Increases damage with Daggers and Swords (1-handed only) 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
Level
Description
1
ATK +4
2
ATK +8
3
ATK +12
4
ATK +16
5
ATK +20
6
ATK +24
7
ATK +28
8
ATK +32
9
ATK +36
10
ATK +40
Increase Recuperative Power(Skill ID# 4, iRO Name: Increase HP Recovery)
Type
Passive
Max Lv
10
Effect
Heals ((5*SkillLV) + (Maximum HP*0.002*SkillLV)) HP per 10 full seconds spent standing on one cell. Increases the effect of healing items by (10*SkillLV)% (cumulative with the increase from VIT).
A melee attack with ATK equal to (100+30*SkillLV)%. There is a HIT bonus of 5*SkillLV. If the character has the Fatal Blow skill as well, levels 6-10 will add a chance to Stun of 5%*(Bash SkillLV - 5) plus a bonus depending on BaseLV.
5x5 cells, Fire property splash attack with ATK of (100+20*SkillLV)% and a +10*SkillLV bonus to HIT. Enemies hit by the attack are pushed back 2 cells. Drains 15 HP per use, but cannot kill character. After usage, it adds a 20% Fire-elemental bonus to ATK that lasts for 10 seconds. After the cast the attack sequence is not interrupted.
Makes character skip "flinch" animation when hit, thus preventing "stun lock". You still take full damage from hits, but you keep on doing whatever you were doing without pause. A sitting character does not stand up when hit while affected by Endure. The effect cancels out after 7 monster hits. However there is NO maximum for Players hitting the caster. Provides a +1*SkillLV bonus to MDEF. After the first cast you have to wait 10 seconds to cast this skill again. The Endure effect doesn't work during War of Emperium. You only get MDEF bonus.
Recovers (Maximum SP/500 + 3)*SkillLV SP per 10 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV.
Hits every Enemy in a 3x3 area around the target for an MATK of (70+10*SkillLV)% using Ghost Element. This damage is spread equally between all targets. For example, if 3 monsters are hit, then each takes 1/3rd of the damage a single target would take.
Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell. Skills from monsters closer than 4 cells are considered as melee attacks.
Other Notes
Cannot be used in Sealed Shrine
Spell cannot be stacked
Level
Description
1
2 Protected Hits
2
3 Protected Hits
3
4 Protected Hits
4
5 Protected Hits
5
6 Protected Hits
6
7 Protected Hits
7
8 Protected Hits
8
9 Protected Hits
9
10 Protected Hitst
10
11 Protected Hits
Soul Strike(Skill ID# 13)
Type
Offensive, Level Selectable
Max Lv
10
Attack Type
Sense / Ghost Property, Magic
SP Cost
15+3*SkillLV for odd LVs and 8+3*SkillLV for even LVs
Hits the target for an MATK of (100+10*SkillLV)% Water Element. In addition, has a (35+3*SkillLV)% chance of causing the Frozen status to the target. Undead property and Boss monsters cannot be Frozen. Water and Fire element monsters have a greatly reduced chance of being Frozen. The MDEF of the target affects the success chance and status duration. While frozen, the target cannot move, attack or use skill and counts as having Water1 element. Lex Aeterna cannot be used on such a target. The Frozen status lasts until the target receives any damage or the duration ends.
Other Notes
Level
Description
1
38% Success / 110% MATK 25 SP
2
41% Success / 120% MATK 24 SP
3
44% Success / 130% MATK 23 SP
4
47% Success / 140% MATK 22 SP
5
50% Success / 150% MATK 21 SP
6
53% Success / 160% MATK 20 SP
7
56% Success / 170% MATK 19 SP
8
59% Success / 180% MATK 18 SP
9
62% Success / 190% MATK 17 SP
10
65% Success / 200% MATK 16 SP
Stone Curse(Skill ID# 16)
Type
Active
Max Lv
10
Attack Type
Earth Property, Magic
SP Cost
26 - SkillLV
Target
Enemy
Range
2 cells
Required For
Ice Wall (Lv 1, Expanded Super Novice), Earth Spike (Lv 1, Expanded Super Novice)
Has a (20+4*SkillLV)% chance of causing the Stone Curse effect to the targeted enemy. The Stone Curse effect changes the targets element into Earth 1, gives +25% MDEF and -50% Def and reduces the targets HP by 1% of Maximum HP every 5 seconds (cannot drop below 25% of Maximum HP). Boss monsters cannot be Stone Cursed. Lex Aeterna and Steal cannot be used on a Stone Cursed target. Range is 2!! cells. From LV 6 on it no longer uses up a Gemstone if it fails.
Other Notes
Level
Description
1
24% Success Chance 25 SP
2
28% Success Chance 24 SP
3
32% Success Chance 23 SP
4
36% Success Chance 22 SP
5
40% Success Chance 21 SP
6
44% Success Chance 20 SP
7
48% Success Chance 19 SP
8
52% Success Chance 18 SP
9
56% Success Chance 17 SP
10
60% Success Chance 16 SP
Fire Ball[Skill can hit trap-type skill](Skill ID# 17)
Hits every enemy in a 5x5 area around the target with an MATK of (70+10*SkillLV)% and Fire Element. After SkillLV 6, it has a reduced cast / after-Cool Down.
Creates 3 cells of the Fire Wall effect in a line perpendicular to the line between the caster and the targeted cell. Each cell can deliver up to 4+SkillLV Fire Element hits at MATK*0.5 before its effect is drained. When cast diagonal a wall of two rows cells will appear with 3 cells in the first and 2 cells in the last row.
Other Notes
You cannot cast more than 3 instances of this skill before the first one expires.
Hits every Enemy in a 5x5 area around the targeted cell with 1 Wind Element Bolt per level at a rate of 1 bolt every 0.2 seconds. Each bolt does 0.8*MATK Wind element damage.
Reduces damage from Undead property and Demon family monsters by (3*SkillLV)+[0.04*(BaseLV + 1)]. Damage is subtracted after DEF reductions. Does not work against Players. Base increment without BaseLV modification:
Increases damage against Undead property and Demon family monsters by (3*SkillLV)+[0.05*(BaseLV + 1)]. Damage ignores DEF reduction from armor, but not from VIT. The skill bonus increases with higher character BaseLV. Does not work against Players. Base increment without BaseLV modification:
Reveals Hiding and Cloaking players and monsters within range. Revealed players and monsters are hit with a holy element Magic attack with a strength of MATK*1.45.
Creates a 3x3 cell cloud (although the animation only appears to cover the center cell!) around the target cell that blocks all ranged Physical attacks. This means that it also blocks the bow attacks of players, so take care not to prevent any Hunters or Bow Thieves in the party from being able to do damage! Monsters count as being "ranged" if their attack has a range of 4 or more cells. Pneuma cannot be cast if it is targeted to overlap an already existing Pneuma area or a Safety Wall cell. Does not block splash damage or negate the Flee reducing effects of having multiple targets attacking you. Do note that although you can see the animation on top of a Land Protector, Pneuma will have no effect.
At level 1, you can teleport to a random spot on the same map. At level 2, you can also choose to teleport to your save point. When Teleportation is actually cast, a window will appear showing the available options (including cancel). You must actually select an option by clicking or with the up/down arrow keys and pressing enter for the effect to occur. Once you actually teleport, you will count as having "just entered the map". This means that Aggressive monsters won't see you for 3 seconds or until you move.
Other Notes
Cannot be used in GvG maps
Cannot be used in Battleground maps
Cannot be used in WoE:TE castles
Cannot be used in Aldebaran Turbo Track
Cannot be used in Izlude Battle Arena
Cannot be used in Sealed Shrine
Cannot be used in Endless Tower, Orc's Memory Dungeon or Nidhoggur's Nest
Creates a warp portal at the targeted cell after a destination is selected from a list. This spell cannot be cast under a monster or player. If anyone steps onto the targeted cell while the destination is being selected, the spell will fail. After successful casting, anyone stepping onto the affected cell will be teleported to the selected destination. The destinations that may be selected are set by the use of the /memo command while standing in the desired location and by your current Save Point. You may not set a memo point on Indoors map (dungeons and inside buildings in cities) and some maps that are far away from cities. If you make a new Memo Point on a map where you already have a Memo Point, that Memo Point will be replaced. After filling all 3 possible Memo Points, setting a new Memo Point will replace the oldest current Memo Point (the bottom one on the list). The number of Memo Points available to you is equal to the SkillLV - 1 (therefore, at level 1 you have no memo points available and can only cast a Warp Portal to your Save Point). The maximum capacity of people that the caster can warp at a time is 8 regardless of its skill level. No more than 3 Warp Portals cast by the one caster can be in effect at the same time. If the caster leaves the map where the portal has been cast, the portal disappears.
Other Notes
You cannot cast more than 3 instances of this skill before the first one expires.
Heals a target's HP for [(BaseLV+INT)/8]*(4+8*SkillLV). When used against Undead property monsters, it is a holy attack that ignores MDEF and INT, but deals only half damage (that is, HealValue*ElementModifier/2). To use against a monster, you must shift-click it or turn on /noshift.
Increases AGI of target by 2+SkillLV and increases movement speed by 25%. Casting is accompanied by the "AGI UP" message over the target. Dispels Decrease Agility when cast. Dispelled by Decrease Agility and Quagmire. A monster or player in the area of effect of a Quagmire spell cannot receive the benefits of Increase Agility. This skill consumes some HP along with the SP cost.
Decreases AGI of target by 2+SkillLV and reduces movement speed by 25%. The skill can fail and success is indicated by the text "AGI down" on the target at the time of casting. A successful cast will dispel Increase Agility, Adrenaline Rush, Two-Hand Quicken, Spear Quicken and Cart Boost. The effects of this skill combine with Quagmire in the form AGI/2-2+SkillLV. The formula for success is believed to be SuccessRate = 40 + 2*SkillLV + (BaseLV + INT)/5 - Target MDEF where SuccessRate is expressed as a percentage. Duration is halved on players. Does not work against Boss monsters.
Other Notes
Level
Description
1
-3 AGI
2
-4 AGI
3
-5 AGI
4
-6 AGI
5
-7 AGI
6
-8 AGI
7
-9 AGI
8
-10 AGI
9
-11 AGI
10
-12 AGI
Aqua Benedicta(Skill ID# 31)
Type
Active
Max Lv
1
Attack Type
Magic
SP Cost
10
Target
Self
Cast Time
[Pre-Renewal: 1 sec] [Renewal: 0.8 sec]
Fixed Cast Time
0.2 sec (Renewal only)
Cast Delay
0.5 sec
Required State
Requires to be standing on a water cell
Effect
Creates 1 Holy Water. Caster must stand in water for the skill to succeed. Map-wide submersion (Undersea Tunnel LV 4/5 or Sunken Ship) does not work.
Signum Crucis(Skill ID# 32, iRO Name: Signum Crusis)
Reduces the DEF (not VIT DEF) of Undead property and Demon family monsters on screen by (10+4*SkillLV)% (further modified by target- and caster base levels). The skill can fail on a monster, the formula for success is believed to be SuccessRate in %= 23 + 4*SkillLV + BaseLV - TargetLV. The monsters affected are indicated by the sweat drop emotion (/swt). The effect of Signum Crucis stacks with the effects of Provoke.
Increases STR, DEX and INT of the target by 1*SkillLV and removes any Curse effect. If used on Undead property or Demon family monsters, it halves their STR, DEX and INT, regardless of skill level. This "Bless Curse" or "Offensive Blessing" will lower the HIT and MATK of a monster, but has no effect on ATK. This effect does not work against Players or Boss monsters.
Cures Blind, Confusion and Silence (limitation: you can't cure yourself from Silence since you can't cast while Silenced). Does not work against Players.
Allows buying items at reduced prices from NPC shops. Deals, vending shops, and chat-selling NPCs (e.g. Upgrade stone NPC) are not affected. The final price is always rounded down and has a minimum value of 1z.
Allows the character to equip and use a pushcart. Movement speed with a Pushcart equipped is (50+5*SkillLV)% (yes, you move much slower at the beginning). The pushcart can hold 8000 Weight and a maximum of 100 distinct items(some items stack, so count as only 1 distinct item). Pushcarts must be bought from a Kafra Employee and there is at least one present in every town and some may be found in other locations. Cost varies depending on which Kafra Employee you go to. If the pushcart is removed, it disappears and a new one must be bought. Any items in the pushcart at the time it is removed are not lost, but cannot be retrieved until you buy a new cart. To access the cart directly use Alt+W
Other Notes
Level
Description
1
55% Movement Speed
2
60% Movement Speed
3
65% Movement Speed
4
70% Movement Speed
5
75% Movement Speed
6
80% Movement Speed
7
85% Movement Speed
8
90% Movement Speed
9
95% Movement Speed
10
100% Movement Speed
Identify(Skill ID# 40, iRO Name: Item Appraisal)
Type
Active
Max Lv
1
SP Cost
9
Target
Self
Range
1 cells
Effect
Identifies an unidentified item. Unidentified item must be in inventory (not cart). A Magnifier duplicates the effect of this skill.
Allows the character to set up a shop at his current location. The items you want to sell must be in the characters pushcart, and the character must have his pushcart equipped. Be very careful to set the correct price! The limit on distinct items that can be sold at one time is 2+SkillLV. Players cannot sell items to a vending shop, and the Discount skill does not apply. It will close automatically if all items are sold or if the character is killed.
Increases DEX and AGI of the casting character by (2+1*SkillLV)%. Only affects DEX/AGI from base stat, job bonus, armor and Owl's Eye. Does not include cards. Detects hidden and cloaked characters within a 3 cells range.
Other Notes
Level
Description
1
+ 3% AGI/DEX
2
+ 4% AGI/DEX
3
+ 5% AGI/DEX
4
+ 6% AGI/DEX
5
+ 7% AGI/DEX
6
+ 8% AGI/DEX
7
+ 9% AGI/DEX
8
+ 10% AGI/DEX
9
+ 11% AGI/DEX
10
+ 12% AGI/DEX
Double Attack(Skill ID# 48)
Type
Passive
Max Lv
10
Attack Type
Use Weapon Property
Range
1 cells
Effect
Gives chance to double swing a Dagger class weapon with a chance equal to (5*SkillLV)%, and adds +1 HIT per SkillLV (that only applies in double attacks). In the case of an Assassin wielding two Dagger class weapons, it applies to the right-hand weapon only. It also boosts the off-hand (left hand) damage of a Katar weapon by (1+2*SkillLV)% ATK.
Increases Flee Rate by +3*SkillLV. This skill boosts the walking speed for Assassins by 1% per SkillLV and gives an additional +1 Flee Rate per SkillLV when you are an Assassin or Rogue. The walking speed bonus does not add to the walking speed increase when using Cloaking.
Attempts to "steal" an item from the targeted monster. Only items dropped by the monster can be stolen. A successful Steal attempt will not affect what is dropped when the monster dies. After success, it is not possible to Steal again from the same monster. Boss, Frozen and Stone Cursed monsters cannot be robed. The formula for stealing is: DropRatio*(DEX - MonsterDEX + 10 + 3*SkillLV + )/100 where DropRatio is the percent chance of a particular item being dropped. If the result of the steal check is lower than the AdjustedDropRatio for an item, then it is possible that item will be stolen.
Other Notes
Level
Description
1
Success Chance 10%
2
Success Chance 16%
3
Success Chance 22%
4
Success Chance 28%
5
Success Chance 34%
6
Success Chance 40%
7
Success Chance 46%
8
Success Chance 52%
9
Success Chance 58%
10
Success Chance 64%
Hiding(Skill ID# 51)
Type
Active
Max Lv
10
SP Cost
10 + see below
Target
Self
Range
1 cells
Area
Area effect skills and spells can't hit you (except Heaven's Drive). Insects, Demons and Boss monsters are not affected by the h
Toggles the hide effect on the character on/off. Toggling the hide effect off consumes no SP. Hidden characters cannot move, attack or use any skill (except certain Rogue skills) and do not regenerate HP or SP. The hide effect makes a character invisible to other players and monsters. This stops skills and spells that are targeted at you from working (those with casting times fail) and anything attacking you stops (assuming that their last hit doesn't hit you and reveal you!). Attention Concentrate, Ruwach, Detecting and Sight are all capable of revealing hidden characters. Consumes 10 SP for casting and continually drains certain amount of SP while hiding.
An attack that adds 15*SkillLV to your ATK (unmodified by Armor and VIT Def) to your normal damage. This bonus damage is always inflicted, whether your character lands a normal hit or not. Envenom has a (10+4*SkillLV)% chance to inflict poison status on target. Poisoned targets have their DEF reduced by 25% and lose 3% of Maximum HP every 3 seconds unless that would cause HP to drop below 25% of Maximum HP. The entire screen turns purple for the poisoned individual. Undead property and Boss monsters cannot be poisoned.