WikiYour HeroSkills

SkillsTwo combat buttons, and a deep tree of learnable abilities per class.

Every class has two layers of skills. The two combat-slot skills (keys 1 and 2) are always available; your basic and your power move. Beyond those is a learnable tree you invest skill points into: attacks, buffs and utilities that define your class. This page covers how the tree works and what each class can learn.

Spending skill points

You earn skill points as you level (2, then 3, then 4 per level; see Leveling): about 178 by Level 60, plus a big one-time bundle when you change job. You won’t max everything, so specialize.

Casting. Some skills channel for a moment before they fire; moving or being interrupted cancels the cast (and refunds nothing spent yet). Gear “Casting Speed” and the Oracle’s Haste shorten cast times, up to a 60% reduction.

Wayfarer: base skills

Three simple melee skills, capped at rank 10, that carry you to your job change:

SkillLvCooldownNotes
Clean Hit31.4sA hard downward strike
Flurry52.6sThree rapid stabs (needs Clean Hit 3)
Over Cut104.0sAn upward finisher (needs Flurry 3)

Vanguard tree

A mix of hard-hitting strikes and self-buffs. Attacks: Slash, Keenwheel, Bloody Strike (life-drain), Blindside, Shield Bash (may stun), Special Hit (AoE), Sneaker (immobilize), Guillotine (heavy finisher). Buffs: Protection (+STA), Empower Weapon (+STR), Blazing Sword (+DEX), Smite Axe (+STR). Passives: Sword Mastery, Axe Mastery.

Skydancer tree

Two lines: bow (DEX, costs MP) and yo-yo (STR, costs FP). Bow: Junk Arrow (multi-shot), Bow Mastery (passive), Silent Shot, Aimed Shot (chance to double damage), Auto Shot (can blind), Arrow Rain (persistent AoE). Yo-yo: Slow Step (slow), Pulling (yank a target), Cross Line (stun), Snatch (steal Glint from behind, under stealth), Deadly Swing (bleed + slow attack), Counter Attack (riposte). Utility: Fast Walker, Dark Illusion (invisibility: attacking breaks it), Perfect Block.

Oracle tree

The support toolkit: magic line (stick, MP) and knuckle line (FP). Heal, Circle Healing (AoE heal), Resurrection, Prevention (a fatal blow instead restores 15% HP), Moon Beam (burn). Buffs the whole party wants: Haste (attack speed), Beef Up (+STR), Heap Up (+STA), Patience (+Max HP), Accuracy (+hit), Cat’s Reflex (+block), Mental Sign (+INT), Cannon Ball (+DEX). Knuckle: Temping Hole (fast jab), Stonehand (stun-on-hit), Burst Crack (AoE slam), Power Fist (one crushing blow).

Channeler tree

An element for every situation, plus utility. Mental Strike (non-elemental), Blinkpool (short teleport). Fire: Flame Ball → Flame Geyser (AoE) → Fire Strike. Water: Ice Missile (slow), Waterball, Water Well (DoT). Electric: Static Ball, Lightning Ram, Lightning Shock (DoT). Wind: Swordwind, Strongwind (knockback), Wind Cutter.

The block buffs do nothing yet. Cat’s Reflex (Oracle) and Perfect Block (Skydancer) raise a block rate that no damage roll ever reads; every roll in the game either ignores block outright or works it out from your DEX alone, so the buff changes no number. Both are still learnable and still show a buff icon, but the skill points buy no survivability today, and there is no respec; spend them elsewhere until this is wired up.
Every active skill has its own bespoke animation, but the visuals are purely cosmetic. Damage, range and timing come from the numbers above, not the choreography, so what you see always matches what you get.