Regular Skills
Three Snails: Throws a snail shell to inflict set damage.
Hurls snail shells to attack monsters from long distance.
- Level 1: MP -10; Damage 10.
- Level 2: MP -15; Damage 25.
- Level 3: MP -20; Damage 40.
Recovery: Uses MP to recover HP over a period of 30 seconds. Usable only once every minute.
Enables the user to recover HP constantly for 30 sec.
- Cooldown: 2 minutes.
- Level 1: MP -10; Recover HP 24 in 30 seconds.
- Level 2: MP -20; Recover HP 48 in 30 seconds.
- Level 3: MP -30; Recover HP 72 in 30 seconds.
Nimble Feet: Uses MP to provide a very short burst of speed. Usable only once every 2 minutes.
Enables the character to move around quickly for a short amount of time.
- Cooldown: 1 minutes.
- Level 1: MP -10; speed +10 for 4 seconds.
- Level 2: MP -15; speed +15 for 8 seconds.
- Level 3: MP -20; speed +20 for 12 seconds.
Blessing of the Fairy: Boosts skills of another character on your account.
Boosts skills of another character on your account.
- Skill points increase at an interval of 10 levels.
- Level 1: Weapon Attack +1, Magic Attack +1, Accuracy and Evasion +1.
- Level 2: Weapon Attack +2, Magic Attack +2, Accuracy and Evasion +2.
- Level 3: Weapon Attack +3, Magic Attack +3, Accuracy and Evasion +3.
- Level 4: Weapon Attack +4, Magic Attack +4, Accuracy and Evasion +4.
- Level 5: Weapon Attack +5, Magic Attack +5, Accuracy and Evasion +5.
- Level 6: Weapon Attack +6, Magic Attack +6, Accuracy and Evasion +6.
- Level 7: Weapon Attack +7, Magic Attack +7, Accuracy and Evasion +7.
- Level 8: Weapon Attack +8, Magic Attack +8, Accuracy and Evasion +8.
- Level 9: Weapon Attack +9, Magic Attack +9, Accuracy and Evasion +9.
- Level 10: Weapon Attack +10, Magic Attack +10, Accuracy and Evasion +10.
- Level 11: Weapon Attack +11, Magic Attack +11, Accuracy and Evasion +11.
- Level 12: Weapon Attack +12, Magic Attack +12, Accuracy and Evasion +12.
- Level 13: Weapon Attack +13, Magic Attack +13, Accuracy and Evasion +13.
- Level 14: Weapon Attack +14, Magic Attack +14, Accuracy and Evasion +14.
- Level 15: Weapon Attack +15, Magic Attack +15, Accuracy and Evasion +15.
- Level 16: Weapon Attack +16, Magic Attack +16, Accuracy and Evasion +16.
- Level 17: Weapon Attack +17, Magic Attack +17, Accuracy and Evasion +17.
- Level 18: Weapon Attack +18, Magic Attack +18, Accuracy and Evasion +18.
- Level 19: Weapon Attack +19, Magic Attack +19, Accuracy and Evasion +19.
- Level 20: Weapon Attack +20, Magic Attack +20, Accuracy and Evasion +20.
Empress's Blessing: Your other characters in the same world receive a buff based on the level of a Cygnus Knight you have in that world.
Your other characters in the same world receive a buff based on the level of a Cygnus Knight you have in that world.
- Skill points increase at an interval of 5 levels.
- Level 1: Weapon Attack +1, Magic Attack +1, Accuracy and Evasion +1.
- Level 2: Weapon Attack +2, Magic Attack +2, Accuracy and Evasion +2.
- Level 3: Weapon Attack +3, Magic Attack +3, Accuracy and Evasion +3.
- Level 4: Weapon Attack +4, Magic Attack +4, Accuracy and Evasion +4.
- Level 5: Weapon Attack +5, Magic Attack +5, Accuracy and Evasion +5.
- Level 6: Weapon Attack +6, Magic Attack +6, Accuracy and Evasion +6.
- Level 7: Weapon Attack +7, Magic Attack +7, Accuracy and Evasion +7.
- Level 8: Weapon Attack +8, Magic Attack +8, Accuracy and Evasion +8.
- Level 9: Weapon Attack +9, Magic Attack +9, Accuracy and Evasion +9.
- Level 10: Weapon Attack +10, Magic Attack +10, Accuracy and Evasion +10.
- Level 11: Weapon Attack +11, Magic Attack +11, Accuracy and Evasion +11.
- Level 12: Weapon Attack +12, Magic Attack +12, Accuracy and Evasion +12.
- Level 13: Weapon Attack +13, Magic Attack +13, Accuracy and Evasion +13.
- Level 14: Weapon Attack +14, Magic Attack +14, Accuracy and Evasion +14.
- Level 15: Weapon Attack +15, Magic Attack +15, Accuracy and Evasion +15.
- Level 16: Weapon Attack +16, Magic Attack +16, Accuracy and Evasion +16.
- Level 17: Weapon Attack +17, Magic Attack +17, Accuracy and Evasion +17.
- Level 18: Weapon Attack +18, Magic Attack +18, Accuracy and Evasion +18.
- Level 19: Weapon Attack +19, Magic Attack +19, Accuracy and Evasion +19.
- Level 20: Weapon Attack +20, Magic Attack +20, Accuracy and Evasion +20.
- Level 21: Weapon Attack +21, Magic Attack +21, Accuracy and Evasion +21.
- Level 22: Weapon Attack +22, Magic Attack +22, Accuracy and Evasion +22.
- Level 23: Weapon Attack +23, Magic Attack +23, Accuracy and Evasion +23.
- Level 24: Weapon Attack +24, Magic Attack +24, Accuracy and Evasion +24.
Quest Skills
Legendary Spirit: Uses the spirit of a legend to use a scroll on an item that cannot be normally equipped by the character.
Uses the spirit of a legend to use a scroll on an item that cannot be normally equipped by the character.
- Required Level: 13.
- Level 1: Allows one to use Legendary Spirit.
Monster Rider: Enables one to ride on a tamed monster and use it as a method of transportation.
Enables one to ride on a tamed monster and use it as a method of transportation.
- Required Level: 70.
- Level 1: Allows one to ride a tamed monster.
Echo of Hero: Increase weapon attack and magic attack on all players around.
Increase weapon attack and magic attack on all players around.
- Required Level: 200.
- Cooldown: 2 hours.
- Level 1: MP -30 Weapon attack +4%, Magic attack +4% for 40 Minutes.
Soaring: Fly through the sky with the mysterious powers of the dragon race.
Obtained from Dragon Rider pre-quests. Required Level: 100.
- Level 1: MP Cost (to activate): 90 MP, MP Cost (while active): 1 MP/sec
Potential Skills
Haste: Increases your Speed and Jump for a set amount of time.
Increases your Speed and Jump for a set amount of time.
- Level 1: MP -50, Speed +20, Jump +10, Duration: 200 seconds.
Mystic Door: Generates a portal that leads to the closest town. You can enter and exit through the door as frequently as you wish until it disappears.
Generates a portal that leads to the closest town. You can enter and exit through the door as frequently as you wish until it disappears.
- Consumes Two Magic Rock.
- Level 1: MP -120, Spawns Magic Door Portal. Duration: 120 seconds.
Sharp Eyes: Finds an enemy's weak spot and grants the ability to deal fatal damage on that enemy.
Finds an enemy's weak spot and grants the ability to deal fatal damage on that enemy.
- Level 1: MP -80; +10% Critical Rate, +15% Minimum Critical Damage. Duration: 240 seconds.
Hyper Body: Increases Max HP and Max MP.
Increases Max HP and Max MP.
- Level 1: MP -80; Max HP and Max MP +40%. Duration: 240 seconds.
Ultimate Adventurer
Soul Driver: Attacks multiple monsters 4 times at once via the power of Soul.
Attacks multiple monsters 4 times at once via the power of Soul.
- Level 1: MP -15; Attacks 4 times with 130% Damage on 4 monsters.
- Level 2: MP -15; Attacks 4 times with 160% Damage on 4 monsters.
- Level 3: MP -15; Attacks 4 times with 190% Damage on 4 monsters.
- Level 4: MP -17; Attacks 4 times with 220% Damage on 4 monsters.
- Level 5: MP -17; Attacks 4 times with 250% Damage on 5 monsters.
Flame Gear: Temporarily creates a wall of fire near the character for a given duration. The monsters inside the wall continuously receive damage.
Temporarily creates a wall of fire near the character for a given duration. The monsters inside the wall continuously receive damage.
- Level 1: MP -31; Lasts 11 seconds with 100% Damage. DOT Damage of 42% for 3 seconds.
- Level 2: MP -32; Lasts 12 seconds with 135% Damage. DOT Damage of 44% for 3 seconds.
- Level 3: MP -33; Lasts 13 seconds with 170% Damage. DOT Damage of 46% for 3 seconds.
- Level 4: MP -34; Lasts 14 seconds with 205% Damage. DOT Damage of 48% for 3 seconds.
- Level 5: MP -35; Lasts 15 seconds with 240% Damage. DOT Damage of 50% for 3 seconds.
Wind Piercing: Inflicts a significant damage on multiple monsters at once with a single powerful blow. Available only during the character's transformed state of Eagle Eye.
Inflicts a significant damage on multiple monsters at once with a single powerful blow. Available only during the character's transformed state of Eagle Eye.
- Level 1: MP -15; 400% Damage on 3 monsters.
- Level 2: MP -15; 450% Damage on 3 monsters.
- Level 3: MP -15; 500% Damage on 3 monsters.
- Level 4: MP -15; 550% Damage on 3 monsters.
- Level 5: MP -18; 600% Damage on 3 monsters.
Vampire: Can attack multiple monsters 4 times and partially consumes the damage to recover HP. No more than ½ of the character's max HP and the Monster's max HP can be consumed.
Can attack multiple monsters 4 times and partially consumes the damage to recover HP. No more than ½ of the character's max HP and the Monster's max HP can be consumed.
- Level 1: MP -12; Attacks 3 enemies 4 times with 54% Damage at 1% recovery leech.
- Level 2: MP -12; Attacks 3 enemies 4 times with 63% Damage at 1% recovery leech.
- Level 3: MP -12; Attacks 3 enemies 4 times with 72% Damage at 1% recovery leech.
- Level 4: MP -12; Attacks 3 enemies 4 times with 81% Damage at 1% recovery leech.
- Level 5: MP -12; Attacks 3 enemies 4 times with 90% Damage at 2% recovery leech.
Shark Wave: Attack multiple monsters in front with a onslaught of sharks.
Attack multiple monsters in front with a onslaught of sharks.
- Level 1: MP -15; 270% Damage on 4 monsters.
- Level 2: MP -15; 330% Damage on 4 monsters.
- Level 3: MP -15; 390% Damage on 4 monsters.
- Level 4: MP -15; 450% Damage on 4 monsters.
- Level 5: MP -15; 510% Damage on 4 monsters.
Mounts
Orange Mushroom (Skill): Allows you to ride an Orange Mushroom.
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- Level 1: MP -10, WA +10, MA +10, Speed +140, Jump +120
Transformed Robot: Allows you to ride a Transformed Robot.
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- Level 1: MP -10, WA +10, MA +10, Speed +170, Jump +120
Yeti Mount: Allows you to move around while being mounted on a Yeti.
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- Level 1: MP -10, Weapon Def +10, Magic Def +10, Speed +120, Jump +120
ZD Tiger: Allows you to ride a ZD Tiger.
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- Level 1: MP -10, Weapon Def +10, Magic Def +10, Speed +140, Jump +120
Oz Rings
These skills are only listed when you equip Oz Rings. Once unequipped, skill will be unlisted until re-equipped.
- Certain general rules
- Other than Durability Ring and Risk Taker Ring, which has 12/18/24/30 seconds of buff duration, and Tower Boost Ring and Burden Lift Ring which has no duration, all other rings have a 9/11/13/15 seconds of buff duration.
- All rings have 180 seconds cooldown.
- Buff duration increase effects are not applied.
- Cooldown reduction and Cooldown ignorance chance are applied (except Cooldown Reset Skills).
- A ring has 4 levels. The levels are dependent on the ring itself (which is random upon receiving the ring from the Oz box), and the level cannot be increased in any way.
- If you wear 2 of the same rings, regardless of level, the skill effects are not stacked (shares the same cooldown).
Ring of Restraint: Increases Weapon ATT and Magic ATT but you cannot move for the skill duration. (Mobility skills are still allowed)
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- Level 1: MP Cost: 1200, Weapon ATT and Magic ATT +25% for 9 seconds, during the duration, movement is restricted. Cooldown 180 seconds.
- Level 2: MP Cost: 1000, Weapon ATT and Magic ATT +50% for 11 seconds, during the duration, movement is restricted. Cooldown 180 seconds.
- Level 3: MP Cost: 800, Weapon ATT and Magic ATT +75% for 13 seconds, during the duration, movement is restricted. Cooldown 180 seconds.
- Level 4: MP Cost: 600, Weapon ATT and Magic ATT +100% for 15 seconds, during the duration, movement is restricted. Cooldown 180 seconds.
Ultimatum Ring: Sets your Attack Range (before Total Damage %) to 2,000,000. (Your damage range is not reduced due to this skill even if you have above 2,000,000 damage; it just means this skill does nothing.)
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- Level 1: MP Cost: 1200, sets your Attack Range (before Total Damage %) to 2,000,000 for 9 seconds. Cooldown 180 seconds.
- Level 2: MP Cost: 1000, sets your Attack Range (before Total Damage %) to 2,000,000 for 11 seconds. Cooldown 180 seconds.
- Level 3: MP Cost: 800, sets your Attack Range (before Total Damage %) to 2,000,000 for 13 seconds. Cooldown 180 seconds.
- Level 4: MP Cost: 600, sets your Attack Range (before Total Damage %) to 2,000,000 for 15 seconds. Cooldown 180 seconds.
Limit Ring: Limits your Maximum MP to 500 while increasing Boss Damage. The MP Cost is applied before your MaxMP is set to 500. Jobs without MP cannot use this skill.
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- Level 1: MP Cost: 1200, limits your MaxMP to 500 and Boss Damage +4% for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, limits your MaxMP to 500 and Boss Damage +6% for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, limits your MaxMP to 500 and Boss Damage +8% for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, limits your MaxMP to 500 and Boss Damage +10% for 15 seconds, cooldown 180 seconds.
Health Cut Ring: Reduces your Maximum HP to 70% of the original HP multiplicatively to increase your Boss Damage.
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- Level 1: MP Cost: 1200, MaxHP -30% and Boss Damage +4% for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, MaxHP -30% and Boss Damage +6% for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, MaxHP -30% and Boss Damage +8% for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, MaxHP -30%,and Boss Damage +10% for 15 seconds, cooldown 180 seconds.
Mana Cut Ring: Reduces your Maximum MP to 70% of the original MP multiplicatively to increase your Ignore DEF. Jobs without MP cannot use this skill.
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- Level 1: MP Cost: 1200, MaxMP -30% and Ignore DEF +4% for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, MaxMP -30% and Ignore DEF +6% for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, MaxMP -30% and Ignore DEF +8% for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, MaxMP -30%,and Ignore DEF +10% for 15 seconds, cooldown 180 seconds.
Durability Ring: Increase your Maximum HP by +100%. Additive with other MaxHP % sources.
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- Level 1: MP Cost: 1200, MaxHP +100% for 12 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, MaxHP +100% for 18 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, MaxHP +100% for 24 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, MaxHP +100% for 30 seconds, cooldown 180 seconds.
Max Crit Ring: Increase your Maximum Critical Damage by a certain amount based on your existing Maximum Critical Damage, rounded down. (Basically multiplicative increase)
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- Level 1: MP Cost: 1200, Maximum Critical Damage ×1.25 for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Maximum Critical Damage ×1.50 for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Maximum Critical Damage ×1.75 for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Maximum Critical Damage ×2.00 for 15 seconds, cooldown 180 seconds.
Critical Defense Ring: Ignore DEF increases based on a portion of your critical rate, rounded down.
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- Level 1: MP Cost: 1200, Ignore DEF increases by 25% of your critical rate for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Ignore DEF increases by 50% of your critical rate for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Ignore DEF increases by 75% of your critical rate for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Ignore DEF increases by 100% of your critical rate for 15 seconds, cooldown 180 seconds.
Critical Shift Ring: Replaces your critical rate by a portion of your base main stat, rounded down. (Your critical rate may decrease due to this skill.) For Xenon, the main stat is LUK only, for Demon Avengers, it is based on the number of AP added into HP.
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- Level 1: MP Cost: 1200, Critical Rate is set to 9% of your base main stat for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Critical Rate is set to 9% of your base main stat for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Critical Rate is set to 10% of your base main stat for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Critical Rate is set to 10% of your base main stat for 15 seconds, cooldown 180 seconds.
Stance Shift Ring: Replaces your stance by a portion of your base main stat, rounded down. (Your stance may decrease due to this skill.) For Xenon, the main stat is LUK only, for Demon Avengers, it is based on the number of AP added into HP.
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- Level 1: MP Cost: 1200, Stance is set to 9% of your base main stat for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Stance is set to 9% of your base main stat for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Stance is set to 10% of your base main stat for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Stance is set to 10% of your base main stat for 15 seconds, cooldown 180 seconds.
Totalling Ring: Increases your main stat by a small portion of the sum of all your 4 stats (STR, DEX, INT, LUK) including Percentage Bonuses, rounded down. This amount of stats added is affected by stat percentage increase.
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- Level 1: MP Cost: 1200, main stat is increased by 1% of the total sum of all 4 stats for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, main stat is increased by 1% of the total sum of all 4 stats for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, main stat is increased by 2% of the total sum of all 4 stats for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, main stat is increased by 2% of the total sum of all 4 stats for 15 seconds, cooldown 180 seconds.
Level Buff - S Ring: Increases your STR based on a portion of your character level, rounded down. Affected by STR % and All Stat % boosts.
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- Level 1: MP Cost: 1200, STR increases by 90% of your character level for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, STR increases by 160% of your character level for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, STR increases by 230% of your character level for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, STR increases by 300% of your character level for 15 seconds, cooldown 180 seconds.
Level Buff - D Ring: Increases your DEX based on a portion of your character level, rounded down. Affected by DEX % and All Stat % boosts.
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- Level 1: MP Cost: 1200, DEX increases by 90% of your character level for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, DEX increases by 160% of your character level for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, DEX increases by 230% of your character level for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, DEX increases by 300% of your character level for 15 seconds, cooldown 180 seconds.
Level Buff - I Ring: Increases your INT based on a portion of your character level, rounded down. Affected by INT % and All Stat % boosts.
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- Level 1: MP Cost: 1200, INT increases by 90% of your character level for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, INT increases by 160% of your character level for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, INT increases by 230% of your character level for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, INT increases by 300% of your character level for 15 seconds, cooldown 180 seconds.
Level Buff - L Ring: Increases your LUK based on a portion of your character level, rounded down. Affected by LUK % and All Stat % boosts.
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- Level 1: MP Cost: 1200, LUK increases by 90% of your character level for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, LUK increases by 160% of your character level for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, LUK increases by 230% of your character level for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, LUK increases by 300% of your character level for 15 seconds, cooldown 180 seconds.
Weapon Buff - S Ring: Increases your STR based on a portion of your primary weapon's basic ATT or Magic ATT Value (whichever's higher), including scrolling stats, star force stats and Additional Option Bonus, rounded down. Calculations exclude Potential, Additional Potential, Nebulites, Set Effects or Special Item Effects and Soul Weapon's ATT Boosts. Affected by STR % and All Stat % boosts.
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- Level 1: MP Cost: 1200, STR increases by 100% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, STR increases by 200% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, STR increases by 300% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, STR increases by 400% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 15 seconds, cooldown 180 seconds.
Weapon Buff - D Ring: Increases your DEX based on a portion of your primary weapon's basic ATT or Magic ATT Value (whichever's higher), including scrolling stats, star force stats and Additional Option Bonus, rounded down. Calculations exclude Potential, Additional Potential, Nebulites, Set Effects or Special Item Effects and Soul Weapon's ATT Boosts. Affected by DEX % and All Stat % boosts.
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- Level 1: MP Cost: 1200, DEX increases by 100% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, DEX increases by 200% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, DEX increases by 300% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, DEX increases by 400% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 15 seconds, cooldown 180 seconds.
Weapon Buff - I Ring: Increases your INT based on a portion of your primary weapon's basic ATT or Magic ATT Value (whichever's higher), including scrolling stats, star force stats and Additional Option Bonus, rounded down. Calculations exclude Potential, Additional Potential, Nebulites, Set Effects or Special Item Effects and Soul Weapon's ATT Boosts. Affected by INT % and All Stat % boosts.
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- Level 1: MP Cost: 1200, INT increases by 100% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, INT increases by 200% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, INT increases by 300% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, INT increases by 400% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 15 seconds, cooldown 180 seconds.
Weapon Buff - L Ring: Increases your LUK based on a portion of your primary weapon's basic ATT or Magic ATT Value (whichever's higher), including scrolling stats, star force stats and Additional Option Bonus, rounded down. Calculations exclude Potential, Additional Potential, Nebulites, Set Effects or Special Item Effects and Soul Weapon's ATT Boosts. Affected by LUK % and All Stat % boosts.
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- Level 1: MP Cost: 1200, LUK increases by 100% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, LUK increases by 200% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, LUK increases by 300% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, LUK increases by 400% of your primary weapon's basic ATT or Magic ATT Value (whichever's higher) for 15 seconds, cooldown 180 seconds.
Swift Ring: Increases your Attack Speed by 2 stages for a short time. Breaks soft speed cap, which is Faster (2), thus allowing you to get Fastest (0) Attack Speed.
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- Level 1: MP Cost: 1200, Attack Speed increases by 2 stages for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Attack Speed increases by 2 stages for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Attack Speed increases by 2 stages for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Attack Speed increases by 2 stages for 15 seconds, cooldown 180 seconds.
Overpass Ring: Temporarily ignores Damage Reflect and Damage Nullify monster buffs for a short time. During the buff duration, you deal normal damage. There is no damage increase.
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- Level 1: MP Cost: 1200, Ignores Damage Reflect and Damage Nullify monster buffs to deal 100% damage for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, Ignores Damage Reflect and Damage Nullify monster buffs to deal 100% damage for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, Ignores Damage Reflect and Damage Nullify monster buffs to deal 100% damage for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, Ignores Damage Reflect and Damage Nullify monster buffs to deal 100% damage for 15 seconds, cooldown 180 seconds.
Berserker Ring: Reduce your Weapon Defense and Magic Defense by 50% multiplicatively to increase the amount of monster DEF ignored for some time.
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- Level 1: MP Cost: 1200, your Weapon Defense and Magic Defense is reduced by 50%, Ignore DEF +20% for 9 seconds, cooldown 180 seconds.
- Level 2: MP Cost: 1000, your Weapon Defense and Magic Defense is reduced by 50%, Ignore DEF +30% for 11 seconds, cooldown 180 seconds.
- Level 3: MP Cost: 800, your Weapon Defense and Magic Defense is reduced by 50%, Ignore DEF +40% for 13 seconds, cooldown 180 seconds.
- Level 4: MP Cost: 600, your Weapon Defense and Magic Defense is reduced by 50%, Ignore DEF +50% for 15 seconds, cooldown 180 seconds.
Reflective Ring: During the buff duration, while you still take normal damage from monsters, the damage taken is reflected back to the monster at an amplified rate.
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- Level 1: MP Cost: 1200, for 9 seconds, amplify and reflect 600% of damage taken back to monsters. Cooldown 180 seconds.
- Level 2: MP Cost: 1000, for 11 seconds, amplify and reflect 900% of damage taken back to monsters. Cooldown 180 seconds.
- Level 3: MP Cost: 800, for 13 seconds, amplify and reflect 1200% of damage taken back to monsters. Cooldown 180 seconds.
- Level 4: MP Cost: 600, for 15 seconds, amplify and reflect 1500% of damage taken back to monsters. Cooldown 180 seconds.
Burden Lift Ring: At an extremely high chance remove all Abnormal Status in effect at the time of usage. Works exactly like Hero's Will and Cleansing Potion with a low cooldown. Note: If you accidentally use this skill even when no abnormal status is in effect, cooldown is still applied.
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- Level 1: MP Cost: 1200, removes all abnormal status in effect at a 85% chance, cooldown 180 seconds.
- Level 2: MP Cost: 1000, removes all abnormal status in effect at a 90% chance, cooldown 180 seconds.
- Level 3: MP Cost: 800, removes all abnormal status in effect at a 95% chance, cooldown 180 seconds.
- Level 4: MP Cost: 600, removes all abnormal status in effect at a 100% chance, cooldown 180 seconds.
Risk Taker Ring: Gain Weapon ATT and Magic ATT for some time. However, the buff is prematurely dispelled if you take damage (Guard and Miss are not counted as taking damage).
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- Level 1: MP Cost: 1200, Weapon ATT and Magic ATT +20% for 12 seconds or when you take damage (whichever's earlier), cooldown 180 seconds.
- Level 2: MP Cost: 1000, Weapon ATT and Magic ATT +30% for 18 seconds or when you take damage (whichever's earlier), cooldown 180 seconds.
- Level 3: MP Cost: 800, Weapon ATT and Magic ATT +40% for 24 seconds or when you take damage (whichever's earlier), cooldown 180 seconds.
- Level 4: MP Cost: 600, Weapon ATT and Magic ATT +50% for 30 seconds or when you take damage (whichever's earlier), cooldown 180 seconds.
Crisis - H Ring: When your Current HP goes below a certain threshold, your Defense and Avoidability will increase for a short time. Passive Skill: Activates automatically without using any MP when condition is met but when the skill is still on cooldown, it is not activated.
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- Level 1: When your Current HP is below 5%, Defense and Avoidability are increased by 4% for 9 seconds, cooldown 180 seconds.
- Level 2: When your Current HP is below 10%, Defense and Avoidability are increased by 6% for 11 seconds, cooldown 180 seconds.
- Level 3: When your Current HP is below 15%, Defense and Avoidability are increased by 8% for 13 seconds, cooldown 180 seconds.
- Level 4: When your Current HP is below 20%, Defense and Avoidability are increased by 10% for 15 seconds, cooldown 180 seconds.
Crisis - M Ring: When your Current MP goes below a certain threshold, your Defense and Avoidability will increase for a short time. Passive Skill: Activates automatically without using any MP when condition is met but when the skill is still on cooldown, it is not activated.
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- Level 1: When your Current MP is below 5%, Defense and Avoidability are increased by 4% for 9 seconds, cooldown 180 seconds.
- Level 2: When your Current MP is below 10%, Defense and Avoidability are increased by 6% for 11 seconds, cooldown 180 seconds.
- Level 3: When your Current MP is below 15%, Defense and Avoidability are increased by 8% for 13 seconds, cooldown 180 seconds.
- Level 4: When your Current MP is below 20%, Defense and Avoidability are increased by 10% for 15 seconds, cooldown 180 seconds.
Crisis - HM Ring: When both your Current HP and Current MP goes below 5%, your Weapon ATT and Magic ATT are greatly imcreases for a short time. Passive Skill: Activates automatically without using any MP when condition is met but when the skill is still on cooldown, it is not activated.
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- Level 1: When both your Current HP and Current MP are below 5%, gain 25% Weapon ATT and Magic ATT for 9 seconds, cooldown 180 seconds.
- Level 2: When both your Current HP and Current MP are below 5%, gain 50% Weapon ATT and Magic ATT for 11 seconds, cooldown 180 seconds.
- Level 3: When both your Current HP and Current MP are below 5%, gain 75% Weapon ATT and Magic ATT for 13 seconds, cooldown 180 seconds.
- Level 4: When both your Current HP and Current MP are below 5%, gain 100% Weapon ATT and Magic ATT for 15 seconds, cooldown 180 seconds.
Clean Stance Ring: After recovering from an Abnormal Status, gain Stance chance for a short time. Passive Skill: Activates automatically without using any MP when condition is met but when the skill is still on cooldown, it is not activated.
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- Level 1: After recovering from an Abnormal Status, gain 10% Stance for 9 seconds, cooldown 180 seconds.
- Level 2: After recovering from an Abnormal Status, gain 20% Stance for 11 seconds, cooldown 180 seconds.
- Level 3: After recovering from an Abnormal Status, gain 30% Stance for 13 seconds, cooldown 180 seconds.
- Level 4: After recovering from an Abnormal Status, gain 40% Stance for 15 seconds, cooldown 180 seconds.
Clean Defense Ring: After recovering from an Abnormal Status, gain Abnormal Status Resistance chance for a short time. Passive Skill: Activates automatically without using any MP when condition is met but when the skill is still on cooldown, it is not activated.
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- Level 1: After recovering from an Abnormal Status, gain 10% Abnormal Status Resistance for 9 seconds, cooldown 180 seconds.
- Level 2: After recovering from an Abnormal Status, gain 20% Abnormal Status Resistance for 11 seconds, cooldown 180 seconds.
- Level 3: After recovering from an Abnormal Status, gain 30% Abnornal Status Resistance for 13 seconds, cooldown 180 seconds.
- Level 4: After recovering from an Abnormal Status, gain 40% Abnormal Status Resistance for 15 seconds, cooldown 180 seconds.
Tower Boost Ring: When you clear a floor with an internal time limit or a Boss Floor in the Tower Under the Ocean, you gain Bonus Seed Points/Oz Points. Passive Skill: Activates automatically without using any MP when condition is met. Eligible Floors: 7, 9, 10, 13, 18, 19, 20, 28, 29, 30, 32, 33, 40, 47, 48, 49, 50.
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- Level 1: When you clear an Eligible Floor as listed above, you gain 25% extra Seed Points for that floor, rounded down.
- Level 2: When you clear an Eligible Floor as listed above, you gain 50% extra Seed Points for that floor, rounded down.
- Level 3: When you clear an Eligible Floor as listed above, you gain 75% extra Seed Points for that floor, rounded down.
- Level 4: When you clear an Eligible Floor as listed above, you gain 100% extra Seed Points for that floor.
Skills not listed: Downward Jump, Mu Lung Training Academy skills, Follow the Leader.