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Skill/Spell Information


This section will explain and describe what the various skills and spells in Final Fantasy Online can do.





Quickly access a section with the table of contents:

What is a skill? | Fighter Skills | Black Belt Skills | Thief Skills | Weapon Skills

What is a spell? | White Magic | Black Magic | Status Magic


What is a skill?


A skill is an acquired ability gained in FFO through either a mentor or training. Skills appear in the abilities panel on the right side of the expanded HUD, and clicking on one will ready it. Most skills require MP; if you move your mouse over the skill, the amount of MP required to use the skill will be displayed in the bottom-left corner of your screen. Skills usually take a different amount of time than attacking normally (it can be faster or slower in both the execution and the recoil), so learn when to use skills properly.

There are two kinds of skills; class skills and weapon skills. Class skills are solely for a single class in the game, and can only be learned by that class. Weapon skills are meant to be used only with a specific type of weapon, but can be learned by any class that is able to use the weapon required. Both appear in the same tab and can be placed in the quick bar next to your experience bar.

Fighter Skills
Beef Up - The player brings out even more potential, gaining a small boost in strength during combat.

Defend - The character brings up their shield to absorb great amounts of damage. Requires a shield to use at all.

Rage - Harnessing the bloodlust within them, the player enters a Berserk-like trance, attacking all hostile creatures with increased attack capabilities.

Charge - Summoning great leg strength, the player dashes towards his foe with great speed to assault them with a melee weapon. Does not work with polearms.

Cleave - The player swings with so much force that if the attack kills its target, an adjacent monster is also struck with the blade.

Great Cleave - An advanced form of Cleave, this continues until the fighter fails to kill a monster with its attacks or no monsters are next to him. Has a recoil dependant on how many monsters killed.

Double Hit - The fighter, utilizing the downward slice, will strike his foe twice in succession with nearly any weapon.

Parry - Going by the tenet that defense is vital, the fighter will raise his shield to block blows, and attempt a counter attack when this is used. Requires a Blade weapon and a Shield.

Rapid Strike - At great risk to himself, the fighter goes into a frenzied assault upon his foe, attacking as fast as possible, but damaging himself at the same time. The blows are weaker than normal, but much faster. Rapid Strike has a large cooldown, as it wears the fighter out to attack so fast.

Black Belt Skills
Armlock - The player grapples their opponent, disabling their attack and movement capabilities while dealing damage over time.

Chakra - The player focuses their stamina into other energies, restoring their own health and mana. Only usable on self.

Grab - Taking a dive at their opponent, a player will lock them into their position, unable to move but free to attack.

Iron Fist - Using a concentrated blast of energy, the player smashes their opponent with a bare first, causing the opponent to knocked back a great distrance.

Kick - Rather than fists, the player uses a powerful kick to strike many opponents at once, moving across the battlefield as they hit each one.

Mantra - Also known as the Second Chakra, the player summons a great amount of stamina into other places, healing health and mana in a 3x3 area around the user.

Roundhouse - Once the player has learned to use their legs effectively, they can spin at an incredible speed, damaging all opponents in the immediate area around them.

Stun - The player releases a burst of power, striking the enemy so hard that they are sent back a small distance, stunned as a result.

Throw - Using skills from the old days of grappling, the player grabs their opponent and throws them a distance. Only deals damage if the enemy hits a dense object; can deal damage to other enemies if thrown into them.

Thief Skills
Filch - The beginning Thief must learn to crawl before they walk, and so they hone their pickpocketing skills through the wallets of others.

Unmask - Removes the current disguise of the player; initially has no use to the player.

Reveal - The player's senses are heightened suddenly, allowing them to see through disguises and even magical shrouds.

Citizen - The player puts on the face of a standard citizen, blending in to the surroundings of a city full of unsuspecting opponents.

Highwayman - The player wears the guise of a common criminal, becoming a threat to everyone around them but gaining an anonymous status.

Mug - Once a player is strong enough to face people without stealth, they can steal money from their enemies while they attack.

Smokebomb - The player releases a sphere of fog, making a shroud in which a player can escape far away.

Steal - The adept pickpocket is able to find their way into a player's more valuable possessions, looting items from their victim.

Vanish - In the shadows of the world a player can meld into that darkness, becoming invisible to the naked eye.

Backstab - Using great stealth and precision, the player cuts into their opponent deeply, dealing an amount of damage based on their (the target's) maximum HP.

Weapon Skills
Concuss (Blunt) - With a skilled smash, the player hits their opponent in the head, causing them to be Confused as to their wherabouts for a short time.

Pound (Blunt) - Using great strength, the user strikes their enemy forcefully, knocking them back a small distance and stunning them slightly.

Mortal Wound (Knives) - Precise aim is used by the wielder, slicing the enemy in a place where they will continuously Bleed.

Swift Strike (Knives) - Attempting to focus on speed more than strength, the player attacks the enemy incredibly fast, allowing them to chain attacks at the cost of reduced damage.

Skewer (Polearm) - Finding a weak point, the user brings their polearm through the enemy and into another, hurting both in the process. This can also be used to penetrate larger monsters, hurting them twice as much.

Aim (Projectile) - The player takes time to find a choke point, then releases the attack with 100% success and dealing critical damage to the opponent.

What is a spell?


Spells are the magic of FFO, used by the various mages in the world. They can be learned either through a mentor or training. You can access your spells from the Abilities panel, located on the right part of the expanded HUD. Almost all spells require MP; moving your mouse over the spell will show you the amount of MP require for that spell in the bottom-left corner of your screen. Spells tend to take longer to cast than attacking, and much longer before you can take an action, so understand when to use spells.

There are several types of magic in the FFO world. There is Black Magic, which is used to harm enemies and cause great damage. There is White Magic, used to aid allies during times of need. There is Status Magic, used against the enemies to impair senses or impede their assault. All of these types are gained in the same ways, but differ in how they are used. Learn when each spell should be used so that you can maximaze your effectiveness in battle.

White Magic
Barrier - An invisible layer of protection is given to the target, completely nullifying a set amount of physical damage against them.

Cure 1 - One target is relieved, healing the player a small amount. Can be used as an attack against undead.

Cure 2 - Curative waves surround the target in a 3x3 area, healing for a large amount. Can be used as an attack against undead.

Cure 3 - A large aura of mystical healing powers fills a 5x5 area, healing all those within it by a great deal. It is said this spell could bring the near-dead back to full health.

Esuna - Clears the target's body and soul, stripping any harmful status effects from them.

Heal - All allies in the sight of the healer are cured.

Life - Ressurects the dead target, bringing them back to life with a small amount of HP.

Light 1 - A bright ray blinds the enemy, dealing a small amount of light damage.

Light 2 - Divine sparks surround the enemy in a 3x3 area, dealing a large amount of light damage.

Light 3 - A large 5x5 area is engulfed in holy power, decimating all evil that lies within it.

Meditate - The White Mage kneels to the ground, relaxing their mind and all others in their party, restoring their MP slowly over any distance. Requires constant usage (click and hold) to maintain. Requires no MP to cast.

Pray - Player chants for assistance, healing all allies slowly from any distance. Requires constant usage (click and hold) to maintain. Requires no MP to cast.

Pure - Removes the target's toxins within their body, decreasing the amount of poison damage the player takes (can Pure until there is no poison).

Refresh - Constantly fills the target's mind with fresh thoughts, allowing them to regenerate their MP faster. Goes away if player's MP is full or below 20%.

Regen - Gives the player a curative aura, allowing them to regenerate their HP quickly. Goes away if player's HP is full.

Wall - Places a mirror-like magic on a target, reflecting offensive and status magic onto the enemey who cast it. Does not affect indirect damage; cannot be reflected more than once.

Black Magic
Air 1 - Blasts the target with high-powered gusts, dealing a small amount of air damage.

Air 2 - Conjures a great tornado to tear the target apart in a 3x3 area, dealing a large amount of air damage.

Air 3 - The wizard summons up gales of winds so strong, it's said to blast shingles off of houses miles away, although the damage is only dealt in a 5x5 area.

Dark 1 - A bolt of pure energy is sent at the opponent, dealing a small amount of dark damage.

Dark 2 - A whirlpool of dark energy is released on the enemy in a 3x3 area, dealing a large amount of dark damage.

Dark 3 - A tiny gateway to the netherworld is opened, decimating all those in the 5x5 with dark energy bombs.

Earth 1 - Smacks the target with rocks, dealing a small amount of earth damage.

Earth 2 - Removes a chunk of earth and hurls it at the target in a 3x3 area, dealing a large amount of earth damage.

Earth 3 - Calling the earth to his command, the wizard causes a 5x5 crevice to open up and smash those in his way.

Fire 1 - Burns the target with a searing flame, dealing a small amount of fire damage.

Fire 2 - Creates a pillar of fire upon the enemy in a 3x3 area, dealing a large amount of fire damage.

Fire 3 - Calling upon the power of Ifrit to boost the caster's strength, the 5x5 explosion caused by this spell can sear even the mightiest of beasts.

Fire Wall - A controllable inferno is unleashed towards the enemy as multiple pillars branch out, burning them with a large amount of fire damage.

Ice 1 - Chills the target with subzero temperatures, dealing a small amount of ice damage.

Ice 2 - Condenses the air into a field of ice around the target in a 3x3 area, dealing a large amount of ice damage.

Ice 3 - An iceberg surrounds the target and implodes, searing all within a 5x5 area with ice lancets.

Ice Bolt - A concentrated blast of ice is sent out at the enemy, dealing a moderate amount of ice damage and Freezing the enemy.

Lit 1 - Shocks the target with a spark, dealing a small amount of lit damage.

Lit 2 - Summons a large bolt of electricity to smite the target in a 3x3 area, dealing a large amount of lit damage.

Lit 3 - Calling upon a fraction of Ramuh's might, the skies are darkened and suddenly brightened brightly by the sheer power of electricity, frying all in a 5x5 area.

Chain Lightning - A streak of lightning electrocutes the target and continues on, hitting several targets at once with a large amount of lit damage.

Poison 1 - A jet of poisonous fumes strikes the target, dealing a small amount of poison damage and poisoning the enemy.

Poison 2 - Brings forth a cloud of toxic gas on the target in a 3x3 area, dealing a large amount of poison damage and poisoning the enemy.

Poison 3 - A mass biological attack, this spell's power can make even the heartiest beast succumb to the poison it inflicts within the 5x5 area.

Water 1 - Drenches the target in water, dealing a small amount of water damage.

Water 2 - Calls upon a storm to flood the target in a 3x3 area, dealing a large amount of water damage.

Water 3 - Leviathan lends a small portion of his great power to the caster, and tidal waves of water engulf a 5x5 area, drowning everything in its path.

Scry - Pries into the mind of another, enabling the caster to see the location of the target regardless of range.

X-Magic - A burst of concentration is given to the caster, allowing them to cast several spells rapidly in succession, but draining the caster for a time afterward.

Status Magic
Anti-[element] - Coats a target with a protective element, absorbing much of an element's power before it strikes the target.

Anti-Mute - Covers the target with a special magic, preventing an enemy from muting them for a time.

Blind - Places a dark shroud on the target, heavily decreasing their sight radius.

Berserk - Fills the target with an uncontrollable rage, increasing their attack capabilities and forcing them to attack anything hostile.

Confuse - Creates many distractions directly into the mind of the target, causing them to randomly attack any target near them or run around.

Dispel - Negates any auras surrounding the target, taking away any defensive magic that was protecting them.

Disencumber - Lessens the target's burden of weight, decreasing the amount items and gold weigh by 70% for the duration.

Fast - Boosts the target's muscles, allowing them to react faster and move at an increased pace.

Fear - Clouds the target's mind with insanity, causing them to run away from enemies and strike anything hostile to them.

Fog - Creates a shroud of magic around a target, giving them a boost to defensive properties.

Hold - Binds the enemy with magic so that they cannot move.

Imbue Element - Empower a person by enchanting them with an element, giving their physical attacks that property.

Invisibility - Shrouds the target in a reflecting light-shield, as other players are unable to see the target until they break the shield with an action.

Lamp -Creates a shining aura around the target, giving them a small light radius in dungeons and at night. Also cures any blindness effects.

Lock 1 - Places a burden on the target's legs, making it much harder to avoid attacks.

Lock 2 - Creates invisible weight around all enemies within range of the spell, making all of them susceptible to even the slowest attacks.

Mute - Silences the target, rendering them incapable of speech and the ability to cast spells.

Ruse - The target's feet are given a tricky magic, sidestepping and backtracking involuntarily in order to increase their agility.

Saber - Gives the caster enhanced knowledge of physical combat, giving a great boost in melee abilities.

Scan - Studies the target with magic, showing their current HP, MP, and elementals strengths as well as their weaknesses.

Sleep - Places the target in a magical sleep for a time, only waking up after the duration or until they are attacked.

Slow - A heavy burden is placed on the target, slowing their movement speed and reaction times.

Temper - Sharpens both the target's weapon and mind, allowing them to deal more damage during combat.




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