Healer skills
Grand Totals
- Healer active skills: 2 377 SP and 40 000 000 gold needed to max out.
- Healer passive skills: 813 SP and no gold needed to max out.
- Total: 3 190 SP and 40 000 000 gold needed to max out.
Healer active skills
Shoots an Arrow of Light. A standard attack skill.
Range: 20 meters Cool time: 3.5 seconds |
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Recovers your personal Hit Points. Even though it has a range, it does not work on other players.
Range: 10 meters Cool time: 3 seconds |
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Damages up to eight enemies with multiple arrows. Personal Dungeon AoE skill, does not work outside of the PD. Does not require a target.
Range: 15 meters Cool time: 6 seconds |
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Heals targeted player. You can target and heal yourself with this skill.
Range: 20 meters Cool time: 4 seconds |
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Personal buff skill. Increases your own attack speed by decreasing your offense speed, thus allowing you to attack faster. Even though it has a fairly large range, it does not work on other players.
Range: 10 meters Cool time: 4 seconds |
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Personal Dungeon AoE (Area of Effect) skill, does not work outside of the PD. Knocks back all monsters within range.
Range: 4 meters Cool time: 4.1 seconds |
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Fires a swift arrow with the power of a storm.
Range: 20 meters Cool time: 8 seconds |
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Heals all party members within range. Makes monsters within range aggressive toward you. Clerics may learn Party Heal 2, which is an expansion of this skill.
Requirements:
Range: 20 meters Cool time: 4 seconds |
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Increases target player's magical defense (not resistance like the skill description says). Clerics may learn Mana Shield 2, which is an expansion of this skill.
Range: 20 meters Cool time: 4 seconds |
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Removes a poison effect from target ally. Once the player has been cured, you will automatically untarget them. Clerics may learn Cure Poison 2, which is an expansion of this skill.
Range: 20 meters Cool time: 4 seconds |
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Resurrects a dead party member and returns part of experience lost after the death. (Must be in a party with the target player for this skill to work.)
Requirements:
Range: 10 meters Cool time: 60 seconds |
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Fires two powerful arrows. This skill must be at level 5 before you will be allowed to pick a subclass.
Requirements:
Range: 20 meters Cool time: 8 seconds |
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Damages up to 8 enemies adjacent to you. Can only be used in the Cube zone.
Range: 4 meters Cool time: 30 seconds |
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Provokes monsters nearby the selected target and decreases their physical and magical defense. Does not work on boss monsters. Requires gold to cast.
Requirements:
Range: 40 meters Cool time: 30 minutes |
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Healer PASSIVE skills
Permanently increases hit rate. Archers may learn Rise Focus 2, which is an expansion of this skill.
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Permanently increases amount of mana regenerated per second. Clerics may learn Rise Mana 2, which is an expansion of this skill.
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Permanently increases physical defense. Clerics may learn Arcane Knowledge 2, which is an expansion of this skill.
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Permanently increases movement speed.
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Permanently increases your rate of deadly hits. Archers may learn Deadly Shot 2, which is an expansion of this skill. Weapon must be equipped.
Requirements:
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Permanently increases your rate of critical hits. Archers may learn Vital Spot Blow 2, which is an expansion of this skill. Weapon must be equipped.
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