 | Increase SP Recovery | Increase Spiritual Power Required For: Resurrection (L4 Priest), Basilica (L1 High Priest), Assumptio (L3 High Priest), Meditatio (L5 High Priest), Soul Drain (L5 High Wizard), Magic Crasher (L1 High Wizard), Mind Breaker (L3 Professor), Health Conversion (L1 Professor). Max Level: 10 Type: Passive Effect: Recovers SkillLV*(Maximum SP/500 + 3) SP per 10 full seconds when standing still and increases the efficiency of SP recovering items by +2% per SkillLV. [LV 1] +3SP/10sec,items +2% [LV 2] +6SP/10sec,items +4% [LV 3] +9SP/10sec,items +6% [LV 4] +12SP/10sec,items +8% [LV 5] +15SP/10sec,items +10% [LV 6] +18SP/10sec,items +12% [LV 7] +21SP/10sec,items +14% [LV 8] +24SP/10sec,items +16% [LV 9] +27SP/10sec,items +18% [LV 10] +30SP/10sec,items +20% IRO Name: Increase SP Recovery
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 | Sight | Sight Required For: Fire Wall, Sightrasher (Wizard) Max Level: 1 Type: Active SP Cost: 10 Target: Self Range: 7x7 cells Cast Time: Instant Cool Down: None Duration: 10 sec Effect: Nullifies the Hide, Tunnel Drive and Cloaking effects within range.
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 | Napalm Beat | Napalm Beat Required For: Jupitel Thunder (Wizard L1), Safety Wall (L7), Soul Strike (L4), Napalm Vulcan (L5 High Wizard). Max Level: 10 Type: Offensive SP Cost: L1-3 9 SP, L4-6 12 SP, L7-9 15 SP, L10 18 SP Target: 1 Range: 9 cells Cast Time: 1 sec Cool Down: L1-3 1 sec, L4-5 0.9 sec, L6-7 0.8 sec, L8 0.7 sec, L9 0.6 sec, L10 0.5 sec Duration: Instant Effect: Hits every Enemy in a 3x3 area around the target for an MATK of 70% + 10%*SkillLV using Ghost Element. This damage is spread equally between all targets. For example, if 3 monsters are hit, then each takes 1/3rd of the damage a single target would take. [LV 1] 80% MATK Damage [LV 2] 90% MATK Damage [LV 3] 100% MATK Damage [LV 4] 110% MATK Damage [LV 5] 120% MATK Damage [LV 6] 130% MATK Damage [LV 7] 140% MATK Damage [LV 8] 150% MATK Damage [LV 9] 160% MATK Damage [LV 10] 170% MATK Damage
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 | Safety Wall | Safety Wall Required For: Magnus Exorcismus (Priest L1) Max Level: 10 Type: Active SP Cost: L1-3: 30, L4-6: 35, L7-10: 40 Target: 1 cell Range: 9 cells Cast Time: (4.5 - 0.5*SkillLV) sec, minimum: 1 sec Cool Down: None Duration: 5*SkillLV sec OR 1+SkillLV physical attacks, whichever ends first. Catalyst: 1 Blue Gemstone Effect: Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV physical melee attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell. [LV 1] 2 Protected Hits [LV 2] 3 Protected Hits [LV 3] 4 Protected Hits [LV 4] 5 Protected Hits [LV 5] 6 Protected Hits [LV 6] 7 Protected Hits [LV 7] 8 Protected Hits [LV 8] 9 Protected Hits [LV 9] 10 Protected Hitst [LV 10] 11 Protected Hits
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 | Soul Strike | Soul Strike Required For: Safety Wall (L5), Soul Drain (L7 High Wizard) Max Level: 10 Type: Offensive, Level Selectable SP Cost: 15+3*SkillLV for odd LVs and 8+3*SkillLV for even LVs Target: 1 Enemy Range: 9 cells Cast Time: 0.5 sec Cool Down: (1.0 + 0.2*[SkillLV/2 rounded up]) sec for odd LVs and (0.8 + 0.2*[SkillLV/2]) sec for even LVs Duration: Instant Effect: Hits the target with [SkillLV/2 + 1] bolts for 1*MATK using Ghost Element. Does extra 5% damage per SkillLV to Undead. [LV 1] 1 Spirit [LV 2] 1 Spirit fast cast [LV 3] 2 Spirits [LV 4] 2 Spirits fast cast [LV 5] 3 Spirits [LV 6] 3 Spirits fast cast [LV 7] 4 Spirits [LV 8] 4 Spirits fast cast [LV 9] 5 Spirits [LV 10] 5 Spirits fast cast
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 | Cold Bolt | Cold Bolt Required For: Frost Diver (L5), Water Ball (L1 Wizard), Frost Weapon (L1 Sage) Max Level: 10 Type: Offensive, Level Selectable SP Cost: 10 + 2*SkillLV Target: 1 Enemy Range: 9 cells Cast Time: (0.7*SkillLV) sec Cool Down: 0.8 + (0.2*SkillLV) sec Duration: Instant Effect: Hits the targeted enemy with 1 Water Property Bolt per SkillLV for 1*MATK damage each.
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 | Frost Diver | Frost Diver Required For: Ice Wall (L1 Wizard), Storm Gust (L1 Wizard) Max Level: 10 Type: Offensive SP Cost: 26 - SkillLV Target: 1 Enemy Range: 9 cells Cast Time: 0.8 sec Cool Down: 1.5 sec Duration: 3*SkillLV sec Effect: Hits the target for an MATK of 100% + 10%*SkillLV Water Element. In addition, has a 35% + 3%*SkillLV chance of causing the Frozen effect to the target. Undead and Boss monsters cannot be Frozen. Water and Fire element monsters have a greatly reduced chance of being Frozen. The magic defense of the target affects the time, chance frozen. A Frozen target cannot move for the duration of the spell (no walking, attacking or skill use), count as having Water1 element. The Frozen effect is broken if any damage is caused to the target or the spell Lex Aeterna is used on the target. [LV 1] 38% Success / 110% MATK 25 SP [LV 2] 41% Success / 120% MATK 24 SP [LV 3] 44% Success / 130% MATK 23 SP [LV 4] 47% Success / 140% MATK 22 SP [LV 5] 50% Success / 150% MATK 21 SP [LV 6] 53% Success / 160% MATK 20 SP [LV 7] 56% Success / 170% MATK 19 SP [LV 8] 59% Success / 180% MATK 18 SP [LV 9] 62% Success / 190% MATK 17 SP [LV 10] 65% Success / 200% MATK 16 SP
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 | Stone Curse | Stone Curse Required For: Earth Spike (L1 Wizard), Ice Wall (L1 Wizard), Seismic Weapon (L1 Sage) Max Level: 10 Type: Active SP Cost: 26 - SkillLV Target: 1 Enemy Range: 2 cells Cast Time: 1 sec Cool Down: None Duration: 9 + SkillLV sec Catalyst: 1 Red Gemstone Effect: Has a (20% + 4%*SkillLV) chance of causing the Stone Curse effect to the targeted enemy. The Stone Curse effect changes the targets element into Earth 1, gives +25% MDEF and -50% Def and reduces the targets HP by 1% of Maximum HP every 5 seconds (cannot drop below 25% of Maximum HP). Boss monsters cannot be Stone Cursed. Lex Aeterna and Steal cannot be used on a Stone Cursed target. Range is 2!! cells. From LV 6 on it no longer uses up a Gemstone if it fails. [LV 1] 24% Success Chance 25 SP [LV 2] 28% Success Chance 24 SP [LV 3] 32% Success Chance 23 SP [LV 4] 36% Success Chance 22 SP [LV 5] 40% Success Chance 21 SP [LV 6] 44% Success Chance 20 SP [LV 7] 48% Success Chance 19 SP [LV 8] 52% Success Chance 18 SP [LV 9] 56% Success Chance 17 SP [LV 10] 60% Success Chance 16 SP
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 | Fire Ball | Fire Ball Required For: Fire Wall (L5). Max Level: 10 Type: Offensive SP Cost: 25 Target: 1 Enemy Range: 9 cells Cast Time: LV 1-5 1.5 sec, LV 6-10 1 sec Cool Down: 1.5 sec, LV 6-10 1 sec Duration: Instant Effect: Hits every enemy in a 5x5 area around the target with an MATK of 70% + 10%*SkillLV and Fire Element. After SkillLV 6, it has a reduced Cast Time / Cool Down. [LV 1] 80% MATK [LV 2] 90% MATK [LV 3] 100% MATK [LV 4] 110% MATK [LV 5] 120% MATK [LV 6] 130% MATK [LV 7] 140% MATK [LV 8] 150% MATK [LV 9] 160% MATK [LV 10] 170% MATK
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 | Fire Wall | Fire Wall Required For: Fire Pillar (L1 Wizard) Max Level: 10 Type: Active SP Cost: 40 Target: 1 cell Range: 9 cells Cast Time: (2.15 - 0.15*SkillLV) sec Cool Down: None Duration: (4 + SkillLV) sec Effect: Creates 3 cells of the Fire Wall effect in a line perpendicular to the line between the caster and the targeted cell. Each cell can deliver up to 4 + SkillLV Fire Element hits at MATK*0.5 before its effect is drained. When cast diagonal a wall of two rows cells will appear with 3 cells in the first and 2 cells in the last row. [LV 1] 5 Hits, 5 sec [LV 2] 6 Hits, 6 sec [LV 3] 7 Hits, 7 sec [LV 4] 8 Hits, 8 sec [LV 5] 9 Hits, 9 sec [LV 6] 10 Hits, 10 sec [LV 7] 11 Hits, 11 sec [LV 8] 12 Hits, 12 sec [LV 9] 13 Hits, 13 sec [LV 10] 14 Hits, 14 sec
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 | Fire Bolt | Fire Bolt Required For: Fire Ball (L4), Flame Launcher (L1 Sage) Max Level: 10 Type: Offensive, Level Selectable SP Cost: 10 + 2*SkillLV Target: 1 Enemy Range: 9 cells Cast Time: (0.7*SkillLV) sec Cool Down: 0.8 + (0.2*SkillLV) sec Duration: Instant Effect: Hits the targeted enemy with 1 Fire Element Bolt per SkillLV for 1*MATK each.
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 | Lightning Bolt | Lightning Bolt Required For: Jupitel Thunder (L1 Wizard), Sightrasher (L1 Wizard), Thunder Storm (L4), Water Ball (L1 Wizard), Lightning Loader (L1 Sage) Max Level: 10 Type: Offensive, Level Selectable SP Cost: 10 + 2*SkillLV Target: 1 Enemy Range: 9 cells Cast Time: (0.7*SkillLV) sec Cool Down: 0.8 + (0.2*SkillLV) sec Duration: Instant Effect: Hits the targeted enemy with 1 Wind Element Bolt per SkillLV for 1*MATK each.
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 | Thunder Storm | Thunder Storm Required For: Lord of Vermillion (L1 Wizard), Meteor Storm (L1 Wizard). Max Level: 10 Type: Offensive SP Cost: 24 + 5*SkillLV Target: cell Range: 9 cells Cast Time: 1*SkillLV sec Cool Down: 2 sec Duration: 0.2*SkillLV sec Effect: Hits every Enemy in a 5x5 area around the targeted cell with 1 Wind Element Bolt per level at a rate of 1 bolt every 0.2 seconds. Each bolt does 0.8*MATK Wind element damage. [LV 1] 1 Bolt [LV 2] 2 Bolts [LV 3] 3 Bolts [LV 4] 4 Bolts [LV 5] 5 Bolts [LV 6] 6 Bolts [LV 7] 7 Bolts [LV 8] 8 Bolts [LV 9] 9 Bolts [LV 10] 10 Bolts
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 | Earth Spike | Earth Spike Required For: Heaven's Drive (L3 Wizard), Heaven's Drive (L1 Sage). Max Level: 5 Type: Offensive, Level Selectable SP Cost: 10 + 2*SkillLV Target: 1 Enemy Range: 9 cells Cast Time: 0.7*SkillLV sec Cool Down: 0.8 + 0.2*SkillLV sec Duration: Instant 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.
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 | Heaven's Drive | Heaven's Drive Required For: Quagmire (L1 Wizard). Max Level: 5 Type: Offensive SP Cost: 24 + 4*SkillLV Target: 1 cell Range: 9 cells ATK Type: Earth property, Ranged, Area, Magic Attack Cast Time: 1*SkillLV sec Cool Down: 1 sec Duration: Instant Effect: Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.
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 | Sense | Monster Property Required For: Ganbantein (High Wizard) Max Level: 1 Type: Active SP Cost: 10 Target: 1 monster Range: 9 cells Cast Time: Instant Cool Down: None Duration: Until status window is closed. 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. IRO Name: Sense
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 | First Aid | First Aid Max Level: 1 Type: Active SP Cost: 3 Target: Self Cast Time: Instant Cool Down: 0.1 sec Duration: Instant Effect: Heal yourself for 5 HP. Not a crazy powerful skill, but mages seem to like it for saving money on healing items.
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 | Energy Coat | Energy Coat Max Level: 1 Type: Active SP Cost: 30 Target: Self Cast Time: 5 sec Cool Down: None Duration: 5 minutes or until 0 SP Effect: Reduces damage from Physical attacks (punching, weapons and skills using weapons) by draining SP. Damage reduction is better and SP lost is higher with higher SP, according to the following table: % of SP Remaining, % of Damage Reduction, % of SP Used. 1-20, 6, 1 21-40, 12, 1.5 41-60, 18, 2 61-80, 25, 2.5 81-100, 30, 3
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 | Advanced Book | Advanced Book Required For: Dragonology (L9), Cast Cancel (L2), Magic Rod (L4), Flame Launcher (L5), Frost Weapon (L5), Lightning Loader (L5), Seismic Weapon (L5), Memorize (L5 Professor). Max Level: 10 Type: Passive Effect: Raises ATK by 3 and ASPD by 0.5 per SkillLV when using book type weapons. [LV 1] ATK +3, +0.5 ASPD [LV 2] ATK +6, +1 ASPD [LV 3] ATK +9, +1.5 ASPD [LV 4] ATK +12, +2 ASPD [LV 5] ATK +15, +2.5 ASPD [LV 6] ATK +18, +3 ASPD [LV 7] ATK +21, +3.5 ASPD [LV 8] ATK +24, +4 ASPD [LV 9] ATK +27, +4.5 ASPD [LV 10] ATK +30, +5 ASPD IRO Name: Study
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 | Cast Cancel | Cast Cancel Required For: Free Cast (L1), Soul Burn (L5 Professor) Max Level: 5 Type: Active SP Cost: 2 Target: Self Cast Time: Instant Cool Down: None Duration: Instant Effect: Cancels your own spell before it finishes casting. SP Cost of the interrupted spell is reduced based on skill level. [LV 1] 10% SP Kept [LV 2] 30% SP Kept [LV 3] 50% SP Kept [LV 4] 70% SP Kept [LV 5] 90% SP Kept
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 | Magic Rod | Magic Rod Required For: Spell Breaker (L1), Soul Change (L3, Professor), Soul Burn (L3 Professor), Health Conversion (L1 Professor). Max Level: 5 Type: Active SP Cost: 2 Target: Self Cast Time: Instant Cool Down: 1.5 Duration: 0.2+SkillLV*0.2 sec Effect: This skill is able to absorb skills with Cast Time and whose damage is MATK based. Does not work on Area Spells. If an enemy Sage casts Spell Breaker and is countered with Magic Rod, the enemy will take 20% damage to their SP and those SP will be given to the caster. This is like the Knight's Auto Counter, except it works on skills and not physical attacks. The enemy skill must impact within the Active period for the counter to work, also moving ends the active period. [LV 1] 0.4[s] Active Period/20% SP absorbed [LV 2] 0.6[s] Active Period/40% SP absorbed [LV 3] 0.8[s] Active Period/60% SP absorbed [LV 4] 1.0[s] Active Period/80% SP absorbed [LV 5] 1.2[s] Active Period/100% SP absorbed
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 | Spell Breaker | Spell Breaker Required For: Dispell (L3), Soul Change (L2 Professor). Max Level: 5 Type: Active SP Cost: 2 Target: Enemy Range: 9 cells Cast Time: 0.7 sec Cool Down: None Duration: Instant Effect: This skill lets you cancel any skill with Cast Time (ANY skill), when an enemy spell is canceled, the target gets 2% of it's Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the physical damage done to the target. The success rate of this skill against Bosses is 10%. If this Spell is cast on an other Sage that uses Magic Rod, Magic Rod is not broken and the Spell Breaker caster looses 20% SP. [LV 1] 0% SP Absorbed [LV 2] 25% SP Absorbed [LV 3] 50% SP Absorbed [LV 4] 75% SP Absorbed [LV 5] 100% SP Absorbed, 1% HP Absorbed
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 | Free Cast | Free Cast Required For: Auto Spell (L4), Memorize (L5 Professor). Max Level: 10 Type: Passive Effect: Allows movement and attack while casting spells. [LV 1] 30% Move Speed/55% ATK Speed [LV 2] 35% Move Speed/60% ATK Speed [LV 3] 40% Move Speed/65% ATK Speed [LV 4] 45% Move Speed/70% ATK Speed [LV 5] 50% Move Speed/75% ATK Speed [LV 6] 55% Move Speed/80% ATK Speed [LV 7] 60% Move Speed/85% ATK Speed [LV 8] 65% Move Speed/90% ATK Speed [LV 9] 70% Move Speed/95% ATK Speed [LV 10] 75% Move Speed/100% ATK Speed
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 | Auto Spell | Auto Spell Required For: Abracadabra (L5), Memorize (L1 Professor), Double Casting (L1 Professor). Max Level: 10 Type: Active SP Cost: 35 Target: Self Cast Time: 3 sec Cool Down: None Duration: 90+30*SkillLV sec Effect: Every time the caster does a melee attack (which does NOT have to hit) there is a chance that he automatically casts a certain spell. The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost. If a chosen skill is level 3, Auto Spell casts the skill within the level from 1 to 3 randomly with a chance of casting it's level 1 version 50%, level 2 version 35% of the time, and the level 3 version 15% of the time it auto casts [LV 1] up to LV 3 Napalm Beat/7% overall autocast chance [LV 2] up to LV 1 Elemental Bolt/9% overall autocast chance [LV 3] up to LV 2 Elemental Bolt/11% overall autocast chance [LV 4] up to LV 3 Elemental Bolt/13% overall autocast chance [LV 5] up to LV 1 Soul Strike/15% overall autocast chance [LV 6] up to LV 2 Soul Strike/17% overall autocast chance [LV 7] up to LV 3 Soul Strike/20% overall autocast chance [LV 8] up to LV 1 Fire Ball/22% overall autocast chance [LV 9] LV 2 Fire Ball/23% cast chance [LV 10] LV 1 Frost Diver/25% cast chance IRO Name: Hindsight
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 | Flame Launcher | Flame Launcher Required For: Volcano (L2) Max Level: 5 Type: Active SP Cost: 40 Target: Ally Range: 9 cells Cast Time: 3 sec Cool Down: None Duration: 20 min, 30 min at LV 5 Effect: Enchants a weapon with the fire element. Requires 1 Red Blood to use. IRO Name: Endow Blaze
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 | Frost Weapon | Frost Weapon Required For: Deluge (L2) Max Level: 5 Type: Active SP Cost: 40 Target: Ally Range: 9 cells Cast Time: 3 sec Cool Down: None Duration: 20 min, 30 min at LV 5 Effect: Enchants a weapon with the ice element. Requires 1 Crystal Blue to use. IRO Name: Endow Tsunami
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 | Lightning Loader | Lightning Loader Required For: Violent Gale (L2) Max Level: 5 Type: Active SP Cost: 40 Target: Ally Range: 9 cells Cast Time: 3 sec Cool Down: None Duration: 20 min, 30 min at LV 5 Effect: Enchants a weapon with the wind element. Requires 1 Wind of Verdure to use. IRO Name: Endow Tornado
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 | Seismic Weapon | Seismic Weapon Required For: Earth Spike (L1) Max Level: 5 Type: Active SP Cost: 40 Target: Ally Range: 9 cells Cast Time: 3 sec Cool Down: None Duration: 20 min, 30 min at LV 5 Effect: Enchants a weapon with the earth element. Requires 1 Green Live to use. IRO Name: Endow Quake
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 | Dragonology | Dragonology Required For: Spider Web (L4 Professor). Max Level: 5 Type: Passive Effect: Increases Attack Power, MATK and DEF against Dragon type monsters by 4% per SkillLV. Also passively increases your INT depending on SkillLV. [LV 1] +4% MATK and DEF, +1 INT [LV 2] +8% MATK and DEF, +1 INT [LV 3] +12% MATK and DEF, +2 INT [LV 4] +16% MATK and DEF, +2 INT [LV 5] +20% MATK and DEF, +3 INT
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 | Volcano | Volcano Required For: Land Protector (L3) Max Level: 5 Type: Active, Area Enchantment SP Cost: 50-2*SkillLV Range: 2 cells Target: 7x7 cells Area Cast Time: 5 sec Cool Down: None Duration: SkillLV min Effect: This skill enchants an area and buffs up all Fire elemental attacks inside of it and the attacks of those who are Fire elemental, i.e. wearing Pasana carded armor. This skill (like the others) cannot be cast over one another or double cast on top of it. You can only have one area enchantment out. Ice Wall can't be cast on a Volcano. It will last SkillLV minutes. The skill level determines the % Fire elemental attacks get amplified, the amount of ATK Fire elemental armor wearers get. Requires 1 Yellow Gemstone to use. [LV 1] +10% DMG for Fire Attacks/+10 ATK for Fire armor wearer [LV 2] +14% DMG for Fire Attacks/+20 ATK for Fire armor wearer [LV 3] +17% DMG for Fire Attacks/+30 ATK for Fire armor wearer [LV 4] +19% DMG for Fire Attacks/+40 ATK for Fire armor wearer [LV 5] +20% DMG for Fire Attacks/+50 ATK for Fire armor wearer
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 | Deluge | Deluge Required For: Land Protector (L3), Wall of Fog (L2). Max Level: 5 Type: Active, Area Enchantment SP Cost: 50-2*SkillLV Range: 2 cells Target: 7x7 cells Area Cast Time: 5 sec Cool Down: None Duration: SkillLV min Effect: In the area of effect all Water elemental attacks are amplified and the Maximum HP of anyone who is wearing water armor (i.e. Swordfish carded) is increased. You can only have one area enchantment out. Waterball and Aqua Benedicta can be cast on a Deluge. Also note that using these skills on Deluge will deplete the cells of water in it. This skill (like the others) cannot be cast over one another or double cast on top of itself. Ice Wall cannot be cast on a Deluge. Requires 1 Yellow Gemstone to use. [LV 1] +10% DMG from Water Attacks/+5% Maximum HP for Water Armor [LV 2] +14% DMG from Water Attacks/+9% Maximum HP for Water Armor [LV 3] +17% DMG from Water Attacks/+12% Maximum HP for Water Armor [LV 4] +19% DMG from Water Attacks/+14% Maximum HP for Water Armor [LV 5] +20% DMG from Water Attacks/+15% Maximum HP for Water Armor
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 | Violent Gale | Violent Gale Required For: Land Protector (L3), Wall of Fog (L2 Professor). Max Level: 5 Type: Active, Area Enchantment SP Cost: 50-2*SkillLV Target: 7x7 cells Area Range: 2 cells Cast Time: 5 sec Cool Down: None Duration: SkillLV min Effect: In a Violent Gale, all Wind elemental attacks get amplified and the Flee Rate of Wind elemental players (i.e. Dokebi carded armor wearers) is increased. Also, Fire Wall lasts 150% longer in a Violent Gale. You can't cast Ice Wall on a Violent Gale. You can only have one area enchantment out. This skill (like the others) cannot be cast over one another or double cast on top of itself. Requires 1 Yellow Gemstone to use. [LV 1] +10% DMG for Wind Attacks/+3 Flee Rate for Wind Armor [LV 2] +14% DMG for Wind Attacks/+6 Flee Rate for Wind Armor [LV 3] +17% DMG for Wind Attacks/+8 Flee Rate for Wind Armor [LV 4] +19% DMG for Wind Attacks/+12 Flee Rate for Wind Armor [LV 5] +20% DMG for Wind Attacks/+15 Flee Rate for Wind Armor IRO Name: Whirlwind
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 | Land Protector | Land Protector Required For: Abracadabra (L1) Max Level: 5 Type: Active, Area Enchantment SP Cost: 70-4*SkillLV Target: 7x7 cells Area Range: 2 cells Cast Time: 5 sec Cool Down: None Duration: 75+45*SkillLV sec Area: See below Effect: Shields an area from all area spells. Any skills that target the ground do not deal damage or do their effect. Skills such as Storm Gust, Hammer Fall, Fire Wall, etc. will do nothing. Also removes any area spells already placed in the area. Requires 1 Yellow Gemstone and 1 Blue Gemstone to use. [LV 1] 7x7 Area [LV 2] 7x7 Area [LV 3] 9x9 Area [LV 4] 9x9 Area [LV 5] 11x11 Area IRO Name: Magnetic Earth
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 | Dispell | Dispell Required For: Abracadabra (L1), Soul Burn (L3 Professor). Max Level: 5 Type: Active SP Cost: As casted spell Target: Enemy Range: 9 cells Cast Time: 2 sec Cool Down: None Duration: Instant Effect: Cancel all magical effects on target. Chance of success based on skill level with a base chance of 50%+10*SkillLV%. Requires 1 Yellow Gemstone to use. [LV 1] 60% Base Success Rate [LV 2] 70% Base Success Rate [LV 3] 80% Base Success Rate [LV 4] 90% Base Success Rate [LV 5] 100% Base Success Rate
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 | Abracadabra | Abracadabra Max Level: 10 Type: Random Target: Random SP Cost: 50 Cast Time: As casted spell Cool Down: As casted spell Duration: As casted spell Effect: Casts a random skill (can be ANY player skill e.g. Auto Counter or Hide and some special skills) at your own skill level. May produce some odd and funny effects. Requires 2 Yellow Gemstones to use. Even with catalyst reducing items (Mistress Card) or buffs (Bard/Dancer Into the Abyss) the cost will not drop below 2 Yellow Gemstone IRO Name: Hocus-pocus
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 | Health Conversion | Health Conversion Max Level: 5 Type: Active Target: Self SP Cost: SkillLV SP Cast Time: 0.5 sec Cool Down: 0.8+SkillLV*0.2 sec Effect: Converts 10% of your HP into SP. The higher the skill level the more effective the conversion will be. The conversion rate is 1:1 modified by SkillLV, so a 2000 HP Professor with Health Conversion LV 3 would gain 2000*10%=200 SP plus 30%, total 260 SP. [LV 1] 10% More Effective [LV 2] 20% More Effective [LV 3] 30% More Effective [LV 4] 40% More Effective [LV 5] 50% More Effective IRO Name: Indulge
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 | Soul Change | Soul Change Max Level: 1 Type: Supportive SP Cost: 50 Target: Ally Range: 4 cells Cast Time: 3 sec Cool Down: 5 sec Duration: Instant Effect: Exchange SP of the target with your SP. With this exchange it's not possible for any of the partners to exceed their Maximum SP. If you use this on a monster, you regain 3% of your SP. You can't use this skill on a monster again that already had Soul Change. You can use this skill in Siege Mode (WoE). IRO Name: Soul Exhale
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 | Soul Burn | Soul Burn Required For: Mind Breaker (L1). Max Level: 5 Type: Offensive SP Cost: 70 + SkillLV*10 Target: Enemy Range: 4 cells Cast Time: Instant Cool Down: LV1-4 10 sec, LV 5 15 sec for the next Soul Burn, else none Duration: Instant Effect: This skill will burn all SP the target has, thus damaging it with its own SP. Since this damage is done to the mental system, it will be decreased by the target's MDEF. If you fail this skill, YOUR SP will be drained, and you will damage yourself. The damage is equal to twice the removed SP. [LV 1] 40% Success Rate, No Damage [LV 2] 50% Success Rate, No Damage [LV 3] 60% Success Rate, No Damage [LV 4] 70% Success Rate, No Damage [LV 5] 70% Success Rate, Damage=2x SP IRO Name: Soul Siphon
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 | Mind Breaker | Mind Breaker Max Level: 5 Type: Active SP Cost: 9 + 3*SkillLV Range: 9 cells Target: Enemy Cast Time: Instant Cool Down: 0.7 + 0.1*SkillLV sec Effect: Attack the mind of the enemy to cause mental breakdown. This decreases enemy's MDEF, but it ups their MATK. Success chance is 55%+5*SkillLV%. This is basically Provoke for Magicians. [LV 1] MATK +20%, MDEF -12%, 60% success [LV 2] MATK +40%, MDEF -24%, 65% success [LV 3] MATK +60%, MDEF -36%, 70% success [LV 4] MATK +80%, MDEF -48%, 75% success [LV 5] MATK +100%, MDEF -60%, 80% success
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 | Memorize | Memorize Max Level: 1 Type: Active SP Cost: 1 Target: Self Cast Time: 5 sec, not reducible by DEX Cool Down: None Effect: The next five Spells you cast have their casting time reduced by 1/2. This effect will last as long as you don't use spells, but will be dispelled upon your death. Multiple Memorize casts do not stack, recasting resets the counter to 5. IRO Name: Foresight
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 | Wall of Fog | Wall of Fog Max Level: 1 Type: Offensive SP Cost: 25 SP Target: Ground Range: 9 cells Cast Time: Instant Cool Down: None Duration: 20 sec Effect: Creates a wall of fog of 5 x 3 cells perpendicular to the caster (triple the area of the Wizards Ice Wall). Anyone attempting ranged attacks or ranged skills through or into but not OUT OF the fog. Those inside are blinded (Status effect: Blind) for 30 seconds. For non ground targeted spells, there's a 75% chance that it will miss completely. Ranged attacks have a -75% damage penalty, and -50 HIT penalty. The wall lasts for 20 seconds, and cannot be cast on top of Sage's other ground based skills such as Volcano, Land Protector, and Violent Gale, but you may cast this over Deluge. If this skill is cast over Deluge, it will last for 40 seconds. You can cast this on top of monsters. IRO Name: Blinding Mist
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 | Spider Web | Spider Web Max Level: 1 Type: Active SP Cost: 50 Target: Ground Range: 9 cells Cast Time: Unknown Cool Down: Unknown Duration: 8 sec Catalyst: 1 Cobweb Effect: Summon a spider web on a 3x3 target area for 30 seconds to make any victim that step on it unable to move for 8 seconds (like the Hunter skill Ankle Snare), also reduces the victims Flee Rate by 50%. If this web is hit by any fire elemental skill, then the web will burn away, and cause 2x more damage than the skill itself alone would have done. You can only catch one enemy with each cast and you can not have more than 3 webs active at the same time. IRO Name: Fiber Lock
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 | Double Casting | Double Casting Max Level: 5 Type: Active SP Cost: 35+5*SkillLV Target: Self Cast Time: 2 sec (not reduced by DEX) Cool Down: None Duration: 90 sec Effect: During the skill's duration, Fire/Cold/Lighting Bolt spells (including Auto-Spells) have a chance of being casted a second time instantly. [LV 1] 40% Chance [LV 2] 50% Chance [LV 3] 60% Chance [LV 4] 70% Chance [LV 5] 80% Chance IRO Name: Double Bolt
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 | Create Converter | Create Converter Max Level: 1 Type: Active SP Cost: 30 Target: None Range: None Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Create an 'Elemental Converter' item. Recipes: - Flame Elemental Converter: 3 Scorpion Tail + 1 Empty Scroll - Seismic Elemental Converter: 3 Horn + 1 Empty Scroll - Lightning Elemental Converter: 3 Rainbow Shell + 1 Empty Scroll - Frost Elemental Converter: 3 Snail's Shell + 1 Empty Scroll
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 | Elemental Change Water | Elemental Change Water Max Level: 1 Type: Active SP Cost: 30 Target: Monster Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Change the target monster's elemental property to Water, uses up a Frost Elemental Converter.
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 | Elemental Change Earth | Elemental Change Earth Max Level: 1 Type: Active SP Cost: 30 Target: Monster Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Change the target monster's elemental property to Earth, uses up a Seismic Elemental Converter.
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 | Elemental Change Fire | Elemental Change Fire Max Level: 1 Type: Active SP Cost: 30 Target: Monster Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Change the target monster's elemental property to Fire, uses up a Flame Elemental Converter.
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 | Elemental Change Wind | Elemental Change Wind Max Level: 1 Type: Active SP Cost: 30 Target: Monster Range: Unknown Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Change the target monster's elemental property to Wind, uses up a Lightning Elemental Converter.
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