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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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Fire Pillar (Skill ID# 80)
[search monster with Fire Pillar]
Type Active, Trap Max Lv 10 Attack Type Fire Property
SP Cost 75 Target Ground Range 9 cells
Duration 30 sec or until tripped Area 3x3 cells
Requirements Fire Wall Level 1
Cast Time Lv1: 3 sec, Lv2: 2.7 sec, Lv3: 2.4 sec, Lv4: 2.1 sec, Lv5: 1.8 sec, Lv6: 1.5 sec, Lv7: 1.2 sec, Lv8: 0.9 sec, Lv9: 0.6 sec, Lv10: 0.3 sec
After Cast Delay 1 sec
Item Required 1 Blue Gemstone
Effect Creates a Fire Pillar trap effect on the targeted cell. Tripped when any monster (or player in a PvP area) walks over it. When tripped, the trap delivers Fire property damage equal to (50+MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell.
This damage ignores MDEF and INT. While the target is taking damage from Fire Pillar, it will not be able to move until all the hits have been dealt (0.2*Hits sec). You can not have more than 5 Pillars active at any time.
Other Notes
* You cannot cast more than 5 instances of this skill before the first one expires.
* Spell cannot be stacked
* Spell cannot be cast near/on targets
Level Description
1 3 Hits / no Gemstone
2 4 Hits / no Gemstone
3 5 Hits / no Gemstone
4 6 Hits / no Gemstone
5 7 Hits / no Gemstone
6 8 Hits / Blue Gemstone
7 9 Hits / Blue Gemstone
8 10 Hits / Blue Gemstone
9 11 Hits / Blue Gemstone
10 12 Hits / Blue Gemstone
Sightrasher (Skill ID# 81)
[search monster with Sightrasher]
Type Offensive, Combo Max Lv 10 Attack Type Fire
SP Cost 33 + 2*SkillLV Target Self
Area 7x7 cells Knockback 5 cell(s)
Requirements Sight Level 1, Lightning Bolt Level 1
Required For Meteor Storm (L2)
Cast Time 0.7 sec
After Cast Delay 2 sec
Required State Requires Sight skill activated
Effect Can only be cast when Sight is active. Shoots fire in all 8 directions away from the caster, each Fireball does (100+20*SkillLV)% MATK and pushes the target back.
Other Notes
Level Description
1 120% MATK
2 140% MATK
3 160% MATK
4 180% MATK
5 200% MATK
6 220% MATK
7 240% MATK
8 260% MATK
9 280% MATK
10 300% MATK
Meteor Storm (Skill ID# 83)
[search monster with Meteor Storm]
Type Offensive Max Lv 10 Attack Type Fire Property
SP Cost See below Target Ground Range 9 cells
Requirements Thunder Storm Level 1, Sightrasher Level 2
Required For Summon Fire Ball (LV1).
Cast Time 15 sec
After Cast Delay Lv1: 2 sec, Lv2: 3 sec, Lv3: 3 sec, Lv4: 4 sec, Lv5: 4 sec, Lv6: 5 sec, Lv7: 5 sec, Lv8: 6 sec, Lv9: 6 sec, Lv10: 7 sec
Effect Summons Meteors that randomly strike cells in the target area and do Fire Element damage in the 7x7 area they impact for each hit and have a (3*SkillLV)% chance to stun the target.
Other Notes
* Only cells with a shootable path will be placed
Level Description
1 2 Meteor 1 Hit Each 3% StunChance, SP 20
2 3 Meteor 1 Hit Each 6% StunChance, SP 24
3 3 Meteors 2 Hit Each 9% StunChance, SP 30
4 4 Meteors 2 Hit Each 12% StunChance, SP 34
5 4 Meteors 3 Hit Each 15% StunChance, SP 40
6 5 Meteors 3 Hit Each 18% StunChance, SP 44
7 5 Meteors 4 Hit Each 21% StunChance, SP 50
8 6 Meteors 4 Hit Each 24% StunChance, SP 54
9 6 Meteors 5 Hit Each 27% StunChance, SP 60
10 7 Meteors 5 Hit Each 30% StunChance, SP 64
Jupitel Thunder (Skill ID# 84)
[search monster with Jupitel Thunder]
Type Offensive Max Lv 10 Attack Type Wind Property
SP Cost 17 + 3*SkillLV Target Enemy Range 9 cells
Knockback 2 cell(s)
Requirements Napalm Beat Level 1, Lightning Bolt Level 1
Required For Lord of Vermillion (L5), Storm Gust (L3)
Cast Time Lv1: 2.5 sec, Lv2: 3 sec, Lv3: 3.5 sec, Lv4: 4 sec, Lv5: 4.5 sec, Lv6: 5 sec, Lv7: 5.5 sec, Lv8: 6 sec, Lv9: 6.5 sec, Lv10: 7 sec
Effect Hits the target for 2+SkillLV times using Wind Element and pushes it back the same number of cells up to a maximum of 8. Improved Lightning Bolt spell.
Other Notes
Level Description
1 3 Hits / 2.5 sec Cast Time
2 4 Hits / 3.0 sec Cast Time
3 5 Hits / 3.5 sec Cast Time
4 6 Hits / 2.5 sec Cast Time
5 7 Hits / 4.5 sec Cast Time
6 8 Hits / 5.0 sec Cast Time
7 9 Hits / 5.5 sec Cast Time
8 10 Hits / 6.0 sec Cast Time
9 11 Hits / 6.5 sec Cast Time
10 12 Hits / 7.0 sec Cast Time
Lord of Vermillion (Skill ID# 85, iRO Name: Lord of Vermilion)
[search monster with Lord of Vermillion]
Type Offensive Max Lv 10 Attack Type Wind Property
SP Cost 56 + 4*SkillLV Target Ground Range 9 cells
Requirements Thunder Storm Level 1, Jupitel Thunder Level 5
Required For Summon Lightning Ball (LV1).
Cast Time Lv1: 15 sec, Lv2: 14.5 sec, Lv3: 14 sec, Lv4: 13.5 sec, Lv5: 13 sec, Lv6: 12.5 sec, Lv7: 12 sec, Lv8: 11.5 sec, Lv9: 11 sec, Lv10: 10.5 sec
After Cast Delay 5 sec
Effect Hits the target area with a strong lightning attack that does 4 sets of hits with 10 hits each set (total 40 hits) and each hit doing (8+(2*SkillLV))% MATK damage. It also has a (4*SkillLV)% chance to blind the targets.
Other Notes
* Spell effects do not overlap
* Only cells with a shootable path will be placed
Level Description
1 4% BlindChance, 10% MATK/Bolt
2 8% BlindChance, 12% MATK/Bolt
3 12% BlindChance, 14% MATK/Bolt
4 16% BlindChance, 16% MATK/Bolt
5 20% BlindChance, 18% MATK/Bolt
6 24% BlindChance, 20% MATK/Bolt
7 28% BlindChance, 22% MATK/Bolt
8 32% BlindChance, 24% MATK/Bolt
9 36% BlindChance, 26% MATK/Bolt
10 40% BlindChance, 28% MATK/Bolt
Water Ball (Skill ID# 86)
[search monster with Water Ball]
Type Offensive Max Lv 5 Attack Type Water Property
SP Cost 15 + 5*(SkillLV/2 rounded down) Target Enemy Range 9 cells
Requirements Cold Bolt Level 1, Lightning Bolt Level 1
Cast Time Lv1: 1 sec, Lv2: 2 sec, Lv3: 3 sec, Lv4: 4 sec, Lv5: 5 sec, Lv6: 6 sec, Lv7: 7 sec, Lv8: 8 sec, Lv9: 9 sec, Lv10: 10 sec
Required State Requires to be standing on a water cell
Effect Hits the target up to LV*LV-1 times with a Water elemental attack of (100+30*SkillLV)% MATK. You must stand on water or on a Deluge (Sage skill) cell to successfully use this spell.
The damage for each hit is calculated individually and the damage numbers do not show as adding up, also casting Lex Aeterna (Priest Skill) on the target will only affect the first hit.
This is the strongest single target spell in-game. The number of water balls that you are actually able cast also depends on the amount of water you are standing in.
In any given X by X grid, the game determines that you are surrounded by (X*X)-1 cells. So, at level 4/5 Waterball, you can cast up to (5*5)-1, or 24 water balls.
However, if you're only standing in a 3x3 pool, you will only cast 8 water balls. If you're standing in a freaky grid (like a partially-used Deluge), the number of balls cast is equal to the number of water-occupied cells in your grid, so if you're in a cell like this:
O = empty
X = water
* = player
OOOOO
OOOOO
XX*XX
OOOOO
OOOOO
...you'll only cast 4 water balls with level 4/5. With level 2/3, you'll only cast 2 water balls, since only 2 are in the 3x3 grid surrounding you.
This is particularly useful to keep in mind when you're with a Deluge Sage, since Waterball uses up the Deluge cells.
You can determine which cells are used by how you stand in the cast area (every cast will wipe out the respective grid section around you, centered on you), and maximize the effectiveness of the water ball spells you cast.
Other Notes
Level Description
1 1 Waterball / 1x1 Grid, 130% MATK
2 3 Waterball / 3x3 Grid, 160% MATK
3 8 Waterball / 3x3 Grid, 190% MATK
4 15 Waterball / 5x5 Grid, 220% MATK
5 24 Waterball / 5x5 Grid, 250% MATK
Ice Wall (Skill ID# 87)
Type Active Max Lv 10 Attack Type Water Property
SP Cost 20 Target Ground Range 9 cells
Duration 4 + 4*SkillLV sec or until broken
Requirements Frost Diver Level 1, Stone Curse Level 1
Required For Frost Nova (L1 Wizard), Ganbantein (L1 High Wizard).
Cast Time Instant
Effect Creates a row of 5 Ice Wall cells perpendicular to the line between the caster and the target cell and centered on the target cell.
An Ice Wall cell cannot be entered, but it may be attacked. Ice Wall cells have 200+200*SkillLV HP that lowers at a rate of 50 per second until it reaches 0 and then the wall disappears.
If the wall is attacked the HP also lower by the damage dealt to the wall. You can not have more than 5 Ice Walls active at the same time.
Other Notes
* Cannot be used in GvG maps
* Cannot be used in Battleground maps
* Cannot be used in Aldebaran Turbo Track
* Only cells with a shootable path will be placed
Level Description
1 400 HP / 8 sec
2 600 HP / 12 sec
3 800 HP / 16 sec
4 1000 HP / 20 sec
5 1200 HP / 24 sec
6 1400 HP / 28 sec
7 1600 HP / 32 sec
8 1800 HP / 36 sec
9 2000 HP / 40 sec
10 2200 HP / 44 sec
Frost Nova (Skill ID# 88)
[search monster with Frost Nova]
Type Offensive Max Lv 10 Attack Type Water Property [Splash Damage, 2 cells]
SP Cost 47 - 2*SkillLV Target Self
Duration Instant, frozen status 1.5*SkillLV sec Area 5x5 cells
Requirements Ice Wall Level 1
Cast Time Lv1: 5 sec, Lv2: 4.7 sec, Lv3: 4.4 sec, Lv4: 4.1 sec, Lv5: 3.8 sec, Lv6: 3.5 sec, Lv7: 3.2 sec, Lv8: 2.9 sec, Lv9: 2.7 sec, Lv10: 2.5 sec
After Cast Delay 1 sec
Effect Hits every enemy in a 5x5 area around the Caster with a Water Element frost attack. The freeze chance is higher than of Frost Diver (33+5*SkillLV %).
The magic damage to each target is 66+7*SkillLV %, but if a monster is frozen it won't receive damage. The caster is of course immune to his/her own Frost Nova.
Other Notes
Level Description
1 6.0 Seconds Cast Time
2 6.0 Seconds Cast Time
3 5.5 Seconds Cast Time
4 5.5 Seconds Cast Time
5 5 Seconds Cast Time
6 5 Seconds Cast Time
7 4.5 Seconds Cast Time
8 4.5 Seconds Cast Time
9 4 Seconds Cast Time
10 4 Seconds Cast Time
Storm Gust (Skill ID# 89)
[search monster with Storm Gust]
Type Offensive Max Lv 10 Attack Type Water Property
SP Cost 78 Target Ground Range 9 cells
Duration 5 sec Knockback 2 cell(s)
Requirements Frost Diver Level 1, Jupitel Thunder Level 3
Required For Summon Water Ball (L1)
Cast Time Lv1: 6 sec, Lv2: 7 sec, Lv3: 8 sec, Lv4: 9 sec, Lv5: 10 sec, Lv6: 11 sec, Lv7: 12 sec, Lv8: 13 sec, Lv9: 14 sec, Lv10: 15 sec
After Cast Delay 5 sec
Effect Summons an icy Water Element storm that hits targets in the area of effect every 0.5 seconds (for damage per hit see below) and pushes them around randomly.
Monsters hit 3 times will freeze and not receive further hits, except undead and MVP which won't be frozen and thus will receive more hits. The maximum number of possible hits is 10.
Damage per hit is (100+40*SkillLV)% MATK
Other Notes
* Spell effects do not overlap
* Only cells with a shootable path will be placed
Level Description
1 140% MATK / 6 sec Cast Time
2 180% MATK / 7 sec Cast Time
3 220% MATK / 8 sec Cast Time
4 260% MATK / 9 sec Cast Time
5 300% MATK / 10 sec Cast Time
6 340% MATK / 11 sec Cast Time
7 380% MATK / 12 sec Cast Time
8 420% MATK / 13 sec Cast Time
9 460% MATK / 14 sec Cast Time
10 500% MATK / 15 sec Cast Time
Earth Spike (Skill ID# 90)
[search monster with Earth Spike]
Type Offensive, Level Selectable Max Lv 5 Attack Type Earth Property
SP Cost 10 + 2*SkillLV Target Enemy Range 9 cells
Requirements Stone Curse Level 1
Required For Heaven's Drive (L3 Wizard), Heaven's Drive (L1 Sage).
Cast Time Lv1: 1 sec, Lv2: 2 sec, Lv3: 3 sec, Lv4: 4 sec, Lv5: 5 sec
After Cast Delay 0.7 sec
Effect Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 100%*MATK damage each. Technically this is a normal Bolt-type spell using the Earth element.
Heaven's Drive (Skill ID# 91)
[search monster with Heaven's Drive]
Type Offensive Max Lv 5 Attack Type Earth property, Long Range, Area, Magic attack
SP Cost 24 + 4*SkillLV Target Ground Range 9 cells
Requirements Earth Spike Level 3
Required For Quagmire (L1 Wizard), Summon Stone (LV1).
Cast Time Lv1: 1 sec, Lv2: 2 sec, Lv3: 3 sec, Lv4: 4 sec, Lv5: 5 sec
After Cast Delay 0.7 sec
Effect Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.
Other Notes
* Only cells with a shootable path will be placed
Quagmire (Skill ID# 92)
[search monster with Quagmire]
Type Active Max Lv 5 Attack Type Earth Property
SP Cost 5*SkillLV Target Ground Range 9 cells
Duration 5*SkillLV sec
Requirements Heaven's Drive Level 1
Required For Gravitation Field (L1 High Wizard), Marsh Of Abyss (LV1).
Cast Time Instant
After Cast Delay 1 sec
Effect Decreases the AGI and DEX of the Enemies within the area of effect by 10% per SkillLV. In PvP maps is only 5% per SkillLV. Does not work against Boss monsters.
Other Notes
* You cannot cast more than 3 instances of this skill before the first one expires.
* Only cells with a shootable path will be placed
Monster Property (Skill ID# 93, iRO Name: Sense)
Type Active Max Lv 1
SP Cost 10 Target Enemy Range 9 cells
Duration Until status window is closed.
Required For Ganbantein (High Wizard)
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.
Sight Blaster [Quest Skill] (Skill ID# 1006)
Type Active Max Lv 1 Attack Type Fire Property
SP Cost 40 Target Self
Duration 120 sec Area Unknown (cells around the caster?) Knockback 3 cell(s)
Cast Time 2 sec
Effect Summons a fireball that circles around you and hits enemies attempting to attack you at close range.
When an enemy steps next to you, he will be hit by a MATK Fire Element attack and pushed back. The Fireball disappears after hitting an enemy.
Can be learnt from Wizard Platinum Skills Quests
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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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ஜ۩۞۩ஜஜ۩۞۩ஜஜ۩۞۩ஜ
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