Skills

Every skill by class, level by level, described by the game’s own tooltip.

Read the complete combat-stat guide · Raw attributes have no separate 99 or 150 cap, and primary attributes from equipment, cards and other sources apply point for point without a stacking cap. The limits below govern derived combat outcomes, not how many STR, AGI, VIT, INT, DEX or LUK points you receive.

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Skills Effect Learned by Max level SP
Absorb Spirit Sphere Drains a monster’s ki: a 20% chance of 2 SP per level of the target. The monster turns on you for it, and a boss cannot be drained. Monk 1 5
Acid Demonstration Fixed damage, 10 hits, never misses. Creator 10 30
Acid Terror 300% weapon damage, ignores DEF, never misses, a 15% chance to bleed for 120s. Alchemist 5 15
Acoustic Rhythm Buff on the party: +15% Fire resistance, +15% Water resistance, +15% Wind resistance, +15% Earth resistance, +15% Poison resistance, +15% Holy resistance, +15% Shadow resistance, +15% Ghost resistance, +15% Undead resistance for 60s. Bard 5 20
Adrenaline Rush Buff on party members holding a 1hAxe / 2hAxe / Mace: +30% attack speed, (the rest of the party gets +20% attack speed) for 150s. Blacksmith 5 32
Advanced Adrenaline Rush Buff on the party: +30% attack speed, (the rest of the party gets +20% attack speed) for 150s. Blacksmith 1 64
Advanced Katar Mastery Passive: +10% attack power with a Katar. Assassin_Cross 5
Aid Berserk Potion Buff on the party: +20% attack speed for 1800s. Alchemist 1 10
Aid Condensed Potion Throws a White Potion at whoever in the party needs it most, healing 100% more than drinking it would, and more again the more VIT they have. Creator 10 30
Aid Potion Throws a Blue Potion at whoever in the party is shortest of SP, restoring 50% more than drinking it would, and more again the more INT they have. This level mends no wounds; the levels below it are the ones that heal. Alchemist 5 1
Alchemical Weapon Buff on the party: +10% attack power for 600s. Alchemist 5 30
Amp cannot be cast in this build Under development. Amp stops the song you are performing early, and here a song is an ordinary buff on a timer that you would never want to end sooner. Bard 1 1
Angelus Buff on the party: +50% soft DEF for 300s. Acolyte 10 50
Ankle Snare Lays a trap. It waits up to 50s, and springs on the first monster to touch it: holds the target where it stands for 20s, but only 6s against a boss, 10s on something with AGI 100. Hunter 5 12
Aqua Benedicta makes 1x Holy Water Acolyte 1 10
Arrow Crafting cannot be cast in this build Under development. Arrow Crafting turns monster parts into arrows, and this game buys arrows with gold instead of carrying them. Archer 1 10
Arrow Repel 150% weapon damage, knocks the target back 6 cells. Archer 1 15
Arrow Shower 125% weapon damage, splashes 2 cells, knocks the target back 2 cells. Archer 10 15
Aspersio Buff on the party: weapon becomes Holy for 180s. Priest 5 30
Assumptio Buff on the party: -50% damage from normal monsters and bosses for 100s. High_Priest 5 60
Asura Strike 1800% weapon damage, ignores DEF, never misses, spends all SP, and your SP stops recovering on its own for 300s, spends 5 spirit spheres, needs Fury running. Monk 5 1
Aura Blade Buff on you: +100 ATK for 120s. Lord_Knight 5 50
Auto Berserk Below a quarter of your health: +32% ATK, -55% DEF, until you recover. Swordman 1 1
Axe Mastery Passive: +30 ATK with a 1hAxe / 2hAxe. Alchemist 10
B.S. Sacramenti Buff on the party: armour becomes Holy for 200s. Priest 5 20
Back Slide Leaps 5 cells back when hurt in melee. Thief 1 7
Back Stab 700% weapon damage, never misses, strikes from behind; the Rogue circles for the angle, from a bow it deals half as much. Rogue 10 16
Bash 400% weapon damage, a 1% chance to stun for 5s. Swordman 10 15
Basic Skill cannot be cast in this build Under development. Its nine levels used to unlock chat, trading and parties, which you already have from the start here. It is being re-pointed at something worth nine points before it opens. Novice 9
Basilica Buff on the party: +29% attack power, +29% magic power for 40s. High_Priest 5 120
Battle Chant Buff on the party: +50% HP recovery, +18% Fire resistance, +18% Water resistance, +18% Wind resistance, +18% Earth resistance, +18% Poison resistance, +18% Holy resistance, +18% Shadow resistance, +18% Ghost resistance, +18% Undead resistance for 60s. Paladin 10 100
Battle Theme Buff on the party: +40 ATK, +75 DEF for 60s. Bard 5 60
Beast Bane Passive: +40 ATK vs Insect, +40 ATK vs Brute. Hunter 10
Beast Strafing 450% weapon damage x2 hits, hurts nothing but Brute and Insect, only right after Double Strafe. Hunter 1 12
Biochemical Helm Buff on the party: 30% resistance to stunned, asleep, frozen, petrified, blinded, cursed, poisoned and bleeding for 600s. Alchemist 5 25
Bioethics Licence to raise a homunculus. Buy the licence from the Guild Quartermaster, switch on the Embryo order on the Consumables page, and a companion fights beside you on every expedition. Alchemist 1
Blast Mine Lays a trap. It waits up to 5s, and springs on the first monster to touch it: deals about 250 damage, Wind property, splashes 1 cell. Hunter 5 10
Blessing Buff on the party: +10 STR, +10 INT, +10 DEX, and takes cursed, petrified off whoever has it, instead of buffing them that cast for 240s. Acolyte 10 64
Blinding Mist Buff on the party: -75% damage from range for 20s. Professor 5 25
Blitz Beat Fixed damage, 5 hits, splashes 1 cell, never misses, needs Falconry Mastery learned. Hunter 5 22
Bomb 200% weapon damage, Fire property, splashes 1 cell. Alchemist 5 10
Bowling Bash 500% weapon damage, splashes 1 cell, bowls the target through up to 5 more bodies, hitting each. Knight 10 22
Brandish Spear 562% weapon damage, splashes 2 cells, knocks the target back 2 cells, only from a Peco Peco. Knight 10 12
Call Baby cannot be cast in this build Under development. It is a wedding skill, and there is no marriage in this game to hang it on yet. Novice 1 1
Call Homunculus Your homunculus comes out on its own at the start of every expedition. There is nothing to cast: it needs the licence, the Embryo order, and enough gold to pay for one. Alchemist 1 10
Cart Boost Buff on you: +20% movement speed, -60% damage from normal monsters and bosses for 60s. Whitesmith 1 20
Cart Revolution 150% weapon damage, splashing, knocks the target back 2 cells, always Neutral whatever the weapon. A cart from the Guild Quartermaster makes it read your loot pouch: one point more for each 1% of it that is full, up to 250%. Merchant 1 12
Cart Termination 1433% weapon damage, a 50% chance to stun for 5s, needs Cart Boost running. Whitesmith 10 15
Cast Cancel cannot be cast in this build Under development. Cast Cancel stops your own spell halfway, and at the highest level you keep most of the mana; at the lowest you keep almost none. It is for a caster who changed their mind, and yours never does. Sage 5 2
Cavalier Mastery Passive: returns 100% of the attack speed a Peco Peco costs. Knight 5
Chain Crush Combo 2800% weapon damage over 5 hits, spends 2 spirit spheres, only right after Raging Thrust / Glacier Fist. Champion 10 22
Change Cart cannot be cast in this build Under development. It repaints the cart, and there is only one cart to look at so far. Merchant 1 40
Charge Attack 100-500% weapon damage, by how far it charged, and shoves the target back as far as it charged. Knight 1 40
Classical Pluck Debuff: silences the target, its skills stop firing, for 60s. Bard 1 15
Claymore Trap Lays a trap. It waits up to 100s, and springs on the first monster to touch it: deals about 375 damage, Fire property, splashes 2 cells. Hunter 5 15
Cloaking Vanishes when badly hurt. Monsters lose you, and it comes back out fighting. Assassin 10 15
Close Confine Debuff: holds the target where it stands, and gives you +10 FLEE while the hold lasts, for 10s. Rogue 1 25
Cold Bolt 100% magic damage x10 hits, Water property. Mage 10 30
Concentration Buff on you: +50 HIT, +25% attack power for 45s. Lord_Knight 5 30
Counter Attack Brace for 2.0s. The next melee blow against you is turned aside and answered for 100% weapon damage, always critical and ignoring defence. If you swing first instead, that swing is the critical one. Knight 5 3
Counter Instinct Buff on you: 45% chance to block for 300s. Stalker 5 30
Crazy Uproar Buff on you: +4 STR for 300s. Merchant 1 8
Create Deadly Poison cannot be cast in this build Poison Bottle crafting is unavailable. Enchant Deadly Poison uses a stocked bottle or your explicit reagent order. Assassin_Cross 1 50
Create Elemental Converter cannot be cast in this build Under development. Elemental converters are real here, but they belong to the forge: rented against your hunted hours, not conjured for free from a scroll. Sage 1 30
Cure Cures a party member who is blinded. Acolyte 1 15
Dance Lessons Passive: +30 ATK with a Whip. Dancer 10
Dazzler Debuff: stuns the target, for 5s. Lands 50% of the time, not every cast. Dancer 5 20
Decorate Cart cannot be cast in this build Under development. It repaints the cart, and there is only one cart to look at so far. Merchant 1 40
Decrease AGI Debuff: -12 target FLEE, slows the target, for 130s. Acolyte 10 33
Defending Aura Buff on you: -80% damage from range for 180s. Crusader 5 30
Deluge Buff on the party: +20% Water damage for 300s. Sage 5 40
Demon Bane Passive: +55 ATK vs Undead, +55 ATK vs Demon. Acolyte 10
Detect Buff on the party: +12% HIT for 60s. Hunter 4 8
Detoxify Cures a party member who is poisoned. Thief 1 10
Discount Passive: buy 24% cheaper. Merchant 10
Dispell cannot be cast in this build Under development. Dispell strips every status off a target. No monster here carries a blessing to take, so the only ones it could ever reach are the freezes and slows your own party put on it. Sage 5 1
Divest All Debuff: -10% target DEF, -10% VIT, -10% INT, -12% target ATK, -18 target FLEE, for 135s. Stalker 5 30
Divest Armor Debuff: -40% VIT, for 135s. Lands 30% of the time, not every cast. Rogue 5 25
Divest Helm Debuff: -40% INT, for 135s. Lands 30% of the time, not every cast. Rogue 5 20
Divest Shield Debuff: -15% target DEF, for 135s. Lands 30% of the time, not every cast. Rogue 5 20
Divest Weapon Debuff: -25% target ATK, for 135s. Lands 30% of the time, not every cast. Rogue 5 25
Divine Protection Passive: +50 DEF vs Undead, +50 DEF vs Demon. Acolyte 10
Dodge Passive: +15 FLEE. Monk 10
Double Attack Passive: 50% chance to strike twice with a Dagger. Thief 10
Double Casting Buff on you: +80% Fire Bolt damage, +80% Cold Bolt damage, +80% Lightning Bolt damage for 90s. Professor 5 60
Double Strafe 190% weapon damage x2 hits. Archer 10 12
Down Tempo Debuff: -100% target DEF, for 60s. Bard 1 30
Dragonology Passive: +3 INT, +20 ATK vs Dragon, +20% damage taken from Dragon. Sage 5
Earth Spike 100% magic damage x5 hits, Earth property. Wizard 5 20
Elemental Change Earth cannot be cast in this build Under development. Elemental Change rewrites what a monster is made of for half an hour, which is the largest swing in the game. It needs a converter to spend and a price to spend it against. Sage 1 30
Elemental Change Fire cannot be cast in this build Under development. Elemental Change rewrites what a monster is made of for half an hour, which is the largest swing in the game. It needs a converter to spend and a price to spend it against. Sage 1 30
Elemental Change Water cannot be cast in this build Under development. Elemental Change rewrites what a monster is made of for half an hour, which is the largest swing in the game. It needs a converter to spend and a price to spend it against. Sage 1 30
Elemental Change Wind cannot be cast in this build Under development. Elemental Change rewrites what a monster is made of for half an hour, which is the largest swing in the game. It needs a converter to spend and a price to spend it against. Sage 1 30
Enchant Deadly Poison Buff on you: +10% attack power for 60s. Assassin_Cross 5 100
Enchant Poison Buff on the party: weapon becomes Poison, Weapon hits have a 7.5% chance to apply for 100s. for 165s. Assassin 10 20
Enchanted Stone Craft +2.5% success at the Refine Master, on armour Blacksmith 5
Encore Every song and dance you raise again costs half its SP. Only the first performance of each costs full price. Bard 1 1
Endow Blaze Buff on the party: weapon becomes Fire for 1800s. Sage 5 40
Endow Quake Buff on the party: weapon becomes Earth for 1800s. Sage 5 40
Endow Tornado Buff on the party: weapon becomes Wind for 1800s. Sage 5 40
Endow Tsunami Buff on the party: weapon becomes Water for 1800s. Sage 5 40
Endure Buff on you: +10 MDEF for 37s. Swordman 10 10
Energy Coat Wraps you in mana for 300s: every blow you take is cut by up to 30%, falling to 6% as your mana empties, and each one drains a little more of it. Mage 1 30
Enlarge Weight Limit cannot be cast in this build Under development. It raises how much weight you can carry, and nothing here is ever too heavy to carry. Your bag grows through slots instead, and the cart is what a Merchant adds to it. Passing it costs you no point. Merchant 10
Envenom 100% weapon damage, Poison property, -25% target DEF, for 60s. The status lands 50% of the time, not every cast. Thief 10 12
Faith Passive: +2000 max HP, +50% Holy resistance. Crusader 10
Falcon Assault deals 1760 damage, never misses, needs Falconry Mastery learned. Sniper 5 46
Falcon Eyes Buff on you: +5 STR, +5 AGI, +5 VIT, +5 INT, +5 DEX, +5 LUK, +30 HIT, +10% critical for 30s. Sniper 10 40
Falconry Mastery Puts a falcon on your arm. Required for Blitz Beat, and the bird also strikes on its own during ordinary bow attacks, more often the more LUK you have. Hunter 1
Fatal Blow Gives Bash a 50% chance to stun at level 10. No effect on its own. Swordman 1
Fiber Lock Debuff: -30 target FLEE, slows the target, for 16s. Professor 1 50
Find Stone Picks up a stone to throw. Stone Fling needs one. Thief 1 3
Fire Ball 170% magic damage, Fire property, splashes 2 cells. Mage 10 25
Fire Bolt 100% magic damage x10 hits, Fire property. Mage 10 30
Fire Pillar 240% magic damage over 12 hits, Fire property, holds the target where it stands, for 30s. Wizard 10 75
Fire Wall 50% magic damage, Fire property, splashes 3 cells. Mage 10 40
First Aid Patches you up for 5% of your health. Once every 20s. Novice 1 3
Flasher Lays a trap. It waits up to 30s, and catches the next 5 monsters to touch it: blinds the target, which then sees only its own cell for 30s. Hunter 5 12
Focus Ballet Buff on the party: +40 HIT for 60s. Dancer 10 40
Focused Arrow Strike 520% weapon damage, hits everything in a 9 cell line ahead. Sniper 5 30
Foresight Buff on you: the next 5 completed spells take 50% less time to cast. Professor 1 1
Free Cast Lets you keep walking toward your target while a spell is in the air, at 80% of your pace. Without it, casting roots you to the spot. Sage 10
Freezing Trap Lays a trap. It waits up to 30s, and springs on the first monster to touch it: 100% weapon damage, Water property, splashes 1 cell, freezes the target, -50% target DEF, +25% MDEF for 15s, which any blow ends early. Hunter 5 10
Frenzy Buff on you: your SP stops recovering on its own, +50% attack power, +20% attack speed for 300s. Lord_Knight 1 200
Frost Diver 200% magic damage, Water property, -50% target DEF, +25% MDEF, freezes the target, for 30s. The status lands 65% of the time, not every cast. Any blow ends it early. Mage 10 16
Frost Nova 133% magic damage, Water property, -50% target DEF, +25% MDEF, freezes the target, for 15s. The status lands 83% of the time, not every cast. Any blow ends it early. Wizard 10 27
Full Protection Buff on the party: -8% damage from normal monsters and bosses for 600s. Creator 5 40
Fury Buff on you: +20% critical, your SP stops recovering on its own for 180s. Monk 5 15
Ganbantein splashes 1 cell. High_Wizard 1 40
Gank A 20.5% chance to steal from whatever you hit with an ordinary attack. It does not work from a bow. Rogue 10
Glacier Fist 1400% weapon damage, a 60% chance to root for 10s, spends 1 spirit sphere, only right after Raging Thrust / Chain Crush Combo. Champion 5 12
Gloria Buff on the party: +30 LUK for 30s. Priest 5 20
Gloria Domini deals 12880 damage, never misses. Paladin 5 50
Grand Cross 500% magic damage, Holy property, splashes 3 cells, a 100% chance to blind for 30s. Crusader 10 100
Gravitation Field deals 1200 damage, Earth property, splashes 2 cells, ignores DEF, never misses, applies a status. High_Wizard 5 100
Greed cannot be cast in this build Under development. It sweeps loot off the floor, and your party already picks up everything it kills without being asked. Blacksmith 1 10
Grimtooth 200% weapon damage, splashes 1 cell, applies a status. Assassin 5 3
Guard Buff on you: 30% chance to block for 300s. Crusader 10 30
Gypsy's Kiss Buff on the party: +20% max SP, -15% SP cost on every skill for 180s. Dancer 10 85
Haggle Passive: buy 25% cheaper. Rogue 5
Hammer Fall Debuff: stuns the target, for 5s. Lands 70% of the time, not every cast. Blacksmith 5 10
Harmonic Lick Buff on the party: +58 ATK for 60s. Bard 5 50
Heal Heals the most wounded party member. Aimed at an undead monster it burns instead, for the same amount, as Holy magic. Acolyte 10 40
Heaven's Drive 100% magic damage x5 hits, Earth property, splashes 2 cells. Wizard 5 44
Hiding Vanishes when badly hurt. Monsters lose you, and it comes back out fighting. Thief 10 10
Hilt Binding Passive: +1 STR, +8 ATK. Blacksmith 1
Hindsight For 390s, every ordinary attack has a 25% chance to throw Frost Diver level 1 of its own. Sage 10 35
Hip Shaker Dances on the spot for 30s, giving every ally standing with you 30 SP every 3s. Dancer 5 35
Hocus-pocus Draws one spell at random from 123 and casts it at level 10, free of whatever that spell would normally cost. Two Yellow Gemstones a throw. Sage 10 50
Holy Cross 450% weapon damage over 2 hits, Holy property, a 30% chance to blind for 30s. Crusader 10 20
Holy Light 125% magic damage, Holy property. Acolyte 1 15
Homunculus Resurrection Raises your fallen homunculus at 100% of its health, with no Embryo to pay. Alchemist 5 50
Ice Wall cannot be cast in this build Under development. Ice Wall raises a barrier that bodies have to walk around, and this arena is one small room where nothing walks around anything. Wizard 10 20
Impositio Manus Buff on the party: +25 ATK for 60s. Priest 5 25
Impressive Riff Buff on the party: +7.5% attack speed for 120s. Bard 10 65
Improve Concentration Buff on you: +12% AGI, +12% DEX for 240s. Archer 10 70
Improve Dodge Passive: +15 FLEE. Thief 10
Increase AGI Buff on the party: +12 AGI, +25% movement speed for 240s. Acolyte 10 45
Increase HP Recovery Passive: +50 HP and +2% of max HP every 10s. Swordman 10
Increase SP Recovery Passive: +30 SP and +2% of max SP every 10s. Mage 10
Indulge Spend 10% of maximum HP to restore SP equal to 50% of HP spent; cannot reduce HP below 1. Professor 5 5
Intimidate Keeps a copy of the last skill that struck you, cast at up to level 10. The copy sits in its own slot, outside your auto-cast bar. Rogue 10
Iron Fists Passive: +30 ATK with a Fist / Knuckle. Monk 10
Iron Tempering +1.25% success at the Refine Master, on any piece Blacksmith 5
Item Appraisal cannot be cast in this build Under development. It identifies unknown items, and everything you find here arrives already identified. Merchant 1 10
Jupitel Thunder 100% magic damage x12 hits, Wind property, knocks the target back 7 cells. Wizard 10 47
Katar Mastery Passive: +30 ATK with a Katar. Assassin 10
Ki Explosion 300% weapon damage, splashes 1 cell, knocks the target back 5 cells, a 70% chance to stun for 5s. Monk 1 20
Ki Translation Spends a spirit sphere to hand a party member your ki: the SP this cast costs, plus 2 more per level you have. Monk 1 40
Kyrie Eleison Buff on the party: absorbs up to 30% of max HP across 10 hits for 120s. Priest 10 35
Lady Luck Buff on the party: +10% critical for 120s. Dancer 10 70
Land Mine Lays a trap. It waits up to 40s, and springs on the first monster to touch it: deals about 375 damage, Earth property, stuns the target for 5s (10% chance). Hunter 5 10
Lefthand Mastery When you hold a weapon in each hand, your off hand keeps 80% of its damage instead of the raw split. Assassin 5
Lex Aeterna Debuff: target takes +100% damage, for 600s. Priest 1 10
Lex Divina Debuff: silences the target, its skills stop firing, for 60s. Priest 10 10
Lightning Bolt 100% magic damage x10 hits, Wind property. Mage 10 30
Longing for Freedom Buff on you: -65% damage from normal monsters and bosses for 180s. Clown 5 15
Lord of Vermilion 280% magic damage over 10 hits, Wind property, blinds the target, which then sees only its own cell, for 4s. The status lands 40% of the time, not every cast. Wizard 10 96
Lullaby Debuff: puts the target to sleep, for 30s. Lands 32% of the time, not every cast. Any blow ends it early. Bard 1 20
Mace Mastery Passive: +30 ATK with a Mace. Priest 10
Magic Rod cannot be cast in this build Under development. Magic Rod swallows an incoming spell and turns it into mana, and nothing in this game casts a spell at you. Sage 5 2
Magic Strings Buff on the party: -20% cast time, -30% delay after a cast for 180s. Bard 10 85
Magnetic Earth cannot be cast in this build Under development. Magnetic Earth smothers ground spells and sweeps away the ones already lying there. No monster here casts at the ground, so the only fields it could ever reach are your own party’s. Sage 5 50
Magnificat Buff on the party: +100% SP recovery for 90s. Priest 5 40
Magnum Break 300% weapon damage, Fire property, splashes 2 cells, knocks the target back 2 cells. Swordman 10 30
Magnus Exorcismus 100% magic damage x10 hits, Holy property, splashes 3 cells. Priest 10 58
Mammonite 600% weapon damage. Merchant 10 5
Mana Recharge Passive: -20% SP cost on every skill. High_Priest 5
Marionette Control Buff on the party: -8 AGI, -8 DEX, (the rest of the party gets +8 AGI, +8 DEX, +8% attack speed, -8% cast time, -8% delay after a cast) for 60s. Clown 1 100
Martyr's Reckoning Buff on you: the next 5 ordinary attacks each spend 9% max HP and deal 140% of that cost as fixed damage. Paladin 5 100
Maximize Power Buff on you: weapon always rolls maximum. Holds while it drains 1 SP every 5s. Blacksmith 5 10
Maximum Power Thrust Buff on you: +20% attack power, maintains the full-power stance included in Cart Termination’s listed damage for 180s. Whitesmith 5 15
Meditatio Passive: +10% max SP, +30% SP recovery. High_Priest 10
Melody Strike 260% weapon damage. Bard 5 9
Mental Sensing Buff on the party: +60% experience from every kill for 60s. Bard 5 20
Mental Strength Buff on you: DEF set to 90, MDEF set to 90, -25% attack speed, -25% movement speed for 150s. Monk 5 200
Meteor Assault 100% weapon damage, splashes 2 cells, a 55% chance to stun for 5s. Assassin_Cross 10 28
Meteor Storm 100% magic damage x5 hits, Fire property, stuns the target, for 7s. The status lands 30% of the time, not every cast. Wizard 10 64
Mind Breaker Debuff: -60% INT, +20% target ATK, for 30s. Professor 5 24
Moving HP-Recovery Recovery never stops while you move. It never did here, so this adds nothing. Swordman 1
Mug Adds 10.0% to the chance to take gold from a monster; your DEX, LUK and how far you outlevel it decide the rest. The take is 8 to 10 times the monster's level. Each monster can be robbed of its gold only once. Rogue 10 15
Music Lessons Passive: +30 ATK with a Musical. Bard 10
Mystical Amplification From Character Level 100, learned Mystical Amplification strengthens Earth Spike along its class mastery curve. High_Wizard 10 50
Napalm Beat 170% magic damage, Ghost property, splashes 1 cell. Mage 10 18
Napalm Vulcan 1900% magic damage x5 hits, Ghost property, splashes 1 cell, a 25% chance to curse for 30s. High_Wizard 5 128
Occult Impaction 475% weapon damage, ignores DEF, never misses, spends 1 spirit sphere. Monk 5 20
Onehand Quicken Buff on you while holding a 1hSword: +30% attack speed for 300s. Knight 1 100
Open Buying Store cannot be cast in this build Under development, and reserved. It posts buy orders other players can fill, which needs the player marketplace. It opens with it. Merchant 1 1
Ore Discovery a 0.13% chance of an extra ore from anything the party kills Blacksmith 1
Oridecon Research +2.5% success at the Refine Master, on weapons of level 3 and above Blacksmith 5
Overcharge Passive: sell for 24% more. Merchant 10
Owl's Eye Passive: +10 DEX. Archer 10
Pang Voice Debuff: confuses the target, it wanders instead of chasing, for 30s. Lands 70% of the time, not every cast. Bard 1 20
Parrying Buff on you while holding a 2hSword: 50% chance to block for 60s. Lord_Knight 10 50
Peco Peco Riding Lets you ride a Peco Peco: 25% faster on foot and a sharper spear, for 50% of your attack speed. Required for Brandish Spear. Knight 1
Perfect Tablature Buff on the party: +38 FLEE, +0.5 perfect dodge for 60s. Bard 10 60
Phantasmic Arrow 150% weapon damage, knocks the target back 3 cells, flies your nocked arrow without spending it. Hunter 1 10
Piece cannot be cast in this build Under development. Scribble paints your last line of chat on the ground for whoever walks past to read, and Remover scrubs it off again. Nobody walks past you here. Rogue 5 10
Pierce 200% weapon damage, 1-3 hits by target size. Knight 10 7
Plant Cultivation Summons Geographer, 1 at a time, for 45s. They fight at your level, and draw hits that would otherwise land on you. Creator 2 10
Play Dead Vanishes when badly hurt. Monsters lose you, and it comes back out fighting. Novice 1 5
Pneuma Buff on the party: blows from a distance do not land at all for 10s. Acolyte 1 10
Poison React A stance held for 60s. A poison-element monster’s blow does not land at all, and any blow you take has a 50% chance of answering with Envenom. 5 answers, then the stance is spent. Assassin 10 45
Potion Research Adds 50% to everything Aid Potion throws, and steadies your hand at the brewing bench. Alchemist 10
Power Chord Buff on the party: +100% SP recovery for 60s. Bard 1 10
Power-Thrust Buff on the party: +25% attack power, (the rest of the party gets +5% attack power) for 100s. Blacksmith 5 10
Prepare Potion Brews up to 10 of the healing potions you have on order, with a 20% chance each, once every 60s. Kept as doses this character drinks before it buys any. Alchemist 10 5
Preserve Buff on you: +50 FLEE, +50% Bash damage for 600s. Stalker 1 30
Provoke Debuff: drags the target onto you and holds it there, -55% target DEF, +32% target ATK, for 30s. Swordman 10 13
Pushcart Lets you buy a cart from the Guild Quartermaster. The cart adds 10 inventory slots for the whole roster, one a level, and is what arms Cart Revolution. Merchant 10
Quagmire Debuff: -50 target FLEE, -50 target HIT, -25% target attack speed, slows the target, for 25s. Wizard 5 25
Raging Palm Strike 900% weapon damage, knocks the target back 3 cells, needs Fury running. Champion 5 10
Raging Quadruple Blow 400% weapon damage over 4 hits, only right after Raging Trifecta Blow. Monk 5 15
Raging Thrust 540% weapon damage, spends 1 spirit sphere, only right after Raging Quadruple Blow. Monk 5 15
Raging Trifecta Blow 300% weapon damage over 3 hits. Monk 10
Redemptio cannot be cast in this build Under development. It trades your own life to raise the party, and the party does not stay down long enough for that trade to mean anything yet. Priest 1 400
Relax Buff on you: +200% HP recovery for 180s. Lord_Knight 1 15
Remove Trap A trap nothing stepped on is picked back up when the wave ends, and one Trap comes back to you. Hunter 1 5
Remover cannot be cast in this build Under development. Scribble paints your last line of chat on the ground for whoever walks past to read, and Remover scrubs it off again. Nobody walks past you here. Rogue 1 5
Resistant Souls Buff on the party: +25% Holy resistance, +25% damage taken from Demon for 180s. Crusader 5 30
Resurrection cannot be cast in this build Under development. It raises the fallen, and your fallen already stand back up when the wave is cleared. Passing it costs you no point. Priest 4 60
Righthand Mastery When you hold a weapon in each hand, your main hand keeps 100% of its damage instead of the raw split. Assassin 5
Root Opens your hands for 1.3s. Catch the next melee blow and you and the monster are both held for 60s, and while you hold it the only things you may cast are: Throw Spirit Sphere, Occult Impaction, Raging Quadruple Blow, Asura Strike. Monk 5 10
Ruwach cannot be cast in this build Under development. It reveals hidden enemies, and nothing in this world hides. It stays on the tree because skills below it need it, and it costs you no point to pass. Acolyte 1 10
Sacrifice Takes every blow aimed at up to 5 nearby allies (11 cells) for 90s. Crusader 5 25
Safety Wall Buff on you: blocks 11 melee hits outright for 50s. Mage 10 40
Sanctuary holy ground: mends 777 HP a second to whoever stands in it, for 13 people, over 31s Priest 10 42
Sand Attack 130% weapon damage, Earth property, blinds the target, which then sees only its own cell, for 30s. The status lands 20% of the time, not every cast. Thief 1 9
Sandman Lays a trap. It waits up to 30s, and springs on the first monster to touch it: splashes 2 cells, puts the target to sleep for 30s (90% chance), which any blow ends early. Hunter 5 12
Scribble cannot be cast in this build Under development. Scribble paints your last line of chat on the ground for whoever walks past to read, and Remover scrubs it off again. Nobody walks past you here. Rogue 1 15
Sense cannot be cast in this build Under development. Sense reads out a monster’s attributes and elemental resistances, and the wiki page for that monster already shows all of them, plus its drops, without spending a point. Wizard 1 10
Shattering Strike Buff on you: Weapon hits have a 45% chance to apply for 8s. for 60s. Whitesmith 10 90
Sheltering Bliss Buff on the party: rejects melee blows and pushes the attacker back 2 cells for 40s. Clown 5 70
Shield Boomerang 250% weapon damage. Crusader 5 12
Shield Chain 640% weapon damage x5 hits. Paladin 5 16
Shield Reflect Buff on you: reflects 40% of melee damage for 300s. Crusader 10 80
Shockwave Trap cannot be cast in this build Under development. Shockwave Trap drains the SP of whatever steps on it, and monsters here carry no SP. Hunter 5 45
Shrink A successful Guard throws the attacker back 2 cells, 50% of the time. Lasts 300s. Crusader 1 15
Sight Lights the ground around you for 10s. It grants nothing on its own: it is the state Sightrasher needs before it can be cast. Mage 1 10
Sight Blaster A charge of light you carry for 120s. The next blow anything lands on you is answered with 100% of your magic, and the charge is spent. Wizard 1 40
Sightless Mind 300% weapon damage, splashes 1 cell, a 25% chance to stun for 5s, a 25% chance to blind for 30s. Rogue 5 20
Sightrasher 300% magic damage, Fire property, splashes 7 cells, knocks the target back 5 cells, needs Sight running. Wizard 10 53
Signum Crucis Debuff: -50% target DEF, for 20s. Lands 85% of the time, not every cast. Acolyte 10 35
Skid Trap Lays a trap. It waits up to 60s, and springs on the first monster to touch it: makes it forget whoever it was fighting, knocks the target back 10 cells. Hunter 5 10
Skin Tempering Passive: +5% Neutral resistance, +25% Fire resistance. Blacksmith 5
Slinging Arrow 260% weapon damage. Dancer 5 9
Slow Grace Debuff: -30% target attack speed, slows the target, for 180s. Dancer 10 55
Slow Poison Buff on the party: poison stops hurting, though it still runs its course for 40s. Priest 4 12
Slyness cannot be cast in this build Under development. Slyness makes ordinary monsters refuse to target you, but only while you sit still and only with another Rogue who knows it sitting beside you. Nothing here sits, and a monster that ignores you pays no experience and drops nothing. Rogue 1
Smite 200% weapon damage, knocks the target back 9 cells, a 40% chance to stun for 5s. Crusader 5 10
Smith Axe +2.5% success at the Refine Master, on 1hAxe / 2hAxe Blacksmith 3
Smith Dagger +2.5% success at the Refine Master, on Dagger Blacksmith 3
Smith Knucklebrace +2.5% success at the Refine Master, on Knuckle / Fist Blacksmith 3
Smith Mace +2.5% success at the Refine Master, on Mace / 2hMace Blacksmith 3
Smith Spear +2.5% success at the Refine Master, on 1hSpear / 2hSpear Blacksmith 3
Smith Sword +2.5% success at the Refine Master, on 1hSword Blacksmith 3
Smith Two-handed Sword +2.5% success at the Refine Master, on 2hSword Blacksmith 3
Snap Move you instantly to your target. Asura Strike is barred for 2s afterwards. Monk 1 14
Snatch 250% weapon damage, 75% chance to drag the target away with you, only comes out below 50% health with 2 or more on you, unless the slot is set to always. Rogue 5 25
Song of Lutie Buff on the party: +20% max HP, mends 80 HP every 6s for 180s. Bard 10 85
Sonic Acceleration Adds 10% to Sonic Blow’s damage and 50 points of hit rate to it. Assassin 1
Sonic Blow 800% weapon damage over 8 hits, a 30% chance to stun for 5s. Assassin 10 34
Soul Destroyer 1000% weapon damage. Assassin_Cross 10 30
Soul Drain Passive: +20% max SP. High_Wizard 10
Soul Exhale Transfers up to the cast SP cost plus 4 SP per Character Level from your remaining SP to a party member; never creates SP. Professor 1 5
Soul Siphon 1000% magic damage. Professor 5 120
Soul Strike 100% magic damage x5 hits, Ghost property. Mage 10 38
Spear Boomerang 350% weapon damage. Knight 5 10
Spear Mastery Passive: +40 ATK with a spear, and +50 from the saddle. Knight 10
Spear Quicken Buff on you while holding a 2hSpear: +30% attack speed for 300s. Crusader 10 60
Spear Stab 300% weapon damage, hits everything in a 4 cell line ahead, knocks the target back 6 cells. Knight 10 9
Spell Breaker cannot be cast in this build Under development. Spell Breaker cancels a spell as it is being cast, and monsters here have no cast to break: they swing, and that is all they do. Sage 5 10
Spiral Pierce 80% weapon damage x5 hits, ignores DEF, a 100% chance to root for 1s. Lord_Knight 5 30
Spiritual Cadence Passive: +20 HP and +1% of max HP every 10s, +10 SP and +1% of max SP every 10s. Monk 5
Spring Trap Your traps catch 4 monsters before they are spent, instead of one. Hunter 5 10
Stalk Lets you move while hidden, at 53% of your pace. Without it a hidden character cannot take a step at all, and each level buys back a little of the speed. Rogue 5
Status Recovery Cures a party member who is petrified, frozen, stunned and asleep. Priest 1 5
Stave Crasher 100% weapon damage. High_Wizard 1 8
Steal Steals an item from the target. Thief 10 10
Stealth Buff on you: +15 FLEE, +8% attack speed, +80% movement speed for 10s. Stalker 5 10
Steel Crow Passive: +60 damage per hit of Blitz Beat. Hunter 10
Steel Tempering +1.25% success at the Refine Master, on any piece Blacksmith 5
Stone Curse Debuff: -50% target DEF, +25% MDEF, turns the target to stone, for 5s. Lands 60% of the time, not every cast. Any blow ends it early. Mage 10 16
Stone Fling deals 50 damage, spends one Stone, so Find Stone needs a slot too, stuns the target, for 5s. The status lands 3% of the time, not every cast. Thief 1 2
Storm Gust 500% magic damage, Water property, -50% target DEF, +25% MDEF, freezes the target, for 5s. Any blow ends it early. Wizard 10 78
Study Passive: +30 ATK, +5% attack speed with a Book. Sage 10
Suffragium Buff on you: -45% cast time for 10s. Priest 3 8
Summon Flora Summons Geographer, 5 at a time, for 300s. They fight at your level, and draw hits that would otherwise land on you. Alchemist 5 20
Summon Marine Sphere Lays 3 Marine Sphere where you stand. They wait, and go off in the face of the first thing that comes near, hitting everything within 4 paces for 24% of their own health. The blast ignores armour and never misses. One point is all this skill has; the rungs above it change nothing. Alchemist 5 10
Summon Spirit Sphere Summons a spirit sphere, up to 5. Each adds 3 ATK to your blows, and the Monk skills that spend them cannot be cast without them. Monk 5 8
Sword Mastery Passive: +40 ATK with a Dagger / 1hSword. Swordman 10
Synthesized Shield Buff on the party: +5 DEF for 600s. Alchemist 5 25
Synthetic Armor Buff on the party: +10% max HP for 600s. Alchemist 5 25
Talkie Box Lays a trap. It waits up to 600s, and springs on the first monster to touch it: splashes 3 cells, confuses the target, it wanders instead of chasing for 20s. Hunter 1 1
Tarot Card of Fate Debuff: target takes +8% damage, for 30s. Clown 5 40
Teleport cannot be cast in this build Under development. It moves you somewhere else on the map, and your party goes where you send it rather than where you walk. Passing it costs you no point. Acolyte 2 9
Throw Spirit Sphere 350% weapon damage x5 hits, spends 5 spirit spheres. Monk 5 10
Throw Venom Knife 100% weapon damage, a 100% chance to poison for 60s. Assassin 1 15
Thunderstorm 80% magic damage x10 hits, Wind property, splashes 2 cells. Mage 10 74
Traumatic Blow 400% weapon damage, a 50% chance to bleed for 120s. Lord_Knight 5 15
Turn Undead deals 101 damage, Holy property, ignores DEF. Priest 10 20
Twilight Alchemy 1 Brews up to 20 of the healing potions you have on order, with a 20% chance each, once every 180s. Kept as doses this character drinks before it buys any. Alchemist 1 200
Twilight Alchemy 2 Brews up to 20 of the mana potions you have on order, with a 20% chance each, once every 180s. Kept as doses this character drinks before it buys any. Alchemist 1 200
Twilight Alchemy 3 Brews up to 20 of the healing and mana potions you have on order, with a 20% chance each, once every 300s. Kept as doses this character drinks before it buys any. Alchemist 1 200
Two-Handed Sword Mastery Passive: +40 ATK with a 2hSword. Swordman 10
Twohand Quicken Buff on you while holding a 2hSword: +30% attack speed for 300s. Knight 10 50
Unbarring Octave Debuff: -50% target DEF, +25% MDEF, freezes the target, for 12s. Lands 40% of the time, not every cast. Any blow ends it early. Bard 5 20
Unchained Serenade deals 80 damage, splashes 3 cells, never misses. Bard 5 30
Unfair Trick Mammonite costs 10% less to cast Blacksmith 1
Upgrade Weapon Buff on the party: +5% attack power, (the rest of the party gets +20% attack power) for 60s. Whitesmith 10 5
Vaporize Withdraws your homunculus when it drops below 20% health. A homunculus that withdraws costs nothing to bring back; one that falls costs another Embryo. Alchemist 1 50
Vending cannot be cast in this build Under development, and reserved. This is a Merchant ticket onto the player marketplace, and the marketplace is not open yet. It opens with it. Merchant 10 30
Venom Dust Lays a trap. It waits up to 50s, and springs on the first monster to touch it: poisons it, -25% target DEF for 60s (50% chance). Assassin 10 20
Venom Splasher 1000% weapon damage, splashes 2 cells, never misses, only on targets already below 75% health, never on a boss, a 100% chance to poison for 60s. Assassin 10 30
Vital Strike 150% weapon damage, applies a status. Lord_Knight 10 20
Volcano Buff on the party: +20% Fire damage for 300s. Sage 5 40
Vulcan Arrow 3200% weapon damage over 9 hits. Clown 10 7
Vulture's Eye Passive: +10 HIT, +9 bow range. Archer 10
Wand of Hermode Buff on the party: +30% Neutral resistance, +30% Fire resistance, +30% Water resistance, +30% Wind resistance, +30% Earth resistance, +30% Poison resistance, +30% Holy resistance, +30% Shadow resistance, +30% Ghost resistance, +30% Undead resistance for 30s. Clown 5 60
Warp Portal cannot be cast in this build Under development. It opens a door back to town, and your party already returns on its own when an expedition ends. Passing it costs you no point. Acolyte 4 26
Water Ball 250% magic damage, Water property, splashes 2 cells. Wizard 5 25
Weapon Perfection Buff on the party: ignores the size chart for 50s. Blacksmith 5 10
Weapon Repair cannot be cast in this build Under development. It repairs broken equipment, and equipment here never breaks. A failed swing at the Refine Master costs you a level, never the piece. Blacksmith 1 30
Weaponry Research Passive: +20 ATK, +20 HIT, +20% chance to hit, +5% success at the Refine Master, on any piece. Blacksmith 10
Whirlwind Buff on the party: +20% Wind damage for 300s. Sage 5 40
Wind Walker Buff on the party: +10 FLEE, +20% movement speed for 400s. Sniper 10 100
Wink of Charm Debuff: confuses the target, it wanders instead of chasing, for 30s. Lands 60% of the time, not every cast. Any blow ends it early. Dancer 1 40
Zen Summons 5 spirit spheres in one cast, up to 5. Each adds 3 ATK to your blows. Champion 1 20