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Skills

How a skill works under the hood: type, range, cost, how many hits it lands and why the evolved version replaces the old one.

Updated on August 10, 2026

A skill on the server is a set of fields: a number, who can learn it, a damage type, a base damage, a range, a mana and AG cost, and a behavior. Understanding those fields avoids the two most common mix ups: thinking that the skill's damage is the total damage of the hit, and thinking that area skills and target skills work the same way.

  • 633skills on the server
  • 10shortcuts on the bar
  • 5visible at a time on the HUD
  • 0cooldowns on the server

The skill types

The most important field is the type, because it decides what happens when you click. A target skill needs a target; an area skill does not, but in exchange the server decides on its own who got hit.

TypeHow it worksExamples
Direct targetHits the target you clicked, and only it.Meteor Strike, Soul Seeker, Impale
Area with automatic hitsYou mark a point and the server works out who was inside.Meteor Shower, Havok Spear, Spirit Blast
Area with declared hitsThe client reports who it hit and the server checks.Twisting Slash, Rageful Blow
Area attached to a targetNeeds a target, but the damage catches whoever is around it.Fire Blow, Focus Shot, Death Scythe
BuffApplies a magic effect on you, on an ally or on the party.Bless, Soul Barrier, Divine Force
RegenerationGives health or SD back instantly.Heal, Party Healing, Recovery
PassiveNever shows up on the bar; it only adds a stat.mastery nodes from the trees
SummonBrings an allied monster onto the field.Summon Goblin up to Summon Satyros
SkillType in src/DataModel/Configuration/Skill.cs

Range, area and number of hits

Range is measured in tiles, from your character to the target. Almost everything sits between 2 and 7 tiles; the longest skills in the game, the Dark Lord's Earthshake and Electric Spike, reach 10.

The area is configured separately, and it comes in two shapes. The cone comes out in front of you and widens (starting width, ending width and distance). The circle on the ground has a diameter and an effect radius from the center.

Area fieldWhat it controls
Target area diameterthe size of the circle you mark on the ground
Effect radiushow far the damage reaches from the center
Minimum and maximum hitshow many targets that use can catch
Hits per targethow many times the same enemy can be hit in the same use
Number of projectileshow many shots come out (Triple Shot has 3)
Delay by distancedamage on a distant target lands later, to match the animation

Some skills hit more than once per use by nature. That is the case with the Rage Fighter's skills: Killing Blow, Chain Drive, Dragon Roar and Phoenix Shot deliver 4 hits per activation, and Beast Uppercut delivers 2.

Cost: mana and AG

Almost every skill charges mana, and the strongest ones also charge AG. They are two separate resources: missing either one blocks the use. A refused skill charges nothing, so failing a prerequisite does not waste resources.

SkillClassAGMana
ImpaleDark Knight and related08
Death StabBlade Knight1215
Rageful BlowBlade Knight2025
Evil SpiritSoul Master090
InfernoSoul Master0200
Meteor ShowerGrand Master27105
Ice ArrowMuse Elf1210
EarthshakeDark Lord500
Electric SpikeDark Lord1000
Dragon SlasherRage Fighter100100
Seed values in SkillsInitializer.cs

Two stats affect this: `Mana Usage Reduction` and `Ability Usage Reduction` cut a percentage off the cost. The `Mana Reduction` nodes in the trees feed the first one.

Who can learn what

Every skill carries an explicit class list. There is no automatic inheritance: if the class is not on the list, the character does not learn it, does not equip it and does not cast it. The only derived rule is that a fourth or fifth generation class inherits everything its third generation could use.

  • Wizard skills also belong to the Magic Gladiator, by Webzen's design.
  • Knight skills belong to the Dark Knight, the Dark Lord and the Magic Gladiator.
  • The third class base skills are handed out in the evolution quest, not bought.
  • The Season 20 attack skills come from orbs, which require level 400 and third class.

The 91 buyable skills are at the Skill Master NPC, present in the four starting cities, with the shop split into two tabs.

The evolution rule

This is a server rule, defined by us, and it holds the same way in both trees. When you evolve a skill, the new version replaces the old one on the bar, icon included, and adds what the old one did. You will never have Bless and Bless Strengthener taking up two slots.

  1. 1Base skill

    It is what you have before investing a point.

  2. 2Strengthener node

    Once learned, it takes the base's place on the bar.

  3. 3Mastery node

    Takes the strengthener's place. Only one skill remains.

  • No point is lost. The server adds the value of every node in the chain into the skill that remains.
  • The behavior is inherited. The node copies damage, element, range, type, target and area from the skill it replaced, so it behaves exactly like it.
  • In the fourth class tree the effect is different: the evolution node only swaps the icon of the base skill. The bonus is already added into its damage, and turning the node into a separate skill would double the damage.

The skill bar

There are 10 shortcuts, on keys 1 to 9 and 0, with 5 visible at a time. The page flips on its own depending on the selected skill. To register a skill on a shortcut, hover the mouse over its icon in the dropdown and press CTRL plus the number. Registering a skill in one slot removes it from any other, so there are never duplicates.

  • Clicking the slot, or pressing its key, selects the skill.
  • Firing is done with the right mouse button or by clicking the target. There is no separate cast key.
  • Passive skills never show up on the bar or in the dropdown.
  • Skills from events the server does not run were hidden from the list, so they do not take up space.

What does not exist yet

  • Combo exists only for the Blade Knight, with a 3 second window and three steps. The Magic Gladiator's three Charges do not chain: they are three independent buffs.
  • Spiral Charge and Crusher Charge give exactly the same bonus today, and there is no one handed or two handed weapon check between them.
  • There is no weapon lock per skill. Nothing stops you from casting a magic skill with a physical weapon equipped.
  • Five Season 20 skills show up in the server enum but were not implemented: Blood Howling, Illusion, Shadow Step, Evasion and the Rage Fighter's new version of Rush.