.:Expanded Super Novice Skills:.
Novice |
Super Novice Expanded Super Novice |
Expanded Super Novice's
Impositio Manus (Skill ID# 66)
| |||||||||||||||||
Type | Active | Max Lv | 5 | Attack Type | Magic | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 10 + 3*SkillLV | Target | Player | Range | 9 cells | ||||||||||||
Stay Duration | 60 sec | ||||||||||||||||
Cast Delay | 3 sec | ||||||||||||||||
Effect | Gives 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 |
|
Sanctuary (Skill ID# 70)
| |||||||||||||||||||||||||||
Type | Active | Max Lv | 10 | Attack Type | Holy, Long Range, Area, Magic attack, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 12 + 3*SkillLV | Target | Ground | Range | 9 cells | ||||||||||||||||||||||
Knockback | 2 cell(s) | ||||||||||||||||||||||||||
Requirements | Heal Lv 1 | ||||||||||||||||||||||||||
Required For | Gloria (Lv 7) | ||||||||||||||||||||||||||
Stay Duration | Min-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 Time | 1 sec (Renewal only) | ||||||||||||||||||||||||||
Item Required | 1 Blue Gemstone | ||||||||||||||||||||||||||
Effect | Creates 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 |
|
Recovery (Skill ID# 72, iRO Name: Status Recovery )
| |||||
Type | Active | Max Lv | 1 | Attack Type | Magic |
---|---|---|---|---|---|
SP Cost | 5 | Target | Player | Range | 9 cells |
Effect Duration | [Pre-Renewal: 30 sec] [Renewal: 20 sec] | ||||
Cast Delay | 2 sec | ||||
Effect | Cures 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 |
|
Gloria (Skill ID# 75)
| |||||||||||||||||
Type | Active | Max Lv | 5 | Attack Type | Magic | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 20 | Target | Self | Range | Visual range | ||||||||||||
Area | Screen-wide Effect | ||||||||||||||||
Requirements | Sanctuary Lv 7 | ||||||||||||||||
Stay Duration | Min-Max Lv: 10 / 15 / 20 / 25 / 30 sec | ||||||||||||||||
Cast Delay | 2 sec | ||||||||||||||||
Effect | Gives 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 |
|
Fire Pillar (Skill ID# 80)
| |||||||||||||||||||||||||||
Type | Active, Trap | Max Lv | 10 | Attack Type | Fire Property, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 75 | Target | Ground | Range | 9 cells | ||||||||||||||||||||||
Area | 3x3 cells | ||||||||||||||||||||||||||
Requirements | Fire Wall Lv 1 | ||||||||||||||||||||||||||
Stay Duration | 30 sec | ||||||||||||||||||||||||||
Effect Duration | Min-Max Lv: 0.6 / 0.8 / 1 / 1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 sec | ||||||||||||||||||||||||||
Cast Time | [Pre-Renewal: Min-Max Lv: 3 / 2.7 / 2.4 / 2.1 / 1.8 / 1.5 / 1.2 / 0.9 / 0.6 / 0.3 sec] [Renewal: Min-Max Lv: 1.92 / 1.728 / 1.536 / 1.344 / 1.152 / 0.96 / 0.768 / 0.576 / 0.384 / 0.192 sec] | ||||||||||||||||||||||||||
Fixed Cast Time | Min-Max Lv: 0.48 / 0.432 / 0.384 / 0.336 / 0.288 / 0.24 / 0.192 / 0.144 / 0.096 / 0.048 sec (Renewal only) | ||||||||||||||||||||||||||
Cast Delay | 1 sec | ||||||||||||||||||||||||||
Effect | Creates 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. Pre-Renewal: Requires a Blue Gemstone at level 6 to 10. | ||||||||||||||||||||||||||
Other Notes |
|
Sightrasher [Skill can hit trap-type skill] (Skill ID# 81)
| |||||||||||||||||||||||||||
Type | Offensive, Combo | Max Lv | 10 | Attack Type | Fire, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 33 + 2*SkillLV | Target | Self | ||||||||||||||||||||||||
Area | 7x7 cells | Knockback | 5 cell(s) | ||||||||||||||||||||||||
Requirements | Lightning Bolt Lv 1, Sight Lv 1 | ||||||||||||||||||||||||||
Stay Duration | 0.5 sec | ||||||||||||||||||||||||||
Cast Time | [Pre-Renewal: 0.5 sec] [Renewal: 0.32 sec] | ||||||||||||||||||||||||||
Fixed Cast Time | 0.08 sec (Renewal only) | ||||||||||||||||||||||||||
Cast Delay | 2 sec | ||||||||||||||||||||||||||
Required Status | Sight | ||||||||||||||||||||||||||
Effect | Can 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 |
|
Jupitel Thunder (Skill ID# 84)
| |||||||||||||||||||||||||||
Type | Offensive | Max Lv | 10 | Attack Type | Wind Property, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 17 + 3*SkillLV | Target | Enemy | Range | 9 cells | ||||||||||||||||||||||
Knockback | 2 cell(s) | ||||||||||||||||||||||||||
Requirements | Napalm Beat Lv 1, Lightning Bolt Lv 1 | ||||||||||||||||||||||||||
Cast Time | [Pre-Renewal: Min-Max Lv: 2.5 / 3 / 3.5 / 4 / 4.5 / 5 / 5.5 / 6 / 6.5 / 7 sec] [Renewal: Min-Max Lv: 1.6 / 1.92 / 2.24 / 2.56 / 2.88 / 3.2 / 3.52 / 3.84 / 4.16 / 4.48 sec] | ||||||||||||||||||||||||||
Fixed Cast Time | Min-Max Lv: 0.4 / 0.48 / 0.56 / 0.64 / 0.72 / 0.8 / 0.88 / 0.96 / 1.04 / 1.12 sec (Renewal only) | ||||||||||||||||||||||||||
Effect | Hits 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 |
|
Water Ball (Skill ID# 86)
| |||||||||||||||||
Type | Offensive | Max Lv | 5 | Attack Type | Water Property, Magic | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 15 + 5*(SkillLV/2 rounded down) | Target | Enemy | Range | 9 cells | ||||||||||||
Requirements | Cold Bolt Lv 1, Lightning Bolt Lv 1 | ||||||||||||||||
Stay Duration | 10 sec | ||||||||||||||||
Cast Time | [Pre-Renewal: Min-Max Lv: 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 sec] [Renewal: Min-Max Lv: 0.64 / 1.28 / 1.92 / 2.56 / 3.2 sec] | ||||||||||||||||
Fixed Cast Time | Min-Max Lv: 0.16 / 0.32 / 0.48 / 0.64 / 0.8 sec (Renewal only) | ||||||||||||||||
Required State | Requires to be standing on a water cell | ||||||||||||||||
Effect | Hits 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 |
|
Ice Wall (Skill ID# 87)
| |||||||||||||||||||||||||||
Type | Active | Max Lv | 10 | Attack Type | Water Property, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 20 | Target | Ground | Range | 9 cells | ||||||||||||||||||||||
Requirements | Stone Curse Lv 1, Frost Diver Lv 1 | ||||||||||||||||||||||||||
Required For | Frost Nova (Lv 1) | ||||||||||||||||||||||||||
Stay Duration | Min-Max Lv: 5 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 sec | ||||||||||||||||||||||||||
Effect | Creates 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 |
|
Frost Nova (Skill ID# 88)
| |||||||||||||||||||||||||||
Type | Offensive | Max Lv | 10 | Attack Type | Water Property, Magic | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 47 - 2*SkillLV | Target | Self | ||||||||||||||||||||||||
Area | 5x5 cells | ||||||||||||||||||||||||||
Requirements | Ice Wall Lv 1 | ||||||||||||||||||||||||||
Effect Duration | [Pre-Renewal: Min-Max Lv: 1.5 / 3 / 4.5 / 6 / 7.5 / 9 / 10.5 / 12 / 13.5 / 15 sec] [Renewal: Min-Max Lv: 4 / 5.5 / 7 / 8.5 / 10 / 11.5 / 13 / 14.5 / 16 / 17.5 sec] | ||||||||||||||||||||||||||
Cast Time | [Pre-Renewal: Min-Max Lv: 6 / 6 / 5.5 / 5.5 / 5 / 5 / 4.5 / 4.5 / 4 / 4 sec] [Renewal: Min-Max Lv: 0.64 / 0.64 / 0.576 / 0.576 / 0.512 / 0.512 / 0.448 / 0.448 / 0.384 / 0.384 sec] | ||||||||||||||||||||||||||
Fixed Cast Time | Min-Max Lv: 0.16 / 0.16 / 0.144 / 0.144 / 0.128 / 0.128 / 0.112 / 0.112 / 0.096 / 0.096 sec (Renewal only) | ||||||||||||||||||||||||||
Cast Delay | [Pre-Renewal: 1 sec] [Renewal: 0.2 sec] | ||||||||||||||||||||||||||
Effect | Hits 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 |
|
Earth Spike (Skill ID# 90)
| |||||
Type | Offensive, Level Selectable | Max Lv | 5 | Attack Type | Earth Property, Magic |
---|---|---|---|---|---|
SP Cost | 10 + 2*SkillLV | Target | Enemy | Range | 9 cells |
Requirements | Stone Curse Lv 1 | ||||
Required For | Heaven's Drive (Lv 3) | ||||
Cast Time | [Pre-Renewal: Min-Max Lv: 1 / 2 / 3 / 4 / 5 sec] [Renewal: Min-Max Lv: 0.448 / 0.896 / 1.344 / 1.792 / 2.24 sec] | ||||
Fixed Cast Time | Min-Max Lv: 0.112 / 0.224 / 0.336 / 0.448 / 0.56 sec (Renewal only) | ||||
Cast Delay | [Pre-Renewal: 0.7 sec] [Renewal: Min-Max Lv: 1 / 1.2 / 1.4 / 1.6 / 1.8 / 2 / 2.2 / 2.4 / 2.6 / 2.8 sec] | ||||
Effect | Hits 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. |
Heaven's Drive (Skill ID# 91)
| |||||
Type | Offensive | Max Lv | 5 | Attack Type | Earth property, Long Range, Area, Magic attack, Magic |
---|---|---|---|---|---|
SP Cost | 24 + 4*SkillLV | Target | Ground | Range | 9 cells |
Requirements | Earth Spike Lv 3 | ||||
Required For | Quagmire (Lv 1) | ||||
Stay Duration | 0.1 sec | ||||
Cast Time | [Pre-Renewal: Min-Max Lv: 1 / 2 / 3 / 4 / 5 sec] [Renewal: Min-Max Lv: 0.64 / 1.28 / 1.92 / 2.56 / 3.2 sec] | ||||
Fixed Cast Time | Min-Max Lv: 0.16 / 0.32 / 0.48 / 0.64 / 0.8 sec (Renewal only) | ||||
Cast Delay | [Pre-Renewal: 0.7 sec] [Renewal: 1 sec] | ||||
Effect | Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each. | ||||
Other Notes |
|
Quagmire (Skill ID# 92)
| |||||
Type | Active | Max Lv | 5 | Attack Type | Earth Property, Magic |
---|---|---|---|---|---|
SP Cost | 5*SkillLV | Target | Ground | Range | 9 cells |
Requirements | Heaven's Drive Lv 1 | ||||
Stay Duration | Min-Max Lv: 5 / 10 / 15 / 20 / 25 sec | ||||
Effect Duration | Min-Max Lv: 5 / 10 / 15 / 20 / 25 sec | ||||
Cast Delay | 1 sec | ||||
Effect | Decreases 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 |
|
Monster Property (Skill ID# 93, iRO Name: Sense)
| |||||
Type | Active | Max Lv | 1 | Attack Type | Magic |
---|---|---|---|---|---|
SP Cost | 10 | Target | Enemy | Range | 9 cells |
Effect | Brings 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 For | Weaponry Research (Lv 1) | ||||
Effect | Gives 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 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Requirements | Hilt Binding Lv 1 | ||||||||||||||||||||||||||
Effect | Increases 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 |
|
Skid Trap (Skill ID# 115)
| |||||||||||||||||
Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Knockback | 6 cell(s) | ||||||||||||||||
Required For | 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 |
|
Sandman (Skill ID# 119)
| |||||||||||||||||
Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 12 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 5 x 5 cells | ||||||||||||||||
Requirements | Flasher 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 |
|
Flasher (Skill ID# 120)
| |||||||||||||||||
Type | Active, Trap | Max Lv | 5 | Attack Type | Misc | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
|
Freezing Trap (Skill ID# 121)
| |||||||||||||||||
Type | Active, Trap | Max Lv | 5 | Attack Type | Water, Weapon | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 10 | Target | Ground | Range | 3 cells | ||||||||||||
Area | 3 x 3 cells | ||||||||||||||||
Requirements | Flasher 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 |
|
Enchant Poison (Skill ID# 138)
| |||||||||||||||||||||||||||
Type | Active | Max Lv | 10 | Attack Type | Poison Property, Weapon | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 20 | Target | Player | Range | 1 cells | ||||||||||||||||||||||
Requirements | Envenom Lv 1 | ||||||||||||||||||||||||||
Stay Duration | Min-Max Lv: 30 / 45 / 60 / 75 / 90 / 105 / 120 / 135 / 150 / 165 sec | ||||||||||||||||||||||||||
Effect Duration | Min-Max Lv: 10 / 20 / 30 / 40 / 50 / 60 / 70 / 80 / 90 / 100 sec | ||||||||||||||||||||||||||
Effect | Gives 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 |
|
Tunnel Drive (Skill ID# 213, iRO Name: Stalk)
| |||||||||||||||||
Type | Passive | Max Lv | 5 | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | Hide dependant | ||||||||||||||||
Requirements | Hiding Lv 1 | ||||||||||||||||
Effect | Upgrades the Hide skill to allow slow movement while hiding. Not restricted to walls like the Assassins Cloaking Skill. Movement Speed: | ||||||||||||||||
Other Notes |
|
Axe Mastery (Skill ID# 226)
| |||||||||||||||||||||||||||
Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Effect | 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. | ||||||||||||||||||||||||||
Other Notes |
|
Faith (Skill ID# 248)
| |||||||||||||||||||||||||||
Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Required For | Holy Cross (Lv 7) | ||||||||||||||||||||||||||
Effect | Increases Maximum HP by 200 and Resistance to Holy attacks by 5% per SkillLV. | ||||||||||||||||||||||||||
Other Notes |
|
Holy Cross [Skill can hit trap-type skill] (Skill ID# 253)
| |||||||||||||||||||||||||||
Type | Offensive | Max Lv | 10 | Attack Type | Holy Property, Weapon | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SP Cost | 10 + SkillLV | Target | Enemy | Range | 2 cells | ||||||||||||||||||||||
Requirements | Faith Lv 7 | ||||||||||||||||||||||||||
Effect Duration | [Pre-Renewal: 30 sec] [Renewal: 20 sec] | ||||||||||||||||||||||||||
Effect | Hit 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 |
|
Iron Hand (Skill ID# 259, iRO Name: Iron Fists)
| |||||||||||||||||||||||||||
Type | Passive | Max Lv | 10 | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Requirements | Demon Bane Lv 10, Divine Protection Lv 10 | ||||||||||||||||||||||||||
Required For | Call Spirits (Lv 2) | ||||||||||||||||||||||||||
Effect | Increases Attack Power of fists and knuckle type weapons by 3 per SkillLV. | ||||||||||||||||||||||||||
Other Notes |
|
Call Spirits (Skill ID# 261, iRO Name: Summon Spirit Sphere)
| |||||
Type | Active | Max Lv | 5 | ||
---|---|---|---|---|---|
SP Cost | 8 | Target | Self | ||
Requirements | Iron Hand Lv 2 | ||||
Required For | Absorb Spirits (Lv 5) | ||||
Stay Duration | 600 sec | ||||
Cast Time | [Pre-Renewal: 1 sec] [Renewal: 0.5 sec] | ||||
Fixed Cast Time | 0.5 sec (Renewal only) | ||||
Effect | Summons 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 | Attack Type | Weapon |
---|---|---|---|---|---|
SP Cost | 5 | Target | Player | Range | 9 cells |
Requirements | Call Spirits Lv 5 | ||||
Cast Time | [Pre-Renewal: 2 sec] [Renewal: 1 sec] | ||||
Fixed Cast Time | 1 sec (Renewal only) | ||||
Effect | Uses 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 | 1 | Attack Type | Use Weapon Property, Weapon |
---|---|---|---|---|---|
SP Cost | 8 | Target | Enemy | Range | 9 cells |
Requirements | Increase Spiritual Power Lv 1 | ||||
Cast Time | [Pre-Renewal: 0.3 sec] [Renewal: 0.24 sec] | ||||
Fixed Cast Time | 0.06 sec (Renewal only) | ||||
Cast Delay | 0.3 sec | ||||
Effect | You 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. |