Skills List

From HollowWiki

This is a list of all the skills available, cost, and location. The directions on how to get to where they lie starts out from the Kelay Tavern, unless otherwise specified in ( ).

For more information, look at the Skill page.

Everyone

Skill Place Gold Directions
Fish: Odd Watering Hole 5 1s 3e 2s 1w 3s 1e 1s
Mine: Path to the North 15 1s 8w 1s 1w 4n
Recall: (click for list of recall points) Central Training Facility 500 1s 3w 2n 1d
Climb: Central Training Facility
Underground Beach (Alithrya)
15 1s 3w 2n 1d
4e, 3s
Swim: Sandy Beach
Underground Beach (Alithrya)
15 1s, 3e, 1s, 8e, 4s, 6e, 1s, 4e
4e, 3s
Push: Towering Tenements
Underground Beach (Alithrya)
15 1s, 3e, 4n, 4w, 3n, 1w
4e, 3s
Pull: Towering Tenements
Underground Beach (Alithrya)
15 1s, 3e, 4n, 4w, 3n, 1w
4e, 3s

Assassin

Skill Place Gold Stats Base Max Damage HP/MP/ST Consumption Directions
Ravage: Shadowy Den Free Strength 27 1 ST 1s 3w 2n 1d 1e
Shadow Blast: Shadowy Den 300 Strength 50 2 ST 1s 3w 2n 1d 1e
Arrow Rain: Shadowy Den 800 Speed and Dexterity 95 5 ST 1s 3w 2n 1d 1e
Pincushion: Shadowy Den 10000 Dexterity 250 25 ST 1s 3w 2n 1d 1e

Bard

Skill Place Gold Stats Base Max Damage HP/MP/ST Consumption Directions
Song of Pain: Temple of Music Free Charisma 27 2 MP, 1 ST 1s 3w 2n 1d 1s
Song of Health: Temple of Music 300 Charisma -70 2 MP, 3 ST 1s 3w 2n 1d 1s
Song of Death: Temple of Music 800 Charisma 94 5 MP, 5 ST 1s 3w 2n 1d 1s
Song of Life: Temple of Music 1000 Charisma -100% HP 2 MP & 3 ST per cure 1s 3w 2n 1d 1s
Merciless Jape: Temple of Music 10000 Charisma 250 25 MP, 25 ST 1s 3w 2n 1d 1s

Death Knight

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Berserk: Warrior's Training Grounds Free Strength 27 1 ST 1s 3w 2n 1d 1n
Stunning Blow: Warrior's Training Grounds 300 Strength 50 2 ST 1s 3w 2n 1d 1n
Unholy Strike: Death Cult Temple 800 Strength 99 5 ST 1s 3w 2n 2d
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n

Druid

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Druid's Eternal Tree Free Intelligence 27 1 MP, 1 ST 1s 1e 3n 1w
Cure: Druid's Eternal Tree 300 Intelligence -78 3 MP, 3 ST 1s 1e 3n 1w
Entangle: Druid's Eternal Tree 800 Intelligence 94 5 MP, 5 ST 1s 1e 3n 1w
Full Cure: Druid's Eternal Tree 1000 Intelligence -100% HP 3 MP and 3 ST per cure 1s 1e 3n 1w
Obliterate: Druid's Eternal Tree 10000 Intelligence 250 25 MP, 25 ST 1s 1e 3n 1w

Illusionist

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 8w 1s 3w 2n 2up
Chilling Touch: Mage's Training Center 300 Intelligence 50 2 ST, 2 MP 1s 8w 1s 3w 2n 2up
Illusionary Flame: Mage's Training Center 800 Intelligence 94 5 ST, 5 MP 1s 8w 1s 3w 2n 2up
Obliterate: Mage's Training Center 10000 Intelligence 250 25 ST, 25 MP 1s 8w 1s 3w 2n 2up

Knight

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Berserk: Warrior's Training Grounds Free Strength 27 1 ST 1s 3w 2n 1d 1n
Stunning Blow: Warrior's Training Grounds 300 Strength 50 2 ST 1s 3w 2n 1d 1n
Concentrated Blow: Warrior's Training Grounds 800 Strength 99 5 ST 1s 3w 2n 1d 1n
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n

Mage

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 8w 1s 3w 2n 2up
Chilling Touch: Mage's Training Center 300 Intelligence 50 3 MP, 3 ST 1s 8w 1s 3w 2n 2up
Meteor Shower: Mage's Training Center 800 Intelligence 94 5 MP, 5 ST 1s 8w 1s 3w 2n 2up
Obliterate: Mage's Training Center 10000 Intelligence 250 25 MP, 25 ST 1s 8w 1s 3w 2n 2up

Monk

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Berserk: Warrior's Training Grounds Free Strength 27 1 ST 1s 3w 2n 1d 1n
Stunning Blow: Warrior's Training Grounds 300 Strength 50 2 ST 1s 3w 2n 1d 1n
Tiger Strike: Warrior's Training Grounds 800 Strength 99 5 ST 1s 3w 2n 1d 1n
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n

Necromancer

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 8w 1s 3w 2n 2up
Chilling Touch: Mage's Training Center 300 Intelligence 50 3 MP, 3 ST 1s 8w 1s 3w 2n 2up
Raise the Dead: Death Cult Temple 800 Intelligence 94 5 MP, 5 ST 1s 3w 2n 2d
Obliterate: Mage's Training Center 10000 Intelligence 250 25 MP, 25 ST 1s 8w 1s 3w 2n 2up

Paladin

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Berserk: Warrior's Training Grounds Free Strength 27 1 ST 1s 3w 2n 1d 1n
Healing Hands: Temple of Light 300 Intelligence -70 3 ST 1s 3w 2n 1d 1w
Holy Smite: Temple of Light 800 Strength 99 5 ST 1s 3w 2n 1d 1w
Full Heal: Temple of Light 1000 Intelligence -100% HP 3 ST per cure 1s 3w 2n 1d 1w
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n

Priest

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 8w 1s 3w 2n 2up
Healing Hands: Temple of Light 300 Intelligence -70 3 ST 1s 3w 2n 1d 1w
Wrath of the Gods: Temple of Light 800 Intelligence 94 5 ST 1s 3w 2n 1d 1w
Full Heal: Temple of Light 1000 Intelligence -100% HP 3 ST per heal 1s 3w 2n 1d 1w
Obliterate: Temple of Light 10000 Intelligence 250 25 MP, 25 ST 1s 3w 2n 1d 1w

Ranger

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Magic Arrow: Ranger's Camp Free Intelligence 27 1 MP, 1 ST 1s 5w 3s 2e
Cure: Ranger's Camp 300 Intelligence -78 3 MP, 3 ST 1s 5w 3s 2e
Arrow Rain: Ranger's Camp 800 Speed and Dexterity 95 5 ST 1s 5w 3s 2e
Full Cure: Ranger's Camp 1000 Intelligence -100% HP 3 MP & 3 ST per cure 1s 5w 3s 2e
Pincushion: Ranger's Camp 10000 Dexterity 250 25 ST 1s 5w 3s 2e

Spell Blade

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 8w 1s 3w 2n 2up
Stunning Blow: Warrior's Training Grounds 300 Strength 50 2 ST 1s 3w 2n 1d 1n
Enchant Weapon: Warrior's Training Grounds 800 Intelligence 99 5 MP, 5 ST 1s 3w 2n 1d 1n
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n
Obliterate: Mage's Training Center 10000 Intelligence 250 25 MP, 25 ST 1s 8w 1s 3w 2n 2up

Thief

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Ravage: Shadowy Den Free Strength 27 1 ST 1s 3w 2n 1d 1e
Quick Slash: Shadowy Den 300 Strength 50 2 ST 1s 3w 2n 1d 1e
Arrow Rain: Shadowy Den 800 Strength 95 5 ST 1s 3w 2n 1d 1e
Pincushion: Shadowy Den 10000 Dexterity 250 25 ST 1s 3w 2n 1d 1e

Warrior

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Berserk: Warrior's Training Grounds Free Strength 27 1 ST 1s 3w 2n 1d 1n
Stunning Blow: Warrior's Training Grounds 300 Strength 50 2 ST 1s 3w 2n 1d 1n
Cleave: Warrior's Training Grounds 800 Strength 99 5 ST 1s 3w 2n 1d 1n
Deathblow: Warrior's Training Grounds 10000 Strength 250 25 ST 1s 3w 2n 1d 1n

Witch

Skill Place Gold Stat Base Max Damage HP/MP/ST Consumption Directions
Fire Bolt: Mage's Training Center Free Intelligence 27 1 MP, 1 ST 1s 1e 3n 1w
Cure: Druid's Eternal Tree 300 Intelligence -78 3 MP, 3 ST 1s 1e 3n 1w
Entangle: Druid's Eternal Tree 800 Intelligence 94 5 MP, 5 ST 1s 1e 3n 1w
Full Cure: Druid's Eternal Tree 1000 Intelligence -100% HP 3 MP and 3 ST per cure 1s 1e 3n 1w
Malevolent Hex: Sanguine Pool 10000 Intelligence 250 25 MP, 25 ST 1s, 3e, 1s, 8e, 1n, 9e, 2s, 1d, 2s, 3e, 9n, 1w

Cross-Class Skill

Cross-class skill can be bought, providing that the character buying the skill has reached at least 4,500 HP and is older than six months. Players may choose any skill otherwise inaccessible to their class and should not necessarily feel compelled to choose Song of Life.

  • Currently we allow for two cross-class skills to be purchased at the following prices:
    • 1st cross-class skill purchase = 100,000 gold
    • 2nd cross-class skill purchase = 250,000 gold

Requests should be hmailed to Customs.

Statting Made Easier

Tips and advice on efficient statting for each tier of class.


Non-Magic Healers

Paladin and Priest are rather easy classes to heal and stat with. When statting, Paladins use stamina, whereas Priests use stamina and magic in tandem. Their maximum damage output, with Holy Smite and Wrath of the Gods, respectively, is 99. Paladins and Priests are also some of the best healers in the game. That said, it's worth noting that they are only to heal others — not themselves. 'Full Heal' is the classes' primary healing skill. Using this skill, a player's entire stamina pool is tapped into at once in order to heal someone. This is considerably swifter than normal healing methods. Priests in particular must ensure that they keep their magic and stamina stats as synced up as possible.

There are many approaches to healing. One of the easiest, in this writer's estimation, is by using the copy-and-paste system. Simply copy the command ‘cast full heal on’ followed by the person’s name. Then, after every attack they do, paste the command and press enter. It’s an easy way to keep a good rhythm going while healing, though it does command enough of one's attention that it tends to prevent them from doing much else on the side. Another method involves using the game's Recover feature. As always, begin by typing the command ‘cast full heal on’ followed by the person's name. After you've pressed enter, position your mouse's pointer over the Recover feature, and then click on it. The command typed earlier will show up, which is the standard healing command. Once it shows up, and your partner player has initiated an attack, you press enter. Repeat as necessary. The copy and paste method, from experience, is much more efficient.

When you’re starting out healing, using herbs and sage mixtures is the best way to go. Once you reach 160 stamina, using herbs will cost you more gold than visiting the healer. Herbs are much quicker, however, so if you're fortunate enough to have another player send some your way, by all means, use them. But if you’re buying everything yourself, go cheaper and stick with those healer visits thereafter.

Non-Magic Fighters (Melee)

All of these classes are basically the same thing. None of them use magic. Only stamina. The only real different between them is the max damage they all do. And the damage done by the attacks are listed above, along with the cost to use each attack. Also, like with Paladins, once you reach 160 stamina, it’s time to move on to the healer.

Magic Healers

These are some of the better classes to solo stat with. Each of them are able to heal themselves. Bards, are the best class to stat with. Period. They can heal themselves. Heal others. And when they heal themselves, they gain experience from it. None of the other healing classes are that lucky. To see the different ways of healing, refer back to the Paladin section of this page. It will show you the different and better used ways of healing. Just like with the Magic users, you need to keep your magic and stamina as close as possible. Can’t stress that enough. At least, not for solo statting.

Magic Fighters

For these classes, when statting, you have to worry about magic. Obviously, since they are the magic users. Even still, using herbs while statting, at the beginning, is going to be the cheapest way to go about it. 160 stamina, hit up the healer. Once you get over 80 Magic Points, it is also time to move onto the healer. There are herbs that will be cheaper, but will only be cheaper for another 20-30 Magic Points. It’d be best to get familiar with where the healers are in-game than worry about wasting too much gold on herbs. To keep your Stamina and Magic Points close to the same level, you’ll want to use whatever the free move is that you’ll learn, which increases Magic Points. If your Stamina gets ahead of your Magic, then going back to the free move is best. Keeping them even as possible is a very hard thing to do, but it’s possible, with time and effort.