Предметы

Еда

Монстры

Питомцы

     

Используемые

Оружие

Обмундирование

Наемники

Изготовление стрел

Производство

Карты

Остальное

Замки

Боеприпасы

     
 
ОКА ОББ ОПБ
 

Умения

 

 
 


Skills Database

Skill

ht_skidtrap

 Skid Trap - Active

Skid Trap
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).
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 Boss and Plant 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] Sliding Range 6 cells, Setting Time 300 secs
[LV 2] Sliding Range 7 cells, Setting Time 240 secs
[LV 3] Sliding Range 8 cells, Setting Time 180 secs
[LV 4] Sliding Range 9 cells, Setting Time 120 secs
[LV 5] Sliding Range 10 cells, Setting Time 60 secs

ht_landmine

 Land Mine - Active

Land Mine
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
ATK Type: Earth
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] damage.
This skill ignores DEF and MDEF and damage modification cards for size and family, but not elemental property. There is also a (5*SkillLV+30)% chance to stun targets for 5 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] ATK 50%, Setting Time 200secs
[LV 2] ATK 75%, Setting Time 160secs
[LV 3] ATK 100%, Setting Time 120secs
[LV 4] ATK 125%, Setting Time 80secs
[LV 5] ATK 150%, Setting Time 40secs

ht_anklesnare

 Ankle Snare - Active

Requirements: Skid Trap
Ankle Snare
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: 7 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. 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.
[LV 1] Setting Time 250secs
[LV 2] Setting Time 200secs
[LV 3] Setting Time 150secs
[LV 4] Setting Time 100secs
[LV 5] Setting Time 50secs

ht_shockwave

 Shockwave Trap - Active

Requirements: Ankle Snare
Shockwave Trap
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: 2 Traps
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.
[LV 1] SP 20% Consume, Setting Time 200secs
[LV 2] SP 35% Consume, Setting Time 160secs
[LV 3] SP 50% Consume, Setting Time 120secs
[LV 4] SP 65% Consume, Setting Time 80secs
[LV 5] SP 80% Consume, Setting Time 40secs

ht_sandman

 Sandman - Active

Requirements: Flasher
Sandman
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: 18 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 (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.
[LV 1] Setting Time 150sec 50% Sleep Chance
[LV 2] Setting Time 120sec 60% Sleep Chance
[LV 3] Setting Time 90sec 70% Sleep Chance
[LV 4] Setting Time 60sec 80% Sleep Chance
[LV 5] Setting Time 30sec 90% Sleep Chance

ht_flasher

 Flasher - Active

Requirements: Skid Trap
Flasher
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: 18 sec
Catalyst: 2 Traps
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.
[LV 1] Setting Time150secs
[LV 2] Setting Time120secs
[LV 3] Setting Time90secs
[LV 4] Setting Time60secs
[LV 5] Setting Time30secs

ht_freezingtrap

 Freezing Trap - Active

Requirements: Flasher
Freezing Trap
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
ATK Type: Water
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 18 sec
Catalyst: 2 Traps
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. Damage is (25+25*SkillLV)% of your normal ATK.
Chance to Freeze is Unknown and does not work against Boss 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.
[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

ht_blastmine

 Blast Mine - Active

Requirements: Land Mine , Sandman, Freezing Trap
Blast Mine
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
ATK Type: Wind
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 [(50+DEX/2)*(1+INT/100)*SkillLV] 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.
[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

ht_claymoretrap

 Claymore Trap - Active

Requirements: Shockwave Trap , Blast Mine
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
ATK Type: Fire
Cast Time: 0.4 sec
Cool Down: 1 sec
Duration: 20*SkillLV sec
Catalyst: 2 Traps
Effect: A Claymore Trap is a visible trap that explodes when stepped on, hitting a 5x5 area around the target cell for [(75+DEX/2)*(1+INT/100)*SkillLV] 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.
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

ht_removetrap

 Remove Trap - Active

Requirements: Land Mine
Remove Trap
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. You only get one trap even if you needed two for setting it. 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.

ht_talkiebox

 Talkie Box - Active

Requirements: Shockwave Trap , Remove Trap
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).

ht_beastbane

 Beast Bane - Passive

Beast Bane
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 and applies to all hits for multi hit attacks.
[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

ht_falcon

 Falconry Mastery - Passive

Requirements: Beast Bane
Falconry Mastery
Max Level: 1
Type: Passive
Effect: Allows you to hire a Falcon from the Falcon Master in the Hunter Guild in Hugel.
Cost to hire is around 800z to normal Falcons, but may change for Scarf Falcons and Baby Falcons. If a Falcon is released, a new one must be hired.

ht_steelcrow

 Steel Crow - Passive

Requirements: Blitz Beat
Steel Crow
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

ht_blitzbeat

 Blitz Beat - Active

Requirements: Falconry Mastery
Blitz Beat
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 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

ht_detecting

 Detect - Active

Requirements: Improve Concentration , Falconry Mastery
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 traps, 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

ht_springtrap

 Spring Trap - Active

Requirements: Remove Trap , Falconry Mastery
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

ht_power

 Beast Strafing - Active

Requirements: Double Strafe
Beast Strafing
Max Level: 1
Type: Offensive
SP Cost: Unknown (like DS?)
Target: Enemy
Range: Unknown (bow range?)
Cast Time: Unknown (like DS?)
Cool Down: Unknown (like DS?)
Duration: Instant
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.

ht_phantasmic

 Phantasmic Arrow - Active

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.

Aion Game Top  Топ 100, Рейтинг серверов Aion — только бесплатные русские сервера Айон, базы знаний, сайты кланов и гильдий

Система Orphus