Sword Training Increases ATK and HIT when using Dagger or Sword weapon. ATK Bonus: + (10 * Skill Level) HIT Bonus: + (3 * Skill Level) Cart Remodeling Cart Skill HIT bonus: + (4 * Skill Level) Cart Weight bonus: + (500 * Skill Level) Cart Tornado Skill re-use Delay: (- 0.5 + 0.5 * Skill Level) seconds Global Skill Delay: 0.5 second AoE: 5x5 ATK [( Skill Level x 50 ) + ( Cart Weight / ( 150 - Caster’s Base STR ))] + ( Cart Remodeling Skill Level x 50 )] % Cart Cannon Variable Cast Time: (0.5 + 0.5 * Skill Level) Global Skill Delay: 0.5 second AoE: Level 1 ~ 2: 3x3 around target Level 3 ~ 4: 5x5 around target Level 5: 7x7 around target ATK [{( Cart Remodeling Skill Level x 50 ) x ( INT / 40 )} + ( Cart Cannon Skill Level x 60 )] % Cart Boost Variable Cast Time: 1.5 seconds Global Skill Delay: 0.5 second Movement speed bonus: Level 1 ~ 2: 50% Level 3 ~ 4: 75% Level 5: 100% ATK bonus: 10 * Skill Level Duration: 90 seconds Thorn Trap Variable Cast Time: 1.5 seconds Global Skill Delay: 0.5 second AoE: 3x3 Damage: (100 + 200 * Skill Level + Caster’s INT) per second Duration: (8 + 2 * Skill Level) seconds *** Thorn Trap cannot be created near another trap. *** Thorn Trap cannot be created under a target. *** Maximum of 3 Thorn Trap can be active. Blood Sucker Variable Cast Time: 1.5 seconds Global Skill Delay: 0.5 second Damage: (200 + 100 * Skill Level + Caster’s INT) per second HP Leech: (5 + 5 * Skill Level) % Duration: (18 + 2 * Skill Level) seconds Spore Explosion Variable Cast time: 1.5 seconds Skill re-use Delay: 5 seconds Global Skill Delay: 0.5 second Delay before explosion: Level 1 ~ 2: 2 seconds Level 3 ~ 4: 3 seconds Level 5: 4 seconds AoE: Level 1: 3x3 Level 2: 5x5 Level 3: 7x7 Level 4: 9x9 Level 5: 11x11 ATK [{( Skill Level x 100 ) + ( 200 + Caster’s INT ) x Caster’s Base Level / 100 }] % Thorn Wall Variable Cast Time: 1.5 seconds Skill re-use Delay: 5 seconds Global Skill Delay: 0.5 second Damage: Caster’s ATK [ 100 + (Skill Level x 10)] % Thorn Wall HP: (2000 + 2000 * Skill Level) Duration: (9 + 1 * Skill Level) AoE: 5x5 Thorn wall can be destroyed by attacking it. Fire Element damage will convert Thorn Wall into Fire Wall immediately. (Level 5 Thorn wall turns into Level 5 Fire wall) Crazy Weed Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds Skill re-use Delay: 5 seconds Global Skill Delay: 0.5 second AoE: 9x9 (deals damage in 5x5 area) Damage: ATK (500 + 100 * Skill Level) % Demonic Fire Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds Skill re-use Delay: 5 seconds Global Skill Delay: 0.5 second AoE: 5x5 Damage: MATK (110 + 20 * Skill Level) % Duration: (8 + 2 * Skill Level) seconds Burning Chance: (4 + 4 * Skill Level) % Burning duration: (8 * Skill Level) seconds Hell Plant Variable Cast Time: (2.5 + 0.5 * Skill Level) seconds Global Skill Delay: 0.5 second AoE: 3x3 Maximum number of hell plants: (1 + 1 * Skill Level) Duration: ([Hell Plant Skill Level + 1] x 7 seconds) Bleeding chance: (5 + 5 * Skill Level) % Stun chance: (20 + 10 * Skill Level) % Bleeding and Stun duration is 20 seconds, reduced by target’s STAT. [{( Hell Plant Skill Level x Caster’s Base Level ) x 10 } + {( Caster’s INT x 7 ) / 2 } x { 18 + ( Caster’s Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level )) Fire Expansion Variable Cast Time: 2 seconds Global Skill Delay: 0.5 second Level 1 Demonic Fire damage is increased by + MATK (Caster’s INT + Job Level) %. Demonic Fire duration increases by 10 seconds. Level 2 - Deals Demonic Fire damage + MATK (Caster’s INT x 10)% damage. - Demonic Fire duration ends immediately. Level 3 Demonic Fire no longer deals damage. Demonic Fire skill animation changes. (Red flame to Purple gas) Targets in Demonic Fire will have 50% resistance against ranged attacks. (Reduces ranged damage taken by 50%) Targets in Demonic Fire will have 15% resistance against melee attacks. (Reduces ranged damage taken by 15%) Targets in Demonic Fire will have their FLEE increased by 20%. Effects last {( Demonic Fire Skill Level + 1 ) x 4 } seconds. Level 4 Demonic Fire no longer deals damage. Demonic Fire skill animation changes. (Red flame effect to Grey Smoke) Targets in Demonic Fire will be forced to use /cry emote once every 3 seconds. Targets in Demonic Fire will lose 5% HP every 2 seconds. Targets FLEE and HIT will decrease by 50%. Effects last {( Demonic Fire Skill Level + 1 ) x 5 } seconds. Level 5 Targets in Demonic Fire will take the same amount of damage as Acid Bomb. If the Caster has not learned Acid Bomb, this skill will deal Acid Bomb level 5 damage. If the Caster has learned Acid Bomb, highest learned level will be activated. Demonic Fire immediately ends. Howling of Mandragora Variable Cast Time: 1 second Skill re-use Delay: 15 seconds Global Skill Delay: 0.5 second AoE: Level 1: 11x11 Level 2 ~ 3: 13x13 Level 4 ~ 5: 15x15 INT reduction: - 4 * Skill Level SP drain: (25 + 5 * Skill Level) % Success chance: ( Howling of Mandragora Base Success chance ) - {( Target’s VIT + LUK ) / 5 } Base success chance: (25 + 10 * Skill Level) % Minimum of 10% success Chance. Fixed Cast Time increase: (Howling of Mandragora Skill Level / 2) seconds Duration: (Howling of Mandragora Skill Level + 1) * 5 seconds. Sling Item Skill re-use Delay: 1 second Mixed Cooking Success formula compares the value of A to B. A = (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) B = Random number between (30 ~ 150) + Difficulty rate Success = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is greater than B value, (Random number between 30 ~ 150) + Difficulty rate Failure = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is less than B value, (Random number between 30 ~ 150) + Difficulty rate 1. If A value is 30+ greater than B value, creates 10 ~ 12 Foods. 2. If A value is 10+ greater than B value, creates 10 Foods. 3. If A value is exactly 10 less than B value, creates 8 Foods. 4. If A value is 30+ less than B value, creates 5 Foods. 5. If A value is 50+ less than B value, Food creation fails. Item difficulty omitted. Bomb Creation Success formula compares the value of A to B. A = (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) B = Random number between (30 ~ 150) + Difficulty rate Success = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is greater than B value, (Random number between 30 ~ 150) + Difficulty rate Failure = if A value, (Caster’s Job Level / 4) + (Caster’s LUK / 2) + (Caster’s DEX / 3) is less than B value, (Random number between 30 ~ 150) + Difficulty rate 1. If A value is 30+ greater than B value, creates 10 ~ 12 Bombs. 2. If A value is 10+ greater than B value, creates 10 Bombs. 3. If A value is exactly 10 less than B value, creates 8 Bombs. 4. If A value is 30+ less than B value, creates 5 Bombs. 5. If A value is 50+ less than B value, bomb creation fails. Item difficulty omitted Special Pharmacy Success formula: compares value of A (Caster’s Stat) to B (Skill Level specific B value) A = (Caster’s INT) + (Caster’s DEX / 2) + (Caster’s LUK) + (Caster’s Job Level) + Random number between (30 ~ 150) + (Caster’s Base Level - 100) + (Potion Research x 5) + (Full Chemical Protection Skill Level) x (Random number between 4 ~ 10) B = Special Pharmacy level specific value + Difficulty. Special Pharmacy level specific value: (620 - 20 * Skill Level) If the value of A is 400+ higher than B, Maximum number of potions will be created. If the value of A is 300+ higher than B, [Maximum number of potions creatable - 3] will be created. If the value of A is 100+ higher than B, [Maximum number of potions creatable - 4] will be created. If the value of A is 1+ higher than B, [Maximum number of potions creatable - 5] will be created. If the value of A is lower than B, [Maximum number of potions creatable - 6] will be created. Item difficulty omitted.