Skills - Page 15 High Five

Master Ability - Magic Defense ID 800
M. Def. is increased.
Warrior Ability - Boost CP ID 801
Max. CP is increased.
Wizard Ability - Anti-magic ID 802
The probability of resisting magic damage is increased.
Healer Ability - Divine Protection ID 803
Resistance to darkness/divinity attribute attacks is increased.
Knight Ability - Resist Critical ID 804
Received Critical Damage is decreased.
not used ID 805
Magic Obstacle ID 806
Blows away Enhanced Abnormal Conditions of the enemies around the golem.
Over-hit ID 807
Increases the golem's power more by filling him up with special fuel.
Golem Punch ID 808
Throws a powerful punch with 11205 Power that both stuns and inflicts damage to an enemy. Over-hit is possible.
Golem Tornado Swing ID 809
Spinning attack strikes enemy with 6199 Power. Over-hit is possible.
Vanguard ID 810
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a two-handed sword is equipped, but Shield Defense is decreased.
Vanguard ID 811
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a dualsword is equipped, but Shield Defense is decreased.
Vanguard ID 812
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a two-handed sword is equipped, but Shield Defense is decreased.
Vanguard ID 813
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a dualsword is equipped, but Shield Defense is decreased.
Full Swing ID 814
Widely swings a two-handed weapon to attack nearby enemies with 893 Power added to P. Atk. Requires a two-handed sword/two-handed blunt to be equipped. Ignores Shield Defense. Over-hit and critical hit are possible.
Blade Hurricane ID 815
Attacks nearby enemies with 893 Power added to P. Atk. Requires a dualsword. Ignores Shield Defense. Over-hit and critical hit are possible.
Cleave ID 816
Inflicts a powerful blow on an enemy with 992 Power added to P. Atk. Requires a two-handed sword/two-handed blunt weapon to be equipped. Ignores Shield Defense. Over-hit. Critical.
Double Strike ID 817
Uses two swords to inflict a powerful blow on an enemy with 992 Power added to P. Atk. Requires a dualsword. Ignores Shield Defense. Over-hit and Critical hit are possible.
Evasion Counter ID 818
During Evasion, counters by stunning an enemy and renders him senseless.
Evasion Chance ID 819
During Evasion, increases the rate of successfully striking an enemy's vital organs.
Evasion Haste ID 820
During Evasion, increases your Atk. Spd.
Shadow Step ID 821
Allows user to stealthily approach an enemy from behind. Target cancel is possible.
Repair Golem ID 822
Repairs the summoned golem to recover the golem's HP by 8%.
Strengthen Golem ID 823
Increases the summoned golem's P. Atk. by 8% and Atk. Spd. by 3% for 20 minutes.
Golem Reinforcement ID 824
For 20 minutes, equips a summoned golem with an additional armor plate to increase P. Def. by 8% and maximum HP by 5%.
Sharp Edge ID 825
Sharpens a bladed weapon to increase P. Atk. by 5% and critical rate by 20% for 20 minutes.
Spike ID 826
Adds a spike to a blunt weapon to increase P. Atk. by 5% and its weight for shock attacks by 8% for 20 minute(s).
Restring ID 827
Enhances the string of a bow or crossbow to increase P. Atk. by 5% and range by 100 for 20 minute(s).
Case Harden ID 828
Enhances the armor surface to increase P. Def. by 10% for 20 minute(s).
Hard Tanning ID 829
Tans armor to increase P. Def. by 5% and Evasion by 2 for 20 minutes. Works only on light armor users and can't be used on pets.
Embroider ID 830
Embroiders a robe to increase P. Def. by 5% and MP Recovery Bonus by 2 for 20 minutes.
Summon Merchant Golem ID 831
Summons a trader association golem who can do basic transactions. Consumes 5 D-grade Crystals when summoning.
Fast Recovery ID 832
Increases HP/MP/CP Recovery Bonus.
Body Reconstruction ID 833
Recovers all HP by reconstructing your body.
Blood Pact ID 834
Through a blood contract, increases party members' maximum HP by 10% and HP Recovery Bonus by 10 for 2 minutes.
Imbue Seed of Destruction ID 835
Plants a Seed of Destruction in an enemy's body. The seed grows inside the body, sucking up an enemy's mana, and blocks an enemy's skill use when it becomes fully grown. Consumes 1 Dark Seed.
Oblivion Trap ID 836
Creates a trap that when triggered makes an enemy lose focus, potentially causing them to lose their target when attacking.
Painkiller ID 837
For 8 seconds, becomes invincible, suppressing pain and not incurring damage.
Switch Stance ID 838
Switches from an attack stance to a basic stance.
Dismount ID 839
Dismounts from a ridable mount.
Final Flying Form ID 840
Transforms target into the final flying battle mode. Consumes 20 souls.
Aura Bird - Falcon ID 841
Mounts the Aura Bird - Falcon.
Aura Bird - Owl ID 842
Mounts the Aura Bird - Owl.
Shooting Star ID 843
Fires a star fragment. Power 3422.
Outpost Construction ID 844
Constructs an outpost that assists clan member recovery and reinforcement during territory battles. Territory ward capture is possible. Consumes 120 B-Grade Gemstones.
Outpost Demolition ID 845
Demolishes an outpost. After demolition, a new outpost can be constructed.
Possess Ward ID 846
Possesses the territory ward, decreasing various battle abilities.
Ward Transport ID 847
With an opposing ward in hand, go back to your outpost and use this skill to move the ward back to your castle.
Gludio Territory Benefaction ID 848
STR+1 / INT+1
Dion Territory Benefaction ID 849
DEX+1 / WIT+1