Ragnarok Online/Hunter

Stat Advice
Strength: A Hunter can't really use strength unless his weapon is not a bow.

Vitality: A primary source of defense, however you could choose between agility or vitality.

Agility: An alternate source of defense (by dodging, of course), and adds to the attack speed. For a hunter, this would be the more favorable defensive stat.

Intelligence: Not really necessary as a hunter unless you would like Blitz Beat to do much more damage.

Dexterity: The hunter's most important stat is dexterity because it will improve not only his bow's strength, but it will improve the HIT rate as well.

Luck: This is a matter of opinion. If you would like the falcon to automatically perform Blitz Beat more, than you must increase luck.

Stat Builds
A HUNTER has two main official builds in ragnarok the first one is the DEX/AGI/INT build the second one is the AGI/LUK/INT build more commonly known as the "Blitzer or falcon hunter".This two build will diffrentiate attack or weapon of a hunter by using a bow or a falcon.

The first build is more concentrated on a bow type weapon,mainly focusing the DEX stat the hunter can simply destroy anything for its high attack and good for leveling alone,also don't sacrifice any stats only dex,agi& int because if you did that's unwise.For the bow starting off as an archer use the "GAKKUNG" because it has a 100 damage next for the hunter is the "HUNTER BOW" because of the 125 damage of the weapon last one is the "IXION'S WINGS" for the snipers its the perfect bow because of the 135 damage and the weight is 30 good for the agi not decreasing wieght is useful for attackspeed.Now lets go back to the stats start of with dex more than 10 pts stats than agi,AGI is useful for defense because the dodge and the attackspeed also to be fast and powerful is a good thing for hunters.Last is the INT for high SP and mainly for the DS(double strafe)skill and other skills.NOTE: This build is used for leveling,PVPing and boss hunts.DEX/AGI is a power house for hunters killing,leveling, or hunting monsters. "A SIMPLE BUT DEADLY" build this is.Hence you will not use your falcon for damage(just use this on large mob of monsters or if your out of arrows use BLITZBEAT skill) but mainly using the DOUBLE STRAFE skill,your final stats is 99dex,80 to 90 agi,and INT of 40 to 50.

The second build I said earlier is the AGI/LUK/INT more commonly known as the "BLITZER" type build.Concentrating on your pet falcon using the skill blitzbeat,this skill pierces the defense of the target and can cast an "AUTO-BLITZ" while you attack the target.The stat you will use for the damage of your falcon is INT this stat has your high SP for your blitzbeat and other skills,LUK will revolve on your auto-blitz,so if you will attack a target you will have much more damage dealing witn it.The third is the AGI stat mainly for your dodge and flee so you can dodge if your target gets to close to you or outrun it.This build has a few DEX so use the bow "BALLISTA" instead because you have a low DEX also for the 145 damage of the bow. First start of with a AGI to dodge enough other attacks and flee to run,now for the INT this will calculate your damage of your skill blitzbeat(after you change into a hunter blitzbeat will be your top priority,get any skill that will revolve to your blitzbeat like steel crow,falcon mastery, and beast bane maxout those skills)because it will ignore the targets defense.Your final stats will revolve on 50dex,30 to 40 luk,30int and 50agi(i dont sure if this build will help because my character is a AGI/DEX/INT hunter)...any way its your character not mine just experiment on it ,its ragnarok just play and enjoy. By Josh and Andric (Trail of Tears and Dricaflek) And as for my Guild Injustice League thanks and to JJ, Samuel, Charles, JM and many more thanks to the advice

Skills
Skid Trap (Skill ID# 115) Type: Active, Trap Max Level: 5 Required For: Ankle Snare (L1), Flasher (L1). 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 After Cast Delay: 1 sec Duration: 360 - 60*SkillLV sec Knockback: 6 cells (Except during Guild War Siege) Item Required: 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). Skid Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. 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. Level Description 1 Sliding Range 6 cells, Setting Time 300 secs 2 Sliding Range 7 cells, Setting Time 240 secs 3 Sliding Range 8 cells, Setting Time 180 secs 4 Sliding Range 9 cells, Setting Time 120 secs 5 Sliding Range 10 cells, Setting Time 60 secs

Land Mine (Skill ID# 116) Type: Active, Trap Max Level: 5 Required For: Blast Mine (L1), Remove Trap (L1). 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 Attack Type: Earth Property Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 240 - 40*SkillLV sec Item Required: 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 unknown chance to stun targets for 1 + 0.5*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. Level Description 1 ATK 50%, Setting Time 200 secs 2 ATK 75%, Setting Time 160 secs 3 ATK 100%, Setting Time 120 secs 4 ATK 125%, Setting Time 80 secs 5 ATK 150%, Setting Time 40 secs

Ankle Snare (Skill ID# 117) Type: Active, Trap Max Level: 5 Requirements: Skid Trap Level 1 Required For: Shockwave Trap (L1). 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 After Cast Delay: 1 sec Duration: 300 - 50*SkillLV sec Item Required: 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. Ankle Snare traps are invisible in PvP, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. The use of any invisibility detection skill will reveal the trap. 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. Level Description 1 Setting Time 250 secs, snare time 4 sec 2 Setting Time 200 secs, snare time 8 sec 3 Setting Time 150 secs, snare time 12 sec 4 Setting Time 100 secs, snare time 16 sec 5 Setting Time 50 secs, snare time 20 sec

Shockwave Trap (Skill ID# 118) Type: Active, Trap Max Level: 5 Requirements: Ankle Snare Level 1 Required For: Claymore Trap (L1), Talkie Box (L1). 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 Attack Type: [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 240 - 40*SkillLV sec Item Required: 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. Shockwave Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. 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. Level Description 1 SP 20% Consume, Setting Time 200 secs 2 SP 35% Consume, Setting Time 160 secs 3 SP 50% Consume, Setting Time 120 secs 4 SP 65% Consume, Setting Time 80 secs 5 SP 80% Consume, Setting Time 40 secs

Sandman (Skill ID# 119) Type: Active, Trap Max Level: 5 Requirements: Flasher Level 1 Required For: Blast Mine (L1). 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 After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 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 40%+10*SkillLV% chance of being affected by "Sleep" (duration depends on SkillLV). A Sandman is invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. 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. Level Description 1 Setting Time 150 sec 50% Sleep Chance 2 Setting Time 120 sec 60% Sleep Chance 3 Setting Time 90 sec 70% Sleep Chance 4 Setting Time 60 sec 80% Sleep Chance 5 Setting Time 30 sec 90% Sleep Chance

Flasher (Skill ID# 120) Type: Active, Trap Max Level: 5 Requirements: Skid Trap Level 1 Required For: Freezing Trap (L1), Sandman (L1). 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 After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 1 Trap Effect: A Flasher is a trap that activates when stepped on. When activated it will have an unknown chance to blind all within a 3x3 area around the trap. Flashers are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal 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. Level Description 1 Setting Time 150 secs 2 Setting Time 120 secs 3 Setting Time 90 secs 4 Setting Time 60 secs 5 Setting Time 30 secs

Freezing Trap (Skill ID# 121) Type: Active, Trap Max Level: 5 Requirements: Flasher Level 1 Required For: Blast Mine (L1). 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 Attack Type: Water Property [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 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). Damage is 25%+25%*SkillLV of your normal ATK. Chance to Freeze is Unknown. It does not work on MVP monsters. Freezing Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. 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. Level Description 1 Setting Time 150 secs 2 Setting Time 120 secs 3 Setting Time 90 secs 4 Setting Time 60 secs 5 Setting Time 30 secs

Blast Mine (Skill ID# 122) Type: Active, Trap Max Level: 5 Requirements: Land Mine Level 1, Sandman Level 1, Freezing Trap Level 1 Required For: Claymore Trap (L1). 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 Attack Type: Fire Property [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 30-5*SkillLV Item Required: 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. The caster can move the trap before it's activated. Level Description 1 Explode after 25 secs 2 Explode after 20 secs 3 Explode after 15 secs 4 Explode after 10 secs 5 Explode after 5 secs

Claymore Trap (Skill ID# 123) Type: Active, Trap Max Level: 5 Requirements: Shockwave Trap Level 1, Blast Mine Level 1 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 Attack Type: Earth Property [Splash Damage, 2 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 20*SkillLV sec Item Required: 2 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. Level Description 1 Setting Time 20 secs 2 Setting Time 40 secs 3 Setting Time 60 secs 4 Setting Time 80 secs 5 Setting Time 100 secs

Remove Trap (Skill ID# 124) Type: Active Max Level: 1 Requirements: Land Mine Level 1 Required For: Spring Trap, Talkie Box SP Cost: 5 Target: 1 Trap Range: 2 cells Cast Time: 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.

Talkie Box (Skill ID# 125) Type: Active, Trap Max Level: 1 Requirements: Shockwave Trap Level 1, Remove Trap Level 1 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 Duration: 600 sec Item Required: 1 Trap Effect: Repeats a message input at casting time in blue text (does not appear in chat window).

Beast Bane (Skill ID# 126) Type: Passive Max Level: 10 Required For: Falconry Mastery (L1). 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 and applies to all hits for multi hit attacks. Level Description 1 ATK +4 2 ATK +8 3 ATK +12 4 ATK +16 5 ATK +20 6 ATK +24 7 ATK +28 8 ATK +32 9 ATK +36 10 ATK +40

Falconry Mastery (Skill ID# 127) Type: Passive Max Level: 1 Requirements: Beast Bane Level 1 Required For: Blitz Beat, Detecting, Spring Trap, True Sight (Sniper), Falcon Assault (Sniper) Effect: Allows you to hire a Falcon from the Falcon Master in the Hunter Guild at hu_in01 (375/318). Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is removed, a new one must be hired.

Steel Crow (Skill ID# 128) Type: Passive Max Level: 10 Requirements: Blitz Beat Level 5 Required For: Falcon Assault (L3 Sniper) Effect: Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits. Level Description 1 ATK +6 2 ATK +12 3 ATK +18 4 ATK +24 5 ATK +30 6 ATK +36 7 ATK +42 8 ATK +48 9 ATK +54 10 ATK +60

Blitz Beat (Skill ID# 129) Type: Offensive Max Level: 5 Requirements: Falconry Mastery Level 1 Required For: Steel Crow (L5), Falcon Assault (L5 Sniper). SP Cost: 7 + 3*SkillLV Target: 1 Enemy Range: 5 + Vulture's Eye SkillLV cells Attack Type: [Splash Damage, 1 cells] Cast Time: 2 sec After Cast Delay: 1 sec Duration: 0.2*SkillLV sec Required State: Requires a Falcon 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 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. Level Description 1 1 Falcon Hit 2 2 Falcon Hit 3 3 Falcon Hit 4 4 Falcon Hit 5 5 Falcon Hit

Detecting (Skill ID# 130) iRO Name: Detect Type: Active Max Level: 4 Requirements: Improve Concentration Level 1, Falconry Mastery Level 1 SP Cost: 8 Target: 1 cell Range: 1 + 2*SkillLV cells Cast Time: Instant Required State: Requires a Falcon Effect: Reveals any invisible traps, monsters or players in a 3x3 cell area around the target cell. Level Description 1 3 cell Range 2 5 cell Range 3 7 cell Range 4 9 cell Range

Spring Trap (Skill ID# 131) Type: Active Max Level: 5 Requirements: Remove Trap Level 1, Falconry Mastery Level 1 SP Cost: 10 Target: 1 Trap Range: 3 + SkillLV cells Cast Time: Instant Required State: Requires a Falcon 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). Level Description 1 4 cell Range 2 5 cell Range 3 6 cell Range 4 7 cell Range 5 8 cell Range

Beast Strafing - Spirit Skill (Must be Soul Linked) (Skill ID# 499) iRO Name: Beast Charge Type: Offensive Max Level: 1 Requirements: Double Strafing Level 10 SP Cost: Unknown (like DS?) Target: Enemy Range: Unknown (bow range?) Cast Time: Instant Required Weapon Class: Bow Ammunition Required: 1 Arrow Effect: If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target. Only usable right after using Double Strafing, and its power is heavily affected by STR.

Phantasmic Arrow - Quest Skill (Skill ID# 1009) Type: Offensive Max Level: 1 SP Cost: 10 Target: Enemy Range: Unknown (Bow range?) Cast Time: Instant Knockback: 3 cells (Except during Guild War Siege) Required Weapon Class: Bow 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. Can be learnt from: Hunter Platinum Skills Quests

Active Skills
Phantasmic Arrow - Quest Skill (Skill ID# 1009) Type: Offensive Max Level: 1 SP Cost: 10 Target: Enemy Range: Unknown (Bow range?) Cast Time: Instant Knockback: 3 cells (Except during Guild War Siege) Required Weapon Class: Bow 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. Can be learnt from: Hunter Platinum Skills Quests

Beast Strafing - Spirit Skill (Must be Soul Linked) (Skill ID# 499) iRO Name: Beast Charge Type: Offensive Max Level: 1 Requirements: Double Strafing Level 10 SP Cost: Unknown (like DS?) Target: Enemy Range: Unknown (bow range?) Cast Time: Instant Required Weapon Class: Bow Ammunition Required: 1 Arrow Effect: If the target is a Beast-type and you used Double Strafing, you can use this skill to do extra Double Strafing on the target. Only usable right after using Double Strafing, and its power is heavily affected by STR.

Spring Trap (Skill ID# 131) Type: Active Max Level: 5 Requirements: Remove Trap Level 1, Falconry Mastery Level 1 SP Cost: 10 Target: 1 Trap Range: 3 + SkillLV cells Cast Time: Instant Required State: Requires a Falcon 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). Level Description 1 4 cell Range 2 5 cell Range 3 6 cell Range 4 7 cell Range 5 8 cell Range

Blitz Beat (Skill ID# 129) Type: Offensive Max Level: 5 Requirements: Falconry Mastery Level 1 Required For: Steel Crow (L5), Falcon Assault (L5 Sniper). SP Cost: 7 + 3*SkillLV Target: 1 Enemy Range: 5 + Vulture's Eye SkillLV cells Attack Type: [Splash Damage, 1 cells] Cast Time: 2 sec After Cast Delay: 1 sec Duration: 0.2*SkillLV sec Required State: Requires a Falcon 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 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. Level Description 1 1 Falcon Hit 2 2 Falcon Hit 3 3 Falcon Hit 4 4 Falcon Hit 5 5 Falcon Hit

Detecting (Skill ID# 130) iRO Name: Detect Type: Active Max Level: 4 Requirements: Improve Concentration Level 1, Falconry Mastery Level 1 SP Cost: 8 Target: 1 cell Range: 1 + 2*SkillLV cells Cast Time: Instant Required State: Requires a Falcon Effect: Reveals any invisible traps, monsters or players in a 3x3 cell area around the target cell. Level Description 1 3 cell Range 2 5 cell Range 3 7 cell Range 4 9 cell Range

skid Trap (Skill ID# 115) Type: Active, Trap Max Level: 5 Required For: Ankle Snare (L1), Flasher (L1). 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 After Cast Delay: 1 sec Duration: 360 - 60*SkillLV sec Knockback: 6 cells (Except during Guild War Siege) Item Required: 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). Skid Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. 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. Level Description 1 Sliding Range 6 cells, Setting Time 300 secs 2 Sliding Range 7 cells, Setting Time 240 secs 3 Sliding Range 8 cells, Setting Time 180 secs 4 Sliding Range 9 cells, Setting Time 120 secs 5 Sliding Range 10 cells, Setting Time 60 secs

Land Mine (Skill ID# 116) Type: Active, Trap Max Level: 5 Required For: Blast Mine (L1), Remove Trap (L1). 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 Attack Type: Earth Property Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 240 - 40*SkillLV sec Item Required: 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 unknown chance to stun targets for 1 + 0.5*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. Level Description 1 ATK 50%, Setting Time 200 secs 2 ATK 75%, Setting Time 160 secs 3 ATK 100%, Setting Time 120 secs 4 ATK 125%, Setting Time 80 secs 5 ATK 150%, Setting Time 40 secs

Ankle Snare (Skill ID# 117) Type: Active, Trap Max Level: 5 Requirements: Skid Trap Level 1 Required For: Shockwave Trap (L1). 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 After Cast Delay: 1 sec Duration: 300 - 50*SkillLV sec Item Required: 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. Ankle Snare traps are invisible in PvP, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. The use of any invisibility detection skill will reveal the trap. 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. Level Description 1 Setting Time 250 secs, snare time 4 sec 2 Setting Time 200 secs, snare time 8 sec 3 Setting Time 150 secs, snare time 12 sec 4 Setting Time 100 secs, snare time 16 sec 5 Setting Time 50 secs, snare time 20 sec

Shockwave Trap (Skill ID# 118) Type: Active, Trap Max Level: 5 Requirements: Ankle Snare Level 1 Required For: Claymore Trap (L1), Talkie Box (L1). 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 Attack Type: [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 240 - 40*SkillLV sec Item Required: 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. Shockwave Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any Hide revealing skill will reveal the trap. 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. Level Description 1 SP 20% Consume, Setting Time 200 secs 2 SP 35% Consume, Setting Time 160 secs 3 SP 50% Consume, Setting Time 120 secs 4 SP 65% Consume, Setting Time 80 secs 5 SP 80% Consume, Setting Time 40 secs

Sandman (Skill ID# 119) Type: Active, Trap Max Level: 5 Requirements: Flasher Level 1 Required For: Blast Mine (L1). 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 After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 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 40%+10*SkillLV% chance of being affected by "Sleep" (duration depends on SkillLV). A Sandman is invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. 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. Level Description 1 Setting Time 150 sec 50% Sleep Chance 2 Setting Time 120 sec 60% Sleep Chance 3 Setting Time 90 sec 70% Sleep Chance 4 Setting Time 60 sec 80% Sleep Chance 5 Setting Time 30 sec 90% Sleep Chance

Flasher (Skill ID# 120) Type: Active, Trap Max Level: 5 Requirements: Skid Trap Level 1 Required For: Freezing Trap (L1), Sandman (L1). 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 After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 1 Trap Effect: A Flasher is a trap that activates when stepped on. When activated it will have an unknown chance to blind all within a 3x3 area around the trap. Flashers are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal 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. Level Description 1 Setting Time 150 secs 2 Setting Time 120 secs 3 Setting Time 90 secs 4 Setting Time 60 secs 5 Setting Time 30 secs

Freezing Trap (Skill ID# 121) Type: Active, Trap Max Level: 5 Requirements: Flasher Level 1 Required For: Blast Mine (L1). 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 Attack Type: Water Property [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 180 - 30*SkillLV sec Item Required: 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). Damage is 25%+25%*SkillLV of your normal ATK. Chance to Freeze is Unknown. It does not work on MVP monsters. Freezing Traps are invisible, but any player who can see the Hunter laying the trap will be able to see the trap until they move out of sight of it. Use of any invisibility revealing skill will reveal the trap. 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. Level Description 1 Setting Time 150 secs 2 Setting Time 120 secs 3 Setting Time 90 secs 4 Setting Time 60 secs 5 Setting Time 30 secs

Blast Mine (Skill ID# 122) Type: Active, Trap Max Level: 5 Requirements: Land Mine Level 1, Sandman Level 1, Freezing Trap Level 1 Required For: Claymore Trap (L1). 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 Attack Type: Fire Property [Splash Damage, 1 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 30-5*SkillLV Item Required: 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. The caster can move the trap before it's activated. Level Description 1 Explode after 25 secs 2 Explode after 20 secs 3 Explode after 15 secs 4 Explode after 10 secs 5 Explode after 5 secs

Claymore Trap (Skill ID# 123) Type: Active, Trap Max Level: 5 Requirements: Shockwave Trap Level 1, Blast Mine Level 1 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 Attack Type: Earth Property [Splash Damage, 2 cells] Cast Time: 0.4 sec After Cast Delay: 1 sec Duration: 20*SkillLV sec Item Required: 2 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. Level Description 1 Setting Time 20 secs 2 Setting Time 40 secs 3 Setting Time 60 secs 4 Setting Time 80 secs 5 Setting Time 100 secs

Remove Trap (Skill ID# 124) Type: Active Max Level: 1 Requirements: Land Mine Level 1 Required For: Spring Trap, Talkie Box SP Cost: 5 Target: 1 Trap Range: 2 cells Cast Time: 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.

Talkie Box (Skill ID# 125) Type: Active, Trap Max Level: 1 Requirements: Shockwave Trap Level 1, Remove Trap Level 1 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 Duration: 600 sec Item Required: 1 Trap Effect: Repeats a message input at casting time in blue text (does not appear in chat window). by Josh Trail of tears and Dricaflek Andric, JJ, Samuel, Charles, JM and many more thank you.

Passive Skills
Beast Bane (Skill ID# 126) Type: Passive Max Level: 10 Required For: Falconry Mastery (L1). 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 and applies to all hits for multi hit attacks. Level Description 1 ATK +4 2 ATK +8 3 ATK +12 4 ATK +16 5 ATK +20 6 ATK +24 7 ATK +28 8 ATK +32 9 ATK +36 10 ATK +40

Falconry Mastery (Skill ID# 127) Type: Passive Max Level: 1 Requirements: Beast Bane Level 1 Required For: Blitz Beat, Detecting, Spring Trap, True Sight (Sniper), Falcon Assault (Sniper) Effect: Allows you to hire a Falcon from the Falcon Master in the Hunter Guild at hu_in01 (375/318). Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is removed, a new one must be hired.

Steel Crow (Skill ID# 128) Type: Passive Max Level: 10 Requirements: Blitz Beat Level 5 Required For: Falcon Assault (L3 Sniper) Effect: Adds 6*SkillLV damage to each hit with Blitz Beat. Note that Blitz Beat can do up to 5 hits. Level Description 1 ATK +6 2 ATK +12 3 ATK +18 4 ATK +24 5 ATK +30 6 ATK +36 7 ATK +42 8 ATK +48 9 ATK +54 10 ATK +60 by Josh Trail of tears and Dricaflek Andric, JJ, Samuel, Charles, JM and many more thank you. by Josh Trail of Tears and Andric Dricaflek, JJ, Samuel, JM, Charles especially our guild Injustice League Thank you