Skills & Spells
Note: This section contains all the Skills & Spells in game, from magic trainer, equipment or elsewhere
Note: Unless stated otherwise, you can get the Skill/Spell from the magic trainer when requirements are met
Note: Feats are permanent, effective as soon as learned
Note: To see which race can use what, (See Race Skills&Spells)
Note: Nearly all Skills & Spells have a cool down time, meaning you can't use them directly after another. How long you have to wait depends on the Skill/Spell
Note: '' denotes spell type, if you cast this onto an enemy with the same element as a weakness it will do more damage
Note: ? means information is missing or unknown
Note: Unless stated otherwise, you can get the Skill/Spell from the magic trainer when requirements are met
Note: Feats are permanent, effective as soon as learned
Note: To see which race can use what, (See Race Skills&Spells)
Note: Nearly all Skills & Spells have a cool down time, meaning you can't use them directly after another. How long you have to wait depends on the Skill/Spell
Note: '' denotes spell type, if you cast this onto an enemy with the same element as a weakness it will do more damage
Note: ? means information is missing or unknown
Skills
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Trap Skill
This skill provides you with the ability to lay traps along with leveling your trapping (See Trade Skills: Trapping).
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Bull Rush
Bull Rush is a rushing skill that pushes back and stuns an enemy back one space for 3-5 seconds.
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Bull Rush 2
Same thing as Bull Rush but it give a little extra shove on the enemy. Forces them back 2 spaces and stuns them for 5-7 seconds.
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Cleave
This is a skill that attacks all Enemies around you in a 1x1 square (Friend or foe in PVP* zone).
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Hp Up
This is a skill on the Life Charm (See Trade Skills: Forging: Accessories) it gives a large boost of Hp*, for a minute up to 60 seconds.
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Mana Up
Same idea as Hp Up but for your Mana (SP*). Located on the Spirit Charm (See Equipment)
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Stunning Fist
This is a passive skill that will activate on it's own, if it's in your Skill/Spell tab you will stun your enemy for a few seconds
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Spells
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Acid Rain
Is a spell that is equipped to the Dark orb (See Equipment: Weapons: ), and it is an area spell it attacks all enemies with poison.
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Chaotic Flame
This spell casts 'Fire' damage onto an enemy. It is stronger then "Flame Strike"
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Cure Party
This cure only works if you have a pet and or you are in a party, it heals all party members in your view. Even if they have full HP* or not, so use it wisely.
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Curing
Is a weak cure that will heal your (HP), but the higher your knowledge the better the spell. Weakest healing spell
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Cure
This spell can only be found on the Water Cape (See Equipment: Armor: Capes), it's a much different then regular cures because it is based on your Intelligence, Wisdom, and Knowledge instead of just Knowledge.
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Dark Wind
A 'Dark' elemental spell which casts a wisp of darkness onto an opponent.
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Death Cross
This spell only comes from the "Black Steel Combo Set" (Two piece set, see Equipment: Armor), this spell will attack your target, while healing you a little at the same time.
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Blood Drain
Same idea as Death Cross (See above), but comes with the "Blood Rune Staff" (See Equipment) or Rune (See Trade Skills: Rune Fusing). It's much more powerful then it's counterpart.
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Flame Strike
'Fire' element spell. Weaker then "Chaotic Flame"
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Mana Drain
Will drain an enemies mana (SP*) at the cost of your own.
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Flame Storm
Flame Storm is an Area* spell of 'Fire' element. So be careful where you use this (Can even hurt other players in party if in PVP zone).
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Greater Cure
This is another curing Spell. Based off of Knowledge. Stronger then "Cure"
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Haste
This spell is only obtainable by wearing "Devil's Helmet"(See Equipment: Armor: Helmets), it allows you to walk/run faster (Note: Same effect as Dragon Fruit)(See Trade Skills: Farming).
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Hail Storm
Another area* Spell although 'Ice' element instead. Stronger then "Flame Storm"
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Ice Spike
Weakest 'Water' elemental spell
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Blast
?
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Ice Shards
'Water' damage spell that is from an "Ice Equipment" (See Equipment). Stronger then "Ice Spike"
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Lightning
A bolt of a 'Light' element spell will hit your opponent
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Spark
Also 'Light' based, but weaker then "Lightning"
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Shock Storm
'Light' damage Area* spell.
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Demi
Takes away 1/5 of the target's current HP* every time they are hit by this spell. "Demi" gets weaker as the target loses more and more HP*
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Crush
Summons a pair of gigantic teeth onto your target. Damage done is based off of your strength.
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Cutting Wind
?
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Paralysis
This spell will hold an enemy in places for 4-6 seconds. Found on "Dark Orb" (See Equipment). Effect similar to "Stunning Fist"
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Power Break
This spell can damages the target's weapon, which if cast enough times without repairing will break his/her weapon (Not effective on monsters)(To repair weapons damaged by this spell, see Trade Skills: Forging: Other).
The "Damaged" section in a weapon's info refers to if that weapon has been damaged or not by this spell. "Mint Condition" being that it is completely undamaged.
The "Damaged" section in a weapon's info refers to if that weapon has been damaged or not by this spell. "Mint Condition" being that it is completely undamaged.
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Probe
This shows the Stats* of your enemy, and an estimate of if you can beat them or not (Not effective on other players).
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Summon Snake
This is a Spell that summons a Snake as a pet until it die's or you log out. (Can be used even if you have a "Tamed" Pet). Summon spells take up Summon Crystals dropped by most monsters (See Monsters). Amount of summons you can have depends on Intelligence (See Attributes & Combat Skills)
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Summon Behemoth
This is a Spell that summons a Behemoth as a pet until it die's or you log out. (Can be used even if you have a "Tamed" Pet). Summon spells take up Summon Crystals dropped by most monsters (See Monsters). Amount of summons you can have depends on Intelligence (See Attributes & Combat Skills)
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Summon Arachne
This is a Spell that summons a Arachne as a pet until it die's or you log out. (Can be used even if you have a "Tamed" Pet). Summon spells take up Summon Crystals dropped by most monsters (See Monsters). Amount of summons you can have depends on Intelligence (See Attributes & Combat Skills)
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Summon Goblin
This is a Spell that summons a Goblin as a pet until it die's or you log out. (Can be used even if you have a "Tamed" Pet). Summon spells take up Summon Crystals dropped by most monsters (See Monsters). Amount of summons you can have depends on Intelligence (See Attributes & Combat Skills)
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Healing Water
A healing spell that uses Hand Signs from ? (See Equipment), but it heals based on your SP*
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Healing Water (Party)
Same as "Healing Water", although works on your party.
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Tame
This spell is only obtainable by "Hero's Helmet" (See Equipment: Armor: Helmets) or using Runes (See Trade Skills: Rune Fusing), it allows you to tame a pet based on your knowledge.
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Ice Blast
'Water' element stronger then "Ice Spikes"
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Explosion
?
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Wind Blades
?
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Divine Intervention
?
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Abomination
?
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Invisibility
This spell makes it so you can temporarily walk around people and monsters and you wouldn't show up in there screens, therefore you would be invisible. Spell from "Invisibility Cape" (Coliseum Prize, see Coliseum & Tournament)
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Earth Spike
'Earth' elemental spell. Stronger then "Ice Spike"
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Annihilate
?
Feats
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Farming Feat
Raises your Farming level by 3.
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Mana Rejuvenation
This feat is passive (Meaning it goes into effect as soon as you learn it), it heals a certain amount of Mana (SP*) every couple of seconds, while your still in attack mode. (Not Resting)
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Health Rejuvenation
Same spell as "Mana Rejuvenation", but heals Life (HP*) instead of SP*
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Roughskin Feat
Will raise your Armor Class (AC*) by 5 permanently.
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Toughness Feat
This feat raises your Strength by 15 & Health Points (HP) by 10 permanently.
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Intelligence Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Intelligence permanently by 15
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Knowledge Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Knowledge permanently by 15
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Agility Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Agility permanently by 15
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Skill Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Skill permanently by 15
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Endurance Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Knowledge permanently by 15
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Wisdom Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Wisdom permanently by 15
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Strength Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises your Strength permanently by 15
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Super Feat
You can only buy this feat from the Prize Distributer (For more information, see Coliseum & Tournament), and it raises all Attributes by 5 permanently.
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Skill Points
Although, not a Skill, spell or feat like the rest. It is an option at a magic trainer, allowing you to trade 5 of your ability points for 1 Skill Point.
Reference Guide*
PVP: Player versus player, an area or place other players can attack you. Since in most areas other players cannot attack each other.
HP: Hit Points, your health if it drops to 0 your dead.
SP: Spell Points or Mana, use this when casting spells. If you don't have enough then you can't cast the spell.
Area: All you can see in your screen, when referring to spells all monsters in the area (Including players in PVP) will be hit by the spell (Doesn't include yourself).
Stats: Or Status, refers to: HP, SP, and Attributes of a target.
AC: Armor Class, the higher the better.
HP: Hit Points, your health if it drops to 0 your dead.
SP: Spell Points or Mana, use this when casting spells. If you don't have enough then you can't cast the spell.
Area: All you can see in your screen, when referring to spells all monsters in the area (Including players in PVP) will be hit by the spell (Doesn't include yourself).
Stats: Or Status, refers to: HP, SP, and Attributes of a target.
AC: Armor Class, the higher the better.