Skills at a glance
Select a skill to jump to its Episode 16.1 effect, level table, requirements, and scaling notes.
| Skill | Effect | Levels | Type |
|---|---|---|---|
| Genetic Skills | |||
Sword Training
|
With one-handed Swords or Daggers: Increases ATK by an amount based on skill level, Increases HIT by an amount based on skill level. | 5 | Supportive buff / utility |
Cart Remodeling
|
Increases Cart-skill HIT by an amount based on skill level. Increases cart capacity by an amount based on skill level. | 5 | Stance / toggle |
Cart Tornado
|
Spins the equipped cart to strike every enemy within two cells of the Genetic. The Episode 16.1-era version is an immediate self-centered attack and knocks affected enemies back by 2 cell… | 5 | Offensive |
Cart Cannon
|
Fires cart ammunition at a target area. | 5 | Offensive |
Cart Boost
|
Increases movement speed by an amount that varies by skill level. Increases ATK by an amount based on skill level. | 5 | Mobility buff |
Thorn Trap
|
Places a thorn trap that binds one enemy and deals repeated fixed damage while active. Damage and duration improve with skill level and INT. | 5 | Offensive |
Blood Sucker
|
Attaches a bloodsucking plant to one enemy, dealing repeated fixed damage and restoring part of that damage as HP to the Genetic. | 5 | Recovery / cleansing |
Spore Explosion
|
Attaches an explosive spore to a target. After a short delay it damages the target and nearby enemies; damage and area improve with skill level and the caster’s progression. | 5 | Offensive |
Wall of Thorns
|
Creates a wall of thorns around a ground location. Enemies touching the wall take physical damage and are pushed back. Fire damage transforms the wall into a Fire Wall effect. | 5 | Offensive |
Crazy Vines (Crazy Weed)
|
Calls down several giant vines at random positions inside the selected 9×9 area. Each vine covers its own 5×5 impact area, deals ranged physical damage, and removes removable ground skill… | 10 | Offensive |
Demonic Fire
|
Creates a burning field that repeatedly deals Fire magic damage and may inflict Burning. Damage, duration, and status chance improve with skill level. | 5 | Offensive |
Fire Expansion
|
Throws one level-specific catalyst into an active Demonic Fire field. Fire Expansion does not use one shared effect that scales normally; each skill level is a separate catalyst mode with… | 5 | Offensive |
Hell's Plant
|
Plants a hidden organism that attacks enemies entering its area. Its fixed damage is influenced by skill level, Base Level, Job Level, INT, and Summon Flora, and it may inflict Stun or Bl… | 5 | Summoning / companion |
Howling of Mandragora
|
Forces nearby enemies to hear a Mandragora’s cry, reducing INT, draining SP, and increasing Fixed Cast Time when successful. Target VIT and LUK help resist the effect. | 5 | Debuff / control |
Sling Item
|
Throws a compatible Genetic throwable item at a target. The result depends on the loaded item and may deal damage, restore HP/SP, grant a buff, or inflict a special status. | 1 | Item utility |
Change Material
|
Converts specific sets of materials into recipe-defined products. Each recipe determines its own ingredients, output, and success behavior. | 1 | Crafting / item creation |
Mix Cooking
|
Creates Genetic cooking items. Success and quantity are influenced by the recipe, Job Level, DEX, and LUK; the exact documented formula is provided below. | 2 | Crafting / item creation |
Create Bomb
|
Creates Genetic bomb items. Success and quantity are influenced by the recipe, Job Level, DEX, and LUK; the exact documented formula is provided below. | 2 | Crafting / item creation |
Special Pharmacy
|
Creates advanced Genetic consumables. Success and quantity are influenced by skill level, Base Level, Job Level, INT, DEX, LUK, learned Alchemist skills, and recipe difficulty. | 10 | Crafting / item creation |
Hallucination Drug
|
Deals physical damage to enemies in the affected area. Deals old misc damage and may inflict Hallucination/Confusion based on skill level. Consumes one Illusion Drug. | 5 | Offensive |
| Homunculus S Skills — Sera | |||
Summon Legion
|
Summons 3/3/4/4/5 insects at levels 1–5. Summon type: Hornet/Giant Hornet/Giant Hornet/Luciola Vespa/Luciola Vespa. Duration: 20/30/40/50/60 seconds. SP: 60/80/100/120/140. Fixed cast: 0.… | 5 | Summoning / offensive |
Needle of Paralyze
|
Deals Poison-property long range physical damage to the target. | 5 | Offensive physical / control |
Poison Mist
|
Deals Poison-property long range magic damage to the target. | 5 | Offensive ground / control |
Pain Killer
|
Applies Pain Killer to one target, reducing received damage and lowering ASPD. The reduction and duration scale with skill level and Sera level. The uploaded Episode 16.1 formula source d… | 5 | Protective support / control |
| Homunculus S Skills — Eira | |||
Light of Regenerate
|
Applies a resurrection bond to the owner. If the owner dies while it is active and the skill conditions are met, Eira is sacrificed and the owner is revived. Revived HP/SP and duration im… | 5 | Recovery / protection |
Overed Boost
|
Temporarily sets very high FLEE and ASPD for Eira and the owner, while reducing DEF. Values and duration scale with skill level. When the effect ends, Eira hunger and the owner’s SP are r… | 5 | Supportive buff |
Eraser Cutter
|
MATK ratio by level: 600%/900%/800%/1,100%/1,000% in the historical pre-2020 implementation. Odd levels use Wind property; even levels use Neutral property. The attack is displayed as six… | 5 | Offensive magic |
Xeno Slasher
|
MATK ratio by level: 500%/700%/600%/900%/700% in the historical pre-2020 implementation. Odd levels use Wind property; even levels use Neutral property. Area: 5×5/5×5/7×7/7×7/9×9; six dis… | 5 | Offensive area magic |
Silent Breeze
|
Restores HP to the selected target and applies Silence. Range: 5/5/7/7/9 cells. Healing, Silence duration, and success behavior depend on skill level and Homunculus stats as defined by th… | 5 | Recovery / control |
| Homunculus S Skills — Eleanor | |||
Style Change
|
Toggles Eleanor between Fighting and Grappling style. Fighting enables Sonic Claw → Silvervein Rush → Midnight Frenzy; Grappling enables Tinder Breaker → Continual Break Combo → Eternal Q… | 1 | Stance / toggle |
Sonic Claw
|
Performs one attack for each active Eleanor spirit sphere. Total hit count therefore equals the number of spheres available when the skill is used. Damage ratio scales with skill level un… | 5 | Offensive combo opener |
Silvervein Rush
|
Fighting-style follow-up to Sonic Claw. Deals physical damage and may Stun. Damage and Stun chance scale with skill level under the historical combo formula. | 5 | Offensive combo |
Midnight Frenzy
|
Fighting-style finisher after Silvervein Rush. Deals multi-hit physical damage; total ratio scales with skill level and the active combo state. | 5 | Offensive combo finisher |
Tinder Breaker
|
Grabs one target from 3/4/5/6/7 cells and pulls it into the Grappling combo state. Damage and hold duration scale with skill level. | 5 | Grappling opener / control |
Continual Break Combo
|
Grappling-style follow-up after Tinder Breaker. Deals physical damage and continues the hold/combo state. Damage scales with skill level. | 5 | Grappling combo |
Eternal Quick Combo
|
Final Grappling combo attack after Continual Break Combo. Deals special physical damage; final ratio scales with skill level and combo state. | 5 | Grappling finisher |
| Homunculus S Skills — Bayeri | |||
Steel Horn
|
Charges one enemy from 5/6/7/8/9 cells, deals physical damage, and knocks it back 3/4/5/6/7 cells. Damage scales with skill level and Bayeri’s physical attack. | 5 | Offensive physical |
Golden Heel
|
Temporarily increases Bayeri FLEE and ASPD and gives normal attacks a chance to deal an additional Holy-property strike. Bonus values, chance, and duration scale with skill level. | 5 | Supportive buff |
Stone Wall
|
Creates Safety Wall effects for Bayeri and its owner. Barrier count/durability and duration follow the learned level and the historical Safety Wall implementation. | 5 | Protective support |
Holy Pole
|
Deals Holy-property long range magic damage to the target. | 5 | Offensive Holy magic |
Attack Mode
|
Increases Bayeri's ATK while reducing its DEF and FLEE. Duration and cast time increase with Skill Level, and the skill continuously drains HP and SP while active. | 5 | Offensive buff |
| Homunculus S Skills — Dieter | |||
Magma Flow
|
When Dieter is damaged, it has a skill-level-dependent chance to trigger a Fire-property area attack. Damage ratio, chance, and area follow the historical reactive status formula. | 5 | Reactive offensive buff |
Granitic Armor
|
Reduces damage received by Dieter and the owner for the duration. When the effect ends, both lose a percentage of current HP. Reduction, ending penalty, and duration scale with skill level. | 5 | Protective support |
Lava Slide
|
Creates a Fire-property ground field that repeatedly deals physical damage and may inflict Burning. Damage, Burning chance, field duration, and active-unit limit scale with skill level. | 5 | Offensive Fire ground skill |
Pyroclastic
|
Endows the owner’s and Dieter’s weapon attacks with Fire property and increases ATK. ATK bonus scales with Dieter Base Level and skill level. The effect applies the historical weapon rest… | 5 | Offensive supportive buff |
Volcanic Ash
|
Creates a ground field that applies Ash. Ash reduces HIT and interferes with normal attacks, skills, and plant-type targets according to the historical target-specific status rules. Durat… | 5 | Debuff ground skill |
Detailed skill information
Each entry follows the supplied Episode 16.1-balanced reference. Cast, cost, target, status, prerequisite, calculated level values, and privacy-safe scaling details are shown.
Genetic Skills
Sword Training
Effect
With one-handed Swords or Daggers: Increases ATK by an amount based on skill level, Increases HIT by an amount based on skill level.
Level details
| Lv. | Effect / values |
|---|---|
| 1 | With one-handed Swords or Daggers: ATK +10, HIT +3. |
| 2 | With one-handed Swords or Daggers: ATK +20, HIT +6. |
| 3 | With one-handed Swords or Daggers: ATK +30, HIT +9. |
| 4 | With one-handed Swords or Daggers: ATK +40, HIT +12. |
| 5 | With one-handed Swords or Daggers: ATK +50, HIT +15. |
The effect becomes stronger with Skill Level and ATK.
Cart Remodeling
Effect
Increases Cart-skill HIT by an amount based on skill level. Increases cart capacity by an amount based on skill level.
Level details
| Lv. | Effect / values |
|---|---|
| 1 | Cart-skill HIT +4; cart capacity +500. |
| 2 | Cart-skill HIT +8; cart capacity +1000. |
| 3 | Cart-skill HIT +12; cart capacity +1500. |
| 4 | Cart-skill HIT +16; cart capacity +2000. |
| 5 | Cart-skill HIT +20; cart capacity +2500. |
The effect becomes stronger with Skill Level.
Cart Tornado
Effect
Spins the equipped cart to strike every enemy within two cells of the Genetic. The Episode 16.1-era version is an immediate self-centered attack and knocks affected enemies back by 2 cells. Its damage increases with skill level, current cart weight, Base STR, and Cart Remodeling.
- Direct area damage with 2-cell knockback. It does not create a lasting field, buff, debuff, or damage-over-time effect.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | Knockback | Cooldown | SP cost |
|---|---|---|---|---|
| 1 | 50% ATK | 2 cells | 0s | 30 SP |
| 2 | 100% ATK | 2 cells | 0.5s | 30 SP |
| 3 | 150% ATK | 2 cells | 1.0s | 30 SP |
| 4 | 200% ATK | 2 cells | 1.5s | 30 SP |
| 5 | 250% ATK | 2 cells | 2.0s | 30 SP |
Damage increases with Skill Level, STR, ATK, and related learned skills.
Cart Cannon
Effect
Fires cart ammunition at a target area.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | Area of Effect | SP cost |
|---|---|---|---|
| 1 | 60% ATK | 3x3 | 40 SP |
| 2 | 120% ATK | 3x3 | 42 SP |
| 3 | 180% ATK | 5x5 | 46 SP |
| 4 | 240% ATK | 5x5 | 48 SP |
| 5 | 300% ATK | 7x7 | 50 SP |
Damage increases with Skill Level, INT, ATK, and related learned skills.
Cart Boost
Effect
Increases movement speed by an amount that varies by skill level. Increases ATK by an amount based on skill level.
Level details
| Lv. | Effect / values | Duration | SP cost |
|---|---|---|---|
| 1 | Movement speed +50%; ATK +10; duration 90 seconds. | 90s | 20 SP |
| 2 | Movement speed +50%; ATK +20; duration 90 seconds. | 90s | 24 SP |
| 3 | Movement speed +75%; ATK +30; duration 90 seconds. | 90s | 28 SP |
| 4 | Movement speed +75%; ATK +40; duration 90 seconds. | 90s | 32 SP |
| 5 | Movement speed +100%; ATK +50; duration 90 seconds. | 90s | 36 SP |
Duration increases with Skill Level and ATK.
Thorn Trap
Effect
Places a thorn trap that binds one enemy and deals repeated fixed damage while active. Damage and duration improve with skill level and INT.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Follows the skill-specific formula
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 10s; Damage tick interval: 20s | 22 SP |
| 2 | 12s; Damage tick interval: 20s | 26 SP |
| 3 | 14s; Damage tick interval: 20s | 30 SP |
| 4 | 16s; Damage tick interval: 20s | 34 SP |
| 5 | 18s; Damage tick interval: 20s | 38 SP |
Damage increases with Skill Level and INT. Duration increases with Skill Level and INT.
Blood Sucker
Effect
Attaches a bloodsucking plant to one enemy, dealing repeated fixed damage and restoring part of that damage as HP to the Genetic.
Level details
| Lv. | Effect / values | Duration | SP cost |
|---|---|---|---|
| 1 | Heals caster for 10% of damage. | 20s | 30 SP |
| 2 | Heals caster for 15% of damage. | 22s | 35 SP |
| 3 | Heals caster for 20% of damage. | 24s | 40 SP |
| 4 | Heals caster for 25% of damage. | 26s | 45 SP |
| 5 | Heals caster for 30% of damage. | 28s | 50 SP |
Damage increases with Skill Level and INT. Duration increases with Skill Level and INT.
Spore Explosion
Effect
Attaches an explosive spore to a target. After a short delay it damages the target and nearby enemies; damage and area improve with skill level and the caster’s progression.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | Effect / values | Area of Effect | Duration | SP cost |
|---|---|---|---|---|---|
| 1 | 300% ATK | Nearby targets receive 75%. Explosion delay is 2 seconds. | 3x3 | Detonation delay: 2s | 55 SP |
| 2 | 400% ATK | Nearby targets receive 75%. Explosion delay is 2 seconds. | 5x5 | Detonation delay: 2s | 60 SP |
| 3 | 500% ATK | Nearby targets receive 75%. Explosion delay is 3 seconds. | 7x7 | Detonation delay: 3s | 65 SP |
| 4 | 600% ATK | Nearby targets receive 75%. Explosion delay is 3 seconds. | 9x9 | Detonation delay: 3s | 70 SP |
| 5 | 700% ATK | Nearby targets receive 75%. Explosion delay is 4 seconds. | 11x11 | Detonation delay: 4s | 75 SP |
Damage increases with Skill Level, Base Level, INT, and ATK. Duration increases with Skill Level, Base Level, INT, and ATK.
Wall of Thorns
Effect
Creates a wall of thorns around a ground location. Enemies touching the wall take physical damage and are pushed back. Fire damage transforms the wall into a Fire Wall effect.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Base Damage (ATK) | Effect / values | Duration | SP cost |
|---|---|---|---|---|
| 1 | 110% ATK | Each thorn hit: 110% ATK. Fire damage converts it to Fire Wall. | 10s | 40 SP |
| 2 | 120% ATK | Each thorn hit: 120% ATK. Fire damage converts it to Fire Wall. | 11s | 50 SP |
| 3 | 130% ATK | Each thorn hit: 130% ATK. Fire damage converts it to Fire Wall. | 12s | 60 SP |
| 4 | 140% ATK | Each thorn hit: 140% ATK. Fire damage converts it to Fire Wall. | 13s | 70 SP |
| 5 | 150% ATK | Each thorn hit: 150% ATK. Fire damage converts it to Fire Wall. | 14s | 80 SP |
Damage increases with Skill Level and ATK.
Crazy Vines (Crazy Weed)
Effect
Calls down several giant vines at random positions inside the selected 9×9 area. Each vine covers its own 5×5 impact area, deals ranged physical damage, and removes removable ground skills from the cells it strikes. Vines may overlap, so one target can be hit by more than one vine.
- Each impact removes eligible ground skills in its 5×5 cells. This is a near-instantaneous effect; the vines do not remain as a persistent field.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Damage per vine | Vine limit | Main target area | Area per vine | Variable cast | SP cost |
|---|---|---|---|---|---|---|
| 1 | 600% ATK | 3 | 9×9 | 5×5 | 3.0s | 24 SP |
| 2 | 700% ATK | 4 | 9×9 | 5×5 | 3.5s | 28 SP |
| 3 | 800% ATK | 4 | 9×9 | 5×5 | 4.0s | 32 SP |
| 4 | 900% ATK | 5 | 9×9 | 5×5 | 4.5s | 36 SP |
| 5 | 1000% ATK | 5 | 9×9 | 5×5 | 5.0s | 40 SP |
| 6 | 1100% ATK | 6 | 9×9 | 5×5 | 5.5s | 44 SP |
| 7 | 1200% ATK | 6 | 9×9 | 5×5 | 6.0s | 48 SP |
| 8 | 1300% ATK | 7 | 9×9 | 5×5 | 6.5s | 52 SP |
| 9 | 1400% ATK | 7 | 9×9 | 5×5 | 7.0s | 56 SP |
| 10 | 1500% ATK | 8 | 9×9 | 5×5 | 7.5s | 60 SP |
Damage increases with Skill Level and ATK.
Demonic Fire
Effect
Creates a burning field that repeatedly deals Fire magic damage and may inflict Burning. Damage, duration, and status chance improve with skill level.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
Level details
| Lv. | Base Damage (MATK) | Effect / values | Duration | SP cost |
|---|---|---|---|---|
| 1 | 130% MATK | Per tick: 130% MATK. Burning chance: 8%. | 10s; Burning duration: 8s | 24 SP |
| 2 | 150% MATK | Per tick: 150% MATK. Burning chance: 12%. | 12s; Burning duration: 16s | 28 SP |
| 3 | 170% MATK | Per tick: 170% MATK. Burning chance: 16%. | 14s; Burning duration: 24s | 32 SP |
| 4 | 190% MATK | Per tick: 190% MATK. Burning chance: 20%. | 16s; Burning duration: 32s | 36 SP |
| 5 | 210% MATK | Per tick: 210% MATK. Burning chance: 24%. | 18s; Burning duration: 40s | 40 SP |
Damage increases with Skill Level and MATK. Chance increases with Skill Level and MATK. Duration increases with Skill Level and MATK.
Fire Expansion
Effect
Throws one level-specific catalyst into an active Demonic Fire field. Fire Expansion does not use one shared effect that scales normally; each skill level is a separate catalyst mode with a different result.
- Varies completely by level. Lv.1 is a field enhancement; Lv.2 is immediate Fire magic damage; Lv.3 is a defensive smoke field; Lv.4 is a harmful tear-gas field; Lv.5 activates Acid Bomb using the caster's learned level rules.
- Critical: No
- Accuracy: Magic effects ignore FLEE
- Defense: Lv.2 is reduced by MDEF; Lv.5 follows the Fire Expansion Acid Bomb rules
Level details
| Lv. | Catalyst | Exact effect on Demonic Fire | Duration / field result | SP cost |
|---|---|---|---|---|
| 1 | 1 Oil Bottle | Damage increases with Skill Level, Job Level, INT, MATK, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, and related learned skills. | Existing Demonic Fire duration is extended by 10s. | 30 SP |
| 2 | 1 Explosive Powder | Damage increases with Skill Level, Job Level, INT, MATK, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, and related learned skills. | Demonic Fire ends after the explosion. | 35 SP |
| 3 | 1 Smoke Powder | Changes the field to Purple Gas: ranged damage received −50%, melee damage received −15%, and FLEE +20% for units in the field. | Damage increases with Skill Level, Job Level, INT, MATK, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, and related learned skills. | 40 SP |
| 4 | 1 Tear Gas | Damage increases with Skill Level, Job Level, INT, MATK, Maximum HP, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, Maximum HP, and related learned skills. | Damage increases with Skill Level, Job Level, INT, MATK, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, and related learned skills. | 45 SP |
| 5 | 1 Acid Bottle | Changes the field into Acid Bomb. It uses Lv.5 when the caster has not learned Acid Bomb; otherwise it uses the highest learned level. In this activation method, Acid Bomb is treated as magic. | Demonic Fire ends after activation. | 50 SP |
Damage increases with Skill Level, Job Level, INT, MATK, and related learned skills. Duration increases with Skill Level, Job Level, INT, MATK, and related learned skills.
Hell's Plant
Effect
Plants a hidden organism that attacks enemies entering its area. Its fixed damage is influenced by skill level, Base Level, Job Level, INT, and Summon Flora, and it may inflict Stun or Bleeding.
Level details
| Lv. | Duration | SP cost |
|---|---|---|
| 1 | 14s | 40 SP |
| 2 | 21s | 45 SP |
| 3 | 28s | 50 SP |
| 4 | 35s | 55 SP |
| 5 | 42s | 60 SP |
Damage increases with Skill Level, Base Level, Job Level, INT, and related learned skills. Chance increases with Skill Level, Base Level, Job Level, INT, and related learned skills.
Howling of Mandragora
Effect
Forces nearby enemies to hear a Mandragora’s cry, reducing INT, draining SP, and increasing Fixed Cast Time when successful. Target VIT and LUK help resist the effect.
Level details
| Lv. | Area of Effect | Duration | SP cost |
|---|---|---|---|
| 1 | 11x11 | 10s | 40 SP |
| 2 | 13x13 | 15s | 45 SP |
| 3 | 13x13 | 20s | 50 SP |
| 4 | 15x15 | 25s | 55 SP |
| 5 | 15x15 | 30s | 60 SP |
Duration increases with Skill Level, INT, and LUK and is reduced by target's VIT.
Sling Item
Effect
Throws a compatible Genetic throwable item at a target. The result depends on the loaded item and may deal damage, restore HP/SP, grant a buff, or inflict a special status.
Damage increases with Base Level, STR, DEX, and ATK.
Notes
- Banana Bomb may force sitting and lower LUK; Melon Bomb lowers movement/ASPD; Coconut Bomb can Stun/Bleed; Pineapple Bomb splashes units sharing the target cell.
Change Material
Effect
Converts specific sets of materials into recipe-defined products. Each recipe determines its own ingredients, output, and success behavior.
- Converts listed material sets into specified products; success and output are recipe-defined rather than one universal formula.
The effect scales with Skill Level.
Mix Cooking
Effect
Creates Genetic cooking items. Success and quantity are influenced by the recipe, Job Level, DEX, and LUK; the exact documented formula is provided below.
Level details
| Lv. | SP cost |
|---|---|
| 1 | 5 SP |
| 2 | 40 SP |
Creation success and output improve with Job Level, DEX, and LUK.
Create Bomb
Effect
Creates Genetic bomb items. Success and quantity are influenced by the recipe, Job Level, DEX, and LUK; the exact documented formula is provided below.
Level details
| Lv. | SP cost |
|---|---|
| 1 | 5 SP |
| 2 | 40 SP |
Creation success and output improve with Job Level, DEX, and LUK.
Special Pharmacy
Effect
Creates advanced Genetic consumables. Success and quantity are influenced by skill level, Base Level, Job Level, INT, DEX, LUK, learned Alchemist skills, and recipe difficulty.
Level details
| Lv. | SP cost |
|---|---|
| 1 | 12 SP |
| 2 | 12 SP |
| 3 | 12 SP |
| 4 | 12 SP |
| 5 | 12 SP |
| 6 | 12 SP |
| 7 | 12 SP |
| 8 | 12 SP |
| 9 | 12 SP |
| 10 | 12 SP |
Creation success and output improve with Skill Level, Base Level, Job Level, INT, DEX, LUK, and related learned skills.
Hallucination Drug
Effect
Deals physical damage to enemies in the affected area. Deals old misc damage and may inflict Hallucination/Confusion based on skill level. Consumes one Illusion Drug.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Level details
| Lv. | Area of Effect | Duration | SP cost |
|---|---|---|---|
| 1 | 9x9 | 10s | 60 SP |
| 2 | 11x11 | 10s | 70 SP |
| 3 | 13x13 | 10s | 80 SP |
| 4 | 15x15 | 10s | 90 SP |
| 5 | Screen-wide | 10s | 100 SP |
Damage increases with Skill Level.
Homunculus S Skills — Sera
These are Homunculus S abilities associated with the Genetic path. The original uploaded formula package did not contain individual Homunculus S formula sections. Exact historical values are listed where they could be reconstructed safely; entries with incomplete historical coefficients are explicitly marked rather than guessed.
Summon Legion
Effect
Summons 3/3/4/4/5 insects at levels 1–5. Summon type: Hornet/Giant Hornet/Giant Hornet/Luciola Vespa/Luciola Vespa. Duration: 20/30/40/50/60 seconds. SP: 60/80/100/120/140. Fixed cast: 0.4/0.6/0.8/1.0/1.2 seconds; variable cast: 1.6/1.4/1.2/1.0/0.8 seconds.
Duration increases with Skill Level.
Needle of Paralyze
Effect
Deals Poison-property long range physical damage to the target.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level and ATK. Chance increases with Skill Level and ATK. Duration increases with Skill Level and ATK.
Poison Mist
Effect
Deals Poison-property long range magic damage to the target.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by MDEF
Damage increases with Skill Level, Base Level, MATK, and related learned skills. Chance increases with Skill Level, Base Level, MATK, and related learned skills. Duration increases with Skill Level, Base Level, MATK, and related learned skills.
Pain Killer
Effect
Applies Pain Killer to one target, reducing received damage and lowering ASPD. The reduction and duration scale with skill level and Sera level. The uploaded Episode 16.1 formula source does not expose a single closed coefficient for the final reduction, so no unsupported numeric coefficient is supplied.
Damage increases with Skill Level. Duration increases with Skill Level.
Homunculus S Skills — Eira
These are Homunculus S abilities associated with the Genetic path. The original uploaded formula package did not contain individual Homunculus S formula sections. Exact historical values are listed where they could be reconstructed safely; entries with incomplete historical coefficients are explicitly marked rather than guessed.
Light of Regenerate
Effect
Applies a resurrection bond to the owner. If the owner dies while it is active and the skill conditions are met, Eira is sacrificed and the owner is revived. Revived HP/SP and duration improve with skill level; the historical implementation also depends on Homunculus intimacy.
Recovery increases with Skill Level. Duration increases with Skill Level.
Overed Boost
Effect
Temporarily sets very high FLEE and ASPD for Eira and the owner, while reducing DEF. Values and duration scale with skill level. When the effect ends, Eira hunger and the owner’s SP are reduced according to the historical effect table.
Duration increases with Skill Level.
Eraser Cutter
Effect
MATK ratio by level: 600%/900%/800%/1,100%/1,000% in the historical pre-2020 implementation. Odd levels use Wind property; even levels use Neutral property. The attack is displayed as six hits sharing the total ratio.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
The effect scales with MATK.
Xeno Slasher
Effect
MATK ratio by level: 500%/700%/600%/900%/700% in the historical pre-2020 implementation. Odd levels use Wind property; even levels use Neutral property. Area: 5×5/5×5/7×7/7×7/9×9; six displayed hits share one total ratio.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
The effect scales with MATK.
Silent Breeze
Effect
Restores HP to the selected target and applies Silence. Range: 5/5/7/7/9 cells. Healing, Silence duration, and success behavior depend on skill level and Homunculus stats as defined by the historical status implementation.
Recovery increases with Skill Level. Duration increases with Skill Level.
Homunculus S Skills — Eleanor
These are Homunculus S abilities associated with the Genetic path. The original uploaded formula package did not contain individual Homunculus S formula sections. Exact historical values are listed where they could be reconstructed safely; entries with incomplete historical coefficients are explicitly marked rather than guessed.
Style Change
Effect
Toggles Eleanor between Fighting and Grappling style. Fighting enables Sonic Claw → Silvervein Rush → Midnight Frenzy; Grappling enables Tinder Breaker → Continual Break Combo → Eternal Quick Combo.
The effect scales with Skill Level.
Sonic Claw
Effect
Performs one attack for each active Eleanor spirit sphere. Total hit count therefore equals the number of spheres available when the skill is used. Damage ratio scales with skill level under the historical weapon-skill formula.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level and Spirit Spheres.
Silvervein Rush
Effect
Fighting-style follow-up to Sonic Claw. Deals physical damage and may Stun. Damage and Stun chance scale with skill level under the historical combo formula.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level. Chance increases with Skill Level.
Midnight Frenzy
Effect
Fighting-style finisher after Silvervein Rush. Deals multi-hit physical damage; total ratio scales with skill level and the active combo state.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level.
Tinder Breaker
Effect
Grabs one target from 3/4/5/6/7 cells and pulls it into the Grappling combo state. Damage and hold duration scale with skill level.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level. Duration increases with Skill Level.
Continual Break Combo
Effect
Grappling-style follow-up after Tinder Breaker. Deals physical damage and continues the hold/combo state. Damage scales with skill level.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level.
Eternal Quick Combo
Effect
Final Grappling combo attack after Continual Break Combo. Deals special physical damage; final ratio scales with skill level and combo state.
Damage increases with Skill Level.
Homunculus S Skills — Bayeri
These are Homunculus S abilities associated with the Genetic path. The original uploaded formula package did not contain individual Homunculus S formula sections. Exact historical values are listed where they could be reconstructed safely; entries with incomplete historical coefficients are explicitly marked rather than guessed.
Steel Horn
Effect
Charges one enemy from 5/6/7/8/9 cells, deals physical damage, and knocks it back 3/4/5/6/7 cells. Damage scales with skill level and Bayeri’s physical attack.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level.
Golden Heel
Effect
Temporarily increases Bayeri FLEE and ASPD and gives normal attacks a chance to deal an additional Holy-property strike. Bonus values, chance, and duration scale with skill level.
Chance increases with Skill Level. Duration increases with Skill Level.
Stone Wall
Effect
Creates Safety Wall effects for Bayeri and its owner. Barrier count/durability and duration follow the learned level and the historical Safety Wall implementation.
Duration increases with Skill Level.
Holy Pole
Effect
Deals Holy-property long range magic damage to the target.
- Critical: No
- Accuracy: Ignores FLEE
- Defense: Reduced by MDEF
The effect scales with Skill Level, Base Level, MATK, and related learned skills.
Attack Mode
Effect
Increases Bayeri's ATK while reducing its DEF and FLEE. Duration and cast time increase with Skill Level, and the skill continuously drains HP and SP while active.
ATK, duration, and cast time increase with Skill Level, while DEF and FLEE are reduced. The skill drains HP and SP while active.
Homunculus S Skills — Dieter
These are Homunculus S abilities associated with the Genetic path. The original uploaded formula package did not contain individual Homunculus S formula sections. Exact historical values are listed where they could be reconstructed safely; entries with incomplete historical coefficients are explicitly marked rather than guessed.
Magma Flow
Effect
When Dieter is damaged, it has a skill-level-dependent chance to trigger a Fire-property area attack. Damage ratio, chance, and area follow the historical reactive status formula.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level. Chance increases with Skill Level.
Granitic Armor
Effect
Reduces damage received by Dieter and the owner for the duration. When the effect ends, both lose a percentage of current HP. Reduction, ending penalty, and duration scale with skill level.
Damage increases with Skill Level and Current HP. Duration increases with Skill Level and Current HP.
Lava Slide
Effect
Creates a Fire-property ground field that repeatedly deals physical damage and may inflict Burning. Damage, Burning chance, field duration, and active-unit limit scale with skill level.
- Critical: No
- Accuracy: Uses the normal HIT/FLEE check
- Defense: Reduced by DEF
Damage increases with Skill Level. Chance increases with Skill Level. Duration increases with Skill Level.
Pyroclastic
Effect
Endows the owner’s and Dieter’s weapon attacks with Fire property and increases ATK. ATK bonus scales with Dieter Base Level and skill level. The effect applies the historical weapon restrictions and may damage the equipped weapon when it ends.
Damage increases with Skill Level, Base Level, ATK, and related learned skills.
Volcanic Ash
Effect
Creates a ground field that applies Ash. Ash reduces HIT and interferes with normal attacks, skills, and plant-type targets according to the historical target-specific status rules. Duration and success behavior scale with skill level.
Duration increases with Skill Level.
Homunculus S source notes
- Official iRO Homunculus S introduction: https://iro.ragnarokonline.com/news/updatedetail.aspx?id=200
- Historical implementation metadata: the same May 2018 rAthena skill database used throughout this package.
- Historical player-facing values were compared with iRO Wiki skill tables; any entry whose closed coefficient could not be verified is marked as incomplete instead of being assigned a fabricated number.
Sources
- Historical rAthena Renewal skill database (May 30, 2018)
- Historical rAthena cast database
- Historical rAthena requirement database
- Historical rAthena battle formulas
- Historical rAthena skill behavior
- kRO third-class 185/65 change log (used to confirm the pre-change side)
- kRO Job Improvement Project (used to confirm the pre-improvement side)

