Every class skill: the level it unlocks at, how many skill levels it has, what it costs and which skills it needs first.

About this page

Filter by class or kind, or search by name, weapon or element; a specialist skill’s variations fold under it.

Skills by class

  1. Vagrant

    Clean Hit

    From level 3 · 10 skill levels

    • Active
    • One target

    A powerful, downward strike.

    FP 5 → 10 · 1 skill point a level

  2. Vagrant

    Flurry

    From level 5 · 10 skill levels

    • Active
    • One target

    A rapid stabbing attack.

    FP 10 → 15 · 1 skill point a level

    Needs Clean Hit at 3

  3. Vagrant

    Over Cutter

    From level 10 · 10 skill levels

    • Active
    • One target

    A powerful upward finishing move.

    FP 30 → 45 · 1 skill point a level

    Needs Flurry at 3

  4. Mercenary

    Keenwheel

    From level 15 · 20 skill levels

    • Active
    • One target

    A continuous spinning attack.

    FP 15 → 45 · 2 skill points a level

    Needs Slash at 4

  5. Mercenary

    Slash

    From level 15 · 20 skill levels

    • Active
    • One target

    Strikes the enemy twice in rapid succession.

    FP 10 → 40 · 2 skill points a level

  6. Mercenary

    Bloody Strike

    From level 20 · 20 skill levels

    • Active
    • One target

    Strikes the enemy and drains HP based on the damage dealt.

    FP 30 → 70 · Cooldown 4 s at max · 2 skill points a level

    Needs Slash at 3

  7. Mercenary

    Empower Weapon

    From level 20 · 20 skill levels

    • Passive
    • Enchanted weapon
    • Self

    Enhances the weapon's elemental power.

    FP 20 → 50 · 2 skill points a level

    Needs Protection at 5

  8. Mercenary

    Protection

    From level 20 · 20 skill levels

    • Passive
    • Shield
    • Self

    Draws out the wielded shield's power to increase defense against physical attacks and significantly increase Ranged Block.

    FP 45 → 57 · 2 skill points a level

  9. Mercenary

    Blazing Sword

    From level 25 · 20 skill levels

    • Passive
    • Sword
    • Self

    Increases accuracy and enhances the power of the wielded sword.

    FP 30 → 70 · 2 skill points a level

    Needs Empower Weapon at 4

  10. Mercenary

    Blindside

    From level 25 · 20 skill levels

    • Active
    • One target

    A spinning finishing move that may stun the enemy.

    FP 26 → 58 · 2 skill points a level

    Needs Keenwheel at 6

  11. Mercenary

    Reflex Hit

    From level 25 · 20 skill levels

    • Active
    • One target

    Absorbs an incoming attack and strikes an enemy with the absorbed damage.

    FP 55 → 80 · Cooldown 3 s at max · 2 skill points a level

    Needs Bloody Strike at 8

  12. Mercenary

    Shield Bash

    From level 25 · 20 skill levels

    • Active
    • Shield
    • One target

    Strikes the target with your shield, with a chance to stun. Requires a shield.

    FP 55 → 80 · 2 skill points a level

    Needs Protection at 3

  13. Mercenary

    Smite Axe

    From level 25 · 20 skill levels

    • Passive
    • Axe
    • Self

    Increases accuracy and enhances the power of the wielded axe.

    FP 30 → 70 · 2 skill points a level

    Needs Empower Weapon at 4

  14. Mercenary

    Sneaker

    From level 30 · 20 skill levels

    • Active
    • One target

    Traps the enemy in a net, immobilizing them.

    FP 55 → 80 · Cooldown 1 s at max · 2 skill points a level

    Needs Shield Bash at 10

  15. Mercenary

    Special Hit

    From level 30 · 20 skill levels

    • Active
    • Area

    A single powerful strike that hits all enemies around you.

    FP 55 → 80 · 2 skill points a level

    Needs Blindside at 8

  16. Mercenary

    Guillotine

    From level 35 · 20 skill levels

    • Active
    • One target

    A powerful ranged attack.

    FP 25 → 50 · 2 skill points a level

    Needs Reflex Hit at 10

  17. Mercenary

    Axe Mastery

    From level 40 · 20 skill levels

    • Passive
    • Axe
    • Self

    Enhances the power of the wielded axe.

    FP 55 → 80 · 2 skill points a level

    Needs Smite Axe at 9

  18. Mercenary

    Sword Mastery

    From level 40 · 20 skill levels

    • Passive
    • Sword
    • Self

    Enhances the power of the wielded sword.

    FP 55 → 80 · 2 skill points a level

    Needs Blazing Sword at 9

  19. Knight

    Charge

    From level 60 · 10 skill levels

    • Active
    • One target

    A powerful upward strike that stuns the enemy. Requires a two-handed weapon.

    FP 40 → 58 · Cooldown 10 s at max · 3 skill points a level

    Needs Sword Mastery at 3

  20. Knight

    Heart of Fury

    From level 60 · 10 skill levels

    • Active
    • Self

    Enhances combat ability at the cost of 1% of your maximum FP per strike. Damage is increased by 10% of your maximum FP. Requires a one-handed weapon.

    FP 72 → 90 · 3 skill points a level

  21. Knight

    Pain Dealer

    From level 60 · 10 skill levels

    • Active
    • One target

    A powerful downward strike that lowers the defense of the target. Requires a two-handed weapon.

    FP 56 → 83 · Cooldown 30 s at max · 3 skill points a level

    Needs Axe Mastery at 3

  22. Knight

    Guard

    From level 62 · 10 skill levels

    • Active
    • Self

    Reduces all incoming damage from enemies at the cost of attack power.

    FP 75 → 100 · Cooldown 60 s at max · 3 skill points a level

  23. Knight

    Call of Fury

    From level 65 · 1 skill level

    • Active
    • Area

    Lets out a furious shout that forces the target enemy and surrounding enemies to focus their attacks on you.

    FP 100 · Cooldown 5 s at max · 3 skill points a level

  24. Knight

    Earth Divider

    From level 65 · 10 skill levels

    • Active
    • One target

    A powerful downward strike that may reduce HP Restoration on the target. Requires a two-handed weapon.

    FP 82 → 100 · 3 skill points a level

    Needs Charge at 4

  25. Knight

    Grand Rage

    From level 65 · 10 skill levels

    • Active
    • One target

    A powerful one-handed attack that recovers FP equal to 5% of the damage dealt.

    3 skill points a level

    Needs Heart of Fury at 4

  26. Knight

    Power Stomp

    From level 65 · 10 skill levels

    • Active
    • Area

    Pounds the ground, hitting surrounding enemies with a chance to stun them. Requires a two-handed weapon.

    FP 70 → 88 · 3 skill points a level

    Needs Pain Dealer at 4

  27. Knight

    Rage

    From level 65 · 10 skill levels

    • Active
    • Self

    Increases striking power but makes you more vulnerable to all incoming attacks.

    FP 40 → 64 · 3 skill points a level

    Needs Guard at 5

  28. Knight

    Pain Reflection

    From level 70 · 10 skill levels

    • Active
    • Self

    Reflects a portion of the damage received back at the enemy.

    FP 80 → 116 · 3 skill points a level

    Needs Rage at 4

  29. Knight

    Power Swing

    From level 75 · 10 skill levels

    • Active
    • Area

    Swings the weapon to strike surrounding enemies and push them back. Requires a two-handed weapon.

    FP 108 → 146 · Cooldown 12 s at max · 3 skill points a level

    Needs Pain Reflection at 7

  30. Knight

    Heart of Sacrifice

    From level 100 · 5 skill levels

    • Active
    • One target

    Redirects damage taken by the target player to yourself.

    FP 200 → 240 · Cooldown 20 s at max · 3 skill points a level

    Needs Pain Reflection at 4

  31. Templar

    Enhanced HP Recovery

    From level 166 · 5 skill levels

    • Passive
    • Self

    Improve the effectiveness of healing received when low on health.

    10 skill points a level

    Needs Increased HP Recovery at 3

  32. Templar

    Increased HP Recovery

    From level 166 · 5 skill levels

    • Passive
    • Self

    Gain additional HP recovery when restoring it with items or skills.

    10 skill points a level

  33. Templar

    Last One Standing

    From level 166 · 5 skill levels

    • Active
    • Self

    Reflects damage while draining HP per second and immobilizing yourself. Can be re-cast to cancel.

    FP 80 → 96 · Cooldown 60 s at max · 10 skill points a level

    Needs Pain Reflection at 6

    3 variations
    • Last One Standing (Damage Reduction) Incoming damage is greatly reduced instead of reflected.
    • Last One Standing (Slow Pace) Can move at a very slow speed when the skill is used.
    • Last One Standing (Reduce HP Penalty) Amount of HP consumed per second is reduced.
  34. Templar

    Maelstrom Strike

    From level 166 · 5 skill levels

    • Active
    • Area

    A spinning attack that releases a gust of wind, hitting nearby enemies twice with a chance to stun.

    FP 108 → 126 · 10 skill points a level

    Needs Power Stomp at 6

    3 variations
    • Maelstrom Strike (Enhance Stun) The chance to stun increases.
    • Maelstrom Strike (Quick Stun) Stun duration is increased.
    • Maelstrom Strike (Increased Range) The skill's range increases.
  35. Templar

    Shield Crush

    From level 166 · 5 skill levels

    • Active
    • Shield
    • One target

    Swing your shield to stun enemies with a certain chance.

    FP 55 → 57 · Cooldown 30 s at max · 10 skill points a level

    Needs Shield Bash at 11

    3 variations
    • Shield Crush (Increased Range) The skill's range increases.
    • Shield Crush (Forceful Attack) Skill damage increases proportionally to the shield's defense.
    • Shield Crush (Quick Stun) Skill cooldown is reduced.
  36. Templar

    Undying

    From level 166 · 5 skill levels

    • Passive
    • Self

    Gain stacks of Undying, protecting you from going below 1 HP. If a stack is consumed, HP, FP, and MP are all reduced to 1. Once all stacks are consumed, you are no longer protected.

    Cooldown 600 s at max · 10 skill points a level

  37. Templar

    Enhanced Magical Defense

    From level 170 · 5 skill levels

    • Passive
    • Self

    Increases magic defense when HP is low.

    10 skill points a level

  38. Templar

    Enhanced Physical Defense

    From level 170 · 5 skill levels

    • Passive
    • Self

    Increases defense when HP is low.

    10 skill points a level

  39. Templar

    Five Strikes

    From level 170 · 5 skill levels

    • Passive
    • Self

    Your auto attacks apply stacks, which pop at 5 stacks to deal extra damage.

    10 skill points a level

  40. Templar

    Increased HP Regeneration

    From level 170 · 5 skill levels

    • Passive
    • Self

    Increases the amount of natural HP recovery.

    10 skill points a level

  41. Templar

    Rush Attack

    From level 170 · 5 skill levels

    • Active
    • Shield
    • One target

    Quickly charge at your target to attack.

    FP 90 → 99 · Cooldown 30 s at max · 10 skill points a level

    Needs Shield Crush at 3

    3 variations
    • Rush Attack (Ankle Strike) Movement speed is reduced.
    • Rush Attack (Deep Impact) Has a chance to stun enemies.
    • Rush Attack (Shield) After charging, a barrier proportional to max HP is generated.
  42. Templar

    Shield Mastery

    From level 170 · 5 skill levels

    • Passive
    • Shield
    • Self

    Increases defense when wearing a shield.

    10 skill points a level

  43. Templar

    Sky Splitter

    From level 170 · 5 skill levels

    • Active
    • One target

    Split the skies using your two handed weapon, dealing damage to your target. Requires a two handed weapon.

    FP 56 → 68 · Cooldown 30 s at max · 10 skill points a level

    Needs Maelstrom Strike at 3

    3 variations
    • Sky Splitter (Reduce Cooldown) Skill cooldown is reduced.
    • Sky Splitter (Strong Impact) Skill damage is increased.
    • Sky Splitter (Defensive Stance) Applies a defensive penalty to the target.
  44. Templar

    Execution of Justice

    From level 175 · 5 skill levels

    • Active
    • Area

    Leap forward, knocking nearby enemies towards you and reducing their movement speed.

    FP 70 → 78 · Cooldown 10 s at max · 10 skill points a level

    Needs Sky Splitter at 3

    3 variations
    • Execution of Justice (Leap of Faith) The leap distance increases.
    • Execution of Justice (Faction Collapse) Distance you can push enemies increases.
    • Execution of Justice (Hero's Emergence) Skill range is increased.
  45. Templar

    Templar's Call

    From level 175 · 5 skill levels

    • Active
    • One target

    Pull your target towards yourself.

    FP 2 → 5 · Cooldown 30 s at max · 10 skill points a level

    Needs Rush Attack at 3

    3 variations
    • Templar's Call (Multi-capture) Multiple enemies surrounding the selected target can also be pulled.
    • Templar's Call (Ankle Slice) Bind the pulled target.
    • Templar's Call (Relentless Embrace) Skill cooldown is reduced.
  46. Blade

    Silent Strike

    From level 60 · 10 skill levels

    • Active
    • One target

    Pounces on the enemy from afar, stunning them. Requires two weapons.

    FP 40 → 58 · Cooldown 12 s at max · 3 skill points a level

    Needs Sword Mastery at 3

  47. Blade

    Spring Attack

    From level 60 · 10 skill levels

    • Active
    • One target

    Strikes the enemy multiple times, with each hit having a chance to deal double damage. Requires two weapons.

    FP 40 → 100 · Cooldown 15 s at max · 3 skill points a level

    Needs Axe Mastery at 3

  48. Blade

    Armor Penetrate

    From level 62 · 10 skill levels

    • Active
    • One target

    Strikes the enemy and lowers their block rate.

    FP 40 → 58 · Cooldown 0.2 s at max · 3 skill points a level

  49. Blade

    Berserk

    From level 65 · 10 skill levels

    • Active
    • Self

    Increases Attack Speed and striking power at the cost of reduced skill damage.

    FP 150 · Cooldown 60 s at max · 3 skill points a level

    Needs Armor Penetrate at 4

  50. Blade

    Blade Dance

    From level 65 · 10 skill levels

    • Active
    • Area

    Rapidly strikes surrounding enemies twice with both weapons. Requires two weapons.

    FP 56 → 83 · 3 skill points a level

    Needs Silent Strike at 5

  51. Blade

    Hawk Attack

    From level 65 · 10 skill levels

    • Active
    • One target

    A powerful downward strike that lowers the accuracy of the target. Requires two weapons.

    FP 90 → 98 · Cooldown 8 s at max · 3 skill points a level

    Needs Spring Attack at 5

  52. Blade

    Sonic Blade

    From level 70 · 10 skill levels

    • Active
    • Area

    A powerful slashing attack that hits all surrounding enemies. Requires two weapons.

    FP 90 → 117 · 3 skill points a level

    Needs Berserk at 7

  53. Blade

    Cross Strike

    From level 75 · 10 skill levels

    • Active
    • One target

    A powerful dual-weapon strike that knocks down the enemy.

    FP 90 → 117 · Cooldown 20 s at max · 3 skill points a level

    Needs Sonic Blade at 7

  54. Blade

    Rending Entry

    From level 100 · 5 skill levels

    • Active
    • Area

    Blink to a target point, damaging nearby enemies with a chance to immobilize them. If an enemy is defeated by this attack, Rending Entry's cooldown is reset.

    FP 82 · Cooldown 3 s at max · 3 skill points a level

    Needs Sonic Blade at 7

  55. Slayer

    Ambidextrous

    From level 166 · 5 skill levels

    • Passive
    • Self

    You become more comfortable using both of your hands simultaneously.

    10 skill points a level

  56. Slayer

    Bloody Rush

    From level 166 · 5 skill levels

    • Active
    • Line

    Rush forward, causing slicing and bleeding the first enemy hit.

    Cooldown 30 s at max · 10 skill points a level

    Needs Silent Strike at 5

    3 variations
    • Bloody Rush (Bloody Release) Attack range increases but rush distance decreases.
    • Bloody Rush (Enhanced Dash) Attack all enemies on the path and give additional bleed damage.
    • Bloody Rush (Strong Impact) Stuns the target on impact.
  57. Slayer

    First Blood

    From level 166 · 5 skill levels

    • Passive
    • Self

    Deal more skill damage at the cost of extra HP cost, and restore HP when defeating bleeding enemies.

    10 skill points a level

  58. Slayer

    Left Handed

    From level 166 · 5 skill levels

    • Passive
    • Self

    Sub-weapon attacks deal increased damage with normal attacks.

    10 skill points a level

  59. Slayer

    Stigma I

    From level 166 · 5 skill levels

    • Active
    • Line

    Swift piercing attack on a single target in a straight line. Applies a stack of Stigma. If used on a target with 5 Stigma stacks, the attack will piercing all enemies.

    FP 80 · Cooldown 10 s at max · 10 skill points a level

    Needs Cross Strike at 5

    3 variations
    • Stigma I (Increased Stigma) Chance to gain an extra Stigma stack.
    • Stigma I (Increased Range) Skill range is increased.
    • Stigma I (Cooldown reduction) Skill cooldown is reduced.
  60. Slayer

    Storm Slash

    From level 166 · 5 skill levels

    • Active
    • One target

    Conjure up a whirlwind in front of you.

    FP 40 · Cooldown 90 s at max · 10 skill points a level

    Needs Blade Dance at 6

    3 variations
    • Storm Slash (Airborne) Whirlwind moves forward, lifting enemies into the air.
    • Storm Slash (Additional Whirlwind) Create one more whirlwind.
    • Storm Slash (Resistance Reduction) Reduce enemy's element resistance.
  61. Slayer

    Blood Armor

    From level 170 · 5 skill levels

    • Passive
    • Self

    Damage reduction increases as HP decreases.

    10 skill points a level

  62. Slayer

    Cross of Blood

    From level 170 · 5 skill levels

    • Magic
    • Area

    Charge your blood and stomp on the ground, hurting and bleeding nearby enemies. Fully charged stomps do extra hits.

    Cooldown 30 s at max · 10 skill points a level

    Needs Bloody Rush at 3

    7 variations
    • Cross of Blood (Berserk) Increase damage with additional HP cost.
    • Cross of Blood (Knockback) Knock back the enemy hit by the explosion.
    • Cross of Blood (Cross of Blood) Charge your blood and stomp on the ground, hurting and bleeding nearby enemies. Fully charged stomps do extra hits.
    • Cross of Blood (Knockback) Knock back the enemy hit by the explosion.
    • Cross of Blood (Increased Range) Explosion range increases.
    • Cross of Blood (Increased Range) Explosion range increases.
    • Cross of Blood (Berserk) Increase damage with additional HP cost.
  63. Slayer

    Stigma II

    From level 170 · 5 skill levels

    • Active
    • Area

    Launch a chain of blades towards your target which binds onto them, spinning and attacking enemies around them, then chaining to another nearby target. Has a chance to apply a stack of Stigma. If used on a target with 5 stacks, will steal HP through hits.

    FP 80 · Cooldown 10 s at max · 10 skill points a level

    Needs Stigma I at 2

    3 variations
    • Stigma II (Reduced Cooldown) Skill cooldown is reduced.
    • Stigma II (Increased Range) Skill range is increased.
    • Stigma II (Increased Lifesteal) Health stolen in enhanced effect is increased by 10%.
  64. Slayer

    Storm Strike

    From level 170 · 5 skill levels

    • Active
    • One target

    Perform a lower-body strike on the target. If the target becomes knocked down from the strike, it is able to be re-casted, dealing increased damage.

    FP 40 → 48 · Cooldown 60 s at max · 10 skill points a level

    Needs Storm Slash at 3

    3 variations
    • Storm Strike (Fall Over) Increases the chance to knock down enemies.
    • Storm Strike (Speed Decrease) Successful follow up hit reduces the target's movement speed.
    • Storm Strike (Fatal Strike) Successful follow-up hits increased damage is increased further.
  65. Slayer

    Bloody Thorn

    From level 175 · 5 skill levels

    • Magic
    • Area

    Knocks back and causes bleeding with an explosion. Charging increases range.

    Cooldown 120 s at max · 10 skill points a level

    Needs Cross of Blood at 3

    7 variations
    • Bloody Thorn (Blood Penetration) Give additional bleeding damage to all enemies hit by the skill.
    • Bloody Thorn (Blood Penetration) Give additional bleeding damage to all enemies hit by the skill.
    • Bloody Thorn (Critical Hit) Damage increases.
    • Bloody Thorn (Increased Range) Explosion range increases.
    • Bloody Thorn (Bloody Thorn) Knocks back and causes bleeding with an explosion. Charging increases range.
    • Bloody Thorn (Increased Range) Explosion range increases.
    • Bloody Thorn (Critical Hit) Damage increases.
  66. Slayer

    Master of Axe

    From level 175 · 5 skill levels

    • Passive
    • Axe
    • Self

    Increases attack power. Scaled with number of axes equipped.

    10 skill points a level

  67. Slayer

    Master of Sword

    From level 175 · 5 skill levels

    • Passive
    • Sword
    • Self

    Reduces Slayer skill cooldowns and increases critical chance. Scales with number of swords equipped.

    10 skill points a level

  68. Slayer

    Stigma III

    From level 175 · 5 skill levels

    • Active
    • Area

    Slam down on the target with both of your weapons, dealing damage around them. Applies a stack of Stigma. If used on a target with 5 stacks of Stigma, they will be silenced.

    FP 80 · Cooldown 10 s at max · 10 skill points a level

    Needs Stigma II at 2

    3 variations
    • Stigma III (Increased Range) Skill range is increased.
    • Stigma III (Reduced Cooldown) Skill cooldown is reduced.
    • Stigma III (Increased Stigma) Chance to gain an extra Stigma stack.
  69. Slayer

    Tempest Barrage

    From level 175 · 5 skill levels

    • Active
    • Area

    Creates a sword aura that damages nearby enemies and increases defense.

    FP 40 → 48 · Cooldown 90 s at max · 10 skill points a level

    Needs Storm Strike at 3

    3 variations
    • Tempest Barrage (Range Increase) Skill range is increased.
    • Tempest Barrage (Speed Increase) Your movement speed is also increased.
    • Tempest Barrage (Bleeding) Enemies hit by the aura have a chance to bleed.
  70. Acrobat

    Junk Arrow

    From level 15 · 20 skill levels

    • Active
    • Bow
    • One target

    Fires multiple volleys of arrows wildly at the enemy, some of which may miss.

    MP 20 → 45 · 2 skill points a level

  71. Acrobat

    Pulling

    From level 15 · 20 skill levels

    • Active
    • Yo-yo
    • One target

    Pulls the target toward you using the Yo-Yo.

    FP 2 → 10 · Cooldown 4 s at max · 2 skill points a level

  72. Acrobat

    Slow Step

    From level 15 · 20 skill levels

    • Active
    • Yo-yo
    • One target

    An attack that may reduce the enemy's movement speed.

    FP 16 → 25 · 2 skill points a level

  73. Acrobat

    Fast Walker

    From level 18 · 20 skill levels

    • Active
    • Yo-yo or bow
    • Self

    Increases movement speed for a short time.

    FP 45 → 65 · Cooldown 25 s at max · 2 skill points a level

    Needs Pulling at 4

  74. Acrobat

    Bow Mastery

    From level 30 · 20 skill levels

    • Passive
    • Bow
    • Self

    Increases damage dealt with bows.

    MP 30 → 70 · 2 skill points a level

    Needs Junk Arrow at 5

  75. Acrobat

    Yo-Yo Mastery

    From level 30 · 20 skill levels

    • Passive
    • Yo-yo
    • Self

    Increases damage dealt with Yo-Yos.

    FP 30 → 70 · 2 skill points a level

    Needs Slow Step at 3

  76. Acrobat

    Aimed Shot

    From level 35 · 20 skill levels

    • Active
    • Bow
    • One target

    A slow, carefully aimed shot with a chance to deal double damage.

    MP 20 → 50 · 2 skill points a level

    Needs Bow Mastery at 5

  77. Acrobat

    Cross Line

    From level 35 · 20 skill levels

    • Active
    • Yo-yo
    • One target

    A Yo-Yo strike with a chance to stun the enemy.

    FP 30 → 50 · 2 skill points a level

    Needs Yo-Yo Mastery at 4

  78. Acrobat

    Dark Illusion

    From level 35 · 20 skill levels

    • Active
    • Yo-yo or bow
    • One target

    Turns you invisible for a short time.

    FP 22 → 35 · Cooldown 24 s at max · 2 skill points a level

    Needs Fast Walker at 6

  79. Acrobat

    Silent Shot

    From level 35 · 20 skill levels

    • Active
    • Bow
    • One target

    A surprise attack that deals increased damage during Dark Illusion.

    MP 45 → 74 · 2 skill points a level

    Needs Bow Mastery at 4

  80. Acrobat

    Snatch

    From level 35 · 20 skill levels

    • Active
    • Yo-yo
    • One target

    Steals Penya from the target while under Dark Illusion. Must attack from behind.

    FP 10 → 15 · Cooldown 10 s at max · 2 skill points a level

    Needs Yo-Yo Mastery at 8

  81. Acrobat

    Counter Attack

    From level 40 · 20 skill levels

    • Active
    • Yo-yo
    • Self

    Assume a counterattack stance that nullifies the next close-range attack against you and stuns the attacker. You cannot perform other actions while in this stance.

    FP 20 → 58 · Cooldown 9 s at max · 2 skill points a level

    Needs Cross Line at 10

  82. Acrobat

    Deadly Swing

    From level 40 · 20 skill levels

    • Active
    • Yo-yo
    • One target

    A powerful Yo-Yo strike that may reduce the enemy's Attack Speed and Casting Speed.

    FP 55 → 80 · Cooldown 3 s at max · 2 skill points a level

    Needs Snatch at 10

  83. Acrobat

    Auto Shot

    From level 45 · 20 skill levels

    • Active
    • Bow
    • One target

    Fires multiple arrows at the enemy, with a chance to reduce their accuracy.

    MP 45 → 74 · Cooldown 8 s at max · 2 skill points a level

    Needs Silent Shot at 9

  84. Acrobat

    Perfect Block

    From level 45 · 20 skill levels

    • Active
    • Yo-yo or bow
    • Self

    Increases your Block.

    FP 30 → 50 · Cooldown 20 s at max · 2 skill points a level

    Needs Dark Illusion at 8

  85. Acrobat

    Arrow Rain

    From level 50 · 20 skill levels

    • Active
    • Bow
    • Area

    Rains down arrows on the target enemy and surrounding enemies, dealing damage over time.

    MP 55 → 80 · Cooldown 8 s at max · 2 skill points a level

    Needs Aimed Shot at 5

  86. Jester

    Enchant Blood

    From level 60 · 10 skill levels

    • Active
    • Yo-yo
    • Self

    Imbues the Yo-Yo so attacks have a chance to inflict bleeding and increases Attack.

    FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level

  87. Jester

    Enchant Poison

    From level 60 · 10 skill levels

    • Active
    • Yo-yo
    • Self

    Imbues the Yo-Yo so attacks have a chance to inflict poison and increases Attack.

    FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level

    Needs Deadly Swing at 4

  88. Jester

    Escape

    From level 60 · 10 skill levels

    • Active
    • Yo-yo
    • Self

    Removes all debuffs from yourself.

    FP 100 → 55 · Cooldown 10 s at max · 3 skill points a level

    Needs Perfect Block at 6

  89. Jester

    Multi-Stab

    From level 60 · 10 skill levels

    • Active
    • Yo-yo
    • One target

    Strikes the enemy multiple times with the Yo-Yo.

    FP 68 → 86 · 3 skill points a level

    Needs Enchant Blood at 3

  90. Jester

    Critical Swing

    From level 65 · 10 skill levels

    • Active
    • Yo-yo
    • Self

    Increases your Critical Chance and Block Penetration.

    FP 46 → 65 · Cooldown 5 s at max · 3 skill points a level

    Needs Enchant Poison at 3

  91. Jester

    Enchant Absorb

    From level 70 · 10 skill levels

    • Active
    • Yo-yo
    • Self

    Imbues the Yo-Yo so attacks have a chance to drain HP and increases Attack.

    FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level

    Needs Escape at 3

  92. Jester

    Hit of Penya

    From level 75 · 10 skill levels

    • Active
    • Yo-yo
    • One target

    Consumes your own Penya to strike the enemy with devastating force.

    FP 90 → 117 · Cooldown 8 s at max · 3 skill points a level

    Needs Enchant Absorb at 4

  93. Jester

    Vital Stab

    From level 80 · 10 skill levels

    • Active
    • Yo-yo
    • One target

    A surprise attack that can only be used under Dark Illusion.

    FP 90 → 117 · 3 skill points a level

    Needs Critical Swing at 4, Multi-Stab at 7

  94. Jester

    Jester's Blast

    From level 100 · 5 skill levels

    • Active
    • Yo-yo
    • One target

    Plants a time bomb on the target enemy that explodes after a short delay, damaging the target enemy and surrounding enemies. Recasting the skill on the same target triggers an early detonation with reduced damage and range.

    FP 200 · Cooldown 0.6 s at max · 3 skill points a level

    Needs Vital Stab at 6

  95. Harlequin

    Agility

    From level 166 · 5 skill levels

    • Passive
    • Yo-yo
    • One target

    Movement speed temporarily increases after leaving invisibility.

    10 skill points a level

  96. Harlequin

    Alter Ego

    From level 166 · 5 skill levels

    • Active
    • Yo-yo
    • Self

    Become invisible and spawn a clone at your position which runs in a random direction, reflects damage, and explodes upon death.

    FP 90 → 102 · Cooldown 60 s at max · 10 skill points a level

    Needs Vital Stab at 6

    3 variations
    • Alter Ego (Reduced Cooldown) Skill cooldown is reduced.
    • Alter Ego (Dual Ego) An additional clone is spawned.
    • Alter Ego (Maintain Ego) Duration of the clone increases.
  97. Harlequin

    Harlequin's Greeting

    From level 166 · 5 skill levels

    • Active
    • Yo-yo
    • One target

    Perform a quick step, teleporting behind your target with a swift attack.

    FP 90 → 102 · Cooldown 30 s at max · 10 skill points a level

    Needs Multi-Stab at 6

    3 variations
    • Harlequin's Greeting (Range Increase) Skill range is increased.
    • Harlequin's Greeting (CC Attack) Chance to stun when used while invisible.
    • Harlequin's Greeting (Shadow Attack) If used while invisible, subsequent normal attacks will always be critical hits, and the skill's cooldown will be reduced.
  98. Harlequin

    Shadow Strike

    From level 166 · 5 skill levels

    • Passive
    • Yo-yo
    • Self

    Attacking from behind while invisible deals additional damage.

    FP 30 → 35 · 10 skill points a level

  99. Harlequin

    Toxic Fury

    From level 166 · 5 skill levels

    • Active
    • Yo-yo
    • Self

    Inflict poison on yourself to increase your power at the cost of defense.

    FP 10 → 25 · Cooldown 120 s at max · 10 skill points a level

    Needs Critical Swing at 4

    3 variations
    • Toxic Fury (Maintain Addiction) Defense debuff effect from skill usage is reduced.
    • Toxic Fury (No Pain No Gain) Defense reduction rate is fixed at 60%, but enhances the skill effect.
    • Toxic Fury (Reduced Cooldown) Skill cooldown is reduced.
  100. Harlequin

    Harlequin's Charge

    From level 170 · 5 skill levels

    • Magic
    • Yo-yo
    • One target

    Gather strength to perform a powerful charging attack against a single enemy.

    FP 90 → 102 · Cooldown 15 s at max · 10 skill points a level

    Needs Harlequin's Greeting at 3

  101. Harlequin

    Special Yo-Yo Mastery

    From level 170 · 5 skill levels

    • Active
    • Yo-yo
    • Self

    Increases auto attack damage, multistrike chance, and Yo-Yo range when used.

    FP 10 → 25 · Cooldown 5 s at max · 10 skill points a level

    Needs Yo-Yo Mastery at 11

    3 variations
    • Special Yo-Yo Mastery (Range) Yo-Yo range increases, but auto attack damage decreases.
    • Special Yo-Yo Mastery (Multistrike) Multistrike chance increases, but Yo-Yo range decreases.
    • Special Yo-Yo Mastery (Auto Attack) Auto Attack damage increases, but yo-yo range decreases.
  102. Harlequin

    Toxic Analogy

    From level 170 · 5 skill levels

    • Passive
    • Yo-yo
    • Self

    Reduces damage taken from poisoned enemies.

    10 skill points a level

  103. Harlequin

    Toxic Assault

    From level 170 · 5 skill levels

    • Active
    • Yo-yo
    • One target

    Perform a multi-hit combo on the target. Each hit has a chance to inflict poison.

    FP 68 → 76 · Cooldown 30 s at max · 10 skill points a level

    Needs Toxic Fury at 2

    3 variations
    • Toxic Assault (Reduced Cooldown) Skill cooldown is reduced.
    • Toxic Assault (Increased Toxins) Skill cooldown increases, but the effect of poison increases.
    • Toxic Assault (Increased Chance) The chance to inflict poison status increases with each hit.
  104. Harlequin

    Critical Stab

    From level 175 · 5 skill levels

    • Active
    • Yo-yo
    • Self

    Your critical chance is lowered, but critical damage is increased.

    FP 10 → 25 · Cooldown 150 s at max · 10 skill points a level

    Needs Special Yo-Yo Mastery at 3

    3 variations
    • Critical Stab (Reduced Cooldown) Skill cooldown is reduced.
    • Critical Stab (Reduced Penalty) Critical Chance penalty is reduced.
    • Critical Stab (Increased Damage) Increase the trade-off of stats.
  105. Harlequin

    Master of Toxins

    From level 175 · 5 skill levels

    • Passive
    • Yo-yo
    • Self

    Increase your damage against poisoned enemies.

    10 skill points a level

  106. Harlequin

    Risk Management

    From level 175 · 5 skill levels

    • Passive
    • Yo-yo
    • Self

    Becoming invisible has a chance to remove your own poison.

    10 skill points a level

  107. Harlequin

    Toxic Cloud

    From level 175 · 5 skill levels

    • Active
    • Yo-yo
    • Area

    Throw a vial of toxins at an area, creating a mist of poison which inflicts damage and has a chance to poison targets nearby.

    FP 40 · Cooldown 40 s at max · 10 skill points a level

    Needs Toxic Assault at 3

    3 variations
    • Toxic Cloud (Extended Range) Skill range is increased.
    • Toxic Cloud (Reduced Cooldown) Skill cooldown is reduced.
    • Toxic Cloud (Gas Cloud) In addition to poison damage, the cloud may blind targets, reducing their hit rate.
  108. Harlequin

    Yo-Yo Storm

    From level 175 · 5 skill levels

    • Active
    • Yo-yo
    • Area

    Spin your yo-yos in place to continuously attack all nearby enemies.

    FP 56 → 68 · Cooldown 3 s at max · 10 skill points a level

    Needs Harlequin's Charge at 3

    3 variations
    • Yo-Yo Storm (CC Attack) Hits have a chance to immobilize enemies.
    • Yo-Yo Storm (Reduced Cooldown) Skill cooldown is reduced.
    • Yo-Yo Storm (Extended Range) Skill range is increased.
  109. Ranger

    Flame Arrow

    From level 60 · 10 skill levels

    • Active
    • Fire
    • Bow
    • Area

    Fires a flame-imbued arrow that leaves a burning field at the impact point, dealing damage over time to enemies within it.

    MP 40 → 58 · Cooldown 2.5 s at max · 3 skill points a level

  110. Ranger

    Ice Arrow

    From level 60 · 10 skill levels

    • Active
    • Water
    • Bow
    • Area

    Shoots ice-covered arrows at the target enemy and surrounding enemies, reducing their movement speed.

    MP 40 → 58 · Cooldown 2.5 s at max · 3 skill points a level

    Needs Auto Shot at 4

  111. Ranger

    Poison Arrow

    From level 60 · 10 skill levels

    • Active
    • Bow
    • One target

    Shoots a poison-tipped arrow at the enemy, inflicting poison damage over time.

    MP 42 → 60 · Cooldown 10 s at max · 3 skill points a level

    Needs Arrow Rain at 3

  112. Ranger

    Critical Shot

    From level 65 · 10 skill levels

    • Active
    • Bow
    • Self

    Increases Critical Chance for a limited time.

    MP 30 → 39 · Cooldown 30 s at max · 3 skill points a level

    Needs Ice Arrow at 3

  113. Ranger

    Nature

    From level 70 · 10 skill levels

    • Active
    • Bow
    • One target

    Attunes you to nature, heightening your senses to increase Magic Resistance and Bow Range.

    MP 65 → 110 · Cooldown 20 s at max · 3 skill points a level

    Needs Poison Arrow at 4

  114. Ranger

    Piercing Arrow

    From level 70 · 10 skill levels

    • Active
    • Bow
    • Line

    Fires a powerful arrow that pierces through enemies in a line.

    MP 42 → 60 · Cooldown 5 s at max · 3 skill points a level

    Needs Flame Arrow at 3

  115. Ranger

    Silent Arrow

    From level 75 · 10 skill levels

    • Active
    • Bow
    • One target

    Attacks the enemy and prevents them from casting spells.

    MP 80 → 100 · Cooldown 25 s at max · 3 skill points a level

    Needs Nature at 4

  116. Ranger

    Triple Shot

    From level 80 · 10 skill levels

    • Active
    • Bow
    • One target

    Fires a volley of arrows that stuns the target.

    MP 55 → 100 · Cooldown 8 s at max · 3 skill points a level

    Needs Critical Shot at 4, Piercing Arrow at 7

  117. Ranger

    Boomburst

    From level 100 · 5 skill levels

    • Active
    • Bow
    • Area

    Fires a long-range projectile that detonates on impact, knocking down the target enemy and surrounding enemies.

    MP 40 · Cooldown 18 s at max · 3 skill points a level

    Needs Piercing Arrow at 4

  118. Crackshooter

    Condor Dive

    From level 166 · 5 skill levels

    • Active
    • Bow
    • Area

    Unleashes an area attack within the designated range.

    MP 40 · Cooldown 5 s at max · 10 skill points a level

    Needs Boomburst at 3

    3 variations
    • Condor Dive (Range Extension) Skill range is increased.
    • Condor Dive (Reduced Cooldown) Skill cooldown is reduced.
    • Condor Dive (Slowing) The movement speed of all enemies hit by the skill is reduced.
  119. Crackshooter

    Devastating Sting

    From level 166 · 5 skill levels

    • Active
    • Bow
    • Self

    Increases damage dealt by normal attacks.

    MP 30 → 34 · Cooldown 240 s at max · 10 skill points a level

    Needs Nature at 6

    3 variations
    • Devastating Sting (Party Buff) Buff applies to party members within range, excluding yourself.
    • Devastating Sting (Far Shot) Deals additional damage to targets further than 5m.
    • Devastating Sting (Nearby Shot) Deals additional damage to targets within 3m.
  120. Crackshooter

    Eagle Eye

    From level 166 · 5 skill levels

    • Passive
    • Bow
    • Self

    Call upon your inherent eagle to increase bow range.

    MP 30 → 35 · 10 skill points a level

  121. Crackshooter

    Heavy Shot

    From level 166 · 5 skill levels

    • Active
    • Bow
    • One target

    Knocks back the target with an arrow.

    MP 40 · Cooldown 15 s at max · 10 skill points a level

    Needs Boomburst at 3

    3 variations
    • Heavy Shot (Group Knockback) Pushes back enemies within the area along with the target.
    • Heavy Shot (Increased Knockback) The distance over which the target is knocked back increases.
    • Heavy Shot (Reduced Cooldown) Skill cooldown is reduced.
  122. Crackshooter

    Swift Hands

    From level 166 · 5 skill levels

    • Passive
    • Bow
    • Self

    Your action speed increases when using non-magical skills.

    MP 30 → 35 · 10 skill points a level

  123. Crackshooter

    Barrage

    From level 170 · 5 skill levels

    • Active
    • Bow
    • Self

    Normal attacks have a chance to fire double arrows.

    MP 30 → 34 · Cooldown 60 s at max · 10 skill points a level

    Needs Devastating Sting at 2

    3 variations
    • Barrage (Increased Strike) The chance to fire double arrows increases.
    • Barrage (Reduced Cooldown) Skill cooldown is reduced.
    • Barrage (Maintain Buff) Skill duration is increased.
  124. Crackshooter

    Repelling Shot

    From level 170 · 5 skill levels

    • Active
    • Bow
    • One target

    Leap backwards after attacking the target.

    MP 40 · Cooldown 30 s at max · 10 skill points a level

    Needs Heavy Shot at 3

    3 variations
    • Repelling Shot (Debuff) Reduces the target's movement speed.
    • Repelling Shot (Long Jump) Increases the distance of the backward jump.
    • Repelling Shot (Reduced Cooldown) Skill cooldown is reduced.
  125. Crackshooter

    Advanced Trap

    From level 175 · 5 skill levels

    • Passive
    • Bow
    • Self

    Increases your traps’ range.

    10 skill points a level

  126. Crackshooter

    Marked Prey

    From level 175 · 5 skill levels

    • Passive
    • Bow
    • Self

    Normal attack critical damage increases against enemies affected by the Pit debuff from being caught in a trap.

    10 skill points a level

  127. Crackshooter

    Trap: AoE

    From level 175 · 5 skill levels

    • Active
    • Area

    Deploy a trap that deals damage in the designated area.

    MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level

    Needs Trap: DoT at 3, Trap: Debuff at 3

    3 variations
    • Trap: AoE (Increased Range) Skill's damage range increases.
    • Trap: AoE (Reduced Cooldown) Skill cooldown is reduced.
    • Trap: AoE (Proficient Traps) Maximum number of traps you can place increases.
  128. Crackshooter

    Trap: Binding

    From level 175 · 5 skill levels

    • Active
    • One target

    Deploy a trap that immobilizes the target.

    MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level

    Needs Piercing Arrow at 6

    3 variations
    • Trap: Binding (Reduced Cooldown) Skill cooldown is reduced.
    • Trap: Binding (Increased Range) The activation range of the trap increases.
    • Trap: Binding (Skilled Installation) Enemy's defense is reduced when caught in the trap.
  129. Crackshooter

    Trap: Blast

    From level 175 · 5 skill levels

    • Active
    • One target

    Deploy a trap that pushes the target away.

    MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level

    Needs Trap: Binding at 2

    3 variations
    • Trap: Blast (Increased Range) The activation range of the trap increases.
    • Trap: Blast (Reduced Cooldown) Skill cooldown is reduced.
    • Trap: Blast (Proficient Traps) Maximum number of traps you can place increases.
  130. Crackshooter

    Trap: Debuff

    From level 175 · 5 skill levels

    • Active
    • One target

    Deploy a trap that deals damage with a 15% chance to slow down targets.

    MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level

    Needs Poison Arrow at 6

    3 variations
    • Trap: Debuff (Reduced Cooldown) Skill cooldown is reduced.
    • Trap: Debuff (Crowd Controller) Chance of getting status effects increases.
    • Trap: Debuff (Proficient Traps) Maximum number of traps you can place increases.
  131. Crackshooter

    Trap: DoT

    From level 175 · 5 skill levels

    • Active
    • Area

    Deploy a trap that deals continuous damage.

    MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level

    Needs Flame Arrow at 6

    3 variations
    • Trap: DoT (Increased Range) Range of the trap increases.
    • Trap: DoT (Proficient Traps) Maximum number of traps you can place increases.
    • Trap: DoT (Reduced Cooldown) Skill cooldown is reduced.
  132. Assist

    Heal

    From level 15 · 20 skill levels

    • Magic
    • Stick
    • One target

    Recovers the target's HP.

    MP 17 → 40 · 2 skill points a level

  133. Assist

    Moon Beam

    From level 15 · 20 skill levels

    • Magic
    • Stick
    • One target

    Calls upon the moon to afflict the target, dealing damage over time and making them more susceptible to all incoming damage.

    MP 40 → 60 · Cooldown 3 s at max · 2 skill points a level

  134. Assist

    Temping Hole

    From level 15 · 20 skill levels

    • Active
    • Knuckle
    • One target

    A powerful straight punch.

    FP 20 → 30 · Cooldown 0.5 s at max · 2 skill points a level

    Needs Heal at 3

  135. Assist

    Mental Sign

    From level 18 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's INT.

    MP 25 · 2 skill points a level

    Needs Heal at 3

  136. Assist

    Patience

    From level 18 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's maximum HP.

    MP 20 → 45 · 2 skill points a level

    Needs Heal at 3

  137. Assist

    Heap Up

    From level 20 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's STA.

    MP 22 → 58 · 2 skill points a level

    Needs Mental Sign at 4

  138. Assist

    Quick Step

    From level 20 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's movement speed.

    MP 30 · 2 skill points a level

    Needs Heal at 3

  139. Assist

    Resurrection

    From level 20 · 20 skill levels

    • Magic
    • Stick
    • One target

    Resurrects a dead player.

    MP 35 → 76 · 2 skill points a level

    Needs Patience at 4

  140. Assist

    Beef Up

    From level 25 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's STR.

    MP 30 · 2 skill points a level

    Needs Heap Up at 4

  141. Assist

    Circle Healing

    From level 25 · 20 skill levels

    • Magic
    • Stick
    • Party

    Heals nearby party members.

    MP 45 → 85 · 2 skill points a level

    Needs Resurrection at 4

  142. Assist

    Haste

    From level 25 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's Attack Speed and Casting Speed.

    MP 45 → 65 · 2 skill points a level

    Needs Quick Step at 3

  143. Assist

    Stonehand

    From level 25 · 20 skill levels

    • Magic
    • One target

    Grants all attacks a chance to stun.

    MP 30 → 50 · 2 skill points a level

    Needs Temping Hole at 4

  144. Assist

    Burst Crack

    From level 28 · 20 skill levels

    • Active
    • Knuckle
    • Area

    Pounds the ground, damaging enemies around you.

    FP 20 → 40 · 2 skill points a level

    Needs Stonehand at 4

  145. Assist

    Cat's Reflex

    From level 28 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's block rate.

    MP 45 → 65 · 2 skill points a level

    Needs Haste at 4

  146. Assist

    Accuracy

    From level 30 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's accuracy.

    MP 45 → 65 · 2 skill points a level

    Needs Beef Up at 4

  147. Assist

    Cannon Ball

    From level 35 · 20 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's DEX.

    MP 25 → 62 · 2 skill points a level

    Needs Cat's Reflex at 4

  148. Assist

    Power Fist

    From level 45 · 20 skill levels

    • Active
    • Knuckle
    • One target

    Strikes the enemy three times with concentrated power.

    FP 30 → 60 · Cooldown 7 s at max · 2 skill points a level

    Needs Burst Crack at 4

  149. Assist

    Prevention

    From level 45 · 20 skill levels

    • Magic
    • Stick
    • Self

    Automatically recovers your HP when it falls below a certain threshold.

    MP 35 → 76 · Cooldown 8 s at max · 2 skill points a level

    Needs Circle Healing at 4

  150. Ringmaster

    Holycross

    From level 60 · 1 skill level

    • Magic
    • Stick
    • One target

    Causes the next hit against the target to deal double damage.

    MP 30 · 3 skill points a level

  151. Ringmaster

    Merkaba Hanzelrusha

    From level 60 · 10 skill levels

    • Magic
    • Stick
    • Area

    Summons a lingering effect that deals damage over time to enemies within its area.

    MP 65 → 115 · Cooldown 7 s at max · 3 skill points a level

    Needs Prevention at 4

  152. Ringmaster

    Protect

    From level 60 · 10 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's Defense and Magic Resistance.

    MP 65 → 115 · 3 skill points a level

    Needs Heap Up at 6

  153. Ringmaster

    Holyguard

    From level 65 · 10 skill levels

    • Magic
    • Stick
    • One target

    Protects the target from incoming critical hits for a limited time.

    MP 65 → 115 · Cooldown 45 s at max · 3 skill points a level

    Needs Protect at 3

  154. Ringmaster

    Spirit Fortune

    From level 65 · 10 skill levels

    • Magic
    • Stick
    • One target

    Increases the target's damage.

    MP 65 → 115 · 3 skill points a level

    Needs Holycross at 1

  155. Ringmaster

    Heal Rain

    From level 70 · 10 skill levels

    • Magic
    • Stick
    • Party

    Heals nearby party members with powerful restorative energy.

    MP 80 → 170 · 3 skill points a level

    Needs Merkaba Hanzelrusha at 3

  156. Ringmaster

    Geburah Tiphreth

    From level 75 · 10 skill levels

    • Magic
    • Stick
    • Party

    Draws upon the inner strength of the user and nearby party members, increasing Attack, Attack Speed and Casting Speed for a limited time.

    MP 155 → 250 · 3 skill points a level

    Needs Holyguard at 4, Spirit Fortune at 7

  157. Ringmaster

    Gvur Tialla

    From level 80 · 3 skill levels

    • Magic
    • Stick
    • One target

    Removes debuffs from the target.

    MP 95 · Cooldown 2 s at max · 3 skill points a level

    Needs Heal Rain at 4

  158. Ringmaster

    Barrier of Life

    From level 100 · 5 skill levels

    • Magic
    • Stick
    • One target

    Grants the target a barrier that causes all incoming hits to be blocked for a short duration.

    MP 80 → 120 · Cooldown 18 s at max · 3 skill points a level

    Needs Gvur Tialla at 2

  159. Seraph

    Blessing of the Wise

    From level 166 · 5 skill levels

    • Magic
    • Stick
    • Party

    Perform a blessing to remove "disable" type debuffs on nearby allies.

    MP 95 · Cooldown 75 s at max · 10 skill points a level

    Needs Kyrie Eleison at 2

    3 variations
    • Blessing of the Wise (DoT Resistance) Grants resistance to damage over time effects during the duration of the buff.
    • Blessing of the Wise (Stun Resistance) Grants stun immunity for the duration of the buff.
    • Blessing of the Wise (Area Increase) Skill range is increased.
  160. Seraph

    Divinecross

    From level 166 · 5 skill levels

    • Magic
    • Stick
    • One target

    Curse your target with divine power, recording the highest hit taken and replicating up to 75% of it upon expiry. This debuff can be expired early if pressed again.

    MP 30 · 10 skill points a level

    3 variations
    • Divinecross (Increased Multiplier) Up to 100% of the recorded hit is replicated.
    • Divinecross (Reduced PvP Cooldown) Cooldown is reduced in PvP.
    • Divinecross (Increased Duration) Skill duration is increased.
  161. Seraph

    Hymn – Damage Reduction

    From level 166 · 5 skill levels

    • Passive
    • Self

    While a hymn is being chanted, gain extra damage reduction for yourself.

    10 skill points a level

  162. Seraph

    Hymn – Liberation

    From level 166 · 1 skill level

    • Passive
    • Self

    Allow other hymn skills to be chanted at the same time.

    10 skill points a level

  163. Seraph

    Hymn – Perfect Performance

    From level 166 · 5 skill levels

    • Passive
    • Self

    Hymns that are chanted to completion will have their cooldowns reduced.

    10 skill points a level

  164. Seraph

    Kyrie Eleison

    From level 166 · 5 skill levels

    • Magic
    • Stick
    • Self

    Chant a hymn which provides nearby allies and yourself with increased Attack Power, Magic Power, and Tenacity. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.

    MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level

    Needs Holyguard at 5

    3 variations
    • Kyrie Eleison (Duration Increase) Skill duration is increased.
    • Kyrie Eleison (Effect Increase) The hymn's effects are increased.
    • Kyrie Eleison (Range Increase) Skill range is increased.
  165. Seraph

    Soul of Rhisis

    From level 166 · 5 skill levels

    • Magic
    • Stick
    • Self

    Chant a hymn which provides nearby allies and yourself with damage reduction. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.

    MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level

    Needs Protect at 5

    3 variations
    • Soul of Rhisis (Range Increase) Skill range is increased.
    • Soul of Rhisis (Effect Increase) The hymn's effects are increased.
    • Soul of Rhisis (Duration Increase) Skill duration is increased.
  166. Seraph

    Celestial Barrier

    From level 170 · 5 skill levels

    • Magic
    • Stick
    • Self

    Chant a hymn which provides nearby allies and yourself with elemental resistance. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.

    MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level

    Needs Soul of Rhisis at 2

    3 variations
    • Celestial Barrier (Range Increase) Skill range is increased.
    • Celestial Barrier (Duration Increase) Skill duration is increased.
    • Celestial Barrier (Effect Increase) The hymn's effects are increased.
  167. Seraph

    Flow of Salvation

    From level 170 · 5 skill levels

    • Magic
    • Stick
    • One target

    Breath the flow of salvation into your target, healing them and flowing to nearby targets if they are allies, or dealing damage otherwise.

    MP 17 → 19 · Cooldown 5 s at max · 10 skill points a level

    Needs Kyrie Eleison at 2, Blessing of the Wise at 2

    5 variations
    • Flow of Salvation (Flow of Salvation) Breath the flow of salvation into your target, healing them and flowing to nearby targets if they are allies, or dealing damage otherwise.
    • Flow of Salvation (Reduced Cooldown) Skill cooldown is reduced.
    • Flow of Salvation (Increased Healing) Healing is increased.
    • Flow of Salvation (Flow of Salvation) Damage is increased.
    • Flow of Salvation (Increased Damage) Damage is increased.
  168. Seraph

    Gloria Patri

    From level 170 · 5 skill levels

    • Magic
    • Stick
    • Self

    Chant a hymn which heals nearby allies and yourself periodically. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.

    MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level

    Needs Kyrie Eleison at 2

    3 variations
    • Gloria Patri (Effect Increase) The hymn's effects are increased.
    • Gloria Patri (Range Increase) Skill range is increased.
    • Gloria Patri (Duration Increase) Skill duration is increased.
  169. Seraph

    Reduced Cooldown (Reduced Cooldown)

    From level 170 · 5 skill levels

    • Magic
    • Stick
    • One target

    Skill cooldown is reduced.

    MP 19 · Cooldown 3.5 s at max · 10 skill points a level

  170. Seraph

    Hammer of Judgement

    From level 175 · 5 skill levels

    • Magic
    • Stick
    • Area

    Summon a hammer from the skies, leaving a damaging area behind.

    MP 65 → 85 · Cooldown 20 s at max · 10 skill points a level

    Needs Flow of Salvation at 2, Gloria Patri at 2

    3 variations
    • Hammer of Judgement (Justice Hammer) Has a chance to stun enemies.
    • Hammer of Judgement (Sanctuary Area) Leaves a healing area behind.
    • Hammer of Judgement (Increased Range) Skill range is increased.
  171. Seraph

    Heaven's Step

    From level 175 · 5 skill levels

    • Magic
    • Stick
    • Self

    Chant a hymn which provides nearby allies and yourself with increased evasion and blocking power. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.

    MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level

    Needs Celestial Barrier at 2

    3 variations
    • Heaven's Step (Effect Increase) The hymn's effects are increased.
    • Heaven's Step (Duration Increase) Skill duration is increased.
    • Heaven's Step (Critical Resistance) Increases critical resistance.
  172. Seraph

    Sacrifice

    From level 175 · 5 skill levels

    • Magic
    • Stick
    • Party

    Consume HP to grant a shield to party members proportional to your HP. If used while a hymn is active, the shield amount is increased by up to 15%.

    Cooldown 120 s at max · 10 skill points a level

    Needs Heaven's Step at 2

    3 variations
    • Sacrifice (Meaning of Sacrifice) Consume more of your health to grant more shields to allies.
    • Sacrifice (Sacrifice of Sharing) Gain shields yourself as well.
    • Sacrifice (Increased Duration) Skill duration is increased.
  173. Billposter

    Asmodeus

    From level 60 · 10 skill levels

    • Magic
    • Knuckle
    • Self

    Enhances the power of the wielded knuckle.

    MP 60 → 110 · 3 skill points a level

  174. Billposter

    Piercing Serpent

    From level 60 · 10 skill levels

    • Magic
    • Knuckle
    • One target

    Fires a piercing beam at the enemy.

    MP 40 → 80 · 3 skill points a level

    Needs Power Fist at 5

  175. Billposter

    Baraqijal Esna

    From level 65 · 10 skill levels

    • Magic
    • Knuckle
    • One target

    Increases damage dealt to the target while also increasing their Attack.

    MP 70 → 106 · Cooldown 30 s at max · 3 skill points a level

    Needs Piercing Serpent at 2

  176. Billposter

    Belial Smashing

    From level 65 · 10 skill levels

    • Active
    • Knuckle
    • One target

    Strikes the enemy with five powerful blows.

    FP 120 → 138 · Cooldown 5 s at max · 3 skill points a level

    Needs Asmodeus at 3

  177. Billposter

    Bgvur Tialbold

    From level 70 · 10 skill levels

    • Magic
    • Knuckle
    • Area

    Strikes nearby enemies with an outward shockwave.

    MP 100 → 136 · 3 skill points a level

    Needs Baraqijal Esna at 5

  178. Billposter

    Blood Fist

    From level 70 · 10 skill levels

    • Active
    • Knuckle
    • One target

    Strikes the enemy with a heavy blow that causes bleeding.

    FP 40 → 90 · Cooldown 3 s at max · 3 skill points a level

    Needs Belial Smashing at 5

  179. Billposter

    Sonichand

    From level 75 · 10 skill levels

    • Active
    • Knuckle
    • One target

    A fast, straight punch.

    FP 60 → 110 · 3 skill points a level

    Needs Blood Fist at 7, Bgvur Tialbold at 6

  180. Billposter

    Asalraalaikum

    From level 80 · 10 skill levels

    • Magic
    • Knuckle
    • One target

    A fully concentrated strike. Always consumes 100% MP.

    FP 182 → 200 · Cooldown 15 s at max · 3 skill points a level

    Needs Sonichand at 7

  181. Billposter

    Sury's Tenacity

    From level 100 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Grants immunity to crowd control and increased incoming healing, but prevents skill usage.

    FP 200 · Cooldown 25 s at max · 3 skill points a level

    Needs Asalraalaikum at 6

  182. Forcemaster

    Concentration [Nen]

    From level 166 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Focus your mind to gain Nen when used. Can gain up to 10 Nen with this skill. The effects of Nen stacks are multiplied by the number of stacks you currently have.

    MP 60 → 80 · Cooldown 2 s at max · 10 skill points a level

    Needs Sury's Tenacity at 2

    3 variations
    • Concentration [Nen] (Mind Enhancement) Magic damage increases per Nen stack.
    • Concentration [Nen] (Aura Enhancement) The effect of Aura skills increases per Nen stack.
    • Concentration [Nen] (Form Enhancement) Physical damage increases per Nen stack.
  183. Forcemaster

    Nen Acquisition

    From level 166 · 5 skill levels

    • Passive
    • Knuckle
    • Self

    Increases your chance to gain an additional Nen stack when using Concentration.

    10 skill points a level

    Needs Concentration [Nen] at 1

  184. Forcemaster

    Nen Overflow

    From level 166 · 5 skill levels

    • Active
    • Knuckle
    • Self

    Unleash all your Nen to enter overflow. While in Nen overflow, certain skills Nen Enhancement variations will be used. Nen cannot be gained while in Nen overflow.

    FP 60 → 80 · Cooldown 90 s at max · 10 skill points a level

    Needs Concentration [Nen] at 1

    3 variations
    • Nen Overflow (Nen Afterimage) 10 Nen stacks up even when this skill used.
    • Nen Overflow (Increased Duration) Skill duration is increased.
    • Nen Overflow (MP Retention) Skill damage is increased.
  185. Forcemaster

    Nen Release

    From level 166 · 1 skill level

    • Active
    • Knuckle
    • Self

    Remove all your Nen stacks at a cost of power.

    FP 60 · Cooldown 20 s at max · 10 skill points a level

    Needs Nen Overflow at 1

  186. Forcemaster

    Nen Sphere

    From level 166 · 5 skill levels

    • Active
    • Knuckle
    • One target

    Focus your mind to launch a damaging orb towards your target.

    FP 30 → 34 · Cooldown 10 s at max · 10 skill points a level

    Needs Concentration [Nen] at 1

    3 variations
    • Nen Sphere (Range Increase) Skill range is increased.
    • Nen Sphere (Nen Mastery) Using the skill may not consume Nen.
    • Nen Sphere (Continuous Shooting) Consumes additional Nen to attempt an extra attack.
  187. Forcemaster

    Nen Storage

    From level 166 · 5 skill levels

    • Passive
    • Knuckle
    • Self

    Nen-consuming skills may consume only half the required stacks.

    10 skill points a level

    Needs Concentration [Nen] at 3

  188. Forcemaster

    Power Palm

    From level 166 · 5 skill levels

    • Active
    • Knuckle
    • One target

    Attack your target, gaining Nen stacks. [Nen Enhancement]: This skill has a chance to knock the enemy down. If used during the duration of Force Grip, you will strike multiple times.

    FP 40 · Cooldown 12 s at max · 10 skill points a level

    Needs Concentration [Nen] at 1

    3 variations
    • Power Palm (Nen Mastery) Has a chance to grant additional Nen stacks.
    • Power Palm (Cooldown reduction) Skill cooldown is reduced.
    • Power Palm (Increased Effect) Damage is increased.
  189. Forcemaster

    Touch of Rhisis

    From level 166 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Casts an aura that increases nearby allies’ defense and block rate. Cannot be used with other auras at the same time. Can be re-cast to cancel.

    FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level

    Needs Concentration [Nen] at 1

    3 variations
    • Touch of Rhisis (Increased Effect) Skill scaling is improved.
    • Touch of Rhisis (Range Extension) Skill range is increased.
    • Touch of Rhisis (Duration Increase) Skill duration is increased.
  190. Forcemaster

    Aura Bomb

    From level 170 · 5 skill levels

    • Magic
    • Knuckle
    • Area

    Channel energy from your surroundings for a long period of time, and target it towards a selected area for great damage.

    FP 30 → 34 · Cooldown 180 s at max · 10 skill points a level

    Needs Nen Sphere at 3

    3 variations
    • Aura Bomb (Casting Time Reduction) Casting time is reduced, but skill damage is decreased.
    • Aura Bomb (Reduced Cooldown) Skill cooldown is reduced.
    • Aura Bomb (Range Enhancement) Skill range is increased.
  191. Forcemaster

    Clear Reflection

    From level 170 · 5 skill levels

    • Passive
    • Knuckle
    • Self

    When Nen charge reaches 20, your critical hits will be more lucky, always dealing maximum damage at maximum level.

    10 skill points a level

  192. Forcemaster

    Enlightenment

    From level 170 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Increases knuckle damage.

    FP 60 → 80 · 10 skill points a level

    Needs Concentration [Nen] at 1

    3 variations
    • Enlightenment (Quick Movement) Movement speed and critical chance increases further when using the skill.
    • Enlightenment (Critical Damage) Critical damage increases when using skill.
    • Enlightenment (Knuckle Power) Knuckle damage increases further when using skill.
  193. Forcemaster

    Force Grip

    From level 170 · 5 skill levels

    • Active
    • Knuckle
    • One target

    Grab the target, restraining both of you from moving, attacking, or using skills. [Nen Enhancement]: Allows skill usage while restraining the target.

    FP 30 → 34 · Cooldown 60 s at max · 10 skill points a level

    Needs Enlightenment at 3

    3 variations
    • Force Grip (Group Binding) You can grab all enemies within range with a chance.
    • Force Grip (Reduced Cooldown) Skill cooldown is reduced.
    • Force Grip (Diamond Body) While grabbing an enemy, the damage you take is reduced.
  194. Forcemaster

    Initiating Strike

    From level 170 · 5 skill levels

    • Active
    • Knuckle
    • One target

    Attack your enemy using a strike. If the target is currently knocked down, you will dash forward to quickly close the gap. [Nen Enhancement]: Grants you tenacity when used.

    FP 40 · Cooldown 12 s at max · 10 skill points a level

    Needs Power Palm at 2

    3 variations
    • Initiating Strike (Speed Reduction) Target's movement speed is reduced.
    • Initiating Strike (Nen Enhancement) When cast as an enhanced attack, reduces the target's attack and defense additionally.
    • Initiating Strike (Nen Mastery) Has a chance to grant additional Nen stacks.
  195. Forcemaster

    Ire of Iblis

    From level 170 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Casts an aura that increases allies’ critical resistance. Can be re-cast to cancel.

    FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level

    Needs Touch of Rhisis at 3

    3 variations
    • Ire of Iblis (Duration Increase) Skill duration is increased.
    • Ire of Iblis (Increased Effect) Skill scaling is improved.
    • Ire of Iblis (Range Extension) Skill range is increased.
  196. Forcemaster

    Marked Attack

    From level 170 · 5 skill levels

    • Passive
    • Knuckle
    • Self

    Normal attacks leave a mark. Hitting the same enemy 5 times deals bonus damage and grants 1 Nen stack.

    10 skill points a level

  197. Forcemaster

    Bubble's Blessing

    From level 175 · 5 skill levels

    • Magic
    • Knuckle
    • Self

    Casts an aura that increases allies' Critical Damage and Attack. Can be re-cast to cancel the effect.

    FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level

    Needs Ire of Iblis at 2

    3 variations
    • Bubble's Blessing (Increased Effect) Skill scaling is improved.
    • Bubble's Blessing (Duration Increase) Skill duration is increased.
    • Bubble's Blessing (Range Extension) Skill range is increased.
  198. Forcemaster

    Meditate

    From level 175 · 5 skill levels

    • Active
    • Knuckle
    • Self

    Enter a meditative state that reduces damage taken, shortens natural HP recovery time, and increases healing effects. Can be re-cast to cancel.

    MP 65 → 85 · Cooldown 30 s at max · 10 skill points a level

    Needs Force Grip at 2

    3 variations
    • Meditate (Nen Mastery) You can move slowly while using the skill.
    • Meditate (Adamantine Body) Damage reduction rate increases while meditating.
    • Meditate (Deep Meditation) Skill duration is increased.
  199. Forcemaster

    Staggering Strike

    From level 175 · 5 skill levels

    • Active
    • Knuckle
    • One target

    Attack a single target with a chance to knock them down. [Nen Enhancement]: Increase your block rate when used.

    FP 40 · Cooldown 12 s at max · 10 skill points a level

    Needs Initiating Strike at 2

    3 variations
    • Staggering Strike (Increased Knockdown Chance) Chance to knock down the target increases.
    • Staggering Strike (Leg Attack) Nen Enhanced strikes will also reduce movement speed.
    • Staggering Strike (Reduced Cooldown) Skill cooldown is reduced.
  200. Forcemaster

    Tenacity

    From level 175 · 5 skill levels

    • Passive
    • Knuckle
    • Self

    Debuffs applied on you do not last as long.

    10 skill points a level

  201. Magician

    Mental Strike

    From level 15 · 20 skill levels

    • Magic
    • Wand or staff
    • One target

    A medium-ranged mental attack.

    MP 15 → 40 · 2 skill points a level

  202. Magician

    Flame Ball

    From level 18 · 20 skill levels

    • Magic
    • Fire
    • Wand or staff
    • One target

    Strikes the enemy with a ball of flame that may reduce the target's HP Restoration.

    MP 25 → 40 · 2 skill points a level

    Needs Mental Strike at 3

  203. Magician

    Lightning Ball

    From level 18 · 20 skill levels

    • Magic
    • Electricity
    • Wand or staff
    • One target

    Damages the enemy with a ball of static that may reduce the target's defense.

    MP 25 → 40 · 2 skill points a level

    Needs Mental Strike at 5

  204. Magician

    Stone Spike

    From level 18 · 20 skill levels

    • Magic
    • Earth
    • Wand or staff
    • One target

    Damages the enemy with a stone spike that may stun.

    MP 25 → 40 · 2 skill points a level

    Needs Mental Strike at 2

  205. Magician

    Ice Missile

    From level 20 · 20 skill levels

    • Magic
    • Water
    • Wand or staff
    • One target

    Blasts the enemy with a missile of ice that may reduce the target's speed.

    MP 25 → 40 · 2 skill points a level

    Needs Mental Strike at 3

  206. Magician

    Swordwind

    From level 20 · 20 skill levels

    • Magic
    • Wind
    • Wand or staff
    • One target

    A ranged wind attack that may reduce the enemy's Attack Speed and Casting Speed.

    MP 25 → 40 · 2 skill points a level

    Needs Mental Strike at 5

  207. Magician

    Flame Geyser

    From level 25 · 20 skill levels

    • Magic
    • Fire
    • Wand or staff
    • One target

    Engulfs the enemy in a geyser of flame, dealing damage over time.

    MP 30 → 50 · 2 skill points a level

    Needs Flame Ball at 5

  208. Magician

    Lightning Ram

    From level 25 · 20 skill levels

    • Magic
    • Electricity
    • Wand or staff
    • One target

    Damages the enemy with an electric ball.

    MP 30 → 50 · 2 skill points a level

    Needs Lightning Ball at 5

  209. Magician

    Rooting

    From level 25 · 20 skill levels

    • Magic
    • Earth
    • Wand or staff
    • One target

    Binds the enemy with roots, immobilizing them.

    MP 30 → 50 · 2 skill points a level

    Needs Stone Spike at 5

  210. Magician

    Strongwind

    From level 25 · 20 skill levels

    • Magic
    • Wind
    • Wand or staff
    • One target

    A ranged wind attack that pushes the enemy back.

    MP 30 → 49 · 2 skill points a level

    Needs Swordwind at 5

  211. Magician

    Waterball

    From level 25 · 20 skill levels

    • Magic
    • Water
    • Wand or staff
    • One target

    A water attack that shoots multiple water orbs at the target.

    MP 30 → 50 · 2 skill points a level

    Needs Ice Missile at 5

  212. Magician

    Blinkpool

    From level 30 · 20 skill levels

    • Magic
    • Wind
    • Wand or staff
    • One target

    Teleports you to a target point within range.

    MP 22 → 35 · Cooldown 3 s at max · 2 skill points a level

    Needs Mental Strike at 3

  213. Magician

    Fire Strike

    From level 40 · 20 skill levels

    • Magic
    • Fire
    • Wand or staff
    • One target

    Blasts the enemy with a ball of fire, setting them ablaze and making them more susceptible to water attacks.

    MP 40 → 60 · 2 skill points a level

    Needs Flame Geyser at 7

  214. Magician

    Lightning Shock

    From level 40 · 20 skill levels

    • Magic
    • Electricity
    • Wand or staff
    • One target

    Blasts the enemy with a ball of lightning, electrifying them and making them more susceptible to earth attacks.

    MP 40 → 60 · 2 skill points a level

    Needs Lightning Ram at 7

  215. Magician

    Rock Crash

    From level 40 · 20 skill levels

    • Magic
    • Earth
    • Wand or staff
    • One target

    Crushes the enemy with a massive stone, making them more susceptible to wind attacks.

    MP 40 → 60 · 2 skill points a level

    Needs Rooting at 7

  216. Magician

    Water Well

    From level 40 · 20 skill levels

    • Magic
    • Water
    • Wand or staff
    • One target

    Soaks the enemy with rushing water, making them more susceptible to electricity attacks.

    MP 40 → 60 · 2 skill points a level

    Needs Waterball at 7

  217. Magician

    Wind Cutter

    From level 40 · 20 skill levels

    • Magic
    • Wind
    • Wand or staff
    • One target

    Slices the enemy with cutting winds, leaving them exposed and more susceptible to fire attacks.

    MP 40 → 60 · 2 skill points a level

    Needs Strongwind at 7

  218. Psykeeper

    Crucio Spell

    From level 60 · 10 skill levels

    • Magic
    • Wand
    • Self

    Reflects damage from the enemy's basic attacks. Less effective in PvP.

    MP 70 → 90 · 3 skill points a level

    Needs Mental Strike at 10

  219. Psykeeper

    Demonology

    From level 60 · 10 skill levels

    • Magic
    • Wand
    • One target

    Damages the enemy with a mental blast that reduces their Attack.

    MP 90 → 150 · Cooldown 18 s at max · 3 skill points a level

  220. Psykeeper

    Psychic Bomb

    From level 60 · 10 skill levels

    • Magic
    • Wand
    • One target

    Damages the enemy with a ball of mental energy.

    MP 60 → 80 · 3 skill points a level

    Needs Mental Strike at 10

  221. Psykeeper

    Maximum Crisis

    From level 65 · 10 skill levels

    • Magic
    • Wand
    • Area

    Unleashes a powerful mental explosion that damages surrounding enemies, with a small chance to stun.

    MP 58 → 100 · 3 skill points a level

    Needs Crucio Spell at 7

  222. Psykeeper

    Satanology

    From level 65 · 10 skill levels

    • Magic
    • Wand
    • One target

    Curses the enemy, immobilizing them with dark magic.

    MP 60 → 80 · Cooldown 3.5 s at max · 3 skill points a level

    Needs Demonology at 3

  223. Psykeeper

    Spirit Bomb

    From level 65 · 10 skill levels

    • Magic
    • Wand
    • One target

    Damages the enemy through the power of your mind.

    MP 62 → 100 · 3 skill points a level

    Needs Psychic Bomb at 6

  224. Psykeeper

    Psychic Wall

    From level 70 · 10 skill levels

    • Magic
    • Wand
    • One target

    Conjures a mystic wall at your location. On enemy contact, the wall pushes them back, reduces their movement speed, and deals minor damage.

    MP 82 → 100 · 3 skill points a level

    Needs Satanology at 4, Spirit Bomb at 5

  225. Psykeeper

    Psychic Square

    From level 75 · 10 skill levels

    • Magic
    • Wand
    • Area

    Damages the target enemy and enemies surrounding them with a psychic blast.

    MP 55 → 120 · 3 skill points a level

    Needs Psychic Wall at 7, Maximum Crisis at 5

  226. Psykeeper

    Gravity Well

    From level 100 · 5 skill levels

    • Magic
    • Wand
    • Area

    Creates a gravity well at a target point that greatly slows enemies within the area.

    MP 72 → 122 · Cooldown 18 s at max · 3 skill points a level

    Needs Psychic Wall at 6

  227. Mentalist

    Chimera's Curse

    From level 166 · 5 skill levels

    • Magic
    • Wand
    • One target

    Use Chimera's spirit to curse your target, dealing damage and mutating them into an Aibatt. While mutated, they cannot attack. When fully charged, this skill has a 30% higher chance of success.

    MP 90 → 94 · Cooldown 30 s at max · 10 skill points a level

    3 variations
    • Chimera's Curse (Full charge duration increase) Skill duration when fully charged is increased.
    • Chimera's Curse (Full charge debuff increase) Mutation chance when fully charged is 100%.
    • Chimera's Curse (Full Charge Time Decrease) Charging time is decreased.
  228. Mentalist

    Cimetiere's Scream

    From level 166 · 5 skill levels

    • Magic
    • Wand
    • Area

    Invoke the spirit of Cimetiere for a short period on the target area, dealing damage to the vicinity with a chance to silence.

    MP 72 → 122 · Cooldown 30 s at max · 10 skill points a level

    Needs Gravity Well at 3

    3 variations
    • Cimetiere's Scream (Debuff Chance) Silence chance is increased.
    • Cimetiere's Scream (Reduced Cooldown) Skill cooldown is reduced.
    • Cimetiere's Scream (Range Increase) Skill range is increased.
  229. Mentalist

    Enhanced Blinkpool

    From level 166 · 5 skill levels

    • Passive
    • Wand
    • One target

    Movement speed is temporarily increased after using Blinkpool.

    10 skill points a level

  230. Mentalist

    Hexe's Lament

    From level 166 · 5 skill levels

    • Magic
    • Wand
    • Area

    Deal damage in a region around your target, with a chance to Jinx enemies hit, removing their ability to critically hit. When fully charged, the skill duration is increased, and hits more frequently.

    MP 72 → 80 · Cooldown 30 s at max · 10 skill points a level

    2 variations
    • Hexe's Lament (Aoe Range) Skill range is increased.
    • Hexe's Lament (Debuff increase) Probability is increased.
  231. Mentalist

    Lillith's Gaze

    From level 166 · 5 skill levels

    • Magic
    • Wand
    • One target

    Gaze upon your target, slowing them down and forcing them to move towards you.

    MP 90 → 94 · Cooldown 30 s at max · 10 skill points a level

    Needs Spirit Bomb at 7

    3 variations
    • Lillith's Gaze (Reduced Cooldown) Skill cooldown is reduced.
    • Lillith's Gaze (Slowing) Slowing effect is increased.
    • Lillith's Gaze (Sure Gaze) Probability is increased.
  232. Mentalist

    Additional damage disable

    From level 170 · 5 skill levels

    • Passive
    • Wand
    • Self

    Damage against enemies with Disable type debuffs is increased.

    10 skill points a level

  233. Mentalist

    Additional damage weaken

    From level 170 · 5 skill levels

    • Passive
    • Wand
    • Self

    Damage against enemies with Weaken type debuffs is increased.

    10 skill points a level

  234. Mentalist

    Damnation Surge

    From level 170 · 5 skill levels

    • Magic
    • Wand
    • Self

    Track the number of Weaken type debuffs you apply, multiplying the bonuses given.

    MP 55 → 75 · Cooldown 40 s at max · 10 skill points a level

    Needs Hexe's Lament at 3, Cimetiere's Scream at 3

    3 variations
    • Damnation Surge (Cooldown reduction) Skill cooldown is reduced.
    • Damnation Surge (Increased Effect) Maximum number of stacks is increased to 8 at maximum level.
    • Damnation Surge (Increased Duration) Skill duration is increased.
  235. Mentalist

    Malefic Detonation

    From level 170 · 5 skill levels

    • Magic
    • Wand
    • Self

    Track the number of Disable type debuffs you apply, multiplying the bonuses given.

    MP 55 → 75 · Cooldown 40 s at max · 10 skill points a level

    Needs Lillith's Gaze at 3, Chimera's Curse at 3

    3 variations
    • Malefic Detonation (Increased Duration) Skill duration is increased.
    • Malefic Detonation (Cooldown reduction) Skill cooldown is reduced.
    • Malefic Detonation (Increased Effect) Maximum number of stacks is increased to 8 at maximum level.
  236. Mentalist

    Aether Rend

    From level 175 · 5 skill levels

    • Magic
    • Wand
    • One target

    Remove a number of Disable and Weaken debuffs from your target up to the number of Malefic Detonation and Damnation Surge stacks available. This skill consumes all stacks of both skills. The damage of this skill scales with Debuff and Weaken effect on you.

    MP 72 → 122 · Cooldown 30 s at max · 10 skill points a level

    Needs Damnation Surge at 3, Malefic Detonation at 3

    3 variations
    • Aether Rend (Reduced Cooldown) Skill cooldown is reduced.
    • Aether Rend (Improved Scaling) Skill damage scaling is improved, but cooldown is increased.
    • Aether Rend (Increased Damage) Base damage is increased, but scaling is reduced.
  237. Mentalist

    Debuff Damage Reduction

    From level 175 · 5 skill levels

    • Passive
    • Wand
    • Self

    Damage taken from enemies with debuffs is decreased.

    10 skill points a level

  238. Elementor

    Firebird

    From level 60 · 10 skill levels

    • Magic
    • Fire
    • Staff
    • One target

    Launches a fiery projectile that engulfs the enemy in towering flames.

    MP 50 → 80 · 3 skill points a level

    Needs Fire Strike at 7

  239. Elementor

    Iceshark

    From level 60 · 10 skill levels

    • Magic
    • Water
    • Staff
    • One target

    Fires an icy projectile that explodes on impact, bursting outward in freezing shards.

    MP 50 → 80 · 3 skill points a level

    Needs Water Well at 7

  240. Elementor

    Lightning Strike

    From level 60 · 10 skill levels

    • Magic
    • Electricity
    • Staff
    • One target

    Calls down a devastating bolt of lightning upon the enemy.

    MP 50 → 80 · 3 skill points a level

    Needs Lightning Shock at 7

  241. Elementor

    Stone Spear

    From level 60 · 10 skill levels

    • Magic
    • Earth
    • Staff
    • One target

    Hurls a spear of stone that shatters on impact, blasting the enemy with flying stone fragments.

    MP 50 → 80 · 3 skill points a level

    Needs Rock Crash at 7

  242. Elementor

    Void

    From level 60 · 10 skill levels

    • Magic
    • Wind
    • Staff
    • One target

    Creates a powerful vacuum that crushes the enemy.

    MP 50 → 80 · 3 skill points a level

    Needs Wind Cutter at 7

  243. Elementor

    Burningfield

    From level 65 · 10 skill levels

    • Magic
    • Fire
    • Staff
    • Area

    Deals damage over time to enemies within the area.

    MP 72 → 90 · Cooldown 10 s at max · 3 skill points a level

    Needs Firebird at 5

  244. Elementor

    Earthquake

    From level 65 · 10 skill levels

    • Magic
    • Earth
    • Staff
    • Area

    Shatters the ground beneath the target enemy and surrounding enemies, sending chunks of earth flying outward, with a chance to reduce their Attack.

    MP 72 → 90 · 3 skill points a level

    Needs Stone Spear at 4

  245. Elementor

    Electric Shock

    From level 65 · 10 skill levels

    • Magic
    • Electricity
    • Staff
    • Area

    Unleashes converging bolts of electricity that surge around surrounding enemies, damaging them and reducing their Magic Resistance.

    MP 72 → 90 · 3 skill points a level

    Needs Lightning Strike at 4

  246. Elementor

    Poison Cloud

    From level 65 · 10 skill levels

    • Magic
    • Water
    • Staff
    • Area

    Summons a poisonous cloud above the target enemy, raining toxins that poison the target enemy and surrounding enemies over time.

    MP 72 → 90 · Cooldown 10 s at max · 3 skill points a level

    Needs Iceshark at 5

  247. Elementor

    Windfield

    From level 65 · 10 skill levels

    • Magic
    • Wind
    • Staff
    • Area

    Summons a field of cutting winds beneath the target enemy, damaging the target enemy and surrounding enemies, with a chance to reduce their movement speed.

    MP 72 → 90 · 3 skill points a level

    Needs Void at 5

  248. Elementor

    Earth Mastery

    From level 70 · 10 skill levels

    • Passive
    • Earth
    • Staff
    • Self

    Enhances the power of Earth spells.

    MP 20 → 38 · 3 skill points a level

    Needs Rooting at 3

  249. Elementor

    Fire Mastery

    From level 70 · 10 skill levels

    • Passive
    • Fire
    • Staff
    • Self

    Enhances the power of Fire spells.

    MP 20 → 38 · 3 skill points a level

    Needs Fire Strike at 7

  250. Elementor

    Lightning Mastery

    From level 70 · 10 skill levels

    • Passive
    • Electricity
    • Staff
    • Self

    Enhances the power of Electric spells.

    MP 20 → 38 · 3 skill points a level

    Needs Lightning Shock at 7

  251. Elementor

    Lightning Storm

    From level 70 · 10 skill levels

    • Magic
    • Electricity
    • Staff
    • Area

    Summons a raging lightning storm that strikes the target enemy and surrounding enemies, with a chance to reduce Critical Damage.

    MP 112 → 130 · Cooldown 14 s at max · 3 skill points a level

    Needs Windfield at 6, Electric Shock at 5

  252. Elementor

    Meteo Shower

    From level 70 · 10 skill levels

    • Magic
    • Fire
    • Staff
    • Area

    Calls down a shower of meteors that strike the target enemy and surrounding enemies.

    MP 132 → 150 · Cooldown 17 s at max · 3 skill points a level

    Needs Burningfield at 6, Earthquake at 5

  253. Elementor

    Sandstorm

    From level 70 · 10 skill levels

    • Magic
    • Earth
    • Staff
    • Area

    Engulfs the target enemy and surrounding enemies in a violent sandstorm, with a chance to reduce their accuracy.

    MP 112 → 130 · Cooldown 14 s at max · 3 skill points a level

    Needs Windfield at 6, Earthquake at 5

  254. Elementor

    Water Mastery

    From level 70 · 10 skill levels

    • Passive
    • Water
    • Staff
    • Self

    Enhances the power of Water spells.

    MP 20 → 38 · 3 skill points a level

    Needs Water Well at 7

  255. Elementor

    Wind Mastery

    From level 70 · 10 skill levels

    • Passive
    • Wind
    • Staff
    • Self

    Enhances the power of Wind spells.

    MP 20 → 38 · 3 skill points a level

    Needs Wind Cutter at 7

  256. Elementor

    Blizzard

    From level 75 · 10 skill levels

    • Magic
    • Water
    • Staff
    • Area

    Summons a freezing blizzard on the target enemy, striking the target enemy and surrounding enemies, with a chance to stun.

    MP 112 → 130 · Cooldown 15 s at max · 3 skill points a level

    Needs Poison Cloud at 7, Earthquake at 7

  257. Elementor

    Eye of the Storm

    From level 100 · 1 skill level

    • Magic
    • Staff
    • One target

    Summons a violent storm around you that pushes enemies back on contact, forming a barrier that prevents enemies from approaching.

    MP 200 · Cooldown 20 s at max · 3 skill points a level

  258. Arcanist

    Aqua Veil

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    The damage you take from enemies affected by water skills is decreased.

    10 skill points a level

  259. Arcanist

    Blaze Eater

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    The damage you take from burning enemies is decreased.

    10 skill points a level

  260. Arcanist

    EVA Storm

    From level 166 · 5 skill levels

    • Magic
    • Electricity
    • Staff
    • Area

    Casts storm clouds over a targeted area, periodically striking nearby enemies with lightning. Lightning strikes always inflict Shock, reducing all elemental resistances by 10%. Strikes against Shocked targets deal maximum damage.

    MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level

    Needs Lightning Storm at 6

    3 variations
    • EVA Storm (Hurricane) The skill's maximum targets is increased.
    • EVA Storm (Increased Duration) Skill duration is increased.
    • EVA Storm (Raging Storm) Strike interval is shorter.
  261. Arcanist

    Earth Counter

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    Increases your wind mastery.

    10 skill points a level

  262. Arcanist

    Electric Counter

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    Increases your earth mastery.

    10 skill points a level

  263. Arcanist

    Enhanced Blinkpool

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • One target

    Movement speed is temporarily increased after using Blinkpool.

    10 skill points a level

  264. Arcanist

    Entangling Roots

    From level 166 · 5 skill levels

    • Magic
    • Earth
    • Staff
    • Line

    Fire a root in front of you, binding the first enemy hit in place. If the enemy bound is affected by Stone Pillar or Swampy Area, they are Petrified, increasing the magic damage they receive and reducing the physical damage they receive, and stunning them.

    MP 112 → 120 · Cooldown 45 s at max · 10 skill points a level

    Needs Sandstorm at 6

    3 variations
    • Entangling Roots (Grasping Roots) Roots will go through more enemies.
    • Entangling Roots (Stranglethorns) Roots will explode once they hit an enemy, dealing damage to them. Explosions have a chance to knock enemies down.
    • Entangling Roots (Nature's Grasp) Fire additional roots in a cone in front of you.
  265. Arcanist

    Fire Counter

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    Increases your water mastery.

    10 skill points a level

  266. Arcanist

    Gale

    From level 166 · 5 skill levels

    • Magic
    • Wind
    • Staff
    • Area

    Conjure a gale of wind around yourself, increasing your movement speed and hurting nearby enemies. While in gale, hits have a chance to apply Suffocate stacks. If a target reaches 5 Suffocate stacks, they are stunned, slept, or paralyzed, at random.

    MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level

    Needs Void at 6

    3 variations
    • Gale (Increased Suffocate Chance) Suffocate stack chance is increased.
    • Gale (Increased Duration) Skill duration is increased.
    • Gale (Increased Elemental) Damage is increased.
  267. Arcanist

    Ice Shard

    From level 166 · 5 skill levels

    • Magic
    • Water
    • Staff
    • Area

    Lock yourself in ice, becoming invulnerable and deal damage to surrounding enemies. You cannot use items or skills while frozen.

    MP 112 → 120 · Cooldown 90 s at max · 10 skill points a level

    Needs Iceshark at 6

    3 variations
    • Ice Shard (Increased Elemental) Damage is increased.
    • Ice Shard (Increased Duration) Skill duration is increased.
    • Ice Shard (Reduced Cooldown) Skill cooldown is reduced.
  268. Arcanist

    Incinerate

    From level 166 · 5 skill levels

    • Magic
    • Fire
    • Staff
    • One target

    Incinerate your target, dealing damage and burning them. If used on a burning target, they take extra damage. Burned enemies also hurt nearby enemies, but do not burn them.

    MP 112 → 120 · Cooldown 25 s at max · 10 skill points a level

    Needs Firebird at 6

    3 variations
    • Incinerate (Additional Burn Damage) Extra damage when used on a burning target is increased.
    • Incinerate (Increased Elemental) Damage is increased.
    • Incinerate (Reduced Cooldown) Skill cooldown is reduced.
  269. Arcanist

    Stormveil Cloak

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    The damage you take from enemies with Suffocate stacks is decreased.

    10 skill points a level

  270. Arcanist

    Voltguard

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    The damage you take from Shocked enemies is decreased.

    10 skill points a level

  271. Arcanist

    Water Counter

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    Increases your electric mastery.

    10 skill points a level

  272. Arcanist

    Wind Counter

    From level 166 · 5 skill levels

    • Passive
    • Staff
    • Self

    Increases your fire mastery.

    10 skill points a level

  273. Arcanist

    Gust

    From level 170 · 5 skill levels

    • Magic
    • Wind
    • Staff
    • Area

    Spawn a gust of wind that pushes back nearby enemies, reflects incoming damage, and ranged block chance.

    MP 72 → 80 · Cooldown 30 s at max · 10 skill points a level

    Needs Gale at 3

    3 variations
    • Gust (Increased Elemental) Damage is increased.
    • Gust (Increased Duration) Skill duration is increased.
    • Gust (Increased Range) Skill range is increased.
  274. Arcanist

    Ignite

    From level 170 · 5 skill levels

    • Magic
    • Fire
    • Staff
    • One target

    Ignite your target, dealing damage and burning them. If used on a burning target, the damage is reduced but the target is stunned. Burned enemies also hurt nearby enemies, but do not burn them.

    MP 112 → 120 · Cooldown 20 s at max · 10 skill points a level

    Needs Incinerate at 3

    3 variations
    • Ignite (Increased Elemental) Damage is increased.
    • Ignite (Reduced Cooldown) Skill cooldown is reduced.
    • Ignite (Increased Spread Damage) Damage reduction when used on a burning target is reduced.
  275. Arcanist

    Infusion

    From level 170 · 5 skill levels

    • Magic
    • Staff
    • Self

    Infuse any elemental skills you use with your weapon's applied element, overriding the skill's element.

    MP 120 → 128 · Cooldown 180 s at max · 10 skill points a level

    Needs Eye of the Storm at 1

    3 variations
    • Infusion (Intelligent Scaling) Skill duration scales with INT instead of STA, with increased duration, reduced penalty, and improved casting efficiency as it levels.
    • Infusion (Reduced Penalty) Attack penalty is reduced.
    • Infusion (Increased Duration) Skill duration is increased.
  276. Arcanist

    Stone Pillar

    From level 170 · 5 skill levels

    • Magic
    • Earth
    • Staff
    • Area

    Disrupt the ground, summoning a stone pillar which hurts enemies and lowers their movement speed. After the duration of the pillar, it explodes, dealing extra damage to nearby enemies.

    MP 17 → 19 · Cooldown 30 s at max · 10 skill points a level

    Needs Entangling Roots at 2

    3 variations
    • Stone Pillar (Reduced Cooldown) Skill cooldown is reduced.
    • Stone Pillar (Reduced Duration) Skill duration is reduced.
    • Stone Pillar (Increased Explosion Range) Skill range is increased.
  277. Arcanist

    Thunder Strike

    From level 170 · 5 skill levels

    • Magic
    • Electricity
    • Staff
    • One target

    Call upon a ball of lightning towards your target, which will chain to nearby enemies. Has a chance to Shock enemies hit, reducing all elemental resistances by 10%. If the ball hits a shocked target, it will always do maximum damage.

    MP 17 → 19 · Cooldown 10 s at max · 10 skill points a level

    Needs EVA Storm at 3

    3 variations
    • Thunder Strike (Increased Shock Chance) Shock chance is increased.
    • Thunder Strike (Increased Elemental) Damage is increased.
    • Thunder Strike (Reduced Cooldown) Skill cooldown is reduced.
  278. Arcanist

    Tidal Omen

    From level 170 · 5 skill levels

    • Magic
    • Water
    • Staff
    • One target

    Freeze your target in a water bubble, stealing health from them.

    MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level

    Needs Ice Shard at 3

    3 variations
    • Tidal Omen (Increased Damage) Damage is increased.
    • Tidal Omen (Increased Recovery) Stolen health is increased.
    • Tidal Omen (Increased Elemental) Damage is increased.
  279. Arcanist

    Earthen Fortitude

    From level 175 · 5 skill levels

    • Passive
    • Staff
    • One target

    When enemies are petrified by Entangling Roots, your incoming damage is reduced and your melee block rate is increased.

    10 skill points a level

  280. Arcanist

    Hellfire

    From level 175 · 5 skill levels

    • Magic
    • Fire
    • Staff
    • Line

    A blast of hellfire shoots in front of you, dealing tick damage while burning enemies in the line of fire.

    MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level

    Needs Ignite at 3

    3 variations
    • Hellfire (Increased Range) Skill range is increased.
    • Hellfire (Increased Duration) Skill duration is increased.
    • Hellfire (Increased Elemental) Damage is increased.
  281. Arcanist

    Swampy Area

    From level 175 · 5 skill levels

    • Magic
    • Earth
    • Staff
    • Area

    Create a swamp at the selected area, slowing movement speed and dealing damage. Enemies in the swamp cannot use movement skills.

    MP 17 → 19 · Cooldown 60 s at max · 10 skill points a level

    Needs Stone Pillar at 3

    3 variations
    • Swampy Area (Reduced Cooldown) Skill cooldown is reduced.
    • Swampy Area (Increased Elemental) Damage is increased.
    • Swampy Area (Range Enhancement) Skill range is increased.
  282. Arcanist

    Zephyr's Grace

    From level 175 · 5 skill levels

    • Passive
    • Staff
    • One target

    Gain shields when you use Gale or Gust.

    10 skill points a level

Gala Lab's data version 37, read 15 Nov 2026.

Sources: Gala Lab’s Flyff Universe API: the skills of every class with their descriptions, required level, levels, FP and MP costs, cooldowns and requirements, in English, read again when the data version changes.