notes |
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Beast Bane (Skill ID# 126)
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Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
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Required For | Falconry Mastery (Lv 1) | ||||||||||||||||||||||||||
Effect | Increases damage to Brute and Insect family monsters by +4*SkillLV. 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 |
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Falconry Mastery (Skill ID# 127)
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Type | Passive | Max Lv | 1 | ||
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Requirements | Beast Bane Lv 1 | ||||
Required For | Blitz Beat (Lv 1), Detecting (Lv 1), Spring Trap (Lv 1), Falcon Assault (Lv 1, Sniper), True Sight (Lv 1, Sniper) | ||||
Effect | Allows you to hire a Falcon from the Falcon Master in the Hunter Guild in Hugel. Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is released, a new one must be hired. |
Steel Crow (Skill ID# 128)
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Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
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Requirements | Blitz Beat Lv 5 | ||||||||||||||||||||||||||
Required For | Falcon Assault (Lv 3, Sniper) | ||||||||||||||||||||||||||
Effect | Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits. | ||||||||||||||||||||||||||
Other Notes |
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Blitz Beat [Skill can hit trap-type skill] (Skill ID# 129)
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Type | Offensive | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 7 + 3*SkillLV | Target | Enemy | Range | 5 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Falconry Mastery Lv 1 | ||||||||||||||||
Required For | Steel Crow (Lv 5), Falcon Assault (Lv 5, Sniper) | ||||||||||||||||
Cast Time | [Pre-Renewal: 1.5 sec] [Renewal: 0.8 sec] | ||||||||||||||||
Fixed Cast Time | 0.2 sec (Renewal only) | ||||||||||||||||
Cast Delay | 1 sec | ||||||||||||||||
Required State | Requires a Falcon | ||||||||||||||||
Effect | Orders your Falcon to attack, delivering SkillLV hits to all enemies in a 3x3 area around the target for a total of ([DEX/10] + [INT/2] + 3*Steel Crow SkillLV + 40)*2) using Neutral Element. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property. In addition, there is a 0.3%*LUK chance of Blitz Beat occurring automatically per shot with a bow. This so called auto-blitz beat is less effective than a manual one and the full damage is split evenly between all targets affected. For example, an auto-blitz beat that hits 3 targets will do 1/3 of the normal damage to each. Also, the total number of hits it delivers is based on the users job level and is equal to [(Job Level-1)/10]+1. | ||||||||||||||||
Other Notes |
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Detecting (Skill ID# 130, iRO Name: Detect)
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Type | Active | Max Lv | 4 | Attack Type | Misc | ||||||||||
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SP Cost | 8 | Target | Ground | Range | 3 / 5 / 7 / 9 cells | ||||||||||
Area | 7 x 7 cells | ||||||||||||||
Requirements | Attention Concentrate Lv 1, Falconry Mastery Lv 1 | ||||||||||||||
Required State | Requires a Falcon | ||||||||||||||
Effect | Reveals any invisible traps, monsters or players in a 3x3 cell area around the target cell. | ||||||||||||||
Other Notes |
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Spring Trap (Skill ID# 131)
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Type | Active | Max Lv | 5 | Attack Type | Misc | ||||||||||||
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SP Cost | 10 | Target | Trap | Range | 4 / 5 / 6 / 7 / 8 cells | ||||||||||||
Requirements | Remove Trap Lv 1, Falconry Mastery Lv 1 | ||||||||||||||||
Required State | Requires a Falcon | ||||||||||||||||
Effect | A trap visible to the user and within range is destroyed. No trap item is recovered. This skill can work on enemy traps (unlike Remove Trap). | ||||||||||||||||
Other Notes |
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Beast Strafing [Spirit Skill (Must be Soul Linked)] (Skill ID# 499, iRO Name: Beast Charge)
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Type | Offensive | Max Lv | 1 | Attack Type | Use Weapon Property, Weapon |
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SP Cost | 12 | Target | Enemy | Range | 9 cells |
Requirements | Double Strafing Lv 10 | ||||
Stay Duration | 0.1 sec | ||||
Cast Delay | 0.1 sec | ||||
Req. Weapon Class | Bow | ||||
Ammunition Required | 1 Arrow | ||||
Effect | If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target. Only usable right after using Double Strafing, and its power is heavily affected by STR. | ||||
Other Notes |
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Phantasmic Arrow [Quest Skill] (Skill ID# 1009)
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Type | Offensive | Max Lv | 1 | Attack Type | Use Weapon Property, Weapon |
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SP Cost | 10 | Target | Enemy | Range | 9 cells |
Knockback | 3 cell(s) | ||||
Req. Weapon Class | Bow | ||||
Effect | Launches an arrow of illusion from your bow. It has 150% ATK, and if it hits the enemy, it pushes them back 3 cells. You can use this skill even if you have no Arrows equipped. | ||||
Can be learnt from | Hunter Platinum Skills Quests |