Name
|
Level
|
Type
|
Damage
|
Scaling
|
Description
|
White Imprison
|
|
Active
|
Buff/Debuff, Single Target
|
None
|
Locks a target ally or enemy in a transparent box that prevent damage except from Ghost element magic.
Has no effect on Boss monsters.
Success rate: [40 + 10 x Skill Level]%
Duration: [8 + 2 x Skill Level] Seconds
|
SoulExpansion
|
|
Passive
|
None
|
None
|
Increases the AoE size of Napalm Beat
AoE per level : TBDs
|
Jack Frost
|
|
Active
|
Magical, AoE, Water
|
INT
|
Deals magic damage to enemies around the target.
Damage: TBD
|
Frost Misty
|
|
Passive
|
None
|
None
|
Increase Water element magic damage.
Water damage bonus: [1 x Skill Level]%
|
Earth Strain
|
|
Active
|
Magic, AoE, Earth
|
INT
|
Uplifts the earth and inflict magic damage to all enemies within skill range.
When learned, increases Earth element magic damage.
Damage: TBD
AoE Range: TBD
Earth damage bonus: [1 x Skill Level]%
|
Marsh Of Abyss
|
|
Active
|
Debuff, Single Target
|
INT, Job Level
|
Curses a target, reducing its Movement Speed, Defense, and Flee rate.
Caster's INT and Job Level affect its effectiveness.
Success rate: TBD
Movement speed debuff: [-40 - 10 x Skill Level]%
Defense debuff: TBD
Flee rate debuff: TBD
|
Maximize Magic
|
|
Active
|
Buff
|
None
|
Maximizes self magical potential, dealing maximum damage with Magic attacks and increases damage dealt for the skill duration.
Increases SP cost by 25%.
Magic damage bonus: [20 x Skill Level]%
|
Sienna Execrate
|
|
Active
|
Debuff, AoE
|
None
|
Inflicts the Petrify status to a target and its surrounding.
Petrify chance: [42 + 6 x Skill Level]%
|
Radius
|
|
Passive
|
None
|
None
|
Increases magic skill range and slightly reduces Fixed Cast Time of Warlock Spells.
Magic range: [1 x Skill Level]
Magic range: [1 x Skill Level]
|
Stasis
|
|
Active
|
Debuff, AoE
|
None
|
Stops the air around the Caster. All enemies within skill range will no longer be able to use magic skills and some song / chorus skills.
The duration is reduced by DEX and VIT of Target.
Duration reduction: TBD
Minimum duration: 10 seconds.
|
Drain Life
|
|
Active
|
Magic, Single Target, Undead
|
INT
|
Deal damage to a target.
There's a chance to absorb 100% of the damage dealt as HP.
Drain chance: [75 + 5 x Skill Level]%
Damage: TBD
|
Crimson Rock
|
|
Active
|
Magic, AoE, Fire
|
INT
|
Summons huge meteorites to deal high Fire element magic damage on a target and enemies surrounding it.
Enemies hit have a chance to get stunned.
Stun chance: TBD
Damage: TBD
|
Inferno
|
|
Passive
|
None
|
None
|
Increases damage dealt with Fire element Magic damage.
Fire damage boost: [1 x Skill Level]%'
|
Comet
|
|
Active
|
Magic, AoE, Neutral
|
INT
|
Deals Neutral element damage to a large area
Damage: TBD
|
Chain Lightning
|
|
Passive
|
None
|
INT
|
While using a Mage, Wizard, Warlock, or Arch Mage Wind element spell that targets an enemy,
Chain Lightning will bounce between targets surrounding that enemy.
If there's only 1 target, then it increases amount of hits up to 4 times.
Increases damage dealt by Wind elemental magic.
Damage: TBD
Wind damage boost: [1 x Skill Level]%
|
Tetra Vortex
|
|
Active
|
Magic, AoE, Multiple Elements
|
INT
|
This spell can only be used when you have at least 4 Elemental Balls active.
Deal different elemental magic damage depending on the element of the magic balls that are summoned.
If all balls are a different element, the damage will be neutral.
Has a chance to inflict multiple status ailments depending on the magic balls summoned.
List of ailments:
Damage: TBD
|
Summon Fire Ball
|
|
Passive
|
Passive
|
None
|
When dealing damage with a Mage, Wizard, High Wizard, Warlock, or Arch Mage Fire elemental spell, there is a chance to summon a Fire Ball.
These Fire Balls can be used with Release or Tetra Vortex.
A maximum of 5 Elemental Balls may be active at once.
Chance to summon: [1 x Skill Level]%
|
Summon Lightning Ball
|
|
Passive
|
Passive
|
None
|
When dealing damage with a Mage, Wizard, High Wizard, Warlock, or Arch Mage Fire elemental spell, there is a chance to summon a Lightning Ball.
These Lightning Balls can be used with Release or Tetra Vortex.
A maximum of 5 Elemental Balls may be active at once.
Chance to summon: [1 x Skill Level]%
|
Summon Water Ball
|
|
Passive
|
Passive
|
None
|
When dealing damage with a Mage, Wizard, High Wizard, Warlock, or Arch Mage Fire elemental spell, there is a chance to summon a Water Ball.
These Water Balls can be used with Release or Tetra Vortex.
A maximum of 5 Elemental Balls may be active at once.
Chance to summon: [1 x Skill Level]%
|
Summon Stone Ball
|
|
Passive
|
Passive
|
None
|
When dealing damage with a Mage, Wizard, High Wizard, Warlock, or Arch Mage Fire elemental spell, there is a chance to summon a Stone Ball.
These Stone Balls can be used with Release or Tetra Vortex.
A maximum of 5 Elemental Balls may be active at once.
Chance to summon: [1 x Skill Level]%
|
Release
|
|
Active
|
Magical, Single Target, Multiple Element
|
None
|
You can activate a spell, which is saved via Reading Spellbook or release your active Elemental Balls that are currently summoned to deal Magical damage to a Single Target.
- [Lv 1]: Activate a saved spell.
- [Lv 2]: Release all current Elemental Balls.
|
Freezing Spell
|
|
Passive
|
Passive
|
INT, Base Level
|
To preserve magic by Reading Spellbook, Warlock has to learn the basic preserving skills.
The number of magic that can be maintained increased depending on caster's Base Level, and INT.
It consumes SP while preserving magic and also consuming amount is different depending on the quantities and kinds of maintained magic.
|
Reading Spellbook
|
|
Passive
|
Passive
|
None
|
Warlocks can preserve their magic by reading spell books and can release those preserved spell with the Release Skill.
However, Reading Spellbook can't save skills which are not learned yet.
|