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Skid Trap (Skill ID# 115)
[search monster with Skid Trap]
Type Active, Trap Max Lv 5
SP Cost 10 Target Ground Range 3 cells
Duration 360 - 60*SkillLV sec Knockback 6 cell(s)
Required For Ankle Snare (L1), Flasher (L1).
Cast Time Instant
Item Required 1 Trap
Effect A Skid Trap is a trap that activates when someone comes within SkillLV cells of it. When activated, the affected target is pushed back 5+SkillLV cells (10 cells if the skill is at level 5).
Skid Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
Does not work on Boss and Plant monsters. If not tripped by the end of the duration, the Skid Trap will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Sliding Range 6 cells, Setting Time 300 secs
2 Sliding Range 7 cells, Setting Time 240 secs
3 Sliding Range 8 cells, Setting Time 180 secs
4 Sliding Range 9 cells, Setting Time 120 secs
5 Sliding Range 10 cells, Setting Time 60 secs
Land Mine (Skill ID# 116)
[search monster with Land Mine]
Type Active, Trap Max Lv 5 Attack Type Earth
SP Cost 10 Target Ground Range 3 cells
Duration 240 - 40*SkillLV sec
Required For Blast Mine (L1), Remove Trap (L1).
Cast Time Instant
Item Required 1 Trap
Effect A Land Mine is a visible trap that explodes when stepped on, hitting the monster or player (in PvP only) that triggered it for [(DEX+75)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. There is also a (5*SkillLV+30)% chance to stun targets for 5 seconds. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Land Mine will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 ATK 50%, Setting Time 200secs
2 ATK 75%, Setting Time 160secs
3 ATK 100%, Setting Time 120secs
4 ATK 125%, Setting Time 80secs
5 ATK 150%, Setting Time 40secs
Ankle Snare (Skill ID# 117)
[search monster with Ankle Snare]
Type Active, Trap Max Lv 5
SP Cost 12 Target Ground Range 3 cells
Duration 300 - 50*SkillLV sec
Requirements Skid Trap Level 1
Required For Shockwave Trap (L1), Aimed Bolt (LV5).
Cast Time Instant
Item Required 1 Trap
Effect Creates an Ankle Snare in the targeted cell. Any monster that steps within 1 cell of the trap will become snared for 5*SkillLV/(Target AGI*0.1) seconds (minimum of 3 seconds). In PvP zones, players may be snared too (including the creator of the trap!).
Boss monsters are snared for 1/5th of the normal time and will teleport almost certainly when snared. A snared target cannot sit, stand or move away from the cell on which they are snared, but can use skills and items and make attacks on anyone within range.
The skill Remove Trap can be used to cancel an Ankle Snare that has already caught a player. Ankle Snare traps are invisible in PvP, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it.
The use of any invisibility detection skill will reveal the trap. If not tripped by the end of the duration, the Ankle Snare will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Setting Time 250secs, snare time 4 sec
2 Setting Time 200secs, snare time 8 sec
3 Setting Time 150secs, snare time 12 sec
4 Setting Time 100secs, snare time 16 sec
5 Setting Time 50secs, snare time 20 sec
Shockwave Trap (Skill ID# 118)
[search monster with Shockwave Trap]
Type Active, Trap Max Lv 5 Attack Type [Splash Damage, 1 cells]
SP Cost 45 Target Ground Range 3 cells
Duration 240 - 40*SkillLV sec
Requirements Ankle Snare Level 1
Required For Claymore Trap (L1), Talkie Box (L1), Electric Shcoker (LV5).
Cast Time Instant
Item Required 2 Trap
Effect A Shockwave Trap is a trap that activates when stepped on. Whoever trips the trap will lose (5+15*SkillLV)% of their SP.
Shockwave Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Shockwave Trap will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 SP 20% Consume, Setting Time 200secs
2 SP 35% Consume, Setting Time 160secs
3 SP 50% Consume, Setting Time 120secs
4 SP 65% Consume, Setting Time 80secs
5 SP 80% Consume, Setting Time 40secs
Sandman (Skill ID# 119)
[search monster with Sandman]
Type Active, Trap Max Lv 5
SP Cost 12 Target Ground Range 3 cells
Duration 180 - 30*SkillLV sec
Requirements Flasher Level 1
Required For Blast Mine (L1).
Cast Time Instant
Item Required 1 Trap
Effect A Sandman is a trap that activates when stepped on. All targets in a 3x3 area around the trap will have an (40+10*SkillLV)% chance of being affected by "Sleep" (duration depends on SkillLV).
A Sandman is invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Sandman will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Setting Time 150sec 50% Sleep Chance
2 Setting Time 120sec 60% Sleep Chance
3 Setting Time 90sec 70% Sleep Chance
4 Setting Time 60sec 80% Sleep Chance
5 Setting Time 30sec 90% Sleep Chance
Flasher (Skill ID# 120)
[search monster with Flasher]
Type Active, Trap Max Lv 5
SP Cost 12 Target Ground Range 3 cells
Duration 180 - 30*SkillLV sec
Requirements Skid Trap Level 1
Required For Freezing Trap (L1), Sandman (L1).
Cast Time Instant
Item Required 2 Trap
Effect A Flasher is a trap that activates when stepped on. When activated it will have an unknown chance to blind all within a 3x3 area around the trap.
Flashers are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
This trap is ineffective against Plant family and MVP monsters.
If not tripped by the end of the duration, the Flasher will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Setting Time150secs
2 Setting Time120secs
3 Setting Time90secs
4 Setting Time60secs
5 Setting Time30secs
Freezing Trap (Skill ID# 121)
[search monster with Freezing Trap]
Type Active, Trap Max Lv 5 Attack Type Water
SP Cost 10 Target Ground Range 3 cells
Duration 180 - 30*SkillLV sec
Requirements Flasher Level 1
Required For Blast Mine (L1).
Cast Time Instant
Item Required 2 Trap
Effect A Freezing Trap is a trap that activates when stepped on. When activated, it will hit all in the area with a Frost Nova style attack. Damage is (25+25*SkillLV)% of your normal ATK.
Chance to Freeze is Unknown and does not work against Boss monsters. Freezing Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Freezing Trap will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Setting Time 150secs
2 Setting Time 120secs
3 Setting Time 90secs
4 Setting Time 60secs
5 Setting Time 30secs
Blast Mine (Skill ID# 122)
[search monster with Blast Mine]
Type Active, Trap Max Lv 5 Attack Type Wind
SP Cost 10 Target Ground Range 3 cells
Duration 30-5*SkillLV
Requirements Land Mine Level 1, Sandman Level 1, Freezing Trap Level 1
Required For Claymore Trap (L1).
Cast Time Instant
Item Required 1 Trap
Effect A Blast mine is a visible trap that explodes 30 - 5*SkillLV seconds after it is set or when an enemy steps on it, hits a 3x3 area around the target cell for [(50+DEX/2)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. The caster can move the trap before it's activated.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Explode after 25secs
2 Explode after 20secs
3 Explode after 15secs
4 Explode after 10secs
5 Explode after 5secs
Claymore Trap (Skill ID# 123)
[search monster with Claymore Trap]
Type Active, Trap Max Lv 5 Attack Type Fire
SP Cost 15 Target Ground Range 3 cells
Duration 20*SkillLV sec
Requirements Shockwave Trap Level 1, Blast Mine Level 1
Required For Research Trap (LV1).
Cast Time Instant
Item Required 2 Trap
Effect A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5x5 area around the target cell for [(75+DEX/2)*(1+INT/100)*SkillLV] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user.
If not tripped by the end of the duration, the Claymore Trap will turn back into a Trap item on the floor and can be reclaimed.
Other Notes
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 Setting Time20secs
2 Setting Time40secs
3 Setting Time60secs
4 Setting Time80secs
5 Setting Time100secs
Remove Trap (Skill ID# 124)
Type Active Max Lv 1
SP Cost 5 Target Trap Range 3 cells
Requirements Land Mine Level 1
Required For Spring Trap, Talkie Box
Effect Turns one set trap back into a Trap item. You only get one trap even if you needed two for setting it. Can be used with an Ankle Snare that has already caught a target, but in this case you will not get a Trap item. Only works with your own traps.
Talkie Box (Skill ID# 125)
Type Active, Trap Max Lv 1
SP Cost 1 Target Ground Range 3 cells
Duration 600 sec
Requirements Shockwave Trap Level 1, Remove Trap Level 1
Cast Time Instant
Item Required 1 Trap
Effect Repeats a message input at casting time in blue text (does not appear in chat window).
Other Notes
* Spell cannot be stacked
Beast Bane (Skill ID# 126)
Type Passive Max Lv 10
Required For Falconry Mastery (L1).
Effect Increases damage to Brute and Insect family monsters by +4*SkillLV. This damage ignores modification from Armor and VIT defense, but not from Elemental and Card modifiers and applies to all hits for multi hit attacks.
Other Notes
Level Description
1 ATK +4
2 ATK +8
3 ATK +12
4 ATK +16
5 ATK +20
6 ATK +24
7 ATK +28
8 ATK +32
9 ATK +36
10 ATK +40
Falconry Mastery (Skill ID# 127)
Type Passive Max Lv 1
Requirements Beast Bane Level 1
Required For Blitz Beat, Detecting, Spring Trap, True Sight (Sniper), Falcon Assault (Sniper)
Effect Allows you to hire a Falcon from the Falcon Master in the Hunter Guild in Hugel.
Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is released, a new one must be hired.
Steel Crow (Skill ID# 128)
Type Passive Max Lv 10
Requirements Blitz Beat Level 5
Required For Falcon Assault (L3 Sniper)
Effect Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits.
Other Notes
Level Description
1 ATK +6
2 ATK +12
3 ATK +18
4 ATK +24
5 ATK +30
6 ATK +36
7 ATK +42
8 ATK +48
9 ATK +54
10 ATK +60
Blitz Beat (Skill ID# 129)
Type Offensive Max Lv 5
SP Cost 7 + 3*SkillLV Target Enemy Range 5 cells
Duration 0.2*SkillLV sec
Requirements Falconry Mastery Level 1
Required For Steel Crow (L5), Falcon Assault (L5 Sniper).
Cast Time 1.5 sec
After Cast Delay 1 sec
Required State Requires a Falcon
Effect Orders your Falcon to attack, delivering SkillLV hits to all enemies in a 3x3 area around the target for a total of ([DEX/10] + [INT/2] + 3*Steel Crow SkillLV + 40)*2) using Neutral Element. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property.
In addition, there is a 0.3%*LUK chance of Blitz Beat occurring automatically per shot with a bow. This so called auto-blitz beat is less effective than a manual one and the full damage is split evenly between all targets affected.
For example, an auto-blitz beat that hits 3 targets will do 1/3 of the normal damage to each. Also, the total number of hits it delivers is based on the users job level and is equal to [(Job Level-1)/10]+1.
Other Notes
Level Description
1 1 Falcon Hit
2 2 Falcon Hit
3 3 Falcon Hit
4 4 Falcon Hit
5 5 Falcon Hit
Detecting (Skill ID# 130, iRO Name: Detect)
Type Active Max Lv 4
SP Cost 8 Target Ground Range 3 cells
Requirements Attention Concentrate Level 1, Falconry Mastery Level 1
Required State Requires a Falcon
Effect Reveals any invisible traps, monsters or players in a 3x3 cell area around the target cell.
Other Notes
Level Description
1 3 cell Range
2 5 cell Range
3 7 cell Range
4 9 cell Range
Spring Trap (Skill ID# 131)
Type Active Max Lv 5
SP Cost 10 Target Trap Range 4 cells
Requirements Remove Trap Level 1, Falconry Mastery Level 1
Required State Requires a Falcon
Effect A trap visible to the user and within range is destroyed. No trap item is recovered. This skill can work on enemy traps (unlike Remove Trap).
Other Notes
Level Description
1 4 cell Range
2 5 cell Range
3 6 cell Range
4 7 cell Range
5 8 cell Range
Beast Strafing [Spirit Skill (Must be Soul Linked)] (Skill ID# 499, iRO Name: Beast Charge)
Type Offensive Max Lv 1
SP Cost Unknown (like DS?) Target Self Range Unknown (bow range?)
Requirements Double Strafing Level 10
Cast Time Instant
Req. Weapon Class Bow
Ammunition Required 1 Arrow
Effect If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target.
Only usable right after using Double Strafing, and its power is heavily affected by STR.
Phantasmic Arrow [Quest Skill] (Skill ID# 1009)
Type Offensive Max Lv 1
SP Cost 10 Target Enemy Range Unknown (Bow range?)
Knockback 3 cell(s)
Cast Time Instant
Req. Weapon Class Bow
Effect Launches an arrow of illusion from your bow. It has 150% ATK, and if it hits the enemy, it pushes them back 3 cells. You can use this skill even if you have no Arrows equipped.
Can be learnt from Hunter Platinum Skills Quests
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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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