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Калькулятор умений

Онлайн калькулятор умений (скил калькулятор, калькулятор талантов) Рагнарок Онлайн позволяет рассчитать билд Sorcerer.
 

Mage High

Джоб лвл: Скилпоинтов:
Cold Bolt Cold Bolt 0 / 10
Fire Ball Fire Ball 0 / 10
Fire Bolt Fire Bolt 0 / 10
Fire Wall Fire Wall 0 / 10
Frost Diver Frost Diver 0 / 10
Increase Spiritual Power Increase Spiritual Power 0 / 10
Lightning Bolt Lightning Bolt 0 / 10
Napalm Beat Napalm Beat 0 / 10
Safety Wall Safety Wall 0 / 10
Sight Sight 0 / 1
Soul Strike Soul Strike 0 / 10
Stone Curse Stone Curse 0 / 10
Thunder Storm Thunder Storm 0 / 10
Energy Coat Energy Coat* 0 / 1

Professor

Джоб лвл: Скилпоинтов:
Abracadabra Abracadabra 0 / 10
Advanced Book Advanced Book 0 / 10
Auto Spell Auto Spell 0 / 10
Cast Cancel Cast Cancel 0 / 5
Deluge Deluge 0 / 5
Dispell Dispell 0 / 5
Double Casting Double Casting 0 / 5
Dragonology Dragonology 0 / 5
Earth Spike Earth Spike 0 / 5
Flame Launcher Flame Launcher 0 / 5
Free Cast Free Cast 0 / 10
Frost Weapon Frost Weapon 0 / 5
Health Conversion Health Conversion 0 / 5
Heaven's Drive Heaven's Drive 0 / 5
Land Protector Land Protector 0 / 5
Lightning Loader Lightning Loader 0 / 5
Magic Rod Magic Rod 0 / 5
Memorize Memorize 0 / 1
Mind Breaker Mind Breaker 0 / 5
Monster Property Monster Property 0 / 1
Seismic Weapon Seismic Weapon 0 / 5
Soul Burn Soul Burn 0 / 5
Soul Change Soul Change 0 / 1
Spell Breaker Spell Breaker 0 / 5
Spider Web Spider Web 0 / 1
Violent Gale Violent Gale 0 / 5
Volcano Volcano 0 / 5
Wall of Fog Wall of Fog 0 / 1
Create Elemental Converter Create Elemental Converter* 0 / 1
Elemental Change (Earth) Elemental Change (Earth)* 0 / 1
Elemental Change (Fire) Elemental Change (Fire)* 0 / 1
Elemental Change (Water) Elemental Change (Water)* 0 / 1
Elemental Change (Wind) Elemental Change (Wind)* 0 / 1

Sorcerer

Джоб лвл: Скилпоинтов:
0 / 5
Arrullo Arrullo 0 / 5
Cloud Kill Cloud Kill 0 / 5
Diamond Dust Diamond Dust 0 / 5
Earth Grave Earth Grave 0 / 5
Earth Insignia Earth Insignia 0 / 3
Electric Walk Electric Walk 0 / 5
Elemental Action Elemental Action 0 / 1
Fire Insignia Fire Insignia 0 / 3
Fire Walk Fire Walk 0 / 5
Four Spirit Analysis Four Spirit Analysis 0 / 2
Poison Buster Poison Buster 0 / 5
Psychic Wave Psychic Wave 0 / 5
Spell Fist Spell Fist 0 / 5
Spirit Control Spirit Control 0 / 4
Spirit Recovery Spirit Recovery 0 / 1
Spirit Sympathy Spirit Sympathy 0 / 5
Striking Striking 0 / 5
Summon Earth Spirit 'Tera' Summon Earth Spirit 'Tera' 0 / 3
Summon Fire Spirit 'Agni' Summon Fire Spirit 'Agni' 0 / 3
Summon Water Spirit 'Aqua' Summon Water Spirit 'Aqua' 0 / 3
Summon Wind Spirit 'Ventus' Summon Wind Spirit 'Ventus' 0 / 3
Vacuum Extreme Vacuum Extreme 0 / 5
Varetyr Spear Varetyr Spear 0 / 5
Warmer Warmer 0 / 5
Water Insignia Water Insignia 0 / 3
Wind Insignia Wind Insignia 0 / 3
Наведите курсор на название скила, чтобы посмотреть его описание.
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.
Fire Ball
Required For: Fire Wall (L5), Crimson Rock (LV1).
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 / after-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
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.
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
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 status to the target. Undead property and Boss monsters cannot be Frozen. Water and Fire element monsters have a greatly reduced chance of being Frozen. The MDEF of the target affects the success chance and status duration.
While frozen, the target cannot move, attack or use skill and counts as having Water1 element. Lex Aeterna cannot be used on such a target. The Frozen status lasts until the target receives any damage or the duration ends.

[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
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 (Maximum SP/500 + 3)*SkillLV 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%
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.
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
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 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.
Skills from monsters closer than 4 cells are considered as melee attacks.

[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
Sight
Required For: Fire Wall, Sightrasher (Wizard)
Max Level: 1
Type: Active
SP Cost: 10
Target: Self
Area: 7x7 cells
Cast Time: Instant
Cool Down: None
Duration: 10 sec
Effect: Nullifies the Hide, Tunnel Drive and Cloaking effects within range.
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 (1+SkillLV/2) bolts for 1*MATK using Ghost Element. Does extra 5% damage per SkillLV to Undead property Monsters.
[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
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
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
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

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, and anything the produced skill would require e.g. Trap, Blue Gem or Red Gem. The produced skill will change in a random pattern with each cast.
Even with catalyst reducing items (Mistress Card) or buffs (Bard/Dancer Into the Abyss) the cost will not drop below
1 Yellow Gemstone. A For-Fun-Skill.
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, +1.0% ASPD
[LV 3] ATK +9, +1.5% ASPD
[LV 4] ATK +12, +2.0% ASPD
[LV 5] ATK +15, +2.5% ASPD
[LV 6] ATK +18, +3.0% ASPD
[LV 7] ATK +21, +3.5% ASPD
[LV 8] ATK +24, +4.0% ASPD
[LV 9] ATK +27, +4.5% ASPD
[LV 10] ATK +30, +5.0% ASPD
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 with a level of 1 to 3 randomly with a chance of casting the level 1 version 50% of the time, the level 2 version 35% of the time, and the level 3 version 15% of the time.

[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
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
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: 1 sec
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
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. Success chance based on skill level and enemy MDEF 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
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, all Bolt-type 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
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
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 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.
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: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the fire element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires
1 Red Blood to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration
Free Cast
Required For: Auto Spell (L4), Memorize (L5 Professor).
Max Level: 10
Type: Passive
Effect: Allows movement and attack while casting spells.
Unlike claimed on official websites, this skill gives no attack speed penalty on official servers.

[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
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: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the ice element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires
1 Crystal Blue to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration
Health Conversion
Max Level: 5
Type: Active
SP Cost: SkillLV
Target: Self
Cast Time: 0.5 sec
Cool Down: 0.8 + 0.2*SkillLV 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 10:1 modified by SkillLV, so a 2000 HP Professor with Health Conversion LV 3 would consume 2000*10%=200 HP and obtain a total of 200*30%=60 SP.
[LV 1] 10% of the converted HP
[LV 2] 20% of the converted HP
[LV 3] 30% of the converted HP
[LV 4] 40% of the converted HP
[LV 5] 50% of the converted HP
Heaven's Drive
Required For: Quagmire (L1 Wizard), Summon Stone (LV1).
Max Level: 5
Type: Offensive
SP Cost: 24 + 4*SkillLV
Target: 1 cell
Range: 9 cells
ATK Type: Earth property, Long Range, 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.
Land Protector
Required For: Abracadabra (L1)
Max Level: 5
Type: Active, Area Enchantment
SP Cost: 70 - 4*SkillLV
Target: Ground
Range: 3 cells
Cast Time: 5 sec
Cool Down: 1 sec
Duration: 120 + 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, 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] Area 7x7 cells
[LV 2] Area 7x7 cells
[LV 3] Area 9x9 cells
[LV 4] Area 9x9 cells
[LV 5] Area 11x11 cells
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: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the wind element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires
1 Wind of Verdure to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration
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: None
Duration: 0.2 + 0.2*SkillLV 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
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.

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 INT 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
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.
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: 1 sec
Duration: 20 min, 30 min at LV 5
Effect: Enchants a weapon with the earth element. There is a chance of weapon breakage upon enchantment. You will need a Blacksmith or a Repair NPC to repair the weapon.
Requires
1 Green Live to use.
[LV 1] 70% Chance to Work
[LV 2] 80% Chance to Work
[LV 3] 90% Chance to Work
[LV 4] 100% Chance to Work
[LV 5] 100% Chance to Work, 30 min duration
Soul Burn
Required For: Mind Breaker (L1).
Max Level: 5
Type: Offensive
SP Cost: 70 + 10*SkillLV
Target: Enemy
Range: 4 cells
Cast Time: 3 sec
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
[LV 2] 50% Success Rate
[LV 3] 60% Success Rate
[LV 4] 70% Success Rate
[LV 5] 70% Success Rate, Damage=2x SP
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).

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 its 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 Boss monsters 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 loses 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
Spider Web
Max Level: 1
Type: Active
SP Cost: 50
Target: Enemy
Range: 9 cells
Cast Time: Unknown
Cool Down: Unknown
Duration: 8 sec
Catalyst: 1 Cobweb
Effect: Shoot a spider web to bind a target to a spot for 8 seconds, also reduces the victim's Flee Rate by half.
If target is hit by any fire elemental skill then the target will take 2x the normal damage but the spider web will be destroyed. You can only catch one enemy with each cast and you can not have more than 3 webs active at the same time.

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: 1 sec
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
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: 1 sec
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 1*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
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 and you can not have more than 2 Wall of Fog active at any time.

Create Elemental 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 Blank Scroll
- Seismic Elemental Converter:
3 Horn + 1 Blank Scroll
- Lightning Elemental Converter:
3 Rainbow Shell + 1 Blank Scroll
- Frost Elemental Converter:
3 Snail's Shell + 1 Blank Scroll

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.
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.
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.
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.
Arrullo
Prerequisites: Warmer (L2)
Max Level: 5
Type: Active / Special
SP Cost: Unknown
Cast Time: Unknown
Duration: 5+5*SkillLV sec
Effect: Causes [Deep Sleep] status on the target and surrounding cells. Disables chat while sleeping. Higher level increases success rate.
[LV 1] 3x3 cells
[LV 2] 3x3 cells
[LV 3] 5x5 cells
[LV 4] 5x5 cells
[LV 5] 7x7 cells
Cloud Kill
Prerequisites: Heaven's Drive (L5)
Max Level: 5
Type: Active / Damage
Cast Time: Unknown
Duration: 6+2*SkillLV sec
Effect: Summons a 7x7 radius poisonous cloud at a target location, continually dealing poison element damage and causing poison status. Targets that take damage have a chance to be changed to poison attribute.
[LV 1] SP Cost 48
[LV 2] SP Cost 56
[LV 3] SP Cost 64
[LV 4] SP Cost 70
[LV 5] SP Cost 78
Diamond Dust
Prerequisites: Deluge (L3)
Max Level: 5
Type: Active / Damage
SP Cost: Unknown
Cast Time: Unknown
Effect: Calls a Cold Chill of Storm onto a targeted cell that deals Water Element Magic Damage that may cause Freezing status.
[LV 1] 7x7 cells
[LV 2] 7x7 cells
[LV 3] 7x7 cells
[LV 4] 9x9 cells
[LV 5] 9x9 cells
Earth Grave
Prerequisites: Earth Spike (L5)
Max Level: 5
Type: Active / Damage
SP Cost: Unknown
Cast Time: Unknown
Effect: Summons numerous spikes from the ground that deals Earth element damage to all targets in the range, and may cause Bleeding status.
[LV 1] 7x7 cells
[LV 2] 7x7 cells
[LV 3] 7x7 cells
[LV 4] 9x9 cells
[LV 5] 9x9 cells
Earth Insignia
Max Lv: 3
Prereq: Summon Earth Spirit Tera 3
Type: Active / Ground Magic
Desc: Creates a 3x3 earth crest on the ground, which recovers 1% HP every 5 seconds for earth monsters and players with earth attribute armor. Targets of the opposite element wind will lose 1% HP every 5 seconds. When in range fire element attacks deal 1.5 times damage. The skill consumes [1/2/3 Lime Green Point] depending on the skill level.
[Level 1]: Increases the earth spirit Tera's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Max HP + 500, DEF + 50. Weapon attribute becomes earth property. Physical attack power + 10%.
[Level 3]: Max SP + 50, MDEF + 50. When using earth attribute magic, damage + 25%.
Electric Walk
Prerequisites: Whirlwind (L1)
Max Level: 5
Type: Active / Special / Damage
SP Cost: 26+4*SkillLV
Cast Time: Unknown
Duration: 10+2*SkillLV sec
Effect: Generates thunder under the feet of the caster, leaving a trail of wind element damage zones when you walk.
[LV 1] Up to 8 areas
[LV 2] Up to 10 areas
[LV 3] Up to 12 areas
[LV 4] Up to 14 areas
[LV 5] Up to 16 areas
Elemental Action
Max Lv : 1
Prereq: Spirit Control 3
Type: Active
Desc: Instantly switches your spirit to offensive mode.
Fire Insignia
Max Lv: 3
Prereq: Summon Fire Spirit Agni 3
Type: Active / Ground Magic
Desc: Creates a 3x3 fire crest on the ground, which recovers 1% HP every 5 seconds for fire monsters and players with fire attribute armor. Targets of the opposite element Earth will lose 1% HP every 5 seconds. When in range water element attacks deal 1.5 times damage. The skill consumes [1/2/3 Scarlet Point] depending on the skill level.
[Level 1]: Increases the fire spirit Agni's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Attack Power + 50. Weapon attribute becomes fire property. Physical attack power + 10%.
[Level 3]: Magic Attack Power + 50. When using fire attribute damage, damage + 25%.
Fire Walk
Prerequisites: Volcano (L1)
Max Level: 5
Type: Active / Special / Damage
SP Cost: 26+4*SkillLV
Cast Time: Unknown
Duration: 10+2*SkillLV sec
Effect: Generates fire under the feet of the caster, leaving a trail of fire element damage zones when you walk.
[LV 1] Up to 8 areas
[LV 2] Up to 10 areas
[LV 3] Up to 12 areas
[LV 4] Up to 14 areas
[LV 5] Up to 16 areas
Four Spirit Analysis
Prereq: Flame Launcher 1 / Frost Weapon 1 / Lightning Loader 1 / Seismic Weapon 1
Type: Active
Desc: Allows you to synthesize elemental stones into kinds needed for summoning elemental spirits.
[Level 1] : Splits elemental stones into elemental stone ore . (Using Flame Heart, Rough Wind, Mystic Frozen, Great Nature you can create Red Blood, Wind of Verdure, Crystal Blue, Yellow Live. The number created is random)
[Level 2] : Combines elemental stone ore into elemental stones. (10 Red Blood, Wind of Verdure, Crystal Blue or Yellow Live can be used to create Flame Heart, Rough Wind, Mystic Frozen, or Great Nature). Synthesis can fail, resulting in loss of items.
Poison Buster
Prerequisites: Cloud Kill (L2)
Max Level: 5
Type: Active / Damage
SP Cost: 50+20*SkillLV
Cast Time: Unknown
Effect: Activates the poison within a target, causing the target to take large damage. When the skill is used it cancels poison status on the target. Has no effect on poison attribute monsters.
Psychic Wave
Prerequisites: Dispell (L2)
Max Level: 5
Type: Active / Damage
Cast Time: Unknown
Effect: Fire's a wave of psychic energy at targets in range to deal multiple hits of neutral element magic damage. All targets that receive damage have a chance to be stunned.
[LV 1] 7x7 cells, 3 hits, SP Cost 48
[LV 2] 7x7 cells, 4 hits, SP Cost 56
[LV 3] 9x9 cells, 5 hits, SP Cost 64
[LV 4] 9x9 cells, 6 hits, SP Cost 70
[LV 5] 11x11 cells, 7 hits, SP Cost 78
Spell Fist
Prerequisites: Hindsight (L4)
Max Level: 5
Type: Active / Special / Damage
SP Cost: 36+4*SkillLV
Cast Time: Unknown
Duration: 15+5*SkillLV sec
Effect: Usable while casting fire/cold/lightening bolt, the bolt skill cast is interrupted and the magic power converges on the user's hands. While in this state your physical attacks will deal magic damage of the bolt. Higher skill level increases the damage. After a set duration or a number of hits have been dealt, the skill will cancel.
[LV 1] 2 hits
[LV 2] 3 hits
[LV 3] 4 hits
[LV 4] 5 hits
[LV 5] 6 hits
Spirit Control
Max Lv: 3
Prereq: Four Element Analysis 1
Desc: Switches your summoned spirit from Standby Mode to passive (buff) mode, defensive mode, and offensive mode. Using the skill again returns the spirit to standby mode. While in standby, the spirit will recover HP and SP faster.
[Level 1] : Change the Spirit to Passive Mode
[Level 2] : Change the Spirit to Defensive Mode
[Level 3] : Change the Spirit to Offensive Mode
Spirit Recovery
Max Lv: 1
Prereq: Spirit Sympathy 1
Type: Active / Recovery
Desc: Consumes your own HP and SP and uses it to recover the HP and SP of a spirit.
Spirit Sympathy
Max Lv: 5
Prereq: Elemental Control 3
Type: Passive
Desc: Increases the HP, SP, and attack power of elemental spirits you summon, as well as decrease the SP cost of summoning those spirits.
[Level 1]: HP +500, SP + 50 / Attack + 25 / Summoning Cost -10%
[Level 2]: HP +1000, SP + 100 / Attack + 50 / Summoning Cost -15%
[Level 3]: HP +1500, SP + 150 / Attack + 75 / Summoning Cost -20%
[Level 4]: HP +2000, SP + 200 / Attack + 100 / Summoning Cost -25%
[Level 5]: HP +2500, SP + 250 / Attack + 125 / Summoning Cost -30%
Striking
Prerequisites: Flame Launcher (L1), Frost Weapon (L1), Lightning Loader (L1), Seismic Weapon (L1)
Max Level: 5
Type: Active / Buff
SP Cost: Unknown
Cast Time: Unknown
Duration: 60 sec
Effect: Increases your own and your party member's weapon attack power and critical rate.
[LV 1] ATK +100, Critical Rate +1
[LV 2] ATK +150, Critical Rate +2
[LV 3] ATK +200, Critical Rate +3
[LV 4] ATK +250, Critical Rate +4
[LV 5] ATK +300, Critical Rate +5
Summon Earth Spirit 'Tera'
Max Lv: 3
Prereq: Spirit Control / Earth Grave 3
Desc: Summons Tera, spirit of Earth. Summoning costs [3 Green Live / 6 Green Live / 1 Great Nature] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
Summon Fire Spirit 'Agni'
Max Lv: 3
Prereq: Spirit Control 1 / Warmer 3
Desc: Summons a spirit of Thor, Agni. Summoning costs [3 Red Blood / 6 Red Blood / 1 Flame Heart] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
Summon Water Spirit 'Aqua'
Max Lv: 3
Prereq: Spirit Control 1 / Diamond Dust 3
Desc: Summons a spirit of water, Aqua. Summoning costs [3 Crystal Blue / 6 Crystal Blue / 1 Mystic Frozen] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
Summon Wind Spirit 'Ventus'
Max Lv: 3
Prereq: Spirit Control / Vartyr Spear 3
Desc: Summons Ventus, a spirit of wind. Summoning costs [3 Wind of Verdure / 6 Wind of Verdure / 1 Rough Wind] depending on skill level.
[Level 1] : Duration 600s / Every 10s drains 5 SP.
[Level 2] : Duration 900s / Every 10s drains 8 SP.
[Level 3] : Duration 1200s / Every 10s drains 11 SP.
Vacuum Extreme
Prerequisites: Land Protector (L2)
Max Level: 5
Type: Active / Special
SP Cost: 60+4*SkillLV
Cast Time: Unknown
Duration: 4+1*SkillLV
Effect: Creates a vacuum at a target cell, that suspends all targets in a 7x7 area. Targets affected cannot move until the skill has ended.
Varetyr Spear
Prerequisites: Whirlwind (L4), Seismic Weapon (L1)
Max Level: 5
Type: Active / Damage
SP Cost: Unknown
Cast Time: Unknown
Effect: Deals Wind element Physical and Magical damage (MATK + ATK) and has a chance to stun the target.
[LV 1] 3x3 cells
[LV 2] 3x3 cells
[LV 3] 5x5 cells
[LV 4] 5x5 cells
[LV 5] 7x7 cells
Warmer
Prerequisites: Volcano (L1), Whirlwind (L1)
Max Level: 5
Type: Active / Damage
SP Cost: Unknown
Cast Time: Unknown
Duration: 5+5*SkillLV sec
Effect: Cancels Freezing and Frozen status in 7x7 AoE and prevents Freezing and Frozen for a certain duration. Also heals the target(s) every second for some amount of hp.
Water Insignia
Max Lv: 3
Prereq: Summon Water Spirit Aqua 3
Type: Active / Ground Magic
Desc: Creates a 3x3 water crest on the ground, which recovers 1% HP every 5 seconds for water monsters and players with water attribute armor. Targets of the opposite element fire will lose 1% HP every 5 seconds. When in range wind element attacks deal 1.5 times damage. The skill consumes [1/2/3 Indigo Point] depending on the skill level.
[Level 1]: Increases the water spirit Aqua's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Heal recovery + 10%. Weapon attribute becomes water property. Physical attack power + 10%.
[Level 3]: When casting water attribute magic, variable cast time -30%. When using water attribute magic, damage + 25%.
Wind Insignia
Max Lv: 3
Prereq: Summon Wind Spirit Ventus 3
Type: Active / Ground Magic
Desc: Creates a 3x3 wind crest on the ground, which recovers 1% HP every 5 seconds for wind monsters and players with wind attribute armor. Targets of the opposite element water will lose 1% HP every 5 seconds. When in range earth element attacks deal 1.5 times damage. The skill consumes [1/2/3 Yellow Wish Point] depending on the skill level.
[Level 1]: Increases the wind spirit Ventus's attack power by 20%. HP and SP recovered every 3 seconds is doubled.
[Level 2]: Gives a small increase in attack speed. Weapon attribute becomes water property. Physical attack power + 10%.
[Level 3]: When casting wind attribute magic, skill delay time -50%. When using wind attribute magic, damage + 25%.