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Skills

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Overview

In Ragnarok Online, there are generally 3 types of skills: Passive, Active, Offensive. Passive skills are always "activated" although they may require the user be attacked or otherwise influenced by other environmental effects in order to go off. Active skills must be manually activated by the player- some have a set time period in which they stop by themselves, others can be manually deactivated, and some are one-time-use skills that require manual activation each time the player desires to use them. Active skills do not inflict actual damage, differentiating them from Offensive skills. All Offensive skills are also Active skills, but not vise-versa. Finally, Offensive skills are simply Active skills that also do damage to other players and/or monsters.

Skills can be further broken down into other sub-categories such as Melee, Ranged, Magic, Supportive, etc. Skills in these categories also fall under one of the three "main" categories listed in the previous paragraph. Some skills fall under multiple sub-categories as well. Ranged skills do not require the player to be standing adjacent to the target, whereas Melee skills generally do. Magic skills almost always involve a Cast Time and are usually Ranged. Supportive skills are termed due to their helpful effects they give to a single player or group of players, enhancing their attack and defensive capabilities.

Skill Use Phases

Skill use is a five-step process, three points seperated by two phases.

  • Skill used
    • Skill name appears above character's head.
  • Cast time
    • Cast bar is visible above character's head.
  • Skill activation
    • Skill name appears above character's head again.
  • Cast delay
    • No visible indication. When the delay ends you will be able to use another skill.
  • Skill use complete
    • No visible indication.
  • Cooldown
    • The specific skill can not be reused for a fixed time. (not all skills have cooldowns)

Phases in Detail

Skill Used

This is when the character uses the skill. SP cost and other casting costs are checked, but do not take effect. If the character cannot pay any of the costs, the skill will not activate.

Cast Time

During the cast time, the character cannot move, cannot attack and cannot use other skills. If the character takes damage during cast time, the skill is canceled (exceptions: wearing a Phen Card or Bloody Butterfly Card, being Sacrificed by a Crusader/Paladin/Royal Guard, or while casting certain skills). If a skill has no base cast time or modifiers reduce the effective cast time to 0 or less, no cast bar appears and the cast time phase is skipped entirely.

Cast time is indicated by a "progress bar" above the character's head, sometimes called "Cast Bar". The bar starts out black and is filled with green as cast time proceeds. When the cast bar is completely green, cast time ends. Some skills do not have a cast bar, even though they have a casting time, such as Bowling Bash and Brandish Spear.

Cast time is composed of "Variable Cast Time" and "Fixed Cast Time". As the names imply, Variable Cast Time depends on the stats and gear of the caster, while Fixed Cast Time is constant for a given skill. A small number of effects can reduce Fixed Casting Time. Effects which reduce fixed cast time by a percentage do not stack; effects which reduce fixed cast time by a set amount do stack, and are applied before percentage modifiers. For most skills, Fixed Cast Time is 20% of the total cast time, with the remainder being variable.

Variable Cast Time is reduced by DEX, and also INT at half the amount.

Cast Time Calculation

Cast Time:

1 − SQRT[(DEX × 2 + INT) ÷ 530)] × [1 − Sum_CastReduc ÷ 100] × BaseVarCast + [1 − Max_FixReduc ÷ 100] × (BaseFixCast - SubtractionFixedCast)
  • BaseVarCast = Base Variable Cast Time of a skill.
  • BaseFixCast = Base Fixed Cast Time of skill.
  • Sum_CastReduc = Sum of reduction for Variable Cast Time (like Suffragium, Magic Strings, Isilla Card effect or Kathrene Keyon Card)
  • Max_FixReduc = Highest reduction modifier of Fixed Cast Time (for example: if both Sacrament (50%) and Radius (20%) are active, only Sacrament will work)
  • SubtractionFixedCast = sum of all effects that directly subtract from fixed casting time (or add to it, like Mandragora Howl)

To reduce all variable casting time with stats you need a combination of DEX and INT so DEX ×2 and INT is at least 530 ((DEX × 2 + INT) = 530).

Some examples how all Variable Cast Time could be reduced:

Cast Time is only calculated once. It ignores changes to the modifiers during cast. This means it is possible to start casting and equip a Phen carded Clip afterwards to get the Phen Card effect for most of the cast time without the cast time increase.

Notes

Modifiers

Item/Skill Max Modifier Additional Notes
4327.png Bloody Butterfly Card
+30% Accessory. Prevents interruption.
Magic Strings.png Magic Strings
Var See skill description.
4077.png Phen Card
+25% Accessory. Prevents interruption.
Suffragium.png Suffragium
-45% (SkillLv × 15)%
4229.png Tower Keeper Card
-5% Headgear.
4366.png Kathryne Keyron Card
Var Headgear. −UpgradeLv%
2365.png Orleans's Gown [1]
+15% Prevents interruption.
Foresight.png Foresight
-50%
  • Although Bloody Butterfly Card adds 30%, the full set gives a bonus of -15%, meaning that it would only be an end result of +15% (vs. the Phen's +25%).
  • Magic Strings and Foresight are treated as separate factors in the calculation; they are not added to the other modifiers.

Skill Activation

SP cost and other casting costs are checked again. If the character can pay the costs, they are paid and the skill takes effect. If not, nothing happens. If the character is inside a chat room, no skill effect happens, but the costs are paid as usual.

Cast Delay

During cast delay, the character can move and attack freely, but cannot use skills. There is no visible indication of cast delay.

Cast delay is often called Global Skill Delay for non-magic skills.

Cast Delay Calculation

The base delay depends on the skill and skill level.

Cast Delay:

BaseDelay × (1 − X ÷ 100)
  • X = Sum of modifiers

In English:

  1. Start with Base Delay.
  2. Reduce by x%. (Rounding and other details unknown)

Modifiers

Item/Skill Max Modifier Additional Notes
Magic Strings.png Magic Strings
Var See skill description.
4403.png Kiel-D-01 Card
-30% Headgear.
2703.png Expert Ring
-5%

Cooldown

For a fixed time after the player has used the skill, the player will be unable to use that same skill again. They may however use any other skills they wish.

Cooldown is often called Skill Re-Use Delay.

There is no way to reduce a Skill Cooldown. They are usually set on a per-skill basis and occasionally vary by skill level used.

  • Note: Almost all 1st and 2nd class skills have no cooldown.

Skill Reset

A character's skills can be reset in a few ways:

  • Rebirthing to prepare for transcendent classes (can only done once, and does not apply to classes that cannot transcend).
  • The Hypnotist NPC in Prontera (146, 232) will currently reset any character's skills for free, provided they are base level 99 or below.
  • A Neuralizer (Kafra Shop item) will reset a character's skills.
  • An event NPC called Mesmerizer will reset both stats and skills (only put in the game in certain situations). Sometimes other NPCs are put in that offer the same reset methods.

Note: even after doing a skill reset, a character cannot put first class skill points into second class skills, or second class skill points into third class skills. The game will force the character to put all of their first class skill points into first class skills before the character is able to acquire second class skill points and so on.

Note: if a character changed jobs below the maximum level, they will never be able to recover the lost points. Thus, it is always recommended to reach the max job level before changing jobs (although some players may choose to change jobs early before transcending as all stats / skills are reset anyway).

  • E.g. if an Acolyte changed jobs to Priest at job 45 instead of job 50, they will still only get 44 skill points (instead of 49) out of the Acolyte skill points after doing a skill reset.
  • E.g. if a High Priest changes jobs to Arch Bishop at job 67 instead of job 70, they will still only get 66 skill points (instead of 69) out of the High Priest skill points after doing a skill reset.

See Also