In Ragnarok, 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 - global delay that prevents any skill re-use
- Indicated by a cooldown timer over the skill icon on your skillbar
- Skill use complete
- No visible indication.
- Skill Cooldown
- Unique on a per-skill basis - adds no global delay but prevents re-use of the specific skill
Phases in Detail
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.
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 Sacrificed by a Crusader/Paladin, 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.or , being
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 sometimes called (pre-)cast delay, easily confused with (post-)cast delay.
- Free Cast skill allows movement and attacking
- Bugs may sometimes allow attacking
- War of Emperium) and both allow taking damage without being interrupted (but not during
- The Crusader skill Sacrifice allows the caster to take damage without being interrupted (works in War of Emperium)
- Certain skills cannot be interrupted
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 clip afterwards to get the phen effect for most of the cast time without the cast time increase.
The base cast time depends on skill and skill level.
Cast time = Base time * (1 - DEX/140) * (1 - 0.15 * SUF) * (1 - x * 0.01) SUF is level of Suffragium active x is sum of modifiers.
- Start with base time.
- Reduce by 2/3% per point of DEX.
- Reduce by 15% per level of Suffragium.
- Reduce by x%.
- : +30%
- Magic Strings: see skill description
- : +25%
- Suffragium: -15% * Skill Lv.
- : -5%
- : -1% per upgrade of the headgear
- : +15%
- Foresight: -50%
Bear in mind that althoughadds 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%).
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.
Also known as After Cast Delay (ACD)
During cast delay, the character can move and attack freely, but cannot use skills. Cast delay can be observed on the skill bar's skill icons.
Cast delay is often called skill delay for non-magic skills.
The base delay depends on the skill and skill level.
Cast delay = base delay * (1 - x * 0.01) x is sum of modifiers
- Start with base delay.
- Reduce by x%. (Rounding and other details unknown)
- Magic Strings: see skill description
Cooldowns are a mechanic seperate from cast delay that causes no delay to the rest of the player's skills or attacks, but prevents the skill from being used again while it is on cooldown.
Cooldowns cannot be reduced by any normal means, although it is possible for future equipment to reduce the cooldown of specific skills.
Note that cooldowns are different than animation delays, which can be cancelled.
Skills with cooldowns:
- Impositio Manus
- Magnum Break
- Asura Strike after Snap is used.
- Venom Splasher
- Sonic Blow
- Illusion Thrust
- Mist Slash
- Throw Huuma Shuriken
- Illusionary Shadow
- Final Strike
- Bull's Eye
- Full Buster
SP consumption cannot reach 0, even if the sum of sp consumption modifers reach more than 100% a skill will always use a minimum of 1 SP.
SP Concumption = Maximum (1, base SP Consumption * (1 - x * 0.01)) x is sum of sp consumption modifiers
- Gypsy's Kiss: see skill description
- (upgrade over +9)
- (if the player has Dragonology)
- (upgrade over +6)
- (upgrade over +6)
- Icarus Wings and Bowman Scarf set
- Odin's Blessing and Ulle's Cap set (if base Dex is over 70)
- Skull Cap and Elven Ears set
- Shinobi Sash and Ninja Suit set
- Acolyte Card set
- Monk Card set
- Rogue Card set