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SKILL CHANGES

Kanata • Server Info • October 2026

Kanata's current skill adjustments, class by class. Numbers are at the normal learned maximum, before Combat Orders or equipment skill-level bonuses. An entry can have its own unlock or trigger conditions.

This post covers the changes for every class plus the Explorers and Dual Blade. Cygnus Knights, Aran, Evan, Resistance and the Nebulite and questline skills are in Skill Changes 2.

For Every Class

Skill Points & Unlocks

  • 6 SP per level. Evan and Resistance put it into one shared pool for all their job tabs.
  • First job has a 10 SP grant, plus catch-up points if you advance after its normal starting level. Explorer Magicians starting at level 10 include the catch-up from level 8.
  • No Mastery Books. Regular job skills can reach their full learned maximum without a book. Custom, equipment and quest skills keep their own unlock rules. Skill and Mastery Books do not drop.
  • Carry spare SP into later job tabs. You don't have to spend every point in an earlier tab first; each skill's own max level and requirements still apply.

Combat

  • Higher damage limit: a single line can pass 999,999, up to 2,147,483,647.
  • Higher-level monsters are easier to hit: -2% hit chance per level for the first 5 levels above you, then -4% per level.
  • Monster status effects on you (stun, seal, poison, slow and so on) last half as long, at least 1 second.
  • Speed and Jump have a minimum of 120%. Equipment and buffs can raise them above that minimum.

Buffs

  • Party buffs reach the whole map. Rage, Iron Will, Hyper Body, Meditation, Bless, Holy Symbol, Holy Shield, Sharp Eyes, Haste, Meso Up, Thorns, Speed Infusion, every Maple Warrior and the rest reach every party member on the same map, wherever they stand. Heal, Dispel, Resurrection and Time Leap still use their normal area.
  • Timers on screen: the time left is drawn over each buff icon, and cooldown seconds are drawn on your quick slot keys.
  • @autobuff (or @ab) recasts the buffs and summons you switch on: buffs in their last 5 seconds, summons when they're gone. Each recast costs what a normal cast does (MP, HP, items or combo) and waits while you're stunned, sealed or seduced. Dark Sight stays manual. Party buffs cast this way only hit you, and it's off in the Chaos world.

Movement & Casting

  • Free Flash Jump. Jobs without Teleport, a native Flash Jump or Jaguar Jump get a Flash Jump in the Beginner tab, already at skill level 20 (no SP). Dawn Warriors get it alongside Soul Rush.
  • Double-press Jump to Flash Jump. It also works while riding the Battleship or wearing Mechanic armor. Other mounts and transformations keep their own restrictions.
  • Teleport works in mid-air, including up and down, but not while attached to a rope or ladder. At its normal max level, the base range is 225 for Explorer Magicians, Blaze Wizard and Evan, and 216 for Battle Mage. Teleport Mastery is a separate bonus.
  • Charge skills fire at full charge as soon as you press the key: Big Bang, Piercing Arrow, Final Cut, Monster Bomb, Corkscrew Blow, Grenade, Poison Bomb, Ice Breath, Fire Breath and Jaguar-oshi.
  • Walk while firing Hurricane (Bowmaster and Wind Archer), Rapid Fire, Wild Arrow Blast and both Flame Launchers.
  • No 5-second wait after a fight to change channel or open the Cash Shop, Trade Center or your hired merchant.

Damage over Time

Poison, burn and other damage-over-time effects tick every second for a share of your average damage. They ignore defense, work on bosses (but not while a monster is immune to your attacks or to the element) and never kill (the monster stays at 1 HP).

One cast, cloud or spread poisons or burns up to its skill's target count, or 12 monsters for a skill that has none, like Poison Mist.

Warrior

Warrior & Fighter / Crusader / Hero

  • HP Boost: Max HP +200%.
  • Panic / Coma keep up to 3 Combo orbs after a hit.
  • Shout: with Combo Attack on, hitting 3+ enemies gives 2 extra Combo orbs, once every 8 seconds.
  • Intrepid Slash hits 4 enemies.
  • Enrage lasts 300 s.

Page / White Knight / Paladin

  • Charged Blow / Blast: with a Fire, Ice, Lightning or Holy charge on, each attack heals 1% Max HP, or 3% if the target is weak to that element.
  • Combat Orders lasts 300 s.
  • Guardian: a successful shield block cuts Heaven's Hammer's cooldown by 2 s, once every 3 seconds.
  • Heaven's Hammer: 30 s cooldown at every level.

Spearman / Dragon Knight / Dark Knight

  • Hyper Body also cuts the damage your party takes from monsters by up to 10%. It doesn't stack with Magic Armor (the better one counts).
  • Dragon Wisdom: with the Beholder out and Berserk active, the heal always triggers on a damaging Dragon Buster, Dragon Fury, Sacrifice or Dragon Roar. It absorbs up to 5% of the damage, capped at 3% Max HP per attack.
  • Dragon Roar: hitting 4+ enemies with the Beholder out triggers the Beholder's heal (1,000 HP), once every 8 seconds.
  • Berserk: +70% damage.
  • Aura of the Beholder heals 1,000 HP per tick.

Magician

All Magicians

  • Magic Armor also cuts the damage you take from monsters by up to 12%. It doesn't stack with Hyper Body (the better one counts). Blaze Wizards get the same.
  • Teleport has 225 base range at max level and works in mid-air. Teleport Mastery can add its own distance bonus.
  • Big Bang (both Arch Mages and Bishop): 270% damage.

Fire / Poison

  • Poison Breath: the poison lasts 60 s.
  • Poison Mist: the cloud lasts 60 s.
  • Element Composition: the damage over time lasts 60 s.
  • Explosion: hitting 3+ enemies carrying your own burn restores 3% Max MP and cuts Meteor Shower's remaining cooldown by 3 s, once every 6 seconds.
  • Fire Demon: the burn lasts 60 s.
  • Paralyze hits 3 times and its damage over time lasts 60 s. A Paralyze kill spreads the burn to up to 3 nearby enemies (not bosses).
  • Meteor Shower: 30 s cooldown at its normal max level. Explosion can reduce a running cooldown as described above.

Ice / Lightning

  • Thunder Spear: on a non-boss enemy that's already frozen, it breaks the freeze, stuns it for 5 s and refunds half the MP (one target per cast).
  • Chain Lightning can hit up to 12 enemies at max level.
  • Chain Lightning after an ice skill (within 6 s) restores 2% Max MP and cuts Blizzard's cooldown by 2 s. Chain Lightning kills freeze up to 3 nearby non-boss enemies for 3 seconds.

Cleric / Priest / Bishop

  • Heal: each undead enemy it damages refunds 25% of the MP (all of it at 4 undead).
  • Holy Arrow: 420% damage.
  • Dispel also strips monster buffs, immunity and reflect included, the same set Magic Crash removes.
  • Holy Symbol gives its full EXP bonus even when you're solo.
  • Summon Dragon and Bahamut can be out at the same time.
  • Resurrection: 20 min cooldown, and the player comes back with full HP and MP.
  • Angel Ray: when it deals damage, it heals the nearby party member with the lowest HP percentage (or you) for 2% of their Max HP, once per second.

Bowman

Bowmaster

  • Silver Hawk and Phoenix can be out at the same time.
  • Vengeance: a proc heals 2% Max HP and gives 3 s of 100% Stance, once every 5 seconds.
  • Hurricane: 210% per arrow, and you can walk while firing.
  • Phoenix: its hits cut Concentrate's cooldown by 3 s, once every 2 seconds.
  • Concentrate: 4 min cooldown.

Marksman

  • Golden Eagle and Frostprey can be out at the same time.
  • Piercing Arrow fires at full charge instantly. Killing an enemy that was frozen freezes up to 2 nearby non-boss enemies for 2 seconds.
  • Frostprey: 360% damage, and its hits cut Snipe's cooldown by 1 s, once per second.
  • Snipe: a normal 1,400% shot that can crit, with a 4 s cooldown at max level. Its damage scales with your character rather than using a fixed boss-damage number.

Thief

Assassin / Hermit / Night Lord

  • Avenger pierces 7 enemies.
  • Assassination rhythm: every 3rd qualifying Triple Throw or Avenger on the same primary target, with each attack within 4 seconds, cuts Dark Flare's cooldown by 5 s. With Venomous Star learned, kills spread your Venom to up to 2 nearby non-boss enemies.
  • Ninja Ambush is passive: every 4th qualifying damaging attack in its chain calls the ninjas for 500% damage against up to 6 surviving targets and stuns normal monsters for 1 second. The chain resets after a 10-second gap; serial finishers and body attacks do not build it. No MP cost.
  • Shadow Stars lasts 300 s.
  • Ninja Storm: hitting 4+ enemies gives 3 s of Dark Sight, once every 5 seconds.

Bandit / Chief Bandit / Shadower

  • Steal follows ordinary loot eligibility: normally stay within 10 levels of the monster. Level 115+ monsters stay eligible when you outlevel them. Cards and quest drops have separate rules.
  • Chakra also heals you on its own when a hit leaves you at 35% HP or less: 30% Max HP, no MP, once every 8 seconds.
  • Meso Guard lasts 300 s.
  • Meso Explosion: blowing up 5+ meso bags restores 2% Max HP and MP, once every 5 seconds.
  • Ninja Ambush is passive: the same 500% follow-up and four-attack chain as the Night Lord's, including its 10-second gap limit.
  • Assassinate works without Dark Sight. Starting it from Dark Sight doubles the damage. The finisher always crits, costs no MP and has a 30% chance to give you 3 s of Dark Sight.
  • Smokescreen: 4 min cooldown.
  • Boomerang Step hits 6 enemies. Each Pickpocket coin it makes cuts Smokescreen's cooldown by 1 s (up to 5 s per attack).

Dual Blade

  • Flying Assaulter then Bloody Storm (within 3 s) gives 4 s of Dark Sight, once every 5 seconds.
  • Final Cut fires at full charge instantly. Its attack buff lasts 60 s and gives +40%.
  • Sudden Raid: each cast that hits cuts Final Cut's cooldown by 15 s.

Pirate

Brawler / Marauder / Buccaneer

  • Corkscrew Blow fires at full charge instantly. A full Corkscrew followed by Dragon Strike within 3 s gives 1,000 Energy, once every 5 seconds.
  • Energy Charge gives 350 Energy per attack. At full Energy, a Dragon Strike, Energy Orb, Demolition or Barrage that deals damage cuts both Transformation cooldowns by 5 s.
  • Transformation: 250 s cooldown.
  • Roll of the Dice: 180 s cooldown, the buff lasts 180 s at every level, and it never rolls a 1.

Gunslinger / Outlaw / Corsair

  • Roll of the Dice: same as the Marauder's (180 s cooldown, never a 1).
  • Octopus and Gaviota: their hits repair 1% of your Battleship's durability, once every 2 seconds.
  • Flamethrower then Ice Splitter on the same target (within 4 s) cuts Air Strike's cooldown by 3 s, once every 5 seconds.
  • Rapid Fire: 210% per bullet, and you can walk while firing.
  • Battleship: much tougher, with 45,000 durability at Lv. 120 and up to 65,000 from about Lv. 176. The durability is kept when you get off, change channel or log out. It can climb ropes and ladders, and you can Flash Jump while riding it.
Edited : Updated feature and skill information against current server behavior