 | Skid Trap | Skid Trap Required For: Ankle Snare (L1), Flasher (L1). Max Level: 5 Type: Active, Trap SP Cost: 10 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 360 - 60*SkillLV sec Catalyst: 1 Trap Effect: A Skid Trap is a trap that activates when someone comes within SkillLV cells of it. When activated, the affected target is pushed back 5+SkillLV cells (10 cells if the skill is at level 5). This trap will affect Players in PVP zones, including the user. Does not work on Bosses and Plant type monsters. If not tripped by the end of the duration, the Skid Trap will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 300 secs [LV 2] Setting Time 240 secs [LV 3] Setting Time 180 secs [LV 4] Setting Time 120 secs [LV 5] Setting Time 60 secs
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 | Land Mine | Land Mine Required For: Blast Mine (L1), Remove Trap (L1). Max Level: 5 Type: Active, Trap SP Cost: 10 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 240 - 40*SkillLV sec Catalyst: 1 Trap Effect: A Land Mine is a visible trap that explodes when stepped on, hitting the monster or player (in PvP only) that triggered it for [DEX + 75] * [1 + INT/100] * SkillLV Earth Element damage. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property. There is also an 30%+ 5%*SkillLV chance to stun targets for 5 + SkillLV seconds. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Land Mine will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 200secs [LV 2] Setting Time 160secs [LV 3] Setting Time 120secs [LV 4] Setting Time 80secs [LV 5] Setting Time 40secs
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 | Ankle Snare | Ankle Snare Required For: Shockwave Trap (L1). Max Level: 5 Type: Active, Trap SP Cost: 12 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 300 - 50*SkillLV sec Catalyst: 1 Trap Effect: Creates an Ankle Snare in the targeted cell. Any monster that steps within 1 cell of the trap will become snared for 5*SkillLV/(Target AGI*0.1) seconds (minimum of 3 seconds). In PvP zones, players may be snared too (including the creator of the trap!). Boss monsters are snared for 1/5th of the normal time and will teleport almost certainly when snared. A snared target cannot sit, stand or move away from the cell on which they are snared, but can use skills and items and make attacks on anyone within range. The skill Remove Trap can be used to cancel an Ankle Snare that has already caught a player. If not tripped by the end of the duration, the Ankle Snare will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 250secs, snare time 4 sec [LV 2] Setting Time 200secs, snare time 8 sec [LV 3] Setting Time 150secs, snare time 12 sec [LV 4] Setting Time 100secs, snare time 16 sec [LV 5] Setting Time 50secs, snare time 20 sec
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 | Shockwave Trap | Shockwave Trap Required For: Claymore Trap (L1), Talkie Box (L1). Max Level: 5 Type: Active, Trap SP Cost: 45 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 240 - 40*SkillLV sec Catalyst: 1 Trap Effect: A Shockwave Trap is a trap that activates when stepped on. Whoever trips the trap will lose 5% + 15%*SkillLV of their SP. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Shockwave Trap will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 200secs [LV 2] Setting Time 160secs [LV 3] Setting Time 120secs [LV 4] Setting Time 80secs [LV 5] Setting Time 40secs
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 | Sandman | Sandman Required For: Blast Mine (L1). Max Level: 5 Type: Active, Trap SP Cost: 12 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 180 - 30*SkillLV sec Catalyst: 1 Trap Effect: A Sandman is a trap that activates when stepped on. All targets in a 3x3 area around the trap will have an 30%+5*SkillLV% chance of being affected by 'Sleep' for 10 + 2 * SkillLV seconds. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Sandman will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 150sec [LV 2] Setting Time 120sec [LV 3] Setting Time 90sec [LV 4] Setting Time 60sec [LV 5] Setting Time 30sec
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 | Flasher | Flasher Required For: Freezing Trap (L1), Sandman (L1). Max Level: 5 Type: Active, Trap SP Cost: 12 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 180 - 30*SkillLV sec Catalyst: 1 Trap Effect: A Flasher is a trap that activates when stepped on. When activated it will have an 30% + 10%*SkillLV chance to blind all within a 3x3 area around the trap. This trap will affect Players in PVP zones, including the user. This trap is ineffective against Plant family and MVP monsters. If not tripped by the end of the duration, the Flasher will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time150secs [LV 2] Setting Time120secs [LV 3] Setting Time90secs [LV 4] Setting Time60secs [LV 5] Setting Time30secs
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 | Freezing Trap | Freezing Trap Required For: Blast Mine (L1). Max Level: 5 Type: Active, Trap SP Cost: 10 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 180 - 30*SkillLV sec Catalyst: 1 Trap Effect: A Freezing Trap is a trap that activates when stepped on. When activated, it will hit all in the area with a Frost Nova style attack (thus using Water Element). Chance to Freeze is 35% + 3%*SkillLV. It does not work on MVP monsters. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Freezing Trap will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time 150secs [LV 2] Setting Time 120secs [LV 3] Setting Time 90secs [LV 4] Setting Time 60secs [LV 5] Setting Time 30secs
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 | Blast Mine | Blast Mine Required For: Claymore Trap (L1). Max Level: 5 Type: Active, Trap SP Cost: 10 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 30-5*SkillLV Catalyst: 1 Trap Effect: A Blast mine is a visible trap that explodes 30 - 5*SkillLV seconds after it is set or when an enemy steps on it, hits a 3x3 area around the target cell for [DEX/2 + 50] * [1 + INT/100] * SkillLV Fire Element damage. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. [LV 1] Explode after 25secs [LV 2] Explode after 20secs [LV 3] Explode after 15secs [LV 4] Explode after 10secs [LV 5] Explode after 5secs
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 | Claymore Trap | Claymore Trap Max Level: 5 Type: Active, Trap SP Cost: 15 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: 0.4 sec Cool Down: 1 sec Duration: 20*SkillLV sec Catalyst: 1 Trap Effect: A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5x5 area around the target cell for [DEX/2+75] * [1+INT/100] * SkillLV damage using Earth Element. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property. This trap will affect Players in PVP zones, including the user. If not tripped by the end of the duration, the Claymore Trap will turn back into a Trap item on the floor and can be reclaimed. [LV 1] Setting Time20secs [LV 2] Setting Time40secs [LV 3] Setting Time60secs [LV 4] Setting Time80secs [LV 5] Setting Time100secs
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 | Remove Trap | Remove Trap Required For: Spring Trap, Talkie Box Max Level: 1 Type: Active SP Cost: 5 Target: 1 Trap Range: 2 cells Cast Time: Instant Cool Down: None Duration: Instant Effect: Turns one set trap back into a Trap item. Can be used with an Ankle Snare that has already caught a target, but in this case you will not get a Trap item. Only works with your own traps.
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 | Talkie Box | Talkie Box Max Level: 1 Type: Active, Trap SP Cost: 1 Target: 1 cell, at least 1 cell away from any monster or player and 3 cells away from another trap Range: 3 cells Cast Time: Instant Cool Down: None Duration: 600 sec Catalyst: 1 Trap Effect: Repeats a message input at casting time in blue text (does not appear in chat window).
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 | Beast Bane | Beast Bane Required For: Falconry Mastery (L1). Max Level: 10 Type: Passive Effect: Increases damage to Brute and Insect family monsters by +4*SkillLV. This damage ignores modification from Armor and VIT defense, but not from Elemental and Card modifiers. [LV 1] ATK +4 [LV 2] ATK +8 [LV 3] ATK +12 [LV 4] ATK +16 [LV 5] ATK +20 [LV 6] ATK +24 [LV 7] ATK +28 [LV 8] ATK +32 [LV 9] ATK +36 [LV 10] ATK +40
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 | Falconry Mastery | Falconry Mastery Required For: Blitz Beat, Detecting, Spring Trap, True Sight (Sniper), Falcon Assault (Sniper) Max Level: 1 Type: Passive Effect: Allows you to hire a Falcon from the Falcon Breeder. Cost to hire is normally 2500z. If a Falcon is removed, a new one must be hired.
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 | Steel Crow | Steel Crow Required For: Falcon Assault (L3 Sniper) Max Level: 10 Type: Passive Effect: Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits. [LV 1] ATK +6 [LV 2] ATK +12 [LV 3] ATK +18 [LV 4] ATK +24 [LV 5] ATK +30 [LV 6] ATK +36 [LV 7] ATK +42 [LV 8] ATK +48 [LV 9] ATK +54 [LV 10] ATK +60
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 | Blitz Beat | Blitz Beat Required For: Steel Crow (L5), Falcon Assault (L5 Sniper). Max Level: 5 Type: Offensive SP Cost: 7 + 3*SkillLV Target: 1 Enemy Range: 5 + Vulture's Eye SkillLV cells Cast Time: 2 sec Cool Down: 1 sec Duration: 0.2*SkillLV sec Effect: Orders your Falcon to attack, delivering SkillLV hits to all enemies in a 3x3 area around the target for a total of ([DEX/10] + [INT/2] + 3*Steel Crow SkillLV + 40)*2) using Neutral Element. This skill ignores Def and MDEF and damage modification cards for size and family, but not elemental property. In addition, there is a 1% + 0.3%*LUK chance of Blitz Beat occurring automatically per shot with a bow. This so called auto-blitz beat is less effective than a manual one and the full damage is split evenly between all targets affected. For example, an auto-blitz beat that hits 3 targets will do 1/3 of the normal damage to each. Also, the total number of hits it delivers is based on the users job level and is equal to [(Job Level-1)/10]+1. [LV 1] 1 Falcon Hit [LV 2] 2 Falcon Hit [LV 3] 3 Falcon Hit [LV 4] 4 Falcon Hit [LV 5] 5 Falcon Hit
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 | Detecting | Detecting Max Level: 4 Type: Active SP Cost: 8 Target: 1 cell Range: 1 + 2*SkillLV cells Cast Time: Instant Cool Down: None Duration: Instant Effect: Reveals any invisible monsters or players in a 3x3 cell area around the target cell. [LV 1] 3 cell Range [LV 2] 5 cell Range [LV 3] 7 cell Range [LV 4] 9 cell Range IRO Name: Detect
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 | Spring Trap | Spring Trap Max Level: 5 Type: Active SP Cost: 10 Target: 1 Trap Range: 3 + SkillLV cells Cast Time: Instant Cool Down: None Duration: Instant Effect: A trap visible to the user and within range is destroyed. No trap item is recovered. This skill can work on enemy traps (unlike Remove Trap). [LV 1] 4 cell Range [LV 2] 5 cell Range [LV 3] 6 cell Range [LV 4] 7 cell Range [LV 5] 8 cell Range
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 | Phantasmic Arrow | Phantasmic Arrow Max Level: 1 Type: Offensive SP Cost: 10 Target: Enemy Range: Unknown (Bow range?) Cast Time: Unknown Cool Down: Unknown Duration: Instant Effect: Launches an arrow of illusion from your bow. It has 150% ATK, and if it hits the enemy, it pushes them back 3 cells. You can use this skill even if you have no Arrows equipped.
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