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 |
Nothing here yet.