From the original
Every skill the Refuge changed, printed the way the game printed it: the original client's tooltip on the left, this one's on the right. Nothing here is summarised and nothing was typed by hand, so where a note and a tooltip disagree, the tooltip is what shipped.
310 skills, 42 classes
Arcane Master
10 skills
Burning Spiral
In the original
Summons a flaming spiral that will inflict 3 hits of Fire elemental damage on all enemies in a 5x5 cell area around the targeted enemy by this skill.
Damage is 40% per level + 3% per Int
Extra 4% per level per Fire Focus
Grants a Fire Domination Mark
Dominations slowly consumes SP
Consumes all Focus when Cast
Base Starting Cooldown is 5 seconds
In the Refuge
Summons a flaming spiral that will inflict 3 hits of Fire elemental damage on all enemies in a 5x5 cell area around the targeted enemy by this skill.
Damage is 40% per level + 3% per Int
Extra 4% per level per Fire Focus
Grants a Fire Domination Mark
Dominations slowly consumes SP
Variable cast time is 5s
Fixed cast time is 2.3s
Base Starting Cooldown is 5 seconds
Comet
In the original
Summons destructive comets to attack all targets within
13x13 AoE that has chance of inflicting
Weapon-Based elemental damage and
Magical Intoxication status, which decreases the resistances against all elemental attacks by 20% for 30 seconds.
Damage is 50% per level + 6% per Int.
Starting cooldown is 20 seconds.
Requires extra 25% Max SP to use.
In the Refuge
Summons destructive comets to attack all targets within
13x13 AoE that inflicts
Weapon-Based elemental damage and
Magical Intoxication status, which decreases the resistances against all elemental attacks by 20% for 20 seconds.
Damage is 50% per level + 15% per Int.
Variable cast time increases with level: 11s to 15s
Fixed cast time is 3s
Starting cooldown is 10 seconds.
Requires extra 25% Max SP to use.
Frozen Crash
In the original
Summons a meteor of ice that will damage enemies with Water elemental magic damage in a 7x7 cell area around the caster and can inflict Freezing status..
Freezing duration is 0.75+0.25s per level
Damage is 40% per level + 3% per Int
Extra 4% per level per Water Focus
Grants a Water Domination Mark
Dominations slowly consumes SP
Consumes all Focus when Cast
Base Starting Cooldown is 5 seconds
In the Refuge
Summons a meteor of ice that will damage enemies with Water elemental magic damage in a 7x7 cell area around the caster and can inflict Freezing status..
Freezing duration is 0.75+0.25s per level
Damage is 40% per level + 3% per Int
Extra 4% per level per Water Focus
Grants a Water Domination Mark
Dominations slowly consumes SP
Frozen chance is 10+10% per level
Variable cast time is 5s
Fixed cast time is 2.3s
Base Starting Cooldown is 5 seconds
Land Fissure
In the original
Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage to enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and reveals it.
Damage is 40% per level + 3% per Int
Extra 4% per level per Earth Focus
Grants a Earth Domination Mark
Dominations slowly consumes SP
Consumes all Focus when Cast
Base Starting Cooldown is 5 seconds
In the Refuge
Commands the ground in a targeted area to rise into spikes in order to deal Earth elemental magic damage to enemies within a 5x5 area. If there is a target hidden in the ground within that range, it also deals damage to that target and reveals it.
Damage is 40% per level + 3% per Int
Extra 4% per level per Earth Focus
Grants a Earth Domination Mark
Dominations slowly consumes SP
Variable cast time is 5s
Fixed cast time is 2.3s
Base Starting Cooldown is 5 seconds
Lightning Bolt
In the original
Summons lightning bolts around a targeted area inflicting Wind elemental magic damage to enemies within the skill's range.
Damage is 40% per level +3% per Int
Extra 4% per level per Wind Focus
Grants a Wind Domination Mark
Dominations slowly consumes SP
Consumes all Focus when Cast
Base Starting Cooldown is 5 seconds
In the Refuge
Summons lightning bolts around a targeted area inflicting Wind elemental magic damage to enemies within the skill's range.
Damage is 40% per level +3% per Int
Extra 4% per level per Wind Focus
Grants a Wind Domination Mark
Dominations slowly consumes SP
Variable cast time is 5s
Fixed cast time is 2.3s
Base Starting Cooldown is 5 seconds
Magic Overload
In the original
Requirement: Advanced Book 9
Increases resistance, physical and magical damage against Dragon monsters. Mastering this skill will add +3 INT.
[Lv 1]: +4% Resistance, +%4 Physical/
+2% Magical Damage, INT +1
[Lv 2]: +8% Resistance, +%8 Physical/
+4% Magical Damage, INT +1
[Lv 3]: +12% Resistance, +%12 Physical/
+6% Magical Damage, INT +2
[Lv 4]: +16% Resistance, +%16 Physical/
+8% Magical Damage, INT +2
[Lv 5]: +20% Resistance, +%20 Physical/
+10% Magical Damage, INT +3
In the Refuge
Every 10 successful Auto Spell procs, gain Magic Overload for 10 seconds.
During this time, your next Tetragrammaton cannot be interrupted and deals increased final damage.
The effect is consumed when Tetragrammaton is cast.
[Lv 1]: Tetragrammaton final damage +20%
[Lv 2]: Tetragrammaton final damage +40%
[Lv 3]: Tetragrammaton final damage +60%
[Lv 4]: Tetragrammaton final damage +80%
[Lv 5]: Tetragrammaton final damage +100%
Regenerate
In the original
Consumes a certain amount of SP to recover HP everytime an enemy attacks with normal physical damage.
Consumes 40 SP per level when hit.
Heals 200 HP per level when hit.
Duration is 10 seconds.
Base Starting Cooldown is 20 seconds.
High level healing can quickly drain SP.
In the Refuge
Consumes a certain amount of SP to recover HP every time an enemy attacks with normal physical damage.
Consumes 40 SP per level when hit.
Heals 200 HP per level when hit.
Duration is 10 seconds.
Base Starting Cooldown is 20 seconds.
High level healing can quickly drain SP.
Summon Yggdrasil
In the original
Summons the Tree of Life that rises any KO'ed characters within
5x5 cell range of the tree, while increasing MaxHP and recovering HP and SP every 3 seconds.
Base Starting Cooldown is 60 seconds
Requires a Blue Gemstone to cast.
Healing amount increases every level.
Duration is 18s+3s per level.
In the Refuge
Summons the Tree of Life that rises any KO'ed characters within
5x5 cell range of the tree, while increasing MaxHP and recovering HP and SP every 3 seconds.
Variable cast time increases with level: 2s to 4s
Fixed cast time is 3s
Base Starting Cooldown is 60 seconds
Requires a Blue Gemstone to cast.
Healing amount increases every level.
Duration is 18s+3s per level.
Tetragrammaton
In the original
Summons 4 elements as a small storm, to deal 4 hits of magic damage.
The damage is based on the current Dominations
That are summoned around the caster, in any
Mix and variation, each hit has its own element and a slight chance to cause a negative status.
Fire: Burning chance.
Water: Freezing chance.
Wind: Stun chance.
Earth: Bleeding chance.
Damage is 40% per level +4% Int -PER HIT-
Starting Cooldown is 10 seconds.
Area increases at Lv6 and Lv10.
Elements can be mixed in any order.
Requires at least 4 Dominations around.
Requires extra 25% Current SP to cast
In the Refuge
Summons 4 elements as a small storm, to deal 4 hits of magic damage.
The damage is based on the current Dominations
That are summoned around the caster, in any
Mix and variation, each hit has its own element and a slight chance to cause a negative status.
Fire: Burning chance.
Water: Freezing chance.
Wind: Stun chance.
Earth: Bleeding chance.
Damage is 40% per level +4% Int -PER HIT-
Variable cast time increases with level: 0.1s to 1s
Fixed cast time is 1s
Starting Cooldown is 10 seconds.
Area increases at Lv6 and Lv10.
Elements can be mixed in any order.
Requires at least 4 Dominations around.
Requires extra 25% Current SP to cast
Unlimited Power
In the original
Boosts Power for all spells cast for 45 seconds.
Base Starting Cooldown is 60 seconds
MATK bonus is 3% per level
Ignores 3% of Enemy's MDEF per level
Requires 25% Extra Max HP per cast.
In the Refuge
Boosts Power for all spells cast for 30 seconds.
Base Starting Cooldown is 60 seconds
MATK bonus is 5% per level
Ignores 1% of Enemy's MDEF per level
All Skills cast have no cooldown
All skills receive +1s absolute cast time
All skills consume double the SP amount
Assassin
12 skills
Axe Tornado
In the original
Spins an Axe that will strike targets 3 times. Requires an
Axe to be used.
Damage is 100+10% per level +1% per VIT
Extra 15% per Rolling Counter
Extra 3% per INT if caster is poisoned
Only Right Hand Weapon ATK is used
Base Starting Cooldown is 3 seconds
Damage increases by 5% per Improve Defense level while under Venom Coat
Knockback range is 1 cell
In the Refuge
Spins an Axe that will strike targets 3 times. Requires an
Axe to be used.
Damage is 200+10% per level +1% per VIT
Extra 25% per Rolling Counter
Extra 3% per INT if caster is poisoned
Only Right Hand Weapon ATK is used
Base Starting Cooldown is 3 seconds
Damage increases by 5% per Improve Defense level while under Venom Coat
Boomeraxe
- Max level
1310
In the original
Throws a spinning axe at a ranged target.
Damage is increased by user's VIT
Damage is 60+15% per level +1% per VIT
Extra +3% per Int vs poisoned targets
Requires an Axe to be equipped.
Knockbacks target when it hits
Knockback range 3+1 at Lv 5 and 9
Base Starting Cooldown is 5 seconds
In the Refuge
Throws a spinning axe at a ranged target.
Damage is increased by user's VIT
Damage is 200+15% per level +1% per VIT
Extra +3% per Int vs poisoned targets
Requires an Axe to be equipped.
Knockbacks target when it hits
Knockback range 3+1 at Lv 5 and 9
Base Starting Cooldown is 5 seconds
Burst Petals
In the original
Throws magic bladed petals that will damage it's target and any nearby enemies. Raising this skill's level increases it's number of strikes.
Damage is 60+10% per level +2% per DEX
Only Right Hand Weapon ATK is used
Extra AoE and Hits at Lv 3 and Lv5
Base starting Cooldown is 2 Seconds
In the Refuge
Throws magic bladed petals that will damage it's target and any nearby enemies.
Damage is 200+15% per level +2% per DEX
Only Right Hand Weapon ATK is used
Variable cast time is 1.5s
Fixed cast time is 0.5s
Base starting Cooldown is 2 Seconds
Cloaking
- Max level
1310
In the original
Enters Cloaking status, which hide the caster from enemies without disabling movement. At Level 1 to 4, Cloaking will only work when caster is adjacent to a wall. At higher levels, caster can move freely
Demons, Insects and Bosses are able to detect you.
Base Starting Cooldown is 20 seconds
SP Cost is 1 SP every 40ms+10ms per level
20 SP/s at Lv1, 7.14 SP/s at Lv10
Increases critical rate by 3 per level.
Requires 25% Current SP to Cast
In the Refuge
Enters Cloaking status, which hide the caster from enemies without disabling movement. At Level 1 to 4, Cloaking will only work when caster is adjacent to a wall. At higher levels, caster can move freely
Base Starting Cooldown is 30 seconds
SP Cost is 1 SP every 40ms+10ms per level
20 SP/s at Lv1, 7.14 SP/s at Lv10
Increases critical rate by 3 per level.
Requires 25% Current SP to Cast
Fan of Knives
In the original
Throws Knives to all enemies within a radius around you. Doesn't consume ammo, but damage is increased by different ammo bonuses.
Damage is completely boosted by raw ATK
Only Right Hand Weapon ATK + Ammo is used
Base Starting Cooldown is 3 seconds
Damage increases by agi per learned level of Improve Dodge during Hallucination Walk
Ignores defense, flee and elements.
In the Refuge
Throws Knives to all enemies within a radius around you. Doesn't consume ammo, but damage is increased by different ammo bonuses.
Damage is completely boosted by raw ATK
Only Right Hand Weapon ATK + Ammo is used
Base Starting Cooldown is 2.5 seconds
Damage increases by agi per learned level of Improve Dodge during Hallucination Walk
Ignores defense, flee and elements.
Fire Ball
In the original
Inflicts 100% MATK Fire magic damage in an area against enemies
Skill can be autocast with Autospell
Damage dealt increases by 20% per level
Extra 5% damage per Fire Focus
Base Starting Cooldown is 4 seconds
25% chance to cause burning for 3 seconds
In the Refuge
Inflicts 100% MATK Fire magic damage in an area against enemies
Skill can be autocast with Autospell
Damage dealt increases by 20% per level
Extra 5% damage per Fire Focus
Variable cast time is 0.8s
Fixed cast time is 0.2s
Base Starting Cooldown is 4 seconds
25% chance to cause burning for 3 seconds
Flying Knife
In the original
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 40+15% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
In the Refuge
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 140+20% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
Impact Tooth
In the original
Launch earth spikes against enemies to strikes targets 2 times.
Requires a Katar weapon.
Damage is 30+10% per level +1% per LUK
Does not work under hiding.
Base Cooldown is 0.5 seconds
Requires extra 3% Max SP to cast
In the Refuge
Launch earth spikes against enemies to strikes targets 2 times.
Requires a Katar weapon.
Damage is 130+10% per level +1% per LUK
Does not work under hiding.
Base Cooldown is 0.5 seconds
Requires extra 3% Max SP to cast
Magic Pierce
In the original
Ignores part of the enemy's MDEF against spells
Can be used on others.
MDEF Piercing is 3% per level and works on autocasts.
Also provides 1% DEF piercing per lv.
In the Refuge
Ignores part of the enemy's MDEF against spells
Can be used on others.
Magic Defense Penetration is 3 per level
Defense Penetration is 1 per level and works on autocasts.
Variable cast time is 3s
Fixed cast time is 1s
Shadow Slash
- Max level
1310
In the original
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Damage is 100+15% per level +1% per LUK
Bonus Crit Rate is 5+ 5 per level
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
Damage increases by 10% per Improve Dodge level while under Hallucination Walk
Base Starting Cooldown is 3 seconds.
In the Refuge
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Damage is 200+15% per level +1% per LUK
Bonus Crit Rate is 5+ 5 per level
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
Damage increases by 5% per Improve Dodge level while under Hallucination Walk
Base Starting Cooldown is 4 seconds.
Silent Strike
- Max level
1310
In the original
Quickly strikes a weak spot and
Silences the target while dealing damage.
Damage is 100+20% per level +1% per DEX
Silence chance increases with DEX
Only Right Hand Weapon ATK is used
Base starting Cooldown is 3 seconds
Silence duration is 1+0.5s per Level
Requires 10% Max HP/SP to cast
In the Refuge
Quickly strikes a weak spot and
Silences the target while dealing damage.
Damage is 200+20% per level +2% per DEX
Silence chance increases with DEX
Only Right Hand Weapon ATK is used
Base starting Cooldown is 3 seconds
Silence duration is 5 seconds
Requires 10% Max HP/SP to cast
Sonic Blow
- Max level
1310 - SP cost
16 to 4216 to 34
In the original
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Damage is 150+10% per level +1% per Luk.
Skill can be critical
Base Starting Cooldown is 3 seconds.
Deals 50% extra damage vs targets under 50% health.
In the Refuge
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Damage is 225+10% per level +2% per Luk.
Skill can be critical
Base Starting Cooldown is 3 seconds.
Deals 50% extra damage vs targets under 50% health.
Stun chance is 10+2% per level, for 5s
Black Plague
9 skills
Death Cloud
In the original
Creates a poisonous cloud in a 7x7 area, which will continuously deal Poison element damage and cause
Inner Poison status.
Inner Poison: Increase poison damage taken
Requires 20% Current HP to cast.
Damage is Magical and 5% per level.
Bonus damage is 1% per Int.
Damage pulse is every half a second.
Increases damage enemies (including bosses) take from any source by 25% for a few seconds
In the Refuge
Creates a poisonous cloud in a 7x7 area, which will continuously deal Poison element damage and cause
Inner Poison status.
Inner Poison: Increase poison damage taken
Variable cast time increases with level: 0.4s to 4s
Fixed cast time increases with level: 0.1s to 0.3s
Requires 20% Current HP to cast.
Damage is Magical and 5% per level.
Bonus damage is 1% per Int.
Damage pulse is every half a second.
Increases damage boss enemies take from any source by 25% for a few seconds
Enchant Deadly Poison
In the original
Enchants equipped Weapon with an extremely powerful poison that can affect any enemy and can't be resisted.
Removing weapon cancels the effect
Duration is 40+20 seconds per level
Causes Deadly Poison status for 10 seconds when using Envenom or Venom Splasher.
Requires 90% Max HP per cast
Cast Time is irreductible 3 seconds
Deadly Poison:
Status cannot be resisted
Affects Boss Monsters
Decreases Flat Defense by 75%
Activates any poison status bonuses
Adds 1% per VIT scaling to Death Cloud
Adds 2% per INT scaling to the skills:
Rupture Axe, Spiral Blade and Mjolnir Fall
In the Refuge
Enchants equipped Weapon with an extremely powerful poison that can affect any enemy and can't be resisted.
Removing weapon cancels the effect
Duration is 40+20 seconds per level
Causes Deadly Poison status for 10 seconds when using Envenom or Venom Splasher.
Fixed cast time is 3s
Requires 90% Max HP per cast
Deadly Poison:
Status cannot be resisted
Affects Boss Monsters
Decreases Flat Defense by 100%
Activates any poison status bonuses
Adds 1% per VIT scaling to Death Cloud
Adds 2% per INT scaling to the skills:
Rupture Axe, Spiral Blade and Mjolnir Fall
Horror Scream
In the original
Howls like mad at any surrounding enemies. Decreases INT and SP of targets in range. Increases skill cast time.
Success chance is 10+10% per level.
In the Refuge
Howls like mad at any surrounding enemies. Decreases INT and SP of targets in range. Increases skill cast time.
Success chance is 10+10% per level.
Variable cast time is 1s
Living Dead
In the original
Implants a killer poison to your body, dealing constant damage to nearby targets within 5x5 cells.
Consumes 1 Poison Bottle.
Damage is 5+1% per level +1% per Vit.
Base Starting Cooldown is 60 seconds.
Duration is 10+2 seconds per level
In the Refuge
Implants a killer poison to your body, dealing constant damage to nearby targets within 5x5 cells.
Consumes 1 Poison Bottle.
Damage is 5+1% per level +1% per Vit.
Variable cast time increases with level: 2s to 4s
Base Starting Cooldown is 60 seconds.
Duration is 10+2 seconds per level
Mjolnir Fall
In the original
Summon light from Mjolnir and consumes massive vital power to increase power and attack an enemy directly and surrounding enemies.
Requires 25% max HP to cast, 15s Cooldown.
Hits a large area around the target.
Damage is 150+10% per level + 4% per vit.
Damage doubled if caster is Deadly Poisoned
If Enchant Deadly Poison is active:
Stops all targets in place for 3 seconds
In the Refuge
Summon light from Mjolnir and consumes massive vital power to increase power and attack an enemy directly and surrounding enemies.
Requires 25% max HP to cast, 15s Cooldown.
Hits a large area around the target.
Damage is 250+25% per level + 5% per vit.
Additional 150+25% per level + 5% per vit if
Deadly Poisoned
If Enchant Deadly Poison is active:
Pandemic
In the original
When Disease Coating is active, spreads a poisonous smoke around 5x5 cells. Enemy in the range have a 50% chance of getting toxins every 2 seconds. Has 5 cells range.
Duration is 3+2 seconds per level.
In the Refuge
When Disease Coating is active, spreads a poisonous smoke around 5x5 cells. Enemy in the range have a 50% chance of getting toxins every 2 seconds. Has 5 cells range.
Duration is 3+2 seconds per level.
Fixed cast time is 1s
Plague Impress
In the original
Forces toxin from weapon against enemy. After casting the skill, the effect of Disease Coating is canceled.
Damage is 150+40% per level +2% per Int.
Damage is doubled on poisoned targets.
Starting cooldown is 30 seconds.
In the Refuge
Forces toxin from weapon against enemy. After casting the skill, the effect of Disease Coating is canceled.
Damage is 250+40% per level +2% per Int.
Additional 300+80% per level +4% per Int on poisoned targets.
Toxin chance is 50+5% per level
Starting cooldown is 30 seconds.
Rupture Axe
In the original
Causes Lava to erupt from the ground in the area for 5s in a 7x7 area dealing constant damage
Inflicting Stun and Burning status.
Requires 10% Max HP per use.
Hit Damage is 75+10% per level +1% per Vit.
Eruption fixed damage is 50 + half vit x skill level.
Eruption damage raised vs enemies under Deadly Poison
Raised damage is half target vit * EDP level
Cooldown is reduced by level from 10s to 5s.
In the Refuge
Causes Lava to erupt from the ground in the area for 5s in a 7x7 area dealing constant damage
Inflicting Stun and Burning status.
Requires 10% Max HP per use.
Hit Damage is 175+10% per level +1% per Vit.
Eruption fixed damage is 50 + half vit x skill level.
Eruption damage raised vs enemies under Deadly Poison
Raised damage is half target vit * EDP level
Variable cast time is 1s
Cooldown is reduced by level from 10s to 5s.
Spiral Blade
In the original
Inflicts damage and Stun status to a target by swinging your weapon.
Requires 5% Current HP to use.
Damage is 100+10% per level +2% per VIT
Can be repeated quickly.
In the Refuge
Inflicts damage and Stun status to a target by swinging your weapon.
Requires 5% Current HP to use.
Damage is 200+15% per level +2% per VIT
Can be repeated quickly.
Blade Dancer
3 skills
Counter Slash
In the original
Can only be used in Counter state.
Inflicts damage to enemies around the caster.
Repeating skill grants Rolling Counters
Deals an extra hit per stack, up to 6 hits
Maximum of 5 stacks that last 3 seconds
Damage is 100+10% per level +1% per AGI
Requires extra 10% Current SP per cast
Base Starting Cooldown is 0.5 Seconds
In the Refuge
Can only be used in Counter state.
Inflicts damage to enemies around the caster.
Repeating skill grants Rolling Counters
Deals an extra hit per stack, up to 6 hits
Maximum of 5 stacks that last 3 seconds
Damage is 200+10% per level +1% per AGI
Requires extra 10% Current SP per cast
Base Starting Cooldown is 0.6 Seconds
Soul Destroyer
In the original
A ranged attack to a target with magic damage bonus.
Damage is 150+25% per level +5% per INT
Night Wound: +2% per Dex
Base Starting Cooldown is 3 seconds
In the Refuge
A ranged attack to a target with magic damage bonus.
Damage is 250+25% per level +5% per INT
Night Wound: +50%+2% per Dex
Applies Poison to any enemy during Enchant Poison
Chance is 100% for 5+1s/Lv
Variable cast time is 0.5s
Fixed cast time is 0.5s
Base Starting Cooldown is 3 seconds
Southern Cross
In the original
Enemy receives a Night
Wound state for about 2 seconds.
Attacking an enemy with a Night Wound using specific skills deals extra damage.
Damage is 100+15% per level +1% per Agi.
Night Wound: Damage +25% per level.
Mark duration is 5 seconds.
Damage is Greatly boosted on marked targets.
Cooldown is 2.5s-0.1s per level.
Requires both hands equipped to use
In the Refuge
Enemy receives a Night
Wound state for 5 seconds.
Attacking an enemy with a Night Wound using specific skills deals extra damage.
Damage is 200+30% per level +1% per Agi.
Night Wound: Damage +25% per level.
Mark duration is 5 seconds.
Damage is Greatly boosted on marked targets.
Cooldown is 2.5s-0.1s per level.
Requires both hands equipped to use
Blast Juggler
9 skills
Acid Demonstration
In the original
Attacks an enemy by
Throwing a highly reactive mix of bottles.
Damage is 1% per Int of caster and half Vit of target.
Higher levels increase number of hits up to 10.
Consumes 5 Acid Bottle and 5 Fire Bottle.
Base Starting Cooldown is 8 seconds.
Skill ignores flee and defense
Requires extra 10% Max SP per cast.
In the Refuge
Attacks an enemy by
Throwing a highly reactive mix of bottles.
Damage is 100 +2% per Int and 2% per Dex of caster and half Vit of target.
Higher levels increase number of hits up to 10.
Consumes 5 Acid Bottle and 5 Fire Bottle.
Fixed cast time is 0.5s
Base Starting Cooldown is 8 seconds.
Skill ignores flee and defense
Requires extra 10% Max SP per cast.
Claymore Trap
In the original
Generates a trap which will inflict splashed damage in an 7x7 area.
Claymore Traps can be attacked to explode instantly against nearby enemies.
Damage is fixed 50+5*Lv*(2*Str)
Base Starting Cooldown is 2.5s
Can be set under target
In the Refuge
Generates a trap which will inflict splashed damage in an 7x7 area.
Claymore Traps can be attacked to explode instantly against nearby enemies.
Damage is fixed 50+5*Lv*(2*Str)
Triple Damage vs full HP enemies
Variable cast time is 0.5s
Fixed cast time is 0.3s
Base Starting Cooldown is 2.5s
Can be set under target, pierces defense
Cluster Bomb
In the original
Maximum 5 traps are allowed to be set at once and damage range is
3 cells wide and 5 cells deep. Can be combined with Trigger Trap skill. Cluster
Bomb cannot be removed with Remove Trap.
Consumes Acid Bottle, Fire Bottle and Alloy Trap.
Damage is 25% per level. Affects floating enemies.
Extra 5% per INT vs Freezing enemies
Extra 5% per DEX vs Burning enemies
Extra damage is fixed 300+lv*Int and Dex.
Base Starting Cooldown is 5 seconds.
Has a large explosion range
Can be set under target
In the Refuge
Maximum 3 traps are allowed to be set at once and damage range is
9x9 cells wide. Can be combined with Trigger Trap skill. Cluster
Consumes Acid Bottle, Fire Bottle and Alloy Trap.
Damage is 100+25% per level. Affects floating enemies.
Extra 5% per INT vs Freezing enemies
Extra 5% per DEX vs Burning enemies
Extra damage is fixed 150+lv*Int and Dex.
Triple Damage vs Enemies under 10% HP
Base Starting Cooldown is 5 seconds.
Has a large explosion range
Can be set under target
Cold Trap
In the original
When this trap activates, it deals damage in a 3x3 area and inflicts Freezing status. Skill Level increases success rate of inflicting
Crystallization status.
Can set up to 3 traps at once
Consumes 1 Alloy Trap.
Crystallize chance is 50+10% per level.
Damage is fixed 150+5*(Lv*Dex).
Cooldown is 2 seconds
Can be set under target
In the Refuge
When this trap activates, it deals damage in a 7x7 area and inflicts Freezing status. Skill Level increases success rate of inflicting
Crystallization status.
Can set up to 3 traps at once
Consumes 1 Alloy Trap.
Crystallize chance is 50+10% per level.
Damage is fixed 100+10*Lv*Dex*(50+Int)/150.
Cooldown is 2 seconds
Can be set under target, ignores defense
Enlarge Weight Limit
In the original
Improve Weight
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
In the Refuge
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
Fire Expansion
In the original
Improves the handling of explosives and traps making them more effective.
Increases base damage of the skills:
Greater Explosion: +15% per level
Rolling Flames: +20% per level
Decoy: +10% per level
Throw Acid: +10% per level
Burning Field: +2% per level
Mr. Bombastic: +2% per level
In the Refuge
Improves the handling of explosives and traps making them more effective.
Increases base damage of the skills:
Greater Explosion: +5% per level
Rolling Flames: +15% per level
Decoy: +10% per level
Throw Acid: +15% per level
Burning Field: +2% per level
Mr. Bombastic: +2% per level
Full Set Revest
In the original
Protects the targeted character against all kinds of equipment breaking and removal.
Consumes 3 Glistening Coat.
Duration is 150 seconds per level.
In the Refuge
Protects the targeted character against all kinds of equipment breaking and removal.
Consumes 3 Glistening Coat.
Duration is 150 seconds per level.
Fixed cast time is 1s
Mr. Bombastic
In the original
Burns an area dealing physical damage to enemies over 3 seconds monsters. Removes traps and its effects from the ground.
Consumes 1 Fire and Acid Bottles.
Damage is 3+1% per level + 1% per INT.
Damage increases by 2%/Lv if enemy is burning
Damage decreases by 2%/Lv if enemy if freezing
Amount of hits increased near center
Skill ignores terrain protection
Base Starting cooldown is 12 seconds.
In the Refuge
Burns an area dealing physical damage to enemies over 3 seconds monsters. Removes traps and its effects from the ground.
Consumes 1 Fire and Acid Bottles.
Damage is 3+1% per level + 2% per INT.
Damage increases by 2%/Lv if enemy is burning
Damage decreases by 2%/Lv if enemy if freezing
Amount of hits increased near center
Skill ignores terrain protection
Base Starting cooldown is 12 seconds.
Rolling Flames
In the original
Burns the field with heavy hits in front of you. Rolling Flames creates a chance of removing Ground based skills in its range. Including spells and traps.
Damage is 150+15% per level +1% per Str.
Extra 2% per level vs burning and freezing
Starting cooldown is 5 seconds.
Requires Extra 10% Max SP per cast.
Has a wide wave with short range
In the Refuge
Burns the field in front of you
Damage is 100+10% per level +2% per Str.
Extra 2% per level vs burning and freezing
Starting cooldown is 5 seconds.
Requires Extra 10% Max SP per cast.
Sends a wave 10 cells forward, 5 wide
Bouncer
The Bouncer did not exist in the original. Every skill it has is new, so there is nothing here to compare it against.
Dark Knight
13 skills
Black Heart
In the original
Removes a piece of your heart
To create a vessel you can use later and regenerate HP while attacking or using skills.
Up to 3 vessels can be carried at once
Vessels provide 100% HP leeching rate.
Leeching power is 10% of damage dealt
Duration is 1 second per Base Level
Requires 10% Max HP to cast
Requires 1 Blue Gemstone
In the Refuge
Removes a piece of your heart
To create a vessel you can use later and regenerate HP while attacking or using skills.
Up to 3 vessels can be carried at once
Vessels provide 100% HP leeching rate.
Leeching power is 10% of damage dealt
Duration is 1 second per Base Level
Requires 20% Current HP to cast
Requires 1 Blue Gemstone
Black Metal
In the original
Enchants the soul of every member of the party to boost offensive power.
ATK and MATK increase is 10.
Duration is 10+10 seconds per level.
Base Starting Cooldown is 60 seconds
Requires 40% Max HP
In the Refuge
Enchants the soul of every member of the party to boost offensive power.
ATK and MATK increase is 10.
Duration is 10+10 seconds per level.
Base Starting Cooldown is 60 seconds
Requires 40% Current HP
Chilling Frost
In the original
Quickly freezes the air around an enemy dealing Ghost element damage
Damage is 50+5% per level +3% per INT
Base Starting Cooldown is 10 seconds
Recovers 100 HP per level, per enemy
Area size increases at Lv5
Very High chance to freeze enemies
Very High chance to frost enemies
Requires 25% Max HP
Harvest Mode:
Increase Base Damage by 1% per missing HP %
In the Refuge
Quickly freezes the air around an enemy dealing Ghost element damage
Damage is 150+5% per level +3% per INT
Variable cast time is 3s
Base Starting Cooldown is 10 seconds
Area size increases at Lv5
Very High chance to freeze enemies
Very High chance to frost enemies
Requires 25% Current HP
Harvest Mode:
Increase Base Damage by 1% per missing HP %
Conflagration
In the original
Burns a target and it's surroundings with dark flames inflicting Dark and elemental magic damage.
Requires 9% Max HP per level
Damage is 50% per Level
Damage is dealt twice in separate hits
Damage is 25%, boosted by missing HP
Base Starting Cooldown is 10 seconds
Enables Combo Ready for 1.5+0.25s per level
Harvest Mode:
Increases Scaling by 1% per 200 Max HP per level
In the Refuge
Burns a target and it's surroundings with dark flames inflicting Dark and elemental magic damage.
Requires 3% Current HP per level
Damage is 100+50% per Level
Extra 1% per 50 missing HP
Damage is dealt twice in separate hits
Damage is boosted by 1% per 50 missing HP
Variable cast time is 0.25s
Fixed cast time is 0.25s
Base Starting Cooldown is 10 seconds
Enables Combo Ready for 1.5+0.25s per level
Harvest Mode:
Increases Scaling by 1% per 200 Max HP per level
Dark Knight Soul
- Max level
13
In the original
Dark Knights sacrifice their own vitality to strike their enemy with full power.
Harvest disables any healing in exchange for more power.
Increased damage according to missing HP.
Black Heart allows creating a lifesteal vessel.
Available Weapons: Swords, Knight Swords
Maximum Job Level is 70.
Maximum ASPD is 180
In the Refuge
Dark Knights sacrifice their own vitality to strike their enemy with full power.
Harvest disables any healing in exchange for more power.
Increased damage according to missing HP.
Black Heart allows creating a lifesteal vessel.
Available Weapons: Swords, Knight Swords
Maximum Job Level is 70.
Maximum ASPD is 180
Death Bound
- Max level
105
In the original
Amplifies and retaliates damage received towards your attacker.
Some of the amplified damage will also reflected on you. Cannot be used on
Boss monsters.
Damage multiplier is 200+100% per level
Damage split is Caster->20%/80%<-Attacker
Duration and cooldown is 5 seconds
Knockbacks attacker 5 cells
In the Refuge
Amplifies and retaliates damage received towards your attacker.
Some of the amplified damage will also reflected on you. Cannot be used on
Boss monsters.
Damage multiplier is 200+100% per level
Damage split is Caster->20%/80%<-Attacker
Duration and cooldown is 5 seconds
Knockbacks attacker 5 cells
Devil Raid
In the original
Dashes to a distant enemy with a quick sky strike.
Cooldown is 3 seconds.
Dash Range is 6 cells
Skill enables Combo Ready for follow-up
Requires 10% Max HP
Damage is 100%+10% per level +2% per DEX.
Damage is doubled if under Black Metal
Harvest Mode:
Increase Base Damage by 1% per missing HP %
In the Refuge
Dashes to a distant enemy with a quick sky strike.
Cooldown is 3 seconds.
Dash Range is 6 cells
Skill enables Combo Ready for follow-up
Requires 15% Current HP
Damage is 200%+10% per level +2% per DEX.
Damage is doubled if under Black Metal
Harvest Mode:
Increase Base Damage by 1% per missing HP %
Fatal Menace
In the original
Attacks all enemies around with a very aggressive area strike.
Cooldown is 4 seconds.
Requires extra 10% Current HP to cast
Area increases at Lv5 and Lv10
Damage is 150%+50% per level + 1% per VIT
Extra 3% per STR on Combo Ready
Harvest Mode:
Increase Base Damage by 30% per missing HP %
In the Refuge
Attacks all enemies around with a very aggressive area strike.
Cooldown is 4 seconds.
Requires extra 10% Current HP to cast
Area increases at Lv6 and Lv10
Damage is 200%+15% per level + 1% per VIT
Extra 3% per STR on Combo Ready
Harvest Mode:
Increases total damage by 1% per missing HP %
Harvest
In the original
Enters Harvest Mode.
Requires 1% Max HP
Harvest Mode:
Blocks fixed healing from skills
Can still be healed by leeching and items
Massive bonuses to offensive skills
Prevents equipment swapping
STR and INT +1 per level.
Duration is 10 seconds per level.
Can be cleansed by casting Knight Ritual.
In the Refuge
Enters Harvest Mode.
Requires 20% Current HP
Harvest Mode:
Blocks fixed healing from skills
Can still be healed by leeching and items
Massive bonuses to offensive skills
STR and INT +1 per level.
Duration is 10 seconds per level.
Can be cleansed by casting Knight Ritual.
Knight Ritual
In the original
Boosts AGI and DEX
AGI and DEX Bonus is 2%+1% per level.
Duration is 15 seconds per level.
Removes Harvest Mode when used.
Cooldown is 65-5 seconds per level
Requires 1% Max HP
In the Refuge
Boosts STR and VIT
STR and VIT Bonus is 2%+1% per level.
Duration is 15 seconds per level.
Removes Harvest Mode when used.
Cooldown is 65-5 seconds per level
Requires 10% Current HP
Night Menace
In the original
Claws the insides of an enemy dealing collapsing damage.
Cooldown is 5 seconds.
Damage is 150%+50% per level +1% per DEX
Extra 25%/Lv+3% per STR on Combo Ready
Harvest Mode:
Increase Base Damage by 100% per missing HP %
In the Refuge
Claws the insides of an enemy dealing collapsing damage.
Cooldown is 5 seconds.
Damage is 250%+20% per level +1% per DEX
Extra 50%/Lv+3% per STR on Combo Ready
Harvest Mode:
Increases total damage by 2% per missing HP %
Costs 20% of current HP to cast.
Shatter Cross
In the original
Breaks the enemy completely
While absorbing its vital energy.
Damage is 150+25% per level.
Base Starting Cooldown is 10 seconds
Extra 4% per STR vs Frozen enemies
Extra 4% per STR vs Frost enemies
Requires 5% Current SP per level.
Harvest Mode:
Extra 5% base damage per missing SP %
Recovers (skill level x Base Level) x (N) as HP (N) added according to conditions satisfied: (1)Enemy is hit, (1)Enemy is in Frost, (1)Enemy is Frozen,(1)Caster is in Black Metal (3)Caster is in Harvest Mode
In the Refuge
Breaks the enemy completely
While absorbing its vital energy.
Damage is 250+25% per level.
Variable cast time is 0.5s
Fixed cast time is 0.25s
Base Starting Cooldown is 10 seconds
Extra 10% per STR vs Frozen enemies
Extra 10% per STR vs Frost enemies
Requires 5% Current SP per level.
Harvest Mode:
Extra 5% base damage per missing SP %
Recovers (skill level x Base Level) x (N) as HP (N) added according to conditions satisfied: (1)Enemy is hit, (1)Enemy is in Frost, (1)Enemy is Frozen,(1)Caster is in Black Metal (3)Caster is in Harvest Mode
Vengeance
In the original
Strikes an enemy with dark energy from a sword to deal damage.
Cooldown is 1.4 seconds.
Skill enables Combo Ready for follow-up
Requires 10% Current HP
Damage is 100%+25% per level +1% per STR.
Harvest Mode:
Increase Base Damage by 10% per missing HP %
Black Heart Learned:
10% chance to freeze enemy when attacking.
Base Starting Cooldown is 1.0s
In the Refuge
Strikes an enemy with dark energy from their weapon to deal damage.
Cooldown is 2 seconds.
Skill enables Combo Ready for follow-up
Requires 5% Current HP
Damage is 200%+25% per level +1% per STR.
Harvest Mode:
Increases total damage by 1% per missing HP %
Black Heart Learned:
10% chance to freeze enemy when attacking.
Base Starting Cooldown is 2s
Deadeye
4 skills
Aimed Bolt
In the original
Requires 3 Arrows to use.
Prepares and shoots quickly against an enemy
Cooldown is 4 seconds
Damage is 100+10% per level +1% per DEX
+2% per DEX if used when Combo Ready
Requires 15% extra current SP to cast
Knocksback 7 cells
In the Refuge
Requires 3 Arrows to use.
Prepares and shoots quickly against an enemy
Variable cast time is 1.5s
Fixed cast time is 0.5s
Cooldown is 4 seconds
Damage is 175+5% per level +1% per DEX
+1% per DEX if used when Combo Ready
Can be critical while Sniper Nest is active
Requires 15% extra current SP to cast
Knocksback 3 cells
Cluster Arrow
In the original
Prepares and shoots quickly against an enemy with great precision.
Skill has 25% extra critical rate.
Critical chance is 50% if combo ready
Damage is 150+25% per level + 3% per LUK
Activates Finisher Ready for 5s if combo ready
Base Starting Cooldown is 7 seconds
Requires 4 arrows to use
In the Refuge
Prepares and shoots quickly against an enemy with great precision.
Skill has 25% extra critical rate.
Extra 75% critical rate if combo ready
Damage is 200+20% per level + 3% per LUK
Activates Finisher Ready for 5s if combo ready
Variable cast time is 1s
Fixed cast time is 0.5s
Base Starting Cooldown is 7 seconds
Requires 4 arrows to use
Headshot
- Max level
105 - SP cost
15 to 6015 to 35
In the original
Perfectly aims a strong arrow to the enemy.
Damage is 200+50% per level + 10% per DEX
Damage is 1/10 without Sniper Nest Active
Skill has 12 cells of range
Extra +15% per DEX on Finisher Ready
Base Starting Cooldown is 10 Seconds
Requires Extra 25% Max SP to cast
In the Refuge
Perfectly aims a strong arrow to the enemy.
Damage is 300+50% per level + 10% per DEX
Skill has 10 cells of range
Extra +5% per DEX on Finisher Ready
Removes Finisher Ready status
Fixed cast time increases with level: 1.5s to 2.3s
Base Starting Cooldown is 10 Seconds
Halved cooldown on Sniper's Nest
Always critical while Sniper Nest is active
Requires Extra 20% Max SP to cast
Sniper Nest
In the original
Temporarily increases
Attack Speed and damage at the cost of reducing FLEE rate and Movement Speed.
Sniper Nest status is canceled when this skill is recasted.
Requires a Bow.
Increases base attack bonus by 5% per level
ASPD bonus is 5% per level
Flee penalty is 20 per level
Requires 3 Coins to use
In the Refuge
Enters a highly focused state changing status into prioritizing offensive power.
Variable cast time is 5s
Fixed cast time is 3.5s
Requires a Bow.
Aimed Bolt and Headshot deals Critical Damage
Increases Hit by 150
Reduces Flee by 150
Increases all SP use by 25%
Requires 3 Coins to use
Dracomancer
11 skills
Crescent Dive
In the original
Dragon Force skill:
Can be used after Dragon Thrust.
Creates a massive vortex by landing from the sky to deal damage to surrounding enemies.
Damage is 125+15% per level +1% per STR/AGI
1% per AGI extra when under Spear Quicken
Base Starting Cooldown is 8 seconds
Requires extra 10% max SP to cast.
Damage is reduced when not Combo Ready
In the Refuge
Dragon Force skill:
Can be used after Dragon Thrust.
Creates a massive vortex by landing from the sky to deal damage to surrounding enemies.
Damage is 250+25% per level +1% per STR/AGI
1% per AGI extra when under Spear Quicken
Base Starting Cooldown is 5 seconds
Requires extra 10% max SP to cast.
Damage is reduced when not Combo Ready
Draco Spirit
In the original
Heals Bleeding, Stone
Curse, Frozen, Stun, Silence and
Burning from all party members.
Increases MaxHP when cast on normal condition party members.
HP increased is 1% per level.
Duration is 120 seconds.
Cooldown is 10 seconds.
In the Refuge
Heals Bleeding, Stone
Curse, Frozen, Stun, Silence and
Burning from all party members.
Increases MaxHP when cast on normal condition party members.
HP increased is 1% per level.
Duration is 120 seconds.
Variable cast time is 5s
Cooldown is 10 seconds.
Draco Wing
In the original
Draco Wings
When targeted with a ranged or magic attack (single target), there is a chance you will instantly jump to the attacker.
Duration is 10 seconds, drains SP for duration.
Jump chance is 50+10% per level.
Does not work on Magical Ranged skills.
Base Starting Cooldown is 10 seconds.
Requires extra 5% Max HP to cast.
In the Refuge
When targeted with a ranged or magic attack (single target), there is a chance you will instantly jump to the attacker.
Duration is 10 seconds, drains SP for duration.
Jump chance is 50+10% per level.
Does not work on Magical Ranged skills.
Base Starting Cooldown is 10 seconds.
Requires extra 5% Max HP to cast.
Dracomancer Soul
- Max level
13
In the original
Dracomancers bring the power of the ancients to modern times to fulfill their desires.
Dragon Force and Dragon Pact allow different skills.
Incredible self-preservation with a multitude of buffs.
Can equip Orbs in place of Runes for unique powers.
Available Weapons: Spears, Bone Swords
Maximum Job Level is 70.
Maximum ASPD is 180
In the Refuge
Dracomancers bring the power of the ancients to modern times to fulfill their desires.
Dragon Force and Dragon Pact allow different skills.
Incredible self-preservation with a multitude of buffs.
Can equip Orbs in place of Runes for unique powers.
Available Weapons: Spears, Bone Swords
Maximum Job Level is 70.
Maximum ASPD is 180
Dragon Breath
In the original
Dragon Pact skill:
Burns your soul to spew flame in a large location that deals guaranteed damage to all enemies within its AoE.
Damage is 25% per level +5% per VIT
Skill is Fire Element.
Skill activates Finisher Ready
If the following skills are active:
Spear Quicken: Wind Element
Gaebolg Ascension: Holy Element
Cast time is short and non-interruptible.
Boosted by Long Range amplifiers
Always causes burning status
Base starting cooldown is 10 seconds
Skill AoE and cast increases past Lv6
In the Refuge
Dragon Pact skill:
Burns your soul to spew flame in a large location that deals guaranteed damage to all enemies within its AoE.
Damage is 100+30% per level +5% per VIT
Skill is Fire Element.
Skill activates Finisher Ready
If the following skills are active:
Spear Quicken: Wind Element
Gaebolg Ascension: Holy Element
Cast time is short and non-interruptible.
Boosted by Long Range amplifiers
Always causes burning status
Variable cast time is 0.5s
Fixed cast time is 0.5s
Base starting cooldown is 10 seconds
Skill AoE increases from Lv6
Dragon Claw
In the original
Dragon Pact skill:
Draws Dragon power to lunge and strike a target.
Skill is boosted by pure attack power.
Damage is 100+20% ATK per level +1% per VIT.
Extra 5% per level under Gungnir Flight
Damage is 2x when Finisher Ready and automatically shifts into Dragon Force
Consumes 15% Max SP per cast.
Base Starting Cooldown is 6 seconds.
Skill ignores flee
In the Refuge
Dragon Pact skill:
Draws Dragon power to lunge and strike a target.
Skill is boosted by pure attack power.
Damage is 200+10% ATK per level +1% per VIT +1% per DEX.
Extra 5% per level under Gungnir Flight
Extra 100+10% per level +1% per VIT +1% per DEX against enemies that are Burning.
Consumes 15% Max SP per cast.
Base Starting Cooldown is 6 seconds.
Skill ignores flee
Dragon Soul
- Max level
51
In the original
Absorbs the power from a
Dracomancer Orb to activate special powers.
Power granted varies according to Orb.
Claw: Increases Offenses
Wing: Increases Defenses
Scale: Transforms into Dragon
Duration is 10 seconds at all levels.
Cooldown is 65 seconds -5s per skill level.
In the Refuge
Absorbs the power from a
Dracomancer Orb to activate special powers.
Power granted varies according to Orb.
Claw: Increases Offenses
Wing: Increases Defenses
Scale: Transforms into Dragon
Duration is 10 + 2s per level.
Cooldown is 60 seconds at all levels.
Gaebolg Ascension
In the original
Focuses all draconic energy around self to increase defenses for duration
Healing received +10% per level
Equipment DEF +10 per level
Duration is 40+5s per level
Cooldown is 90 seconds
In the Refuge
Focuses all draconic energy around self to increase defenses for duration
Healing received +10% per level
Equipment DEF +10 per level
Duration is 40+5s per level
Variable cast time increases with level: 0.5s to 5s
Fixed cast time increases with level: 0.1s to 1s
Cooldown is 90 seconds
Geirskogul
In the original
Dragon Force skill:
Calls forth lightning from the sky to deal magic damage to enemies.
Damage is always wind element.
Damage is 80% per level +2% per STR/INT
Doubled Damage if Combo Ready
Has 10% chance to stun dragon targets
Base Starting Cooldown is 8 seconds
Cast can't be interrupted.
In the Refuge
Dragon Force skill:
Calls forth lightning from the sky to deal magic damage to enemies.
Damage is always wind element.
Damage is 100+100% per level +2% per STR/INT
If Finisher Ready: +1% per INT
Doubled Damage if Combo Ready
Has 10% chance to stun targets
Fixed cast time is 0.25s
Base Starting Cooldown is 8 seconds
After damage, consumes Combo Ready, Cast Ready, and Finisher Ready
Gungnir Flight
In the original
Focuses all draconic energy around the wings to increase mobility for duration
Ignores most terrain-based skills.
Move Speed +10% for duration.
Duration is 30 seconds.
Cooldown is 60-5s per level.
In the Refuge
Focuses all draconic energy around the wings to increase mobility for duration
Ignores most terrain-based skills.
Move Speed +10% for duration.
Duration is 30 seconds.
Fixed cast time is 0.5s
Cooldown is 60-5s per level.
Sky Prophecy
In the original
Doubles the damage of the next incoming attack on all enemies around the target.
Base Starting Cooldown is 15 seconds.
AoE increases by 1 per level
Cast decreases per level
Requires 15% max SP to cast
In the Refuge
Doubles the damage of the next incoming attack on all enemies around the target.
Variable cast time is 2s
Fixed cast time decreases with level: 2s to 0.5s
Base Starting Cooldown is 12 seconds.
AoE increases by 1 per level
Cast decreases per level
Requires 15% max SP to cast
Duelist
4 skills
Delta Skyfall
In the original
Drops blades from the sky hitting distant enemies directly.
Damage is 130+10% per level + 3% per AGI
Requires a sword or dagger equipped.
Base Starting Cooldown is 2 seconds.
In the Refuge
Drops blades from the sky hitting distant enemies directly.
Damage is 230+10% per level + 3% per AGI
Extra VIT scaling damage per duel counter.
Requires a sword or dagger equipped.
Base Starting Cooldown is 2 seconds.
Duel Stance
In the original
Increases your Duel Counter when you receive physical attack. The
Duel Counters can be used for boost
Strenght of other skills. consumes some SP at regular time interval to stay active.
Increase Max HP by 2% per level
Counter chance is 25+15% per level
Maximum Amount of Counters is 10.
Learning this skill disabled Flip Coin
In the Refuge
Increases your Duel Counter when you receive physical attacks. The
Duel Counters can be used for boost
Strenght of other Duelist skills according to VIT. consumes some SP at regular time interval to stay active.
Increase Max HP by 2% per level
Counter chance is 25+15% per level
Maximum Amount of Counters is 10.
Learning this skill disabled Flip Coin
Fixed cast time is 0.5s
Retribution
- SP cost
5010
In the original
Releases all Duel Counters from Duel Stance to deal great damage to an enemy.
Damage is 200+50% per level + 5% per VIT.
Extra damage per counter.
Base Starting Cooldown is 10 seconds
In the Refuge
Releases all Duel Counters from Duel Stance to deal great damage to an enemy.
Damage is 200+50% per level + 5% per VIT.
10 counters also grant Finisher Ready for 5s
Extra 3% per VIT damage per counter.
Base Starting Cooldown is 10 seconds
Riposte
In the original
After receiving melee damage from an enemy, automatically retaliate with a mighty Critical attack.
100% Critical Rate, with high critical scalling.
Counter timing is 0.2s per level
Damage is 300% ATK +1% per VIT/LUK
Requires 5% Current SP per cast
Base Starting Cooldown is 5 seconds
You can't walk while this skill is active
Blocks attacks from any direction
In the Refuge
After receiving melee damage from an enemy, automatically retaliate with a mighty Critical attack.
100% Critical Rate, with high critical scalling.
Counter timing is 0.2s per level
Damage is 400% ATK +1% per VIT/LUK
Extra VIT scaling damage per 2 duel counters.
Requires 5% Current SP per cast
Base Starting Cooldown is 5 seconds
You can't walk while this skill is active
Blocks attacks from any direction
Requires Sword/Dagger.
Executioner
4 skills
Alpha
In the original
Attacks an enemy with fierce power attempting a critical hit.
Executor Skills require Fury State.
Damage is 100+15% per level +2% per LUK
Skill can be critical. Required to use Omega.
Small chance to cause a short stun
Cooldowns is 0.5s
In the Refuge
Attacks an enemy with fierce power attempting a critical hit.
Executor Skills require Fury State.
Damage is 200+15% per level +2% per LUK
Skill can be critical. Required to use Omega.
Small chance to cause a short stun
Cooldowns is 0.5s
Meteor Assault
In the original
Smashes enemies around causing multiple statuses and damage.
Damage is 50+10% per level +1% per Dex.
Blind Chance is 5+5% per level.
Stun Chance is 5+3% per level.
Bleeding Chance is 15+5% per level.
In the Refuge
Smashes enemies around causing multiple statuses and damage.
Damage is 150+10% per level +1% per Dex.
Blind Chance is 5+5% per level.
Stun Chance is 5+3% per level.
Bleeding Chance is 15+5% per level.
Variable cast time is 0.25s
Fixed cast time is 0.1s
Meteor Rush
In the original
Attacks all enemies in a straight line up to 9x3 cells
Requires A Sword or Katar
Skill can be Critical
Damage is 120+25% per level +3% per AGI
Base cooldown is 6 seconds.
In the Refuge
Attacks all enemies in a straight line up to 9x3 cells
Requires A Sword or Katar
Skill can be Critical
Damage is 220+30% per level +3% per AGI
Base cooldown is 4 seconds.
Omega
In the original
Crushes an enemy with raw power attempting a critical hit.
Executor Skills require Fury State.
Damage is 100+25% per level +2% per LUK
Skill can be critical. Can be used after Alpha.
Not Boosted by Melee Bonuses
Required to use Cursed Coffin.
Required to use Desolated Burial.
In the Refuge
Crushes an enemy with raw power attempting a critical hit.
Executor Skills require Fury State.
Damage is 200+30% per level +2% per LUK
Skill can be critical. Can be used after Alpha.
Not Boosted by Melee Bonuses
Required to use Cursed Coffin.
Required to use Desolated Burial.
Gravekeeper
10 skills
Ancient Power
In the original
Boosts the attack power of yourself and nearby party members for 180 seconds.
Increases Damage done by 10 per level.
Starting cooldown is 30 seconds.
In the Refuge
Boosts the attack power of yourself and nearby party members for 180 seconds.
Increases Damage done by 10 per level.
Variable cast time is 1s
Fixed cast time is 0.5s
Starting cooldown is 30 seconds.
Cross Impact
In the original
Quickly approaches one target and inflicts 7 fast hits, which also can inflict critical damage based on half of the caster's Critical chance.
Damage is 150+15% per level +1% per AGI
Cooldown is 4 seconds.
Not affected by DMG % Cards.
Requires 10% Current SP as Cost
Deals 50% extra damage vs targets above 50% health.
In the Refuge
Quickly approaches one target and inflicts 7 fast hits, which also can inflict critical damage based on half of the caster's Critical chance.
Damage is 250+15% per level +1% per AGI
Cooldown is 4 seconds.
Not affected by DMG % Cards.
Requires 10% Current SP as Cost
Deals 50% extra damage vs targets above 50% health.
Cursed Coffin
In the original
Inflicts masssive damage to a target close or far.
Executor Skills require Fury State.
Damage is 100+10(110+50)% per level +2(8)% per LUK
Skill has higher scaling after Omega.
Skill is ranged when used by itself.
Skill is not boosted by ranged modifiers
Cast time is long when used by itself.
SP cost is higher when used by itself.
Skill can be critical, Requires Katar.
Base Starting Cooldown is 5 seconds
In the Refuge
Inflicts masssive damage to a target close or far.
Executor Skills require Fury State.
Damage is 200+10(210+50)% per level +2(8)% per LUK
Extra 2% per INT
Skill has higher scaling after Omega.
Skill is ranged when used by itself.
Skill is not boosted by ranged modifiers
Cast time is long when used by itself.
Skill can be critical, Requires Katar.
Variable cast time increases with level: 1.5s to 2.4s
Base Starting Cooldown is 4 seconds
Desolated Burial
In the original
Inflicts massive damage to a target and nearby enemies
Executor Skills require Fury State.
Damage is 100+10(110+40)% per level +1(5)% per LUK
Reduced damage to enemies around
Skill has higher scaling after Omega.
Cast time is long when used by itself.
Skill can be critical, Requires Katar.
Damage increases 1% per 2% Target Current HP
Base Starting Cooldown is 5 seconds
In the Refuge
Inflicts massive damage to a target and nearby enemies
Executor Skills require Fury State.
Damage is 200+10(200+40)% per level +1(7)% per LUK
Reduced damage to enemies around
Skill has higher scaling after Omega.
Cast time is long when used by itself.
Skill can be critical, Requires Katar.
Damage increases 1% per 2% Target Current HP
Variable cast time increases with level: 1.5s to 2.4s
Base Starting Cooldown is 4 seconds
Exale Rage
In the original
Burns rage inside dealing damage to all enemies around.
Executor Skills require Fury State.
Damage is 120+30% per level +3% per Dex.
Ignores flee
Base cooldown is 10 seconds.
In the Refuge
Burns rage inside dealing damage to all enemies around.
Executor Skills require Fury State.
Damage is 220+30% per level +3% per Dex.
Ignores flee and has a large area
Base cooldown is 10 seconds.
Fissure Tooth
In the original
Transforms the ground into
Blades, damaging with a chance of Bleeding to targets in its range.
Damage is 80+20% per level +2% per Dex
Base Starting Cooldown is 3 seconds
In the Refuge
Transforms the ground into
Blades, damaging with a chance of Bleeding to targets in its range.
Damage is 180+20% per level +3% per Dex
Variable cast time is 0.1s
Fixed cast time is 0.1s
Base Starting Cooldown is 2 seconds
Guard Breaker
In the original
Pierces and drills an enemy to inflict high damage and nullify defensive buff skills cast on the target and can deal critical damage
Damage is 200+20% per level + 2 % per vit
Base Starting Cooldown is 5 seconds
In the Refuge
Pierces and drills an enemy to inflict high damage and nullify defensive buff skills cast on the target and can deal critical damage
Damage is 300+20% per level + 2 % per vit
Extra multiplier of 1.25x per defensive buff on enemy
Base Starting Cooldown is 5 seconds
Mass Grave
In the original
Buries enemies and inflicts Earth elemental damage to all enemies within skill range.
Skill damage is physical.
Base Starting Cooldown is 5 seconds.
Damage is 100+50% per level + 3% per Str.
Requires Extra 35% Current SP to cast
In the Refuge
Buries enemies and inflicts Earth elemental damage to all enemies within skill range.
Skill damage is physical.
Fixed cast time is 1s
Base Starting Cooldown is 5 seconds.
Damage is 200+50% per level + 3% per Str.
Requires Extra 35% Current SP to cast
Open Graveyard
In the original
Open Graveyard attacks all hidden enemies within a 7x7 range for high damage. revealing them.
In the Refuge
attacks all hidden enemies within a 7x7 range for high damage. revealing them.
Tombstone Curse
In the original
Inflicts Stone Curse to a target, improving damage taken and immobilizing.
Chance improves with skill level.
In the Refuge
Inflicts Stone Curse to a target, improving damage taken and immobilizing.
Chance improves with skill level.
Variable cast time is 0.8s
Fixed cast time is 0.2s
Illusionist
13 skills
Dismiss Puppet
In the original
Temporarily dismisses your
Puppet, can't be used if its HP is low.
The Puppet can be summoned again with the Summon Puppet skill.
In the Refuge
Temporarily dismisses your
Puppet, can't be used if its HP is low.
The Puppet can be summoned again with the Summon Puppet skill.
Variable cast time is 2s
Grand Summoning
In the original
Summons strong monsters with special abilities to fight for 50 seconds.
Base Starting cooldown is 30 seconds.
Summon duration increases by 0.5s per LUK
Multiple simultaneous summoning require cooldown reduction.
[Lv1] Steel Metaling
Deal physical damage
[Lv2] Sea Spirit
Support and protection
[Lv3] Burning Fang
Quick attacks and skills
[Lv4] Autumn Blood
Strong magic damage
[Lv5] Chaos Dragon
Heavy attacks and damage
In the Refuge
Summons strong monsters with special abilities to fight for 50 seconds.
Fixed cast time is 3s
Base Starting cooldown is 30 seconds.
Summon duration increases by 0.5s per LUK
Multiple simultaneous summoning require cooldown reduction.
[Lv1] Steel Metaling
Deal physical damage
[Lv2] Sea Spirit
Support and protection
[Lv3] Burning Fang
Quick attacks and skills
[Lv4] Autumn Blood
Strong magic damage
[Lv5] Chaos Dragon
Heavy attacks and damage
Illusion of Exchange
In the original
Has a chance to switch locations between the target and yourself. Has a chance to inflict both the caster and target with the Confuse state at a certain rate.
45% + 10% per level chance of swapping.
Base cooldown is 10 seconds.
In the Refuge
Has a chance to switch locations between the target and yourself. Has a chance to inflict both the caster and target with the Confuse state at a certain rate.
45% + 10% per level chance of swapping.
Variable cast time decreases with level: 2s to 0.25s
Base cooldown is 10 seconds.
Illusion of Healing
In the original
When a target under this skill effect receives specific HP recovery skills, damage will be inflicted instead of recovering HP.
Cannot be used on Boss monsters.
Duration is 3 seconds per level.
Base cooldown is 20 seconds.
In the Refuge
When a target under this skill effect receives specific HP recovery skills, damage will be inflicted instead of recovering HP.
Cannot be used on Boss monsters.
Duration is 3 seconds per level.
Variable cast time increases with level: 1s to 3s
Fixed cast time is 1s
Base cooldown is 20 seconds.
Illusion of Mist
In the original
Releases freezing mist over the ground, dealing damage and inflicting Frost status on all enemies. Targets affected by Frost will receive reduced DEF, Movement
Speed, Attack Speed and increased
Fixed Casting Time.
Aflicted targets take extra 5% per level damage from Real Magic Attack and Illusion of Vermilion.
Damage is 10% per level +1% per Int.
Base cooldown is 5 seconds.
Frost chance is 30+5% per level
In the Refuge
Releases freezing mist over the ground, dealing damage and inflicting Frost status on all enemies. Targets affected by Frost will receive reduced DEF, Movement
Speed, Attack Speed and increased
Fixed Casting Time.
Aflicted targets take extra 5% per level damage from Real Magic Attack and Illusion of Vermilion.
Damage is 10% per level +1% per Int.
Deals 2 hits per level
Variable cast time increases with level: 1s to 2s
Fixed cast time is 0.5s
Base cooldown is 5 seconds.
Frost chance is 30+5% per level
Illusion of Silence
In the original
Silences an enemy, temporarily disabling it's use of skills, for a set duration. The duration of
Silence is affected by the target's immunity. When used a target which is already under Silence status, the effect is canceled.
Duration is 5s +5s per level.
In the Refuge
Silences an enemy, temporarily disabling it's use of skills, for a set duration. The duration of
Silence is affected by the target's immunity. When used a target which is already under Silence status, the effect is canceled.
Duration is 5s +5s per level.
Variable cast time is 1s
Illusion of Vermilion
In the original
Summons massive lightning explosions that deal low damage to an area and has a chance to cause Burning status.
Damage is 100% per level +3% per Int.
Burning chance is 50+10% per level.
Base cooldown is 5 seconds.
In the Refuge
Summons massive lightning explosions that deal low damage to an area and has a chance to cause Burning status.
Damage is 20+50% per level +5% per Int.
Extra 20% per level vs Frost targets
Burning chance is 50+10% per level.
Variable cast time decreases with level: 0.5s to 0.1s
Fixed cast time increases with level: 0.1s to 0.5s
Base cooldown is 5 seconds.
Illusionist Skills
In the original
Illusionist Soul
Illusionists wield memories and souls in combat to fight enemies directly.
Illusionist are very vulnerable alone.
They can Summon Puppets.
A special type of Magic Homunculus.
Illusionist can trick enemies and summon special monsters for combat.
Illusionists can autocast magic.
Main Stats: INT and DEX
Available Weapons: Illusion Glove
Maximum job level is 50.
Illusion Gloves are a unique weapon.
Equipping and Removing Illusion Gloves dismiss Kimi.
Maximum ASPD is 180
In the Refuge
Illusionists wield memories and souls in combat to fight enemies directly.
Illusionist are very vulnerable alone.
They can Summon Puppets.
A special type of Magic Homunculus.
Illusionist can trick enemies and summon special monsters for combat.
Illusionists can autocast magic.
Main Stats: INT and DEX
Available Weapons: Illusion Glove
Maximum job level is 50.
Illusion Gloves are a unique weapon.
Equipping and Removing Illusion Gloves dismiss Kimi.
Maximum ASPD is 180
Life Strings
- Max level
105
In the original
The Puppet receives the
Status points of the master for 10 seconds.
Amount is 10% of the stats per skill level
Cannot raise an attribute Kimi has that is higher
Cooldown is fixed at 10 seconds
Cannot use Hiding for the duration
In the Refuge
The Puppet receives the
Status points of the master for 30 seconds.
Amount is 20% of the stats per skill level
Cannot raise an attribute Kimi has that is higher
Cooldown is fixed at 30 seconds
Cannot use Hiding for the duration
Puppet Mastery
In the original
Advanced Puppet Mastery
Allows the study and control of
Puppet Homunculus.
Those are superior forms of homunculus
Created from a willing soul.
Puppet Homunculus have fixed stats growth
And receive a skill point every 3 levels.
Any deleted or abandoned Puppets cannot
Be recovered without summoning a new one.
Must be fed Condensed Souls sparingly
In orders sparingly to raise intimacy and
So it doesn't vanish.
In the Refuge
Allows the study and control of
Puppet Homunculus.
Those are superior forms of homunculus
Created from a willing soul.
Puppet Homunculus have fixed stats growth
And receive a skill point every 3 levels.
Any deleted or abandoned Puppets cannot
Be recovered without summoning a new one.
Must be fed Condensed Souls sparingly
In orders sparingly to raise intimacy and
So it doesn't vanish.
Real Magic Attack
In the original
Throws real magic spells against an enemy, dealing damage.
Damage per hit is 5% per level.
Extra 1% damage per Int.
Element applied is same as weapon.
Hit amount improves every 2 levels.
Maximum 5 hits at Lv 9~10.
Base Starting Cooldown is 1 second
In the Refuge
Throws real magic spells against an enemy, dealing damage.
Damage per hit is 5% per level.
Extra 1% damage per INT.
Element applied is same as weapon.
Hit amount improves every 2 levels.
Maximum 5 hits at Lv 9~10.
Variable cast time is 0.1s
Fixed cast time is 0.1s
Base Starting Cooldown is 0.5 seconds
Resurrect Puppet
In the original
Revives a Puppet that has been defeated in battle.
HP Restored is 20% per level.
Requires 80% Illusionist's max HP
Base Starting Cooldown is 30 seconds
In the Refuge
Revives a Puppet that has been defeated in battle.
HP Restored is 20% per level.
Requires 80% Illusionist's max HP
Variable cast time is 5s
Fixed cast time is 5s
Base Starting Cooldown is 30 seconds
Summon
In the original
Summon Puppet
Summons an existing
Puppet that was stored by using the
Dismiss Puppet or create a Puppet at no cost.
In the Refuge
Summons an existing
Puppet that was stored by using the
Dismiss Puppet or create a Puppet at no cost.
If you have no Puppet yet, one of the four Kimi is created at random.
Variable cast time is 2s
Jester
9 skills
Arcana of Destiny
In the original
Arcana of Destiny combo action that throws a magic card with flames.
Damage is 30% per level +3% per luk.
Aditional 2% per Luk damage on combo.
Skill has 2 seconds of Cooldown
In the Refuge
combo action that throws a magic card with flames.
Damage is 200+30% per level +3% per luk.
Aditional 2% per Luk damage on combo.
Variable cast time is 0.1s
Fixed cast time is 0.05s
Skill has 2 seconds of Cooldown
Double Down
In the original
A follow up of two hits with a small chance to cause bleeding.
Requires a Deck to use.
Damage is 30+10% per level +2% per Luk.
Aditional 2% per Luk damage on combo.
Base Starting Cooldown is 0.1s.
In the Refuge
A follow up of two hits.
Requires a Deck to use.
Damage is 135+15% per level +1% per Luk.
Additional 1% per Luk damage on combo.
Skill can be critical
Base Starting Cooldown is 0.15s.
First Hand
In the original
A quick attack that cripples enemy and enables combos, causes random multiple status effects.
Requires a Deck to use.
Possible Effects (lasts 5 seconds):
Defense Reduction
Move Speed Reduction
Attack Reduction
Double Damage with First Hand.
Damage is 20+10% per level +1% per LUK
Cooldown is 0.1s.
Enables Combo Ready for 3 seconds
In the Refuge
A quick attack that cripples enemy and enables combos, causes random multiple status effects.
Requires a Deck to use.
Possible Effects (lasts 5 seconds):
Defense Reduction
Move Speed Reduction
Attack Reduction
Double Damage with First Hand.
Damage is 120+10% per level +1% per 2 LUK
Cooldown is 0.15s.
Enables Combo Ready for 3 seconds
Gift Card
In the original
Throws an Explosive Card that inflict damage to all enemies.
Damage is 70+7% per level +3% per luk.
Aditional 4% per Luk damage on combo.
Skill has perfect hit rate.
Skill ignores enemy defense.
Base Starting cooldown is 5 seconds.
In the Refuge
Throws an Explosive Card that inflict damage to all enemies.
Damage is 177+7% per level +3% per luk.
Aditional 4% per Luk damage on combo.
Skill has perfect hit rate.
Skill ignores enemy defense.
Variable cast time is 0.25s
Base Starting cooldown is 3 seconds.
Instant Aces
In the original
Throws a pair of cards that hit enemies in a small area.
AoE is 3x3 around target.
Damage is split among all targets.
Deals small knockback to enemy.
Damage is 15% per level +1% per int and 1% per luk. Fast Spam.
No combo interactions.
In the Refuge
Throws a pair of cards that hit enemies in a small area.
AoE is 3x3 around target.
Damage is split among all targets.
Damage is 100+15% per level +1% per int and 1% per luk. Fast Spam.
No combo interactions.
Jester Soul
- Max level
13
In the original
Jesters can use decks to barrage their enemies with skills.
Main Stat: LUK
Shuffle Decks allow quick recovery of SP.
Normal Decks allow the use skills and fighting.
Swap between decks according to the situation.
Available Weapons: Decks
Maximum job level is 70.
In the Refuge
Jesters can use decks to barrage their enemies with skills.
Main Stat: LUK
Shuffle Decks allow quick recovery of SP.
Normal Decks allow the use skills and fighting.
Swap between decks according to the situation.
Available Weapons: Decks
Maximum job level is 70.
Joker's Draw
In the original
Throws a strong card that slices target multiple times.
Requires Stack Deck activation to use.
Damage is 70+5% per level +3% per luk.
Deals small knockback to enemy.
Can be used while Shuffling a Deck
In the Refuge
Throws a strong card that slices target multiple times.
Requires Stack Deck activation to use.
Damage is 177+7% per level +3% per luk.
Recover 77 SP on use
Deals small knockback to nearby enemies.
Can be used while Shuffling a Deck
Royal Flush
In the original
Summon energy from a card of pure power to deal damage to all enemies.
Damage is 7% per skill level +2% per INT/LUK
Cooldown is fixed at 1 second.
Combo extra damage is 1% per INT/LUK
In the Refuge
Summon energy from a card of pure power to deal damage to all enemies.
Damage is 100+7% per skill level +2% per INT/LUK
Cooldown is fixed at 1 second.
Combo extra damage is 1% per INT/LUK
Stack Deck
In the original
Enables a 30% chance of drawing a Joker when attacking an enemy.
Allows use of Joker's Draw.
In the Refuge
Enables a chance of drawing a Joker when attacking an enemy.
Chance is 5% per 7 Luk
Allows use of Joker's Draw.
Judge
12 skills
Akimbo Mastery
In the original
Enables a chance of firing two shots as a Double Attack while attacking enemies when equipped with
Revolvers class weapon.
Chance is 50+5% per level.
Activation of this skill is required for Absolution.
In the Refuge
Enables a chance of firing two shots as a Double Attack while attacking enemies when equipped with
Revolvers class weapon.
Chance is 50+5% per level.
Activation of this skill is required for Absolution.
Takes priority over gear Double Attack
Death Sentence
In the original
Requires 5 Bullets to use.
Deals damage to all targets within 7x7 cells.
Requires 1 Seal to use.
Damage is 80+10% per level + 1% per dex.
Additional 100% if Finisher Ready
Base starting cooldown is 2 seconds
In the Refuge
Requires 5 Bullets to use.
Deals damage to all targets within 7x7 cells.
Requires 1 Seal to use.
Damage is 200+10% per level + 3% per dex.
Additional 100% if Turnabout
Base starting cooldown is 2 seconds
Dragonic Dive
In the original
Launches Seals to the sky to fall and deal damage against all enemies around a target
Damage greatly reduced without Aurum Crucis
Damage is 50+50% damage per level + 5% per Int
Starting Cooldown is 40 seconds.
Requires 10 Seals.
Requires 5 Bullets
Ignores enemy defenses
Requires extra 50% Max SP to cast.
Fixed cast time is 2,5 seconds.
In the Refuge
Launches Seals to the sky to fall and deal damage against all enemies around a target
Damage greatly reduced without Aurum Crucis
Damage is 150+50% damage per level + 5% per Int
Fixed cast time is 0.5s
Starting Cooldown is 40 seconds.
Requires 10 Seals.
Requires 5 Bullets
Ignores enemy defenses
Requires extra 50% Current SP to cast.
Heavy Shot
In the original
Shoots a special bullet at the target from afar to deal damage.
The revolver is innacurate at longer distances as revolvers have a shorter range.
Hit rate decreases by 5 per cell.
Damage is 50+20% per level +4% per Str.
Doesn't Require Bullets to use
Base Starting Cooldown is 5 seconds
In the Refuge
Shoots a special bullet at the target from afar to deal damage.
The revolver is innacurate at longer distances as revolvers have a shorter range.
Hit rate decreases by 5 per cell.
Damage is 180+20% per level +4% per Str.
Doesn't Require Bullets to use
Extra 3% per Dex on Combo Ready
Extra 50% damage on Turnabout, ending it
Variable cast time increases with level: 0.25s to 2.5s
Fixed cast time is 0.25s
Base Starting Cooldown is 5 seconds
Monarch Seal
In the original
Summons a Seal, which can be used to enable different skills for a judge.
Increases atk by 1 per Seal.
Seal duration is 90 seconds.
Summons max seals at Lv2.
In the Refuge
Summons a Seal, which can be used to enable different skills for a judge.
Increases atk by 1 per Seal.
Seal duration is 90 seconds.
Summons max seals at Lv2.
Lv1 requires 0 Seals,
Lv2 requires less than 2
Variable cast time is 0.25s
Fixed cast time is 0.25s
Royal Authority
In the original
Quickly summons multiple Seals at the same time, with a shorter duration and faster cast.
Increases atk by 1 per Seal.
Seals duration is 15 seconds.
Seal amount is same as skill level.
Starting cooldown is 7 seconds.
In the Refuge
Quickly summons multiple Seals at the same time, with a shorter duration and faster cast.
Increases atk by 1 per Seal.
Seals duration is 15 seconds.
Seal amount is same as skill level.
Fixed cast time is 1s
Starting cooldown is 7 seconds.
Scathe
In the original
Requires 3 Bullets to use.
Infuses seals on shots to pierce defense and deal heavy damage to an enemy after a short cast.
Requires 3 Seals to use.
Damage is 50+20% per level + 3% per vit.
Starting cooldown is 3 seconds.
Bleeding chance is 5% per level.
In the Refuge
Requires 3 Bullets to use.
Infuses seals on shots to pierce defense and deal heavy damage to an enemy after a short cast.
Requires 3 Seals to use.
Damage is 150+20% per level + 3% per vit
Variable cast time is 1s
Fixed cast time is 0.5s
Starting cooldown is 3 seconds.
Bleeding chance is 5% per level.
Seal Extraction
In the original
Use the power of royalty on yourself to enable extraction of Seals from enemies with every attack dealt or received, generating seals for use.
Extraction chance is 2% per level.
Activated by normal attacks and skills.
Seals duration is 120 seconds.
Spell duration is 480 seconds.
Can generate up to 5 seals maximum.
Increases Violent Barrage scaling by 10%
Requires extra 25% Max SP to cast
In the Refuge
Use the power of royalty on yourself to enable extraction of Seals from enemies with every attack dealt or received, generating seals for use.
Extraction chance is 2% per level.
Activated by normal attacks and skills.
Seals duration is 120 seconds.
Spell duration is 480 seconds.
Can generate up to 5 seals maximum.
Increases Violent Barrage scaling by 10%
Variable cast time is 1s
Fixed cast time increases with level: 0.5s to 1.4s
Requires extra 25% Max SP to cast
Trigger Heart
In the original
Jumps over the enemy and rains down damage directly on them
Extra +1% per LUK vs Marked Enemies
Base Starting Cooldown is 6 seconds
Requires massive SP amounts
Requires no bullets at all levels
Skill shoots the seals themselves
Requires 1 Monarch Seal per level
Each Monarch Seal deals +1 Hit
Maximum of 5 hits.
Walk Delay increases with level
Damage can be critical
In the Refuge
Jumps over the enemy and rains down damage directly on them
Extra +1% per LUK vs Marked Enemies
Variable cast time is 0.5s
Fixed cast time is 0.25s
Base Starting Cooldown is 4 seconds
Requires massive SP amounts
Requires no bullets at all levels
Skill shoots the seals themselves
Requires 1 Monarch Seal per level
Each Monarch Seal deals +1 Hit
Maximum of 5 hits.
Walk Delay increases with level
Damage can be critical
Vault
In the original
Moves to the targeted location if there are no obstacles.
Boosts specific skills used right after
For 2 seconds after using this skill.
Increases damage of the following skills:
Death Sentence, Scathe, Trigger Heart,
Increase is 3% per AGI
Consumes 1 Seal when used.
Cooldown is 12-2 per level.
In the Refuge
Moves to the targeted location if there are no obstacles.
Boosts specific skills used right after
For 2 seconds after using this skill.
Increases damage of the following skills:
Death Sentence, Scathe, Trigger Heart,
Violent Shot,
Increase is 3% per AGI
Consumes 1 Seal when used.
Enters Turnabout for 3s if used while Combo Ready.
Cooldown is 12-2 per level.
Violent Barrage
In the original
Requires 5 Bullets to use.
Activates expansions on bullets that hit enemies for more damage.
Requires 3 Seals per cast.
Can be chained after Absolution activation
Damage is 60+5% per level +1% per AGI.
Extra +3% per DEX when combo ready
Magister Mark enemies explode dealing damage in a 5x5 area around them.
Cooldown is fixed at 2.5 seconds
In the Refuge
Requires 5 Bullets to use.
Activates expansions on bullets that hit enemies for more damage.
Requires 3 Seals per cast.
Can be chained after Absolution activation
Damage is 175+5% per level +2% per AGI.
Extra +3% per DEX when combo ready
Magister Mark enemies explode dealing damage in a 5x5 area around them.
Extra 100% damage on Turnabout
Cooldown is fixed at 2.5 seconds
Violent Shot
In the original
Requires 2 Bullets to use. shoots both revolvers precisely to push back.
Requires 2 Seals to cast.
Knockback range is 1 per level.
Damage is 100+15% per level +1% per Str.
Stun chance is 3% per level.
Starting Cooldown is 5 seconds.
In the Refuge
Requires 2 Bullets to use. shoots both revolvers precisely to push back.
Requires 2 Seals to cast.
Knockback range is 1 per level.
Damage is 200+15% per level +1% per Str.
Extra 2% per Dex on Combo Ready
Extra 3% per Agi with Vault
Extra 50% damage on Turnabout
Stun chance is 3% per level.
Starting Cooldown is 5 seconds.
Kingslayer
13 skills
Bishop's Guard
In the original
Increases MaxHP and physical defense from VIT of all party members including caster.
Duration is 2 minutes
Bonus HP is 500 per level.
Bonus Vit Defense is 10% per level.
Requires 10% Max HP to cast
In the Refuge
Increases MaxHP and physical defense from VIT of all party members including caster.
Duration is 5 minutes
Bonus HP is 500 per level.
Bonus Vit Defense is 10% per level.
Variable cast time is 3.5s
Fixed cast time is 1.5s
Requires 10% Max HP to cast
Bishop's Tax
In the original
Attacks and taxes the enemy defenses, icnreasing damage taken.
Damage is 100+30% per level + 2% per Dex
Cooldown is 10 seconds
Enemies hit received 30% extra damage
Halved for bosses
Damage bonus duration is 3s per level
Requires 25% extra Max HP to cast
In the Refuge
Attacks and taxes the enemy defenses, increasing damage taken.
Damage is 200+30% per level + 2% per Dex
Cooldown is 10 seconds
Enemies hit receive 15% extra damage
Damage bonus duration is 3s to 12s by level
Requires 25% extra Max HP to cast
Check Mate
In the original
Inflicts a finishing blow with devastating damage by consuming the caster's remaining SP and will not recover SP for 3 seconds.
Damage is Current SP as % ATK.
Base Cooldown is 40 seconds.
Doubled Damage with 10 Duel Counters
In the Refuge
Inflicts a finishing blow with devastating damage by consuming the caster's remaining SP and will not recover SP for 3 seconds.
Damage is 200+3% per Current SP +10% of Max HP.
Variable cast time increases with level: 1.25s to
3s
Fixed cast time increases with level: 1s to 2s
Base Cooldown is 40 seconds.
Doubled Damage with 6 or more Duel Counters
King's Chains
In the original
Throws a rebounding shield 4 times at an enemy to deal damage.
Damage is 100+10% per level +1% per VIT/STR
Damage is based on shield refine/weight.
Extra 1% per VIT per Duel Counter
Skill ignores flee
Requires a Shield.
Base Starting Cooldown is 5 seconds
Requires extra 12% Current SP
Requires 1 Duel Counter to cast
In the Refuge
Throws a rebounding shield 4 times at an enemy to deal damage.
Damage is 200+10% per level +1% per VIT/STR
Damage is based on shield refine/weight.
Extra 1% per VIT per Duel Counter
Extra 1% per Soft DEF and Hard DEF
Skill ignores flee
Requires a Shield.
Variable cast time is 0.4s
Fixed cast time is 0.1s
Base Starting Cooldown is 8 seconds
Requires extra 15% Current SP
Requires 1 Duel Counter to cast
Finisher Ready: extra 30% per missing HP %
King's Fortress
In the original
Enchants the shield with a unique aura that improves the flow of energy of the caster depending on the skill level used.
Requires a Shield.
[Lv 1]: Regen 1% HP every 2 seconds.
[Lv 2]: Regen 1% SP every 2 seconds.
[Lv 3]: King's Chains and Shield Boomerang
Extra +1% per STR and 2% per VIT scaling damage.
Fortress Bonus Effects:
[Lv 1]: Cover Ally reduces damage taken by 75%
[Lv 2]: Cover Ally receives Hallucination Walk
[Lv 3]: Cover Ally receives Endure effect
Duration is 120 seconds
Cooldown is 60 seconds
In the Refuge
Enchants the shield with a unique aura that improves the flow of energy of the caster depending on the skill level used.
Requires a Shield.
[Lv 1]: Regen 1% HP every 2 seconds.
[Lv 2]: Regen 1% SP every 2 seconds.
[Lv 3]: King's Chains and Shield Boomerang
Extra +1% per STR and 2% per VIT scaling damage.
Fortress Bonus Effects:
[Lv 1]: Cover Ally reduces damage taken by 75%
[Lv 2]: Cover Ally receives Hallucination Walk
[Lv 3]: Cover Ally receives Endure effect
Duration is 5 minutes
Variable cast time is 10s
Cooldown is 60 seconds
Knight's Capture
In the original
Strikes a target and forcibly teleport it with the caster to a random location on the same map.
Damage is 100+10% per level +1% per Agi.
Capture chance is 50+5% per level.
Base Starting Cooldown is 12 seconds
In the Refuge
Strikes a target and forcibly teleport it with the caster to a random location on the same map.
Damage is 200+10% per level +1% per Vit.
Capture chance is 50+5% per level.
Base Starting Cooldown is 12 seconds
Knight's Regen
In the original
Recovers a percentage of HP to self and all party members on screen every 5 seconds. Has no effect on
Undead elemental players.
Recovery amount is 1+1% Max HP per level.
Requires 50% Max SP as extra cost.
Duration is 90+30s per second.
Cooldown is 60 seconds
In the Refuge
Recovers a percentage of HP to self and all party members on screen every 5 seconds. Has no effect on
Undead elemental players.
Recovery amount is 1+1% Max HP per level.
Requires 50% Max SP as extra cost.
Duration is 60+60s per level.
Variable cast time is 4s
Fixed cast time is 2s
Cooldown is 60 seconds
Pawn's Cure
In the original
Cures abnormal status effects such as Stun, Frozen or Stone Curse.
Inflicts Blind status on Undead monsters.
In the Refuge
Cures abnormal status effects such as Stun, Frozen, Stone Curse, Horror Scream and much more.
Inflicts Blind status on Undead monsters.
Pawn's Rod
- Max level
51
In the original
Upon being attacked with a spell, using this skill in the correct moment will cancel the targeted spell and regain a bit of spent SP, if any.
Timing duration is 1.5 seconds.
Base Starting Cooldown is 10 seconds
In the Refuge
Upon being attacked with a spell, using this skill in the correct moment will cancel the targeted spell and regain a bit of spent SP, if any.
Timing duration is 1.5 seconds.
Fixed cast time is 0.5s
Base Starting Cooldown is 10 seconds
Queen's Barrier
In the original
Creates a perfect barrier around a character that will be able to block
Either a given % of HP or amount of hits.
Duration is up to 15 seconds
Cast Time is extremely short
Base Starting Cooldown is 30 seconds.
[Lv 1]: Barrier: 2% MaxHP, Blocks 1 Hits
[Lv 2]: Barrier: 4% MaxHP, Blocks 2 Hits
[Lv 3]: Barrier: 6% MaxHP, Blocks 3 Hits
[Lv 4]: Barrier: 8% MaxHP, Blocks 4 Hits
[Lv 5]: Barrier: 10% MaxHP, Blocks 5 Hits
In the Refuge
Creates a perfect barrier around a character that will be able to block
Either a given % of HP or amount of hits.
Duration is up to 15 seconds
Cast Time is extremely short
Variable cast time is 0.1s
Fixed cast time is 0.1s
Base Starting Cooldown is 30 seconds.
[Lv 1]: Barrier: 2% MaxHP, Blocks 1 Hits
[Lv 2]: Barrier: 4% MaxHP, Blocks 2 Hits
[Lv 3]: Barrier: 6% MaxHP, Blocks 3 Hits
[Lv 4]: Barrier: 8% MaxHP, Blocks 4 Hits
[Lv 5]: Barrier: 10% MaxHP, Blocks 5 Hits
Queen's Brand
In the original
After a short preparation, strongly attack an area of enemies to deal heavy damage and smash them around.
Requires Sword/Dagger.
Damage is 150+15% per level + 3% per Vit.
Extra 20% Damage per Duel Counter
Base starting cooldown is 7 seconds.
AoE Range is 5x5 in front of caster.
Requires 5 Duel Counters to cast
Knockbacks 7 cells at Lv10 only
In the Refuge
After a short preparation, strongly attack an area of enemies to deal heavy damage and smash them around.
Requires Sword/Dagger.
Damage is 250+15% per level + 3% per Vit.
If on Duel Stance, bonus damage by 1/20 of current HP
Extra 30% Damage per Duel Counter
Variable cast time is 0.25s
Fixed cast time is 0.25s
Base starting cooldown is 8 seconds.
AoE Range is 7x5 in front of caster.
Requires 3 Duel Counters to cast
Knockbacks 7 cells at Lv9
Doensn't knockback on Lv10
Queen's Gambit
In the original
Deals massive damage
Over multiple hits to enemies around.
Defense decreases by 50% during cast time.
Damage is ATK+MATK divided by 2.
Extra 25% damage per level.
Extra 0.5% per INT damage
Base Starting Cooldown is 10 seconds
Requires Extra 25% Max HP to cast
In the Refuge
Deals massive damage
Over multiple hits to enemies around.
Defense decreases by 50% during cast time.
Damage is ATK+MATK divided by 2.
Extra 25% damage per level.
Extra 0.5% per INT damage
Gives you 5 Duel Counters if it hits enemies
Variable cast time is 3s
Fixed cast time is 0.5s
Base Starting Cooldown is 10 seconds
Requires Extra 25% Max HP to cast
Rook's Smash
In the original
Smashes a small area of enemies and knock them back.
Dealing 2 hits, with half damage on each.
Requires Sword/Dagger.
Requires a Shield equipped.
Knockback is always south.
Additional Damage equal 1/5 HP
Damage is 100+10% per level + 1% per Str.
Extra 20% Damage per Duel Counter
Generates up to 3 Duel Counters under Duel Stance.
Base Starting Cooldown is 10 seconds
In the Refuge
Smashes a small area of enemies and knock them back.
Dealing 2 hits, with full damage on each.
Usable with any weapon.
Requires a Shield equipped.
Knockback is always south.
Additional Damage equal 1/5 HP
Damage is 150+5% per level + 1% per Str.
Extra 25% Damage per Duel Counter
Generates up to 3 Duel Counters under Duel Stance.
Base Starting Cooldown is 8 seconds
Legend
2 skills
Harness Magic
In the original
Enchants your blades with magic, allowing you to deal additional magic with your physical attacks.
Damage bonus is 25% of Int on cast.
Damage bonus is 25% MATK for duration.
Damage bonus reduced by enemy MDEF
Duration is 20 seconds per level.
In the Refuge
Enchants your blades with magic, allowing you to deal additional magic with your physical attacks.
Damage bonus is 25% of Int on cast.
Damage bonus is 25% MATK for duration.
Damage bonus reduced by enemy MDEF
Duration is 20 seconds per level.
Variable cast time is 1s
Safety Wall
In the original
Creates a magic barrier on a targeted spot that will block certain number of physical melee attacks and damage.
The barrier will disappear after a period of time or taking hits.
Hits blocked are 1 per level.
A strong hit can break the barrier early.
Requires an extra 10% HP per cast.
In the Refuge
Creates a magic barrier on a targeted spot that will block certain number of physical melee attacks and damage.
The barrier will disappear after a period of time or taking hits.
Hits blocked are 1 per level.
A strong hit can break the barrier early.
Variable cast time decreases with level: 2.5s to 1s
Fixed cast time increases with level: 0.1s to 0.4s
Requires an extra 10% HP per cast.
Merchant
2 skills
Enlarge Weight Limit
In the original
Improve Weight
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
In the Refuge
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
Vending
In the original
Requirement: Pushcart 3
Opens a street stall for selling items to other players.
You can vend while offline using @autotrade
For up to 3 days, then auto-disconnect.
[Lv 10]:Maximum Items: 12
Taking too to open shop long may lock it.
In the Refuge
Requirement: Pushcart 3
Opens a street stall for selling items to other players.
You can vend while offline using @autotrade
For up to 3 days, then auto-disconnect.
[Lv 10]:Maximum Items: 12
Taking too long to open a shop may lock it.
Mimic
3 skills
Memorize
In the original
Prevents the automatic copying of skills through the
Plagiarism skill for 3 minutes in order to preserve the last skill copied through Plagiarism.
In the Refuge
Prevents the automatic copying of skills through the
Plagiarism skill for 3 minutes in order to preserve the last skill copied through Plagiarism.
Fixed cast time is 0.25s
Originality
In the original
Inflicts damage.
Damage is based on ATK and MATK of the caster
Deals 2+1 extra hits per skill level
Grants Combo Ready and Cast Ready for 10 seconds
Base Starting Cooldown is 15 seconds
In the Refuge
Inflicts damage.
Damage is based on ATK and MATK of the caster
Deals 2+1 extra hits per skill level
Grants Combo Ready and Cast Ready for 10 seconds
Variable cast time is 0.275s
Fixed cast time is 0.075s
Base Starting Cooldown is 15 seconds
Tarot Card of Fate
In the original
Cast a randomly chosen effect from one out of 14 Tarot Cards.
Success Chance is 25% per level.
Base Starting Cooldown is 7 seconds
[Fool]: SP Reduced to 0
[Magician]: Halved MATK
[High Priestess]: Full Dispell
[Chariot]: Fixed 3000 Damage
[Strenght]: Halved ATK
[Lovers]: Heals 10000
[Wheel of Fortune]: 2 Random Effects
[Hanged Man]: Frozen, Petrified or Cursed
[Temperance]: Confusion
[Devil]: 666 Damage and Halved ATK/MATK
[Death]: Coma
[Tower]: Fixed 10000 Damage
[Star]:Stun and Silence
[Sun]:Halved ATK/MATK/DEF/HIT/FLEE
In the Refuge
Cast a randomly chosen effect from one out of 14 Tarot Cards.
Success Chance is 25% per level.
Variable cast time is 0.25s
Fixed cast time is 0.25s
Base Starting Cooldown is 7 seconds
[Fool]: SP Reduced to 0
[Magician]: Halved MATK
[High Priestess]: Full Dispell
[Chariot]: Fixed 3000 Damage
[Strenght]: Halved ATK
[Lovers]: Heals 10000
[Wheel of Fortune]: 2 Random Effects
[Hanged Man]: Frozen, Petrified or Cursed
[Temperance]: Confusion
[Devil]: 666 Damage and Halved ATK/MATK
[Death]: Coma
[Tower]: Fixed 10000 Damage
[Star]:Stun and Silence
[Sun]:Halved ATK/MATK/DEF/HIT/FLEE
Mystic
5 skills
Arcane Flow
In the original
Enchants an area of 3x3 cells to enable the use of Water Ball
And decreases the cast time of all skills by allowing more arcane power to gather
Decreases Variable Cast Time by 50%
Decreases Fixed Cast Time by 0.3s
Base Starting Cooldown is 20 seconds
Duration is 25+5s per level
Cast Time is irreductible 1s
Adds +1% per INT scaling to Arcane Master core elemental spells.
In the Refuge
Enchants an area of 3x3 cells to enable the use of Water Ball
And decreases the cast time of all skills by allowing more arcane power to gather
Decreases Variable Cast Time by 50%
Decreases Fixed Cast Time by 0.3s
Fixed cast time is 1s
Base Starting Cooldown is 20 seconds
Duration is 25+5s per level
Adds +1% per INT scaling to Arcane Master core elemental spells.
Dual Cast
In the original
Enables the repeating of
Specific spells automatically
Extra cast is instant and has no cost.
Chance is 10% per level, max 100%.
Duration is 15s at all levels
Cooldown is 15s at all levels
Available Spells:
Flaming Petals, Freezing Spear,
Wind Blade, Eruption, Unholy Light
Burning Spiral, Frozen Crash
Land Fissure and Lightning Bolt
Effect is valid for AutoSpell.
Requires 55% Current SP to cast
In the Refuge
Enables the repeating of
Specific spells automatically
Extra cast is instant and has no cost.
Chance is 10% per level, max 100%.
Duration is 30s at all levels
Cooldown is 30s at all levels
Available Spells:
Flaming Petals, Freezing Spear,
Wind Blade, Eruption, Unholy Light
Burning Spiral, Frozen Crash
Land Fissure and Lightning Bolt
Effect is valid for AutoSpell.
Requires 55% Current SP to cast
Eruption
In the original
Inflicts 50% MATK Earth magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Cooldown is 0.5s per level
Elemental Focus:
Increases magic damage of element by 6% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Earth Focus:
Endows weapon with earth element
Increases damage vs earth by 10%
In the Refuge
Inflicts 50% MATK Earth magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Variable cast time increases with level: 0.25s to 7s
Fixed cast time increases with level: 0.075s to 0.75s
Cooldown is 0.5s per level
Elemental Focus:
Increases magic damage of element by 6% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Earth Focus:
Endows weapon with earth element
Increases damage vs earth by 10%
Unholy Light
In the original
Deals Dark elemental magic damage to a target and all enemies around.
Damage is boosted according to current focus
5% extra damage regardless of focus element focus damage increased by 3% per level
Base Damage is 10%
Does not consume any focus
Base Starting Cooldown is 5 seconds
In the Refuge
Deals Dark elemental magic damage to a target and all enemies around.
Damage is boosted according to current focus
5% extra damage regardless of focus element
Does not consume any focus
Variable cast time is 0.1s
Fixed cast time is 0.2s
Base Starting Cooldown is 5 seconds
Water Ball
In the original
Hurls spheres of water at high velocity at a targeted enemy.
Caster must be standing in Water in order to cast Water Ball and cannot be used in an underwater map. Detection range of Water cells increases with skill level and can be used on skill effects such as Arcane Flow.
Damage is 20+5% per Level +1% per Int.
Damage is based on each hit.
Base Starting Cooldown is 5 seconds
In the Refuge
Hurls spheres of water at high velocity at a targeted enemy.
Caster must be standing in Water in order to cast Water Ball and cannot be used in an underwater map. Detection range of Water cells increases with skill level and can be used on skill effects such as Arcane Flow.
Damage is 20+5% per Level +1% per Int.
Damage is based on each hit.
Variable cast time increases with level: 1.5s to 3.5s
Fixed cast time decreases with level: 1.15s to
0.15s
Base Starting Cooldown is 5 seconds
Night Raven
9 skills
Blitz Beat
In the original
Commands Raven to attack a targeted and surrounding enemies in an
3x3 area. The Raven's attack can be triggered during auto attacks when wielding a Dagger and a Sword at once.
Damage is fixed and never misses.
Damage is Base 50 per level + Luk
Luk bonus is multiplied by Steel Wings Lv
Auto attack trigger chance is 1% per 5 Luk and the hit amount is random based on job Lv.
Hit amount if fixed for manual cast.
Cooldown is 3 seconds -0.5 per level
In the Refuge
Commands Raven to attack a targeted and surrounding enemies in an
3x3 area. The Raven's attack can be triggered during auto attacks when wielding a Dagger and a Sword at once.
Damage is fixed and never misses.
Ranged Damage bonuses apply, while still dealing Special damage that ignores DEF.
HP Leech bonuses apply to this skill.
Damage is Base 50 per level + Luk
Luk bonus is multiplied by Steel Wings Lv
Auto attack trigger chance is 1% per 5 Luk and the hit amount is random based on job Lv.
Hit amount if fixed for manual cast.
Inflicts a Night Wound for 3 seconds.
Variable cast time is 0.75s
Fixed cast time is 0.2s
Cooldown is 3 seconds -0.5 per level
Bloody Fangs
- Range
113
In the original
Deals magic damage on a target, converting a certain amount of damage into HP damage inflicted is based on MATK.
Damage is 25% per level + 4% per Int.
Night Wound: +1% per Dex
100% of damage dealt is recovered.
Effect is doubled when wielding Dual Axes.
Base cooldown is 4 seconds.
In the Refuge
Deals magic damage on a target, converting a certain amount of damage into HP damage inflicted is based on MATK.
Damage is 100+40% per level + 5% per Int.
Night Wound: +1% per DEX
20% of damage dealt per level is recovered.
Ends Night Hunt status when used.
Damage is tripled below 25% of Max HP.
Variable cast time is 0.5s
Fixed cast time is 0.5s
Base cooldown is 5 seconds.
Cloaking Exceed
In the original
Becomes invisible and cannot be detected by any kind of regular enemy.
Movement Speed is 90+10% per level.
Can be hit up to 2 times at Lv3 and
3 times at Lv5.
Skill has no SP Cost drains 100 sp per second while active.
In the Refuge
Becomes invisible and cannot be detected by any kind of regular enemy.
Movement Speed is 40% per level.
Can be hit up to 2 times at Lv3 and
3 times at Lv5.
Skill has no SP Cost drains 100 sp per second while active.
Definitive Dagger
- Range
73
In the original
Attacks an enemy with quick hits and perfect preparation.
Damage is boosted with dual daggers.
Damage is 100+25% per level +1% per Agi.
Night Wound: +1% per Dex
Hit bonus is 5 per level.
Costs an extra 3% Current SP to use.
Base starting cooldown is 1 second.
In the Refuge
Attacks an enemy with quick hits and perfect preparation.
Damage is boosted with dual daggers.
Damage is 100+30% per level +2% per Agi.
Night Wound: +50%+1% per Dex
Hit bonus is 5 per level. Range is 3.
Costs an extra 3% Current SP to use.
Base starting cooldown is 1 second.
Midnight Eye
In the original
Inflicts damage on directly and removes random buffs from the target, while
Preparing Counter Slash
Chance is 60+10% per level.
Damage is 100+20% per level +5% per INT
Enters Counter State for 1s per level
Base Starting Cooldown is 15 seconds.
In the Refuge
Inflicts damage on directly and removes random buffs from the target, while
Preparing Counter Slash
Chance is 50+5% per level.
Damage is 200+20% per level +5% per INT
Enters Counter State for 1s per level if Weapon
Blocking is active
Variable cast time is 0.25s
Fixed cast time is 0.25s
Base Starting Cooldown is 15 seconds.
Night Hunt
In the original
Enhances the damage of physical attacks after activating this skill. Each attack enhanced by Night Hunt will drain an amount of HP equal to 5% of character's MaxHP.
Damage bonus improves 10% per level
Damage bonus is 100 per level + 3 x all stats
Damage unaffected by % effects
Attacks cant activate double attack
Attacks ignore defense and perfect dodge
Amount of hits is the same as level.
In the Refuge
Enhances the damage of physical attacks after activating this skill. Each attack enhanced by Night Hunt will drain an amount of HP equal to 7% of character's MaxHP.
Damage bonus improves 10% per level
Damage bonus is 100 per level + 3 x all stats
Damage becomes 1.25x at red health
Damage unaffected by % effects
Attacks cant activate double attack
Attacks ignore defense and perfect dodge
Amount of hits twice the level.
Northern Cross
In the original
Attacks an enemy with a perfect cross of slashes.
Damage is boosted with dual swords.
Damage is 100+30% per level +1% per Agi.
Night Wound: +1% per Dex
Costs an extra 3% Current HP to use.
Base Starting cooldown is 1 second
In the Refuge
Attacks an enemy with a perfect cross of slashes.
Damage is boosted with dual swords: +15% per level.
Damage is 200+30% per level +2% per Agi.
Night Wound: +50% and +1% per Dex
Costs an extra 3% Current HP to use.
Base Starting cooldown is 1 second
Sky Assault
In the original
Commands the Raven to attack an enemy with a mighty strike.
Damage is fixed and never misses.
Damage is 50 per level plus 2xLuk+Dex,
Luk+Dex bonus is multiplied by 2x Steel Wings Lv.
Base Starting Cooldown is 15 seconds.
Cooldown decreases by 1 second per level
Requires Extra 10% max SP to cast
In the Refuge
Commands the Raven to attack an enemy with a mighty strike.
Damage is fixed and never misses.
HP Leech bonuses apply to this skill.
Damage is 50 per level plus 2xLuk+Dex,
Luk+Dex bonus is multiplied by 2x Steel Wings Lv.
Variable cast time is 1.5s
Fixed cast time is 0.5s
Base Starting Cooldown is 15 seconds.
Cooldown decreases by 1 second per level
Requires Extra 10% max SP to cast
Typhoon Edge
In the original
Unleashes a wave of slashes at all targets in range, dealing damage and at high level, knocking the targets back
Damage is 10+15% per level +1% per STR
Triple damage if knocked into a wall
Extra 10% per Rolling Counter
Base starting cooldown is 5 seconds.
Knockback range is 5 cells
Knockback only available Lv6 or higher
In the Refuge
Unleashes a wave of slashes at all targets in range, dealing damage and at high level, knocking the targets back
Damage is 110+15% per level +1% per STR
Triple damage if knocked into a wall
Extra 10% per Rolling Counter
Base starting cooldown is 5 seconds.
Knockback range is 5 cells
Knockback only available Lv6 or higher
Orphan
8 skills
Area Loot
In the original
Automatically pick up every item within 2 cells of the caster. This skill cannot be used within towns, PvP maps or in WoE.
Items picked with this are not party shared.
In the Refuge
Automatically pick up every item within 2 cells of the caster.
Heal
- Max level
101 - SP cost
5 to 4015
In the original
Restores target's HP.
Increases with level, INT and status MATK
Skill has a 5 second cooldown.
In the Refuge
Restores target's HP.
Increases with level, INT and status MATK
Skill has a 7 second cooldown.
Requires 15+5% Max SP to cast.
Hiding
- Max level
101
In the original
Hides under the ground to avoid enemy attack. Detection skills and using the skill again can cancel hiding
Duration is 5+5 seconds per level.
Drains 1 SP per second while active.
In the Refuge
Hides under the ground to avoid enemy attack. Detection skills and using the skill again can cancel hiding
Duration is 2 seconds.
Cooldown is 5 seconds.
Requires 15+5% Max SP to cast.
Increase Agility
- Max level
101 - SP cost
5 to 455
In the original
Increases user's
Movement and Attack Speed for the duration of skill.
Increases AGI by 2+1 per level (max 12)
Increases ASPD by 1% per level (max 10%)
Lasts for 30+20s per level (max 240s)
Extra 2 seconds per AGI of caster
Cooldown is 50 seconds.
Requires 10% Current SP to cast.
In the Refuge
Increases user's
Movement Speed while active.
Movement Speed is set to the maximum.
Duration is 5 seconds.
Cooldown is 60 seconds.
Requires 15+5% Max SP to cast.
Morroc's Mark
In the original
Taps into your Morroc's Mark to push your power to the limit. skill's duration. Fully restores HP when cast, All stats +10% and increases
Movement Speed for the skill's duration.
Cannot be removed by Dispel.
Cooldown is 60 minutes.
In the Refuge
Taps into your Morroc's Mark to push your power to the limit.
Fully restores HP and SP when cast,
All stats +10% and increases Movement
Speed by 50% for the skill's duration.
Duration is 10 seconds.
Cannot be removed by Dispel.
Cooldown is 60 minutes.
Orphan Skills
In the original
Enables learning of orphan skills. Orphans are resourceful humans.
Using this skill shows complete battle stats.
Heal: Allows recovery of HP
Increase Agi: Allows quicker movement
Morroc's Mark: Temporary power boost
Hiding: Allows dodging spells when targeted for casting and avoiding combat with regular enemies.
Sense: Allows checking an enemy's stats
Area Loot: Allows picking up items around
Available Weapons: Daggers
Job Change can be done at Job Level 10
In the Refuge
Enables learning of orphan skills. Orphans are resourceful humans.
Heal: Allows recovery of HP
Increase Agi: Allows quicker movement
Morroc's Mark: Temporary power boost
Hiding: Allows dodging spells when targeted for casting and avoiding combat with regular enemies.
Sense: Allows checking an enemy's stats
Area Loot: Allows picking up items around
Warp Portal: Warps self and party to a memorized spot.
Teleport: Teleport to a random location on map.
Available Weapons: Daggers
Job Change can be done at Job Level 10
Teleport
- Max level
21 - SP cost
10 to 910
In the original
Teleports caster to other area.Shares a cooldown with Fly Wing.
[Lv 1]: Random spot, SP Consumption: 10
[Lv 2]: Save point, SP Consumption: 9
Base Starting Cooldown is 30 seconds
In the Refuge
Teleports caster to a random spot.
Base Starting Cooldown is 60 seconds
Warp Portal
- Max level
41 - SP cost
35 to 2635
In the original
Creates a Warp Portal that will teleport those who enter it to another area. Each Warp Portal can teleport up to 8 people
Consumes 1 Blue Gemstone.
[Lv 1]: Back to caster's Save Point
[Lv 2]: Enables 1 Memo point
[Lv 3]: Enables 2 Memo points
[Lv 4]: Enables 3 Memo points
[Memo Point]: Specific map area memorized as a destination for a Warp
Portal.
Type /memo to set current location as a Memo Point.
Only Fields and Cities can be memorized
Fields with Bosses cannot be memorized
Cannot be opened near map Portals
Cooldown is 10 seconds
In the Refuge
Warps Party on a 11x11 around self to caster's save point or one of 3 locations.
[Memo Point]: Saved with /memo
Only Fields and Cities can be memorized
Fields with Bosses cannot be memorized
Fixed cast time is 1s
Cooldown is 30 seconds, Requires 75% Max SP
Peacekeeper
11 skills
Assault Mode
- Max level
51
In the original
Enters an offensive stance in exchange for defensive power.
Increases damage taken by 10+10% per 20% missing SP
Loses SP when taking damage
Assault Mode:
Conviction turns into Dark Element
Pierces 5% of DEF/MDEF per level
Damage dealt has no variation (always max).
Ignore Weapon Size Penalty
Ignore Reflected Damage
Trinkets receive 1% per STR scaling
Duration is 60 seconds
In the Refuge
Enters an offensive stance in exchange for defensive power.
Increases damage taken by 10+10% per 20% missing SP
Loses SP when taking damage
Assault Mode:
Conviction turns into Dark Element
Defense and Magic Defense Penetration 5 per level
Damage dealt has no variation (always max).
Ignore Weapon Size Penalty
Ignore Reflected Damage
Trinkets receive 2% per STR scaling
Duration is 60 seconds
Fixed cast time is 1s
Cannot coexist with Defensive Mode.
Base Starting Cooldown is 10 seconds.
Chain Mastery
In the original
Increases Whip class weapon damage and Max SP
ATK bonus is +3 per level
MAX SP bonus is 2% per level
In the Refuge
Increases Whip class weapon damage and Max SP
ATK bonus is +1 per level
MAX SP bonus is 2% per level
Conviction
In the original
Quickly slices an enemy. using the whip, dealing flexible amounts of damage.
Damage is 50 +5% per level +1% per DEX, per hit
Deals 2 hits, 50% chance to replace an auto-attack
Can be manually cast with 1.5s base cooldown
Requires extra 5% Max SP per cast
Whip Combo Starter:
Activates Cast Ready for 3 seconds, boosting Eternal Chain effects if not Combo Ready/Turnabout
Whip Combo Follow-up:
When Combo Ready(from Eternal Chain):
Enters Turnabout for 3s, boosting all skills
Turnabout Bonus:
Deals 5 hits instead of 2, ends Turnabout
Deals extra 25% total damage vs enemy under 50% HP
In the Refuge
Quickly slices an enemy. using the whip, dealing flexible amounts of damage.
Damage is 150 +5% per level +2% per DEX, per hit
Deals 2 hits, 50% chance to replace an auto-attack
Can be manually cast with 1.5s base cooldown
Requires extra 5% Max SP per cast
Whip Combo Starter:
Activates Cast Ready for 3 seconds, boosting Eternal Chain effects if not Combo Ready/Turnabout
Whip Combo Follow-up:
When Combo Ready(from Eternal Chain):
Enters Turnabout for 3s, boosting all skills
Turnabout Bonus:
Deals 5 hits instead of 2, ends Turnabout
Deals extra 25% total damage vs enemy under 50% HP
Dawn to Dusk
In the original
Temporarily increases ally resistance to Dark and Holy element while boosting natural regeneration.
HP/SP Regen +25% while active
Resistance to Holy/Dark +2% per level
Duration is 60 seconds
Base Starting Cooldown is 30 seconds
Requires 10% Max SP to cast
In the Refuge
Temporarily increases ally resistance to Dark and Holy element while boosting natural regeneration.
HP/SP Regen +25% while active
Resistance to Holy/Dark +2% per level
Duration is 60 seconds
Variable cast time is 1.5s
Fixed cast time is 1.5s
Base Starting Cooldown is 30 seconds
Requires 10% Max SP to cast
Defensive Mode
- Max level
41 - SP cost
6 to 125 - Range
91
In the original
Slows the effect of Poison on a character that is affected by
Poison status.
In the Refuge
Enters a defensive stance that trades offense and SP for survivability.
Redirects 25% of damage taken to SP.
Redirect increases by 10% per 20% missing HP, up to 65% at 20% HP or lower.
1 SP absorbs 1 damage; damage beyond available SP is taken as HP damage normally.
Damage dealt is reduced by 10% + 10% per 20% missing SP, up to 60% at 0 SP.
Defensive Mode:
Conviction turns into Holy Element.
Immune to knockback and hit-stun.
Cannot coexist with Assault Mode.
Duration: 60 seconds
Cooldown: 10 seconds
Eternal Chain
In the original
Creates a flow of hits while attacking chaining quick strikes.
Damage is 50 +5% per level +1% per DEX, per hit
Base Starting Cooldown is 2.1 seconds
Cooldown reduces by 0.1s per level
Requires extra 5% Max SP per cast
When Cast Ready:
Deals 2 hits and activates
Combo Ready for 3 seconds
Increases damage by 5% per level
Turnabout Bonus:
Deals 3 hits, sets Turnabout timer to 7s
Increases base damage by 10% per level
In the Refuge
Creates a flow of hits while attacking chaining quick strikes.
Damage is 200 +10% per level +2% per DEX, per hit
Base Starting Cooldown increases with level: 1.1s to 2s
Cooldown reduces by 0.1s per level
Requires extra 3% Max SP per cast
When Cast Ready:
Deals 2 hits and activates
Combo Ready for 3 seconds
Increases damage by 5% per level
Turnabout Bonus:
Deals 3 hits, sets Turnabout timer to 10s
Increases base damage by 10% per level
Final Angel
In the original
Sacrifices your health to revive every party member within the caster's screen.
Cast Time is fixed at 4s-0.5s per level
Cooldown is 120s-10s per level
Consumes 60-10% extra Max SP per level
In the Refuge
Sacrifices your health to revive every party member within the caster's screen.
Fixed cast time decreases with level: 3.5s to 1.5s
Cooldown is 120s-10s per level
Consumes 60-10% extra Max SP per level
Lashing Andromeda
In the original
Precisely hits the enemy from a distance with a powerful hit.
Damage is 50 +10% per level +1% per DEX, per hit
Base Starting Cooldown is 10 seconds
Requires extra 10% Max SP per cast
Skill can be critical and deals 3 hits
Whip Combo:
Extra 5% per level damage on Cast Ready
Extra 10% per level damage on Combo Ready
Turnabout Bonus:
Deals 5 hits, ends Turnabout Mode
Increases base damage by 15% per level
In the Refuge
Precisely hits the enemy from a distance with a powerful hit.
Damage is 150 +15% per level +4% per DEX, per hit
Base Starting Cooldown is 7 seconds
Requires extra 15% Max SP per cast
Skill can be critical and deals 3 hits
Whip Combo:
Extra 5% per level damage on Cast Ready
Extra 10% per level damage on Combo Ready
Turnabout Bonus:
Deals 5 hits, ends Turnabout Mode
Increases base damage by 20% per level
Peacekeeper Soul
- Max level
15
In the original
Peacekeepers bring order and justice no matter what is the cost.
Conviction allows start and progression of combos.
Andromeda Skills are powerful finishers for combos.
Trinkets are special items that provide special bonuses.
Available Weapons: Whips
Maximum Job Level is 70.
In the Refuge
Peacekeepers bring order and justice no matter what is the cost.
Conviction allows start and progression of combos.
Andromeda Skills are powerful finishers for combos.
Trinkets are special items that provide special bonuses.
Available Weapons: Whips
Maximum Job Level is 70.
Use Trinket
In the original
Trinkets are unique tools that allow creating new ways to fight.
Damage is 50+10% per level +1% per DEX per hit, in 2 hits
Different effects based on skill level:
[Lv 1~5] Regular Trinket Use:
Requires 15% Current SP to cast
Base Starting Cooldown is 5 seconds
Deals damage to 1 enemy
Enables Cast Ready for 3 seconds
[Lv 6~10] Crash Trinket Use:
Requires 15% Max SP to cast
Base Starting Cooldown is 15 seconds
Deals damage to enemies around self
[Lv 6~10] Turnabout Bonus:
Enables Trinket Buff for 30+10s per level
In the Refuge
Trinkets are unique tools that allow creating new ways to fight.
Damage is 200+10% per level +3% per DEX per hit, in 2 hits
Different effects based on skill level:
[Lv 1~5] Regular Trinket Use:
Requires 15% Current SP to cast
Base Starting Cooldown is 4 seconds
Deals damage to 1 enemy
Enables Cast Ready for 3 seconds
[Lv 6~10] Crash Trinket Use:
Requires 15% Max SP to cast
Base Starting Cooldown is 10 seconds
Deals damage to enemies around self
[Lv 6~10] Turnabout Bonus:
Enables Trinket Buff for 30+10s per level
Wrecking Andromeda
In the original
Wrecking Andromeda creates vortices of energy around the caster using the whip.
Damage is 50 +10% per level +1% per DEX, per hit
Base Starting Cooldown is 10 seconds
Hits all enemies in a 7x7 area
Requires extra 10% Max SP per cast
Skill ignores flee and deals 3 hits
Whip Combo:
Extra 5% per level damage on Cast Ready
Extra 10% per level damage on Combo Ready
Turnabout Bonus:
Deals 5 hits, ends Turnabout Mode
Increases base damage by 15% per level
In the Refuge
creates vortices of energy around the caster using the whip.
Damage is 200 +15% per level +2% per DEX, per hit
Variable cast time is 1s
Base Starting Cooldown is 7 seconds
Hits all enemies in a 7x7 area
Requires extra 15% Max SP per cast
Skill deals 2 hits
Whip Combo:
Extra 5% per level damage on Cast Ready
Extra 10% per level damage on Combo Ready
Turnabout Bonus:
Deals 5 hits, ends Turnabout Mode
Increases base damage by 20% per level
Phantom Thief
13 skills
Cluster Arrow
In the original
Prepares and shoots quickly against an enemy with great precision.
Skill has 25% extra critical rate.
Critical chance is 50% if combo ready
Damage is 150+25% per level + 3% per LUK
Activates Finisher Ready for 5s if combo ready
Base Starting Cooldown is 7 seconds
Requires 4 arrows to use
In the Refuge
Prepares and shoots quickly against an enemy with great precision.
Skill has 25% extra critical rate.
Extra 75% critical rate if combo ready
Damage is 200+20% per level + 3% per LUK
Activates Finisher Ready for 5s if combo ready
Variable cast time is 1s
Fixed cast time is 0.5s
Base Starting Cooldown is 7 seconds
Requires 4 arrows to use
Delta Skyfall
In the original
Drops blades from the sky hitting distant enemies directly.
Damage is 130+10% per level + 3% per AGI
Requires a sword or dagger equipped.
Base Starting Cooldown is 2 seconds.
In the Refuge
Drops blades from the sky hitting distant enemies directly.
Damage is 230+10% per level + 3% per AGI
Extra VIT scaling damage per duel counter.
Requires a sword or dagger equipped.
Base Starting Cooldown is 2 seconds.
Greater Explosion
In the original
Throws 3 Bottles of Acid that explodes massively on enemies.
Damage is 150+20% per level +4% per INT
Requires 3 -Acid Bottle-, Sold on Black Market NPCs.
Base starting cooldown is 10 seconds.
Chance to cause bleeding.
Requires 10% extra Current SP to cast
In the Refuge
Throws 3 Bottles of Acid that explodes massively on enemies.
Damage is 250+20% per level +4% per INT
Requires 2 -Acid Bottle-, Sold on Black Market
NPCs.
Variable cast time is 0.25s
Base starting cooldown is 8 seconds.
Causes bleeding for 10 seconds.
Extra 5% per Level of Fire Expansion
Extra 5% per level vs Burning targets
Extra 2% per Int vs Frost targets
Requires 10% extra Current SP to cast
Master Thief Arts
In the original
Phantom Thieves dominate the battlefield
Wielding all 8 Specializations with mastery.
Have access to many Rogue and Assassin specialization skills.
Must be specially careful with regular Thief Restrictions.
Can wear any Shadow Set without restrictions.
Available Weapons: Daggers, Swords, Bows
Maximum job level is 70.
In the Refuge
Phantom Thieves dominate the battlefield
Wielding all 8 Specializations with mastery.
Have access to many Rogue and Assassin specialization skills.
Must be specially careful with regular Thief Restrictions.
Can wear any Shadow Set without restrictions.
Shadow Set pieces count as +3 refine for their bonuses.
Shadow Set bonuses activate with a single piece equipped (the Touch sets still need all 4 pieces).
Available Weapons: Daggers, Swords, Bows
Maximum job level is 70.
Meteor Assault
In the original
Smashes enemies around causing multiple statuses and damage.
Damage is 50+10% per level +1% per Dex.
Blind Chance is 5+5% per level.
Stun Chance is 5+3% per level.
Bleeding Chance is 15+5% per level.
In the Refuge
Smashes enemies around causing multiple statuses and damage.
Damage is 150+10% per level +1% per Dex.
Blind Chance is 5+5% per level.
Stun Chance is 5+3% per level.
Bleeding Chance is 15+5% per level.
Variable cast time is 0.25s
Fixed cast time is 0.1s
Meteor Rush
In the original
Attacks all enemies in a straight line up to 9x3 cells
Requires A Sword or Katar
Skill can be Critical
Damage is 120+25% per level +3% per AGI
Base cooldown is 6 seconds.
In the Refuge
Attacks all enemies in a straight line up to 9x3 cells
Requires A Sword or Katar
Skill can be Critical
Damage is 220+30% per level +3% per AGI
Base cooldown is 4 seconds.
Riposte
In the original
After receiving melee damage from an enemy, automatically retaliate with a mighty Critical attack.
100% Critical Rate, with high critical scalling.
Counter timing is 0.2s per level
Damage is 300% ATK +1% per VIT/LUK
Requires 5% Current SP per cast
Base Starting Cooldown is 5 seconds
You can't walk while this skill is active
Blocks attacks from any direction
In the Refuge
After receiving melee damage from an enemy, automatically retaliate with a mighty Critical attack.
100% Critical Rate, with high critical scalling.
Counter timing is 0.2s per level
Damage is 400% ATK +1% per VIT/LUK
Extra VIT scaling damage per 2 duel counters.
Requires 5% Current SP per cast
Base Starting Cooldown is 5 seconds
You can't walk while this skill is active
Blocks attacks from any direction
Requires Sword/Dagger.
Sonic Blow
- Max level
1310 - SP cost
16 to 4216 to 34
In the original
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Damage is 150+10% per level +1% per Luk.
Skill can be critical
Base Starting Cooldown is 3 seconds.
Deals 50% extra damage vs targets under 50% health.
In the Refuge
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Damage is 225+10% per level +2% per Luk.
Skill can be critical
Base Starting Cooldown is 3 seconds.
Deals 50% extra damage vs targets under 50% health.
Stun chance is 10+2% per level, for 5s
Soul Destroyer
In the original
A ranged attack to a target with magic damage bonus.
Damage is 150+25% per level +5% per INT
Night Wound: +2% per Dex
Base Starting Cooldown is 3 seconds
In the Refuge
A ranged attack to a target with magic damage bonus.
Damage is 250+25% per level +5% per INT
Night Wound: +50%+2% per Dex
Applies Poison to any enemy during Enchant Poison
Chance is 100% for 5+1s/Lv
Variable cast time is 0.5s
Fixed cast time is 0.5s
Base Starting Cooldown is 3 seconds
Southern Cross
In the original
Enemy receives a Night
Wound state for about 2 seconds.
Attacking an enemy with a Night Wound using specific skills deals extra damage.
Damage is 100+15% per level +1% per Agi.
Night Wound: Damage +25% per level.
Mark duration is 5 seconds.
Damage is Greatly boosted on marked targets.
Cooldown is 2.5s-0.1s per level.
Requires both hands equipped to use
In the Refuge
Enemy receives a Night
Wound state for 5 seconds.
Attacking an enemy with a Night Wound using specific skills deals extra damage.
Damage is 200+30% per level +1% per Agi.
Night Wound: Damage +25% per level.
Mark duration is 5 seconds.
Damage is Greatly boosted on marked targets.
Cooldown is 2.5s-0.1s per level.
Requires both hands equipped to use
Unholy Light
In the original
Deals Dark elemental magic damage to a target and all enemies around.
Damage is boosted according to current focus
5% extra damage regardless of focus element focus damage increased by 3% per level
Base Damage is 10%
Does not consume any focus
Base Starting Cooldown is 5 seconds
In the Refuge
Deals Dark elemental magic damage to a target and all enemies around.
Damage is boosted according to current focus
5% extra damage regardless of focus element
Does not consume any focus
Variable cast time is 0.1s
Fixed cast time is 0.2s
Base Starting Cooldown is 5 seconds
Venom Splasher
In the original
Venom Dust 5
Plants a time bomb on an target, which explodes after a certain time with a 5x5 radius dealing physical damage around and inflict Poison status.
Damage is 100+15% per level +1% per Vit.
Fuse time is 6s -0.5s per level.
Fuse time is 1s at Level 10
Damage +5% per Venom Coat level.
Cooldown is always shorter than fuse time.
If the enemy dies, the explosion fails.
Cast time can't be interrupted.
Cannot be used on enemies immune to status.
Element is same as weapon.
In the Refuge
Plants a time bomb on an target, which explodes after a certain time with a 9x9 radius dealing physical damage around and inflict Poison status.
Damage is 200+15% per level +4% per Vit.
Fuse time decreases with level: 5.5s to 1s
Cooldown decreases with level: 3s to 1.5s
Damage +5% per Venom Coat level.
Variable cast time is 1s
Fixed cast time is 0.5s
If the enemy dies, the explosion fails.
Cast time can't be interrupted.
Element is same as weapon.
Poison always applies, for 5+1s per level.
Wind Slash
- Max level
1310
In the original
Launches a wind blast at an enemy using a blade targeting weak spots.
Damage is 50+25% per level +2% per STR
Range is 5 +1 every 2 levels
Requires a Sword or Dagger and can CRIT
Base Starting cooldown is 3 seconds
In the Refuge
Launches a wind blast at an enemy using a blade targeting weak spots.
Damage is 150+25% per level +2% per STR
Range is 5 +1 every 2 levels
Requires a Sword or Dagger and can CRIT
Base Starting cooldown is 3 seconds
Pit Boss
The Pit Boss did not exist in the original. Every skill it has is new, so there is nothing here to compare it against.
Prowler
6 skills
Afterimage
In the original
Raises evasion to the limit creating afterimages to help avoid any physical damage.
Duration is 10+2 seconds per level
Requires a Shadow Orb
Prevents physical attacks equal skill level
Not all skills can be prevented
Base Starting Cooldown is 60 seconds
In the Refuge
Raises evasion to the limit creating afterimages to help avoid any physical damage.
Duration is 10+2 seconds per level
Requires a Shadow Orb
Prevents physical attacks equal skill level
Not all skills can be prevented
Base Starting Cooldown is 30 seconds
Evasion Mastery
In the original
Increases evasiveness and nimbleness for quick combat.
Increases Attack with Daggers by 1 per level
Increases Perfect Dodge by 1 per level
Increases Flee by 2 per level
Increases Max SP by 1% per level
In the Refuge
Increases evasiveness and nimbleness for quick combat.
Increases Attack with Daggers by 5 per level
Increases Perfect Dodge by 1 per level
Increases Flee by 2 per level
Increases Max SP by 1% per level
Flying Knife
In the original
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 40+15% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
In the Refuge
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 140+20% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
Haze Slasher
In the original
Instantly attacks an enemy and vanishes into Hiding.
Hiding duration increases per level
Damage is 100+20% per level
Extra 1% per AGI/DEX if used on combo ready
Macabre status prevents hiding
In the Refuge
Instantly attacks an enemy and vanishes into Hiding.
Hiding duration increases per level
Damage is 200+20% per level
Extra 1% per AGI/DEX if used on combo ready
Macabre status prevents hiding
Knocksback 1 cell per level
Base Starting Cooldown is 5 seconds
Prowler Soul
- Max level
13
In the original
Prowlers are masters of evasion and quick combat with the use of unique tools and the Armguard.
Increased use of Backstab in combat with new power.
Follows-up with Shadowstab for massive damage at high speed.
Complex positioning of enemies with the Rope Kunai.
Available Weapons: Daggers, Prowler's Armguard
Maximum Job Level is 70.
Maximum ASPD is 180
In the Refuge
Prowlers are masters of evasion and quick combat with the use of unique tools and the Armguard.
Increased use of Backstab in combat with new power.
Follows-up with Shadowstab for massive damage at high speed.
Complex positioning of enemies with the Rope Kunai.
Available Weapons: Daggers, Prowler's Armguard
Maximum Job Level is 50.
Maximum ASPD is 180
Shadowstab
In the original
Quickly stabs an enemy before they can react.
Cooldown is fixed 0.3s
Damage is 25+5% +2% per DEX, per hit
Deals 3 individual hits, ignoring flee
Damage reduced when not Combo Ready
Requires extra 4% Current SP per cast
ASPD and After-Cast Delay improve it's speed
In the Refuge
Quickly stabs an enemy before they can react.
Cooldown is fixed 0.3s
Damage is 30+1% per level +1% per DEX, per hit
Deals 3 individual hits
Damage reduced when not Combo Ready
Requires extra 4% Current SP per cast
ASPD and After-Cast Delay improve it's speed
Raider
10 skills
Dragon Thrust
In the original
Skill level depends on Spear.
Spear-only skill: delivers a quick strong hit against an enemy and it's surrounding with a spear.
Skill Lv is based on current Spear equipped.
Damage is 120%+10% per level +1% per STR and VIT
Damage hits all targets in 3x3
Base Starting Cooldown is 3 seconds
Skill activates Combo Ready for other skills
In the Refuge
Skill level depends on Spear.
Spear-only skill: delivers a quick strong hit against an enemy and it's surrounding with a spear.
Skill Lv is based on current Spear equipped.
Damage is 110%+10% per level +1% per STR and VIT
Damage hits all targets in 3x3
Base Starting Cooldown is 3 seconds
Skill activates Combo Ready for other skills
Heavy Stab
In the original
Spear-only skill: deals a follow-up strike to a hurt enemy.
Damage is 50%+30% per level +2% per VIT
Damage reduced if not Combo Ready.
Base Starting Cooldown is 3 seconds
In the Refuge
Spear-only skill: deals a follow-up strike to a hurt enemy.
Damage is 200%+25% per level +3% per VIT
Damage reduced if not Combo Ready.
Base Starting Cooldown is 3 seconds
Improve Defense
In the original
Increase Max HP
Bonus is 50 HP per level (500 at level 10)
In the Refuge
Increase Max HP
Bonus is 2 HP per skill level, per Base Level
Improve Wisdom
In the original
Increase Max SP
Bonus is 15 SP per level (150 at level 10)
In the Refuge
Increase Max SP
Bonus is 2 SP per skill level, per 3 Base Levels
Life of Dragon
In the original
Channels your body with ancient power, boosting defenses.
For Duration:
HP Regen +10% per level
Max HP +4% per Level
Flat Defense +10 per Level
Has a long cast time.
Duration is 60 seconds
Cooldown is 90 seconds
Requires Extra 20% Max SP to cast
In the Refuge
Channels your body with ancient power, boosting defenses.
For Duration:
HP Regen +10% per level
Max HP +4% per Level
Flat Defense +10 per Level
Has a long cast time.
Duration is 60 seconds
Variable cast time is 3s
Fixed cast time is 2s
Cooldown is 90 seconds
Requires Extra 20% Max SP to cast
Phantom Spear
In the original
Phantom Spear summons a spectral spear, to deal damage in a small area.
Damage is 15% per level +2% per INT and VIT
Extra 5% per level when under Spear Quicken
Reduces Move Speed by 25%.
Reduction duration is 1+0.5s per level
Base starting cooldown is 4 seconds
Grants Cast Ready for 2 seconds
Has increased AoE at Lv5
In the Refuge
Summons a spectral spear, to deal magic damage in a small area.
Damage is 25% per level +1% per INT and VIT
If Combo Ready: +1% per INT
Extra 5% per level when under Spear Quicken
Reduces Move Speed by 25%.
Reduction duration is 0.5+0.5s per level
Variable cast time is 2s
Fixed cast time is 0.25s
Base starting cooldown is 4 seconds
Grants Combo Ready for 3 seconds
Grants Cast Ready for 3 seconds
Has increased AoE at Lv5
Raider Skills
- Max level
13
In the original
Raiders grow fast and strong but only the best may ascend above the rest.
Spears are 1-handed and Wyrms Spears are 2-Handed.
High defensive power through buffs and management.
Opener skill available with weapons as Dragon Thrust.
Available Weapons: Spears
Job Change can be done at Job Level 50.
Maximum ASPD is 180
In the Refuge
Raiders grow fast and strong but only the best may ascend above the rest.
Spears are 1-handed and Wyrms Spears are 2-Handed.
High defensive power through buffs and management.
Opener skill available with weapons as Dragon Thrust.
Available Weapons: Spears
Job Change can be done at Job Level 50.
Maximum ASPD is 180
Spear Boomerang
In the original
Spear-only skill:
Throws spear at a distant enemy.
Damage is 50%+10% per level, +1% per Dex
Base Starting Cooldown is 4 seconds
Range is 4+1 cells per level
In the Refuge
Spear-only skill:
Throws spear at a distant enemy.
Damage is 150%+10% per level, +1% per Dex
Base Starting Cooldown is 4 seconds
Range is 4+1 cells per level
Spear Mastery
In the original
Improves fight power
When wielding spears.
Weapon Bonus is 2 ATK per level.
1H-Spear Bonus: HP +30 per level.
2H-Spear Bonus: Flee +2 per level.
In the Refuge
Improves fight power
When wielding spears.
Weapon Bonus is 2 ATK per level.
1H-Spear Bonus: HP +25 per level.
2H-Spear Bonus: Flee +3 per level.
Wind Cutter
In the original
Spear-only skill:
Spins spear around quickly to hit enemies.
Damage is 40%+5% per level.
1H-Spear Bonus: +2% per Vit.
2H-Spear Bonus: 2 Hits.
Damage reduced if not Combo Ready.
Knockbacks all targets 3 cells
Base Starting Cooldown is 4 seconds
Skill Lv 4~5 has bigger AoE
In the Refuge
Spear-only skill:
Spins spear around quickly to hit enemies.
Damage is 160%+5% per level.
1H-Spear Bonus: +5%/Lv +2% per Vit.
2H-Spear Bonus: 2 Hits.
Damage reduced if not Combo Ready.
Knockbacks all targets 3 cells
Base Starting Cooldown is 4 seconds
Skill Lv 3~4 and Lv 5 have bigger AoE
Revenant
7 skills
Final Orchestra
In the original
Creates a Healing area on the ground that will provide continuous HP restoration for the skill's duration. The duration, recovery amount and maximum amount of targets depends on the skill's level. If an Undead or Demon monster steps on it, it inflicts magical damage equal to half of the recovery amount and knocks it back.
Healing amount is 50 per level up to Lv 9.
Healing is 666 at level 10.
Starting Cooldown is 15 seconds.
Requires extra 50% Max SP per cast.
Requires a Shadow Orb to cast.
In the Refuge
Creates a Healing area on the ground that will provide continuous HP restoration for the skill's duration.
Healing is 2% of Caster's Max HP per level.
Damages enemies for half the amount and knocksback 5 cells
Deals 10 Pulses over 10 seconds.
Variable cast time is 2s
Fixed cast time is 1s
Starting Cooldown is 15 seconds.
Requires extra 25% Max SP per cast.
Requires a Shadow Orb to cast.
Flaming Wave
In the original
Sets flames on the ground and inflicts Burning status to enemies around the targeted enemy.
Damage is 25% per level +3% per Int.
Burning chance is 5% per level
Cast time, Cooldown and Burn duration. increases 0.1s/0.5s/0.5s per level used.
In the Refuge
Sets flames on the ground and inflicts Burning status to enemies around the targeted enemy.
Damage is 30% per level +3% per INT.
Burning chance is 5% per level
Burning duration is 2.5+0.5s per level
Base Starting Cooldown is 5 seconds
High Jump
In the original
Leaps to a cell in front within the skill's range. So long as the cell is accessable on the range, the caster can leap over walls and obstacles.
Cast decreases and range increases per level
Cooldown is 10 seconds
In the Refuge
Leaps to a cell in front within the skill's range. So long as the cell is accessable on the range, the caster can leap over walls and obstacles.
Cast decreases and range increases per level
Variable cast time decreases with level: 1.25s to 0.25s
Fixed cast time decreases with level: 1.25s to 0.25s
Cooldown is 10 seconds
Ominous Presence
In the original
Increases critical damage and hit rate of Scythes.
Extra 2% Critical Damage per level.
Extra 3 hit per level.
In the Refuge
Increases Lecching effects and Overheals of Scythes.
OverHeal (Scythe HP Leech):
Leeching HP with full health converts into a Shield
Duration: 30s (refreshes on new Overheal).
Shield Max: (20% x Lv) x (10xSTR + 15xLUK + 30xBaseLv + 20xLeechPower).
Conversion: 3% per Skill Lv of leeching is converted.
Reaping Slash
In the original
Deals damage to all targets in a 3x3 cell radius around the caster.
Damage is 10+15% per level +2% per LUK
Extra 5% per Overslash Stack
Skill can be critical.
Grants an Overslash Stack per cast, but
Only goes past 1 if Combo Ready
Finisher Ready instantly maximizes stacks if character already has 1 stack or higher
Overslash stack increases Roaring Overslash and Underworld Rainstorm power
Maximum amount of stacks is 5
Stacks duration is 6 seconds
Base Starting Cooldown is 1.5 seconds
Requires an extra 5% Current HP per cast
In the Refuge
Deals damage to all targets in a 5x5 cell radius around the caster.
Damage is 110+10% per level +2% per LUK
Extra 5% per Overslash Stack
Skill can be critical.
Grants an Overslash Stack per cast, but
Only goes past 1 if Combo Ready
Finisher Ready instantly maximizes stacks if Combo Ready and already has 1 stack or higher
Overslash stack increases Roaring Overslash and Underworld Rainstorm power
Maximum amount of stacks is 5
Stacks duration is 6 seconds
Base Starting Cooldown is 1.5 seconds
Requires an extra 5% Current HP per cast
Roaring Overslash
In the original
Draws crosses on the skies to cause damage at a range of 5x5.
Damage is 50+15% per level +3% per LUK
Damage reduced if not combo ready
Deals one extra hit per Roaring Stack
Skill can be critical
Base cooldown is 7 seconds.
Requires extra 10% Current SP per cast.
In the Refuge
Draws crosses on the skies to cause damage at a range of 7x7.
Damage is 150+15% per level +1% per LUK
Damage reduced if not combo ready
Deals one extra hit per Roaring Stack
Skill can be critical
Base cooldown is 7 seconds.
Requires extra 10% Current SP per cast.
Underworld Rainstorm
In the original
Summons a rain of rays from the underworld to continuously strike enemies in an 11x11 AoE for a duration.
Damage is 2% per Level +1% per 2 LUK and INT
Extra 4% per Overslash Stack
Skill duration is 3 seconds.
Enemies are hit every 0.2 seconds.
Cooldown is 12 seconds.
Cast can't be interrupted and skill never misses.
Defenses halved during casting
Requires a Shadow Orb to cast.
In the Refuge
Summons a rain of rays from the underworld to continuously strike enemies in an 11x11 AoE for a duration.
Damage is 2% per Level +1% per 2 LUK and INT
Extra 4% per Overslash Stack
Skill duration is 3 seconds.
Enemies are hit every 0.2 seconds.
Variable cast time is 5s
Fixed cast time is 0.5s
Cooldown is 12 seconds.
Cast can't be interrupted and skill never misses.
Defenses halved during casting
Requires a Shadow Orb to cast.
Rogue
13 skills
Decoy
In the original
Dashes back and hides while creating a clone that explodes in an area dealing damage to enemies
Damage is 100+25% per level +1% per INT and LUK.
Base Starting Cooldown is 5 seconds.
Can be detected by insects, demons and bosses
In the Refuge
Dashes back and hides while creating a clone that explodes in an area dealing damage to enemies
Damage is 200+25% per level +1% per INT and LUK.
Variable cast time is 1.5s
Base Starting Cooldown is 8 seconds.
Face-Off
In the original
Dashes to an enemy strongly
Knocking back and dealing double damage if target hits the wall
Damage is 100+25% per level +1% per STR
Base Starting Cooldown is 2 seconds.
Dash range increases per level
Knockback power increases per level
In the Refuge
Dashes to an enemy strongly
Knocking back and dealing double damage if target hits the wall
Damage is 200+25% per level +1% per STR
Base Starting Cooldown is 2 seconds.
Dash range increases per level
Knockback power increases per level
Fire Ball
In the original
Inflicts 100% MATK Fire magic damage in an area against enemies
Skill can be autocast with Autospell
Damage dealt increases by 20% per level
Extra 5% damage per Fire Focus
Base Starting Cooldown is 4 seconds
25% chance to cause burning for 3 seconds
In the Refuge
Inflicts 100% MATK Fire magic damage in an area against enemies
Skill can be autocast with Autospell
Damage dealt increases by 20% per level
Extra 5% damage per Fire Focus
Variable cast time is 0.8s
Fixed cast time is 0.2s
Base Starting Cooldown is 4 seconds
25% chance to cause burning for 3 seconds
Frost Diver
- Max level
1310
In the original
Inflicts 100% MATK Water magic damage against a target with chance to freeze.
Skill can be autocast with Autospell
Damage is 50% per level
Extra 10% damage per Water Focus
Base Starting Cooldown is 4 seconds
Freeze duration is 1s+0.5s per level
In the Refuge
Inflicts 100% MATK Water magic damage against a target with chance to freeze.
Skill can be autocast with Autospell
Damage is 100+50% per level
Extra 10% damage per Water Focus
Variable cast time is 2s
Fixed cast time is 0.25s
Base Starting Cooldown is 4 seconds
Freeze duration is 1.5s to 6.5s by level
Magic Pierce
In the original
Ignores part of the enemy's MDEF against spells
Can be used on others.
MDEF Piercing is 3% per level and works on autocasts.
Also provides 1% DEF piercing per lv.
In the Refuge
Ignores part of the enemy's MDEF against spells
Can be used on others.
Magic Defense Penetration is 3 per level
Defense Penetration is 1 per level and works on autocasts.
Variable cast time is 3s
Fixed cast time is 1s
Overpower
- SP cost
15 to 2415 to 19
In the original
Strike an enemy with massive force, causing it to tumble away and damage other enemies around main target
Ignores flee of targets
Damage is 60+10% per level +2% per STR
Base Starting Cooldown is 3 seconds
In the Refuge
Strike an enemy with massive force, causing it to tumble away and damage other enemies around main target
Ignores flee of targets
Damage is 160+10% per level +2% per STR
Base Starting Cooldown is 3 seconds
Ricochet Arrow
In the original
Shoots an area of enemies
3 times at high spam speed.
Damage is 50+20% per level +2% per LUK
Extra 70+2% per LUK on Combo Ready
Ignores flee of targets
Variable Cast decreases with level.
Fixed Cast decreases with level.
Requires a coin from Coin Flip.
Base Starting Cooldown is 1s.
SP Cost increases with more targets
Requires 5% extra Current SP to cast
In the Refuge
Shoots an area of enemies
3 times at high spam speed.
Damage is 175+20% per level +1% per LUK
Extra 75+2% per LUK on Combo Ready
Ignores flee of targets
Requires a coin from Coin Flip.
Requires a Bow and 1 Arrow.
Variable cast time is 0.5s
Fixed cast time is 0.2s
Base Starting Cooldown is 1s.
Requires 5% extra Current SP to cast
Shield Boomerang
In the original
Throws shield quickly at an enemy
Damage is 100+20% per level +1% per vit
Damage is improved by shield refine/weight
Base Starting Cooldown is 3 seconds
In the Refuge
Throws shield quickly at an enemy
Damage is 200+20% per level +1% per vit
Damage is improved by shield refine/weight
Base Starting Cooldown is 3 seconds
Shield Mastery
In the original
Improves Shield use power with HP bonuses.
Bonus is 25 HP per level
Increases Shield Skills damage by 5% per level
Requires a Shield to take effect
In the Refuge
Improves Shield use power with HP bonuses.
Bonus is 25 HP per level
Increases Shield Skills damage by 10% per level
Requires a Shield to take effect
Sneak Attack
- Max level
1310
In the original
Range: 9x9 AoE
Only usable while in Hiding status and will cancel Hiding once used.
This attack has a chance of causing Stun and Blind effects on targets within an area of 5x5. A successful hit will cause the enemy to receive more damage for 5 seconds.
Damabe bonus is 30%, halved for bosses
Damage is 50+10% per level + Flat Dex
Base Starting Cooldown is 10 seconds
In the Refuge
Range: 5x5 AoE
Only usable while in Hiding status and will cancel Hiding once used.
This attack has a chance of causing Stun and Blind effects on targets within an area of 5x5. A successful hit will cause the enemy to receive more damage for 5s
Damage bonus is 15%
Damage is 150+15% per level + Flat Dex
Base Starting Cooldown is 10 seconds
Throw Acid
In the original
Throws a Bottle of Acid at an enemy targeting their defenses
Damage is 100+20% per level +2% per INT
Extra 5% damage per level of Gadget Mastery
Base starting cooldown 2,5 seconds
Consumes 1 Acid Bottle
In the Refuge
Throws a Bottle of Acid at an enemy targeting their defenses
Damage is 200+25% per level +2% per INT
Extra 5% damage per level of Gadget Mastery
Variable cast time is 0.75s
Fixed cast time is 0.75s
Base starting cooldown 2,5 seconds
Consumes 1 Acid Bottle
Extra 15% per Level of Fire Expansion
Bleeding chance is 3% per level, for 120s
Throw Molotov
In the original
Throws a Molotov at an area, hurting nearby enemies over time.
Damage is 50+5% per level +1% per INT
Extra 2% damage per level of Gadget Mastery
Duration is 5+5s per level
Base starting cooldown is 4 seconds
Maximum 4 active at once
Consumes 1 Fire Bottle
In the Refuge
Throws a Molotov at an area, hurting nearby enemies over time.
Damage is 150+5% per level +1% per INT
Extra 2% damage per level of Gadget Mastery
Duration is 7+1s per level
Variable cast time is 0.75s
Fixed cast time is 0.75s
Base starting cooldown is 4 seconds
Maximum 4 active at once
Consumes 1 Fire Bottle
Wind Slash
- Max level
1310
In the original
Launches a wind blast at an enemy using a blade targeting weak spots.
Damage is 50+25% per level +2% per STR
Range is 5 +1 every 2 levels
Requires a Sword or Dagger and can CRIT
Base Starting cooldown is 3 seconds
In the Refuge
Launches a wind blast at an enemy using a blade targeting weak spots.
Damage is 150+25% per level +2% per STR
Range is 5 +1 every 2 levels
Requires a Sword or Dagger and can CRIT
Base Starting cooldown is 3 seconds
Ronin
7 skills
Ascending Steel
In the original
Strikes an enemy with an upward slash after a short concentration that prepares stronger hits.
Damage is 100+20% per level, +1% per INT
Enables Combo Ready for 5 seconds
Base Starting Cooldown is 2 seconds
In the Refuge
Strikes an enemy with an upward slash after a short concentration that prepares stronger hits.
Damage is 200+20% per level, +2% per INT
Removes Finisher Ready status
Enables Combo Ready for 5 seconds
Variable cast time is 0.25s
Fixed cast time is 0.1s
Base Starting Cooldown is 2 seconds
Descending Steel
In the original
Strikes an enemy with an upward slash after a short concentration that prepares stronger hits.
Damage Greatly Reduced and no Finisher Ready
If used without Combo Ready.
Damage is 150+25% per level, +2% per INT
Enables Finisher Ready for 7 seconds
Finisher Ready is lost when hit
Base Starting Cooldown is 3 seconds
In the Refuge
Strikes an enemy with an upward slash after a short concentration that prepares stronger hits.
Damage Greatly Reduced and no Finisher Ready
If used without Combo Ready.
Damage is 250+35% per level, +2% per INT
Enables Finisher Ready for 7 seconds and negates next hit taken for 3s
Finisher Ready halves damage taken
Finisher Ready is lost when hit
Base Starting Cooldown is 3 seconds
Instant Draw
In the original
Instantly draws the sword dealing damage to the enemy.
Skill cannot miss.
Damage is 100+50% per level +2% per DEX
Skill repeats 1x if Combo Ready
Skill repeats 2x if Finisher Ready
Skill consumes any Ready status
Base Starting Cooldown is 3 seconds
Requires extra 10% Current SP to cast
In the Refuge
Instantly draws the sword dealing damage to the enemy.
Skill cannot miss.
Damage is 200+50% per level +3% per AGI
Extra 2% damage per bonus ASPD Rate
Skill repeats 1x if Combo Ready
Finisher Ready: 2x repeats, also +3% AGI scaling
Skill consumes any Ready status
Base Starting Cooldown is 3 seconds
Requires extra 10% Current SP to cast
Perfection Mastery
In the original
Allows the Ronin to focus on being perfect with all skills used, always focusing on perfect strikes.
And ignoring anything else.
All Ronin Skills can be critical
Increases Critical Rate by 30 +2 per level
Reduces Hit Rate by 300 when learned.
In the Refuge
Allows the Ronin to focus on being perfect with all skills used, always focusing on perfect strikes.
And ignoring anything else.
All Ronin Skills can be critical
With a One-Handed Sword: Critical Rate +25 and +3 per level, Hit Rate -300
MATK +15 per level, +25 more at Lv 5
Healing done +3%
Shatter Villain
In the original
Breaks the enemy resistance from the inside, increasing neutral element damage.
Damage Increase is 5% per level.
Deals 100+20% damage per level
Duration is 5+2s per level
Cooldown is 15 seconds
In the Refuge
Breaks the enemy resistance from the inside, increasing neutral element damage.
Damage Increase is 5% per level.
Inflicts Silence and Blind for 5s,
50+20% chance per level
Deals 100+20% damage per level
Duration is 5+2s per level
Variable cast time is 0.5s
Cooldown is 15 seconds
Sprint
In the original
Quickly runs forward at high speed, preparing for attacks.
Enters Finisher Ready for 5 seconds.
Running cannot be canceled without skills
Knockbacked 7 cells on collision.
Base Starting Cooldown is 10 seconds
In the Refuge
Quickly runs forward at high speed, preparing for attacks.
Enters Finisher Ready for 5 seconds.
Finisher Ready halves damage taken
Running cannot be canceled without skills
Knockbacked 7 cells on collision.
Base Starting Cooldown is 5 seconds
Way of the Blade
In the original
Sword-only skill:
Focuses the spirit at the tip of the blade to maximize the power of skills used.
Increases all skills damage by 25% +1% per DEX
Halves next damage received
Disabled upon taking damage
Requires extra 10% Max SP
Base Starting Cooldown is 70-10s per level
Duration is 60 seconds
In the Refuge
Sword-only skill:
Focuses the spirit at the tip of the blade to maximize the power of skills used.
Increases all skills damage by 25% +1% per DEX
Critical Rate +2 per level with a One-Handed Sword
Blocks the next 3 hits taken for 10s
Halves next damage received
Disabled upon taking damage
Requires extra 10% Max SP
Fixed cast time is 1s
Base Starting Cooldown is 70-10s per level
Duration is 60 seconds
Saboteur
3 skills
Burning Field
In the original
Throws 3 Molotovs at an area, hurting nearby enemies over time.
Has a big area and can cause burning.
Damage is 10+1% per level +1% per INT
Consumes 3 Fire Bottle, Sold on Black Market NPCs.
Only 3 areas can be active at a time.
Duration is 5+1s per level.
Cooldown is 5 seconds
In the Refuge
Throws 3 Molotovs at an area, hurting nearby enemies over time.
Has a big area and can cause burning.
Damage is 110+2% per level +1% per INT
Consumes 2 Fire Bottle, Sold on Black Market NPCs.
Only 3 areas can be active at a time.
Burning chance is 4+4% per level, for 10s
Duration is 5+1s per level.
Variable cast time is 0.25s
Cooldown is 4 seconds
Greater Explosion
In the original
Throws 3 Bottles of Acid that explodes massively on enemies.
Damage is 150+20% per level +4% per INT
Requires 3 -Acid Bottle-, Sold on Black Market NPCs.
Base starting cooldown is 10 seconds.
Chance to cause bleeding.
Requires 10% extra Current SP to cast
In the Refuge
Throws 3 Bottles of Acid that explodes massively on enemies.
Damage is 250+20% per level +4% per INT
Requires 2 -Acid Bottle-, Sold on Black Market
NPCs.
Variable cast time is 0.25s
Base starting cooldown is 8 seconds.
Causes bleeding for 10 seconds.
Extra 5% per Level of Fire Expansion
Extra 5% per level vs Burning targets
Extra 2% per Int vs Frost targets
Requires 10% extra Current SP to cast
Hot Trap
In the original
When this trap activated, it deals damage in a 5x5 area and causes Burning status. Skill Level increases success rate of inflicting
Burning status.
Can set up to 3 traps at once
Consumes 1 Alloy Trap.
Burning chance is 50+10% per level.
Damage is fixed 150+5*(Lv*Int).
Cooldown is 2 seconds
Can be set under target
In the Refuge
When this trap activated, it deals damage in a 7x7 area and causes Burning status. Skill Level increases success rate of inflicting
Burning status.
Can set up to 3 traps at once
Consumes 1 Alloy Trap.
Burning chance is 50+10% per level.
Damage is fixed 100+10*Lv*Int*(50+Dex)/150.
Cooldown is 2 seconds
Can be set under target, ignores defense
Satsujin
13 skills
Binding Omamori
In the original
Lays down a movement impairing talisman on the ground. All targets that enter the Area of Effect will have their Movement slowed.
Using Omamori Talisman skill on targets affected by will remove the trap and deal damage to the targets.
Only 1 mark on the ground at a time.
Damage is fixed on 5 x User's Dex and an extra 1% Current HP per level.
Requires 5% extra current SP per cast.
In the Refuge
Lays down a movement impairing talisman on the ground. All targets that enter the Area of Effect will have their Movement slowed.
Using Omamori Talisman skill on targets affected by will remove the trap and deal damage to the targets.
Only 1 mark on the ground at a time.
Damage is fixed on 5 x User's Dex and an extra 1% Current HP per level.
Variable cast time decreases with level: 2s to 0.4s
Requires 5% extra current SP per cast.
Burning Steps
In the original
Creates a trail of fire behind the caster dealing continuous
Fire damage to enemies that move over it.
Damage is 5% per level +1% per Int.
Extra 2% per Level per Fire Focus
Extra 2% per Level with Combo Ready
Extra 1% per Int with Fire-Seven Winds
Steps avaliable are 8+2 per level.
Damage pulse is every 0.5s.
In the Refuge
Creates a trail of fire behind the caster dealing continuous
Fire damage to enemies that move over it.
Damage is 5% per level +1% per Int.
Extra 1% per Level per Fire Focus
Extra 1% per Level with Combo Ready
Extra 1% per Int with Fire-Seven Winds
Steps avaliable are 6+2 per level.
Damage pulse is every 0.5s.
Variable cast time is 2s
Darkness Falls
In the original
Deal Shadow physical damage to the target and surrounding enemies in a 7x7 area.
Damage is 100+25% per level +2% per Luk.
Damage is 200+50% per level +5% per Luk.
Extra 3% per Focus of any element against Satsujin's Curse targets.
In the Refuge
Deals Dark magic damage to the target and surrounding enemies.
Damage: 100 +70% per level +7% per INT.
Soul Cursed targets are hit twice.
Consumes Soul Curse after dealing damage.
Variable cast time is 0.5s
Fixed cast time is 0.3s
Base Starting Cooldown is 5 seconds.
Darkness Flows
In the original
Casts strong
Ghost magic at an enemy in an 5x5 area
Can also curse enemies and costs vital energy.
Damage is 25% per level +2% per Int.
Damage is 50% per level +4% per Int. against Satsujin's Curse targets.
Curse chance is 3% per level.
Starting cooldown is 3 seconds.
In the Refuge
Deals Ghost magic damage to the target and enemies in a 5x5 area.
Damage: 100 +40% per level +3% per INT.
While in New Moon, applies Soul Curse.
Variable cast time is 1s
Fixed cast time is 0.5s
Base Starting Cooldown is 5 seconds.
Darkness Rises
In the original
Uses evil spirits to inflict
Satsujin's Curse status on the target and surrounding enemies.
Satsujin's Curse targets receive more damage from specific skills.
Bonus is smaller vs. Boss enemies.
Affected Skills are: Darkness Falls
Darkness Flows and Million Stab.
Costs extra 10% Max HP/SP per cast.
Base Starting Cooldown is 5 seconds
In the Refuge
Uses evil spirits to inflict
Satsujin's Curse status on the target and surrounding enemies.
Satsujin's Curse targets receive more damage from specific skills.
Affected Skills are: Frozen Winds,
Zephyr Winds and Samsara Burst.
Darkness Falls hits twice and consumes it.
Costs extra 10% Max HP/SP per cast.
Variable cast time is 1s
Fixed cast time is 0.5s
Base Starting Cooldown is 5 seconds
Dragon Omamori
In the original
Applies a talisman at the target to deal small damage.
The talisman can be exploded by the skill
Omamori Talisman to deal damage.
Up to 5 talismans can be applied at a time.
Talismans applied last 50 seconds.
Apply Damage is 50+10% per level.
Explosion damage is 200+50% per level, and 2% extra per DEX
Requires an extra 5% max SP per talisman.
Has a small chance of applying burning
In the Refuge
Applies a talisman to the target and deals physical damage.
The talisman can be detonated by
Omamori Jutsu for stronger damage.
Talismans last 50 seconds.
Only one talisman per target.
Apply Damage: 50 +10% per level.
Explosion: 200 +50% per level +2% per DEX.
Combo Ready adds +5% per STR.
Requires an extra 5% Max SP per talisman.
Variable cast time is 0.5s
Frozen Winds used to be called Frozen Wind
In the original
Creates freezing winds in an area which causes Water magic damage.
Damage is 35% per level + 6% per Int.
Extra 2% per INT with Combo Ready
Extra 4% per Level per Water Focus
Extra 1% per Int with Water-Seven Winds
Starting cooldown is 5 seconds.
In the Refuge
Creates freezing winds using Water or Wind according to Seven Winds.
Damage: 100 +30% per level +2% per INT.
Soul Curse adds another +2% per INT.
Matching Water/Wind Focus:
+2% per level per Focus.
Variable cast time is 2s
Fixed cast time decreases with level: 0.5s to 0.1s
Starting cooldown is 5 seconds.
Full Moon used to be called Full Moon Blades
In the original
Moon-only skill:
Can only be used when in New Moon state.
Ends the New Moon state and inflicts damage to surrounding enemies and has a high chance to inflict Blind status to the targets.
Extra 5% per Focus of any element
Enables Combo Ready for spells for 3 seconds
Damage is 200+50% per level + 7% per AGI
Requires extra 10% Current SP per cast.
In the Refuge
Moon-only skill:
Can only be used while in New Moon.
Ends New Moon and damages nearby enemies.
Has a high chance to inflict Blind.
Damage: 250 +50% per level +8% per AGI.
Focus: +10% per level per Focus.
Grants Combo Ready for 5 seconds.
Requires extra 10% Current SP per cast.
Lotus Pact
In the original
Focuses your mind for 10 seconds to recover HP and SP quickly.
You are immobilized while using this skill. There is a chance that you won't receive damage when being attacked in this state.
Recovers 1% HP/SP per level per second.
In the Refuge
Focuses your mind for 10 seconds to recover HP and SP quickly.
You are immobilized while using this skill. There is a chance that you won't receive damage when being attacked in this state.
Recovers 1% HP/SP per level per second.
Variable cast time is 3s
Million Stab
In the original
Stabs targets
10 times in a row for massive damage.
Damage is 200+75% per level +3% per AGI.
Increases an extra 200% +3% per DEX. against Satsujin's Curse targets.
Enables Combo Ready for 5 seconds
Starting cooldown of 15 seconds.
In the Refuge
Rapidly stabs the target and nearby enemies for physical damage.
Damage: 20 +5% per level +1% per AGI.
Combo Ready adds +1% per DEX.
Does not consume Combo Ready.
Variable cast time decreases with level: 1s to 0.1s
Starting cooldown is 5 seconds.
New Moon used to be called New Moon Blades
In the original
Moon-only skill:
Enter a New Moon state after attacking your enemies around you and hide yourself.
New Moon: Hide yourself for 5 seconds.
You can maintain New Moon state until attacking.
Costs 1 SP per second while hiding.
Halves any damage taken while invisible.
Damage is 150+30% per level + 5% per AGI
Extra 5% per Focus of any element
Base Starting Cooldown is 5 Seconds
Loses focus stacks if autocasting
In the Refuge
Moon-only skill:
Attacks nearby enemies and enters
New Moon, hiding the caster for 5 seconds.
The state can be maintained until attacking.
Costs 1 SP per second while hiding.
Halves damage taken while invisible.
Damage: 150 +30% per level +5% per AGI.
Focus: +5% per level per Focus.
Variable cast time is 1s
Base Starting Cooldown is 5 seconds.
Loses Focus stacks if autocasting.
Omamori Jutsu
In the original
Activates and detonates caster's Dragon Omamori and
Binding Omamori on screen.
Base Starting Cooldown is 10 seconds
Activates Invisibility when activated
In the Refuge
Activates and detonates caster's Dragon Omamori and
Binding Omamori on screen.
Base Starting Cooldown is 5 seconds
Activates Invisibility when activated
Zephyr Winds used to be called Zephyr Gust
In the original
Shoots a blade of sharp wind that will slash all enemies between the caster and the skill's target with Wind elemental magic damage.
Damage is 25% per level + 2% per Int
Extra 3% per Level per Wind Focus
Extra 1% per Int with Combo Ready
Extra 1% per Int with Wind-Seven Winds
Starting cooldown is 0.5s
In the Refuge
Slashes enemies with
Water or Wind magic according to Seven Winds.
Damage: 100 +15% per level +1% per INT.
Soul Curse adds another +1% per INT.
Matching Water/Wind Focus:
+1% per level per Focus.
Variable cast time is 0.6s
Fixed cast time is 0.5s
Starting cooldown is 0.5 seconds.
Scoundrel
2 skills
Venom Buster
In the original
Manipulates the poison in a target, causing it to explode and deal
Poison element damage in a large area.
Damage is Magical and 100+35% per level
Damage is doubled vs poisoned enemies.
Extra +2% per INT, also doubled.
Base cooldown is 10 seconds.
In the Refuge
Manipulates the poison in a target, causing it to explode and deal
Poison element damage in a large area.
Damage is Magical and 35% per level
Damage is tripled vs poisoned enemies.
Extra +4% per INT, also tripled.
Variable cast time is 0.5s
Base cooldown is 5 seconds.
Venom Splasher
In the original
Venom Dust 5
Plants a time bomb on an target, which explodes after a certain time with a 5x5 radius dealing physical damage around and inflict Poison status.
Damage is 100+15% per level +1% per Vit.
Fuse time is 6s -0.5s per level.
Fuse time is 1s at Level 10
Damage +5% per Venom Coat level.
Cooldown is always shorter than fuse time.
If the enemy dies, the explosion fails.
Cast time can't be interrupted.
Cannot be used on enemies immune to status.
Element is same as weapon.
In the Refuge
Plants a time bomb on an target, which explodes after a certain time with a 9x9 radius dealing physical damage around and inflict Poison status.
Damage is 200+15% per level +4% per Vit.
Fuse time decreases with level: 5.5s to 1s
Cooldown decreases with level: 3s to 1.5s
Damage +5% per Venom Coat level.
Variable cast time is 1s
Fixed cast time is 0.5s
If the enemy dies, the explosion fails.
Cast time can't be interrupted.
Element is same as weapon.
Poison always applies, for 5+1s per level.
Shadowseer
9 skills
Astral Mastery
In the original
Infuses weapons with magic using spell energy for auto attacks.
Infuses All MATK into ATK for auto-attacks
Duration is 60+20s per level.
Cooldown is 30 seconds
Has very high variable cast time
Requires extra 50%-5% max SP per level
In the Refuge
Infuses weapons with magic using spell energy for auto attacks.
Infuses All MATK into ATK for auto-attacks
Duration is 60+20s per level.
Variable cast time is 10s
Fixed cast time is 0.25s
Cooldown is 30 seconds
Has very high variable cast time
Requires extra 50%-5% max SP per level
Astral Weapon
In the original
Generates Spirit Spheres on attack and
Increases ASPD and Critical Rate
ASPD bonus is according to AGI
Critical Rate bonus is 2 per level
Thief Spells receive 0.1% per LUK scaling
Each Sphere increases MATK by 2
Chance to generate is 25% per hit
Spheres are required for Stronger Umbral Cut
Duration is 120 seconds at all levels
Sphere duration is 2s per level
3% Magic Defense Pierce per level
Cast can't be canceled
Maximum of 5 spheres
Cooldown is 30 seconds
Has a very long variable cast time
In the Refuge
Generates Spirit Spheres on attack and
Increases ASPD and Critical Rate
ASPD bonus is according to AGI
Critical Rate bonus is 2 per level
Thief Spells receive 0.1% per LUK scaling
Each Sphere increases MATK by 2
Chance to generate is 25% per hit
Spheres are required for Stronger Umbral Cut
Duration is 120 seconds at all levels
Sphere duration is 2s per level
Magic Defense Penetration 3 per level
Cast can't be canceled
Maximum of 5 spheres
Variable cast time is 10s
Fixed cast time is 0.5s
Cooldown is 30 seconds
Has a very long variable cast time
Equinox
In the original
Deals magical damage to a target and prepares stronger spells.
Damage is 100+30% per level
Enables Cast Ready for 4 seconds
Cast Ready reduces variable cast by 95%
Enables use of Umbral Cut for the next 5+1 per level/seconds
Base Starting Cooldown is 2 seconds
In the Refuge
Deals magical damage to a target and prepares stronger spells.
Damage is 200+30% per level
Enables Cast Ready for 4 seconds
Cast Ready reduces variable cast by 95%
Enables use of Umbral Cut for the next 5+1 per level/seconds
Variable cast time is 0.25s
Fixed cast time is 0.25s
Base Starting Cooldown is 2 seconds
Shadowseer Soul
- Max level
13
In the original
Shadowseers can master both the physical and magical arts of combat.
Massive auto-casting powers and potential.
Can attack from afar with an Offhand Dagger.
Umbral Cut is a very powerful finisher for long combos.
Available Weapons: Swords, Daggers
Maximum Job Level is 70.
Maximum ASPD is 180
In the Refuge
Shadowseers can master both the physical and magical arts of combat.
Massive auto-casting powers and potential.
Can attack from afar with an Offhand Dagger.
Umbral Cut is a very powerful finisher for long combos.
Available Weapons: Swords, Daggers
Maximum Job Level is 50.
Maximum ASPD is 180
Soul Change
In the original
Exchanges caster's remaining SP with target's remaining
SP. The SP that the caster receives cannot exceed the caster's MaxSP limit.
Efficiency is 50% for the trade, halving the amount received
Cooldown is 60-10 seconds per level
In the Refuge
Exchanges caster's remaining SP with target's remaining
SP. The SP that the caster receives cannot exceed the caster's MaxSP limit.
Efficiency is 50% for the trade, halving the amount received
Fixed cast time is 3s
Cooldown is 60-10 seconds per level
Soul Guard
- SP cost
150 to 30
In the original
Consumes SP to reduce damage by 80% for 3 seconds.
SP Cost is 50% Current SP -5% per level
Cooldown is 35-5 seconds per level
In the Refuge
Consumes SP to reduce damage by 80% for 3 seconds.
SP Cost is 50% Current SP -5% per level
Cooldown is 35-5 seconds per level
Spectral Servants
In the original
Summons two spirit servants, to assist the caster in battle.
Chance to activate is 15+2% per level
Attack can be either Physical or Magical
Physical attack damage is 40+20% per level
Magical attack damage is 40+20% per level
+1% per INT on magical attack
+1% per LUK on physical attack
Each Servant hits twice.
Servants cannot miss
Duration is 30+10 seconds per level
Has very long variable cast time
In the Refuge
Summons two spirit servants, to assist the caster in battle.
Chance to activate is 15+2% per level
Attack can be either Physical or Magical
Physical attack damage is 40+20% per level
Magical attack damage is 40+20% per level
+1% per INT on magical attack
+1% per LUK on physical attack
Each Servant hits twice.
Servants cannot miss
Duration is 30+10 seconds per level
Has very long variable cast time
Variable cast time is 10s
Fixed cast time is 0.5s
Umbral Cut
In the original
Deals magical damage to a target and surrounding enemies.
Skill has multiple conditions to be used.
Element is same as weapon.
Damage is 80% per level +2% per INT.
Extra 5% per level with any focus stacks
Deals 5 hits of damage
[Lv 1]: 3x3, 0 Spheres cost
[Lv 2]: 7x7, 1 Spheres cost
[Lv 3]: 3x3, 1 Spheres cost
[Lv 4]: 7x7, 2 Spheres cost
[Lv 5]: 3x3, 2 Spheres cost
[Lv 6]: 7x7, 3 Spheres cost
[Lv 7]: 3x3, 3 Spheres cost
[Lv 8]: 7x7, 4 Spheres cost
[Lv 9]: 3x3, 4 Spheres cost
[Lv 10]: 7x7, 5 Spheres cost
Requires extra 10% Current SP to cast
Base Starting Cooldown is 20 seconds
Has a very long variable cast time
In the Refuge
Deals magical damage to a target and surrounding enemies.
Skill has multiple conditions to be used.
Element is same as weapon.
Damage is 80% per level +2% per INT.
Extra 5% per level with any focus stacks
Deals 5 hits of damage
[Lv 1]: 3x3, 0 Spheres cost
[Lv 2]: 7x7, 1 Spheres cost
[Lv 3]: 3x3, 1 Spheres cost
[Lv 4]: 7x7, 2 Spheres cost
[Lv 5]: 3x3, 2 Spheres cost
[Lv 6]: 7x7, 3 Spheres cost
[Lv 7]: 3x3, 3 Spheres cost
[Lv 8]: 7x7, 4 Spheres cost
[Lv 9]: 3x3, 4 Spheres cost
[Lv 10]: 7x7, 5 Spheres cost
Requires extra 10% Current SP to cast
Base Starting Cooldown is 15 seconds
Has a very long variable cast time
Umbral Mastery
In the original
Increases the flow of magic on the soul, increasing the limits of quick casting magic.
Increases Max SP by 1% per level
Increases SP regen by 1% per level
Increases Autospell skill chance by 5% per level
While under Convention, increases the level of Thief Spells cast by 1 per level (max Lv10)
In the Refuge
Increases the flow of magic on the soul, increasing the limits of quick casting magic.
Increases Max SP by 1% per level
Increases SP regen by 1% per level
Increases Autospell skill chance by 3% per level
While under Convention, increases the level of Thief Spells cast by 1 per level (max Lv10)
Shinobi
3 skills
Makibishi
In the original
Throws makibishi on the ground that hurt any enemies that walk on them.
Has a 3% chance to stun per level.
Requires 1 Makibishi to use
Base cooldown is 5 seconds.
Damage is 5+2% per level +2% per DEX
Damage pulses on standing targets.
In the Refuge
Throws makibishi on the ground that hurt any enemies that walk on them.
Has a 3% chance to stun per level.
Requires 1 Makibishi to use
Base cooldown is 5 seconds.
Damage is 5+2% per level +2% per DEX
Damage pulses on standing targets.
Scatters 4 traps +2 per level in an 8x8 area
Traps last 10+2s per level.
Samsara Burst
In the original
Conjures a wave of lightning to deal multiple hits to enemies in area.
Skill changes element according to weapon
Damage is based on 12% MATK per hit
Damage is boosted by 0.2% INT per hit
Deals 6 Hits +2 per level
Duration is 2s+0.5s per level
Base Starting cooldown is 3 seconds
Cast Time increases per level
Skill can overlap over multiple casts
Seven Winds:
Doubles Skill SP Cost
Bonus Scaling on damage:
Earth: 0.2% per STR
Wind: 0.2% per AGI
Water: 0.2% per VIT
Fire: 0.2% per LUK
Ghost: 0.2% per INT
Dark: 0.2% per DEX
Holy: 0.2% per DEX
In the Refuge
Creates a persistent magical field that repeatedly damages enemies in its area.
Damage per pulse:
50 +10% per level +0.25% per INT.
Seven Winds:
Adds 0.25% per point of the stat.
On Soul Cursed targets, only the
Seven Winds stat bonus is doubled.
Earth: 0.25% per STR
Wind: 0.25% per AGI
Water: 0.25% per VIT
Fire: 0.25% per LUK
Ghost: 0.25% per INT
Dark: 0.25% per DEX
Holy: 0.25% per DEX
Seven Winds adds a 20% Max SP cast cost.
Variable cast time increases with level: 0.3s to 3s
Fixed cast time increases with level: 0.5s to 2.3s
Base Starting cooldown is 3 seconds.
Skill can overlap over multiple casts.
Thousand Arms
In the original
Spins quickly hitting all enemies around multiple times.
Damage is 100+20% per level +5% per Agi.
Base cooldown is 4 seconds.
Requires extra 5% Current HP to cast
In the Refuge
Spins quickly hitting all enemies around multiple times.
Hits a 7x7 area around the caster.
Damage is 200+20% per level +5% per Agi.
Base cooldown is 3 seconds.
Requires extra 5% Current HP to cast
Sinner
9 skills
Arrow Storm
In the original
Requires 10 Arrows to use.
Shoots countless arrows at a target and a certain cell range around the target.
Damage is 125+20% per level + 4% per Dex.
Extra +5% per Dex on combo action
Extra +6% per DEX on Finisher Ready
Base cooldown is 7 seconds.
In the Refuge
Requires 10 Arrows to use.
Shoots countless arrows at a target and a certain cell range around the target.
Damage is 125+20% per level + 4% per Dex.
Extra +5% per Dex on combo action
Extra +10% per DEX on Finisher Ready
Variable cast time is 3s
Fixed cast time is 0.1s
Base cooldown is 10 seconds.
Cannon Turret
In the original
Sets a Turret on the ground that attacks enemies.
Requires 3 coins from Coin Flip per turret.
Turret damage improves with vit and dex.
Base cooldown is 5 seconds.
Turrets last 3+2s per level
In the Refuge
Sets a Turret on the ground that attacks enemies.
Requires 3 coins from Coin Flip per turret.
Turret damage improves with vit and dex.
Turret receives 7%/Lv atk of its master.
Fixed cast time is 0.3s
Base cooldown is 5 seconds.
Turrets last 3+2s per level
Final Arrow
In the original
Requires 6 Arrows to prepare for use.
Gathers your resolve to prepare and inflict greater damage on your next normal shot. A melee physical attack on your body will cancel the skill.
Movement Speed is decreased for duration.
Damage bonus is 100% per level.
Highly boosted by Bow weight and level.
Applies to all attacks on Inquisition Resolve.
Requires Extra 60% Max SP to cast
Cooldown is 25 seconds.
In the Refuge
Requires 6 Arrows to prepare for use.
Gathers your resolve to prepare and inflict greater damage on your next normal shot. A melee physical attack on your body will cancel the skill.
Movement Speed is decreased for duration.
Damage bonus is 100% per level.
Highly boosted by Bow weight and level.
Applies to all attacks on Inquisition Resolve.
Requires Extra 60% Max SP to cast
Variable cast time decreases with level: 20s to 16s
Cooldown is 25 seconds.
GodHand Arrow
In the original
Requires 1 Arrow to use.
Shoots a godly hand at a target with high repeat spam rate.
Damage is 150+20% per level + 1% per Dex.
Extra +2% per Dex on combo action
Costs an extra 7% max SP per cast.
Activates Combo Ready for 1.5s
Base cooldown is 0.5 seconds.
In the Refuge
Requires 1 Arrow to use.
Shoots a godly hand at a target with high repeat spam rate.
Damage is 250+20% per level + 1% per Dex.
Extra +2% per Dex on combo action
Costs an extra 7% max SP per cast.
Activates Combo Ready for 3s
Variable cast time increases with level: 0.2s to 0.5s
Base cooldown is 0.5 seconds.
Inquisition Resolve
In the original
Requires 1 to 6 Arrows to use.
Maximum hit amount based on ammo.
During the skill duration, normal ranged attacks have a chance of hitting a target multiple times.
Duration is 30 seconds per level.
Base Cooldown is 120 seconds.
Extra attack chances are from 2 to 5:
2 Attacks: 50% Chance
3 Attacks: 20% Chance
4 Attacks: 4% CHance
5 Attacks: 1% Chance
Requires 75% extra max SP to cast.
Extra Attacks stack with Final Arrow.
Can move slowly while preparing it
REQUIRES MORE THAN 5 ARROWS EQUIPPED.
Doesn't work if you have double attack
In the Refuge
Requires 1 to 6 Arrows to use.
Maximum hit amount based on ammo.
During the skill duration, normal ranged attacks have a chance of hitting a target multiple times.
Duration is 30 seconds per level.
Fixed cast time is 3s
Base Cooldown is 120 seconds.
Extra attack chances are from 2 to 5:
2 Attacks: 50% Chance
3 Attacks: 20% Chance
4 Attacks: 4% CHance
5 Attacks: 1% Chance
Requires 75% extra max SP to cast.
Extra Attacks stack with Final Arrow.
Can move slowly while preparing it
REQUIRES MORE THAN 5 ARROWS EQUIPPED.
Takes priority over gear Double Attack
Killer Instinct
In the original
Consumes your HP and SP over time to massively boost all stats for duration.
Duration is 30+30 seconds per level.
Cooldown is same as duration.
Bonus Increases Max HP per level.
Bonus to Hit and ATK/MATK is 1 per level.
Bonus to all stats is 1 per level.
Grants immunity against many effects.
Costs 5 Coins from Coin Flip to use.
In the Refuge
Consumes your HP and SP over time to massively boost all stats for duration.
Duration is 30+30 seconds per level.
Variable cast time is 2s
Fixed cast time is 1s
Cooldown is same as duration.
Bonus Increases Max HP per level.
Bonus to Hit and ATK/MATK is 1 per level.
Bonus to all stats is 1 per level.
Grants immunity against many effects.
Costs 5 Coins from Coin Flip to use.
Last Inquisition
In the original
Blesses bow in divine godly energy to purge evil.
Boosts power of ranged attacks for a time.
Bonus is 3% ranged damage per level.
Costs extra 30% Max HP and SP to cast.
Duration is 30 seconds.
Base Cooldown is 2 minutes.
In the Refuge
Blesses bow in divine godly energy to purge evil.
Boosts power of ranged attacks for a time.
Bonus is 3% ranged damage per level.
Costs extra 30% Max HP and SP to cast.
Duration is 30 seconds.
Fixed cast time is 1s
Base Cooldown is 2 minutes.
Reload Quiver
In the original
Reduces Variable Cast for the next 7 skills by half.
Sp cost per level is 100-50-25.
In the Refuge
Reduces Variable Cast for the next 7 skills by half.
Sp cost per level is 100-50-25.
Fixed cast time is 3s
Wind Walk
In the original
Increases Movement Speed and FLEE rate of yourself and party members. However, Movement Speed will not increased if a similar effect, such as Increase Agility, has already been cast. Skills which decrease Movement
Speed, such as Quagmire, cancel the
Movement Speed increase from Wind
Walk.
In the Refuge
Increases Movement Speed and FLEE rate of yourself and party members. However, Movement Speed will not increased if a similar effect, such as Increase Agility, has already been cast. Skills which decrease Movement
Speed, such as Quagmire, cancel the
Movement Speed increase from Wind
Walk.
Variable cast time increases with level: 1.5s to 4.2s
Fixed cast time increases with level: 0.5s to 1.4s
Thief
14 skills
Arrow Shower
In the original
Requires 5 Arrows to use.
Shoots an area and pushes back enemis in it.
Damage is 50+10% per level.
Additional 80%+1% per Dex on Combo Ready
Base Starting Cooldown is 3 seconds.
Requires extra 5% current SP per cast
In the Refuge
Requires 3 Arrows to use.
Shoots an area and pushes back enemis in it.
Damage is 150+10% per level.
Additional 100%+1% per Dex on Combo Ready
Base Starting Cooldown is 3 seconds.
Requires extra 5% current SP per cast
Auto Spell
In the original
Autocasts certain magic spells by a certain chance while attacking enemies, more skills are available on higher specialized job classes.
Spells that are auto cast through Auto
Spell only consume 2/3 of the required
SP and are cast at UP TO half the level of
Auto Spell. Autospell chance is 3% per skill level (max 30% at Lv10)
Skill activates on missed attacks.
Lv1: Flaming Petals,
Freezing Spear and Wind Blade
Lv4: Fire Ball
Lv7: Frost Diver
Lv10: Unholy Light, Lightning Bolt, Burning Spiral, Land Fissure
In the Refuge
Autocasts certain magic spells by a certain chance while attacking enemies, more skills are available on higher specialized job classes.
Spells that are auto cast through Auto
Spell only consume 2/3 of the required
SP and are cast at UP TO half the level of
Auto Spell. Autospell chance is 3% per skill level (max 30% at Lv10)
Skill activates on missed attacks.
Lv1: Flaming Petals,
Freezing Spear and Wind Blade
Lv4: Fire Ball
Lv7: Frost Diver
Lv10: Unholy Light, Lightning Bolt, Burning Spiral, Land Fissure
Variable cast time is 3s
Fixed cast time is 0.25s
Back Stab
In the original
Back Stab teleports the caster behind the enemy to deal damage.
Damage is 50+10% per level +1% per AGI.
Requires a Sword or Dagger equipped
Requires 5% extra Current SP to cast.
3 extra hit rate per level cast
Starting Cooldown is 3 seconds.
Enemy's back must be unobstructed to use
Single-Wielding a Dagger:
AGI bonus is tripled
Bonus per skill level tripled
Extra 3% scaling per level of Improve Dodge
In the Refuge
teleports the caster behind the enemy to deal damage.
Damage is 150+5% per level +1% per AGI.
Requires a Sword or Dagger equipped
Requires 5% extra Current SP to cast.
Starting Cooldown is 3 seconds.
Enemy's back must be unobstructed to use
Single-Wielding a Dagger:
AGI bonus is tripled
Bonus per skill level tripled
Extra 5% scaling per level of Improve Dodge
Cross Ripper Slasher
In the original
Requires Rolling Counters from other skills to use.
Throws a spinning blade at a ranged target
And 10% per counter applied.
Requires Katar/Sword/Axe.
Damage is 50+10% per level
+1% per vit and 20% per counter
Base Cooldown is 1 second.
Requires extra 5% Current SP to cast
In the Refuge
Requires Rolling Counters from other skills to use.
Throws a spinning blade at a ranged target
And 25% per counter applied.
Requires Katar/Sword/Axe.
Damage is 150+15% per level
+1% per vit and 25% per counter
Base Cooldown is 1 second.
Requires extra 5% Current SP to cast
Double Strafe
In the original
Requires 2 Arrows to use.
Shoots an enemy twice.
Damage is 50+7% per level per hit.
Base Starting Cooldown is 2 seconds.
Skill activates Combo Ready for follow-up
In the Refuge
Requires 2 Arrows to use.
Shoots an enemy twice.
Damage is 90+10% per level per hit.
Base Starting Cooldown is 2 seconds.
Skill activates Combo Ready for follow-up
Enchant Poison
In the original
Temporarily coats your equipped weapon with the Poison element. Poison coated weapons have a chance of inflicting the target with the Poison status.
Chance is 3 + 1% per level
All physical attacks become poison element
Duration is 30 seconds +15s per level
Requires extra 50% Max SP to cast
In the Refuge
Temporarily coats your equipped weapon with the Poison element. Poison coated weapons have a chance of inflicting the target with the Poison status.
Chance is 3 + 1% per level on normal attacks, 0% vs bosses
Skills do not roll the Poison chance
All physical attacks become poison element
Duration is 30 seconds +15s per level
Requires extra 50% Max SP to cast
Envenom
In the original
Deals Poison elemental damage to a target that has a chance of inflicting Poison status.
Damage increases by a flat +15 per level
Additional +2 damage per Int
Range is fixed at 5 cells
Base Starting Cooldown is 4 seconds.
Requires 3% extra SP per cast
In the Refuge
Deals Poison elemental damage to a target and always inflicts
Poison status.
Additional +3 damage per INT
Status duration is 5+1s per level
Range is fixed at 5 cells
Base Starting Cooldown is 4 seconds.
Requires 3% extra SP per cast
Flaming Petals
In the original
Inflicts 50% MATK Fire magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 6% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Fire Focus:
Endows weapon with fire element
Increases damage vs earth by 10%
In the Refuge
Inflicts 50% MATK Fire magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Variable cast time increases with level: 0.25s to 7s
Fixed cast time increases with level: 0.075s to 0.75s
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 7% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Fire Focus:
Endows weapon with fire element
Increases damage vs earth by 10%
Free Cast
- Max level
101
In the original
Enables moving and attacking during the casting of magic spells.
Movement speed is 15%+5% per level.
Attack speed is 55%+5% per level.
Only Level 1 can be learned by Thief.
In the Refuge
Enables moving and attacking during the casting of magic spells.
Movement speed is 15%+5% per level.
Attack speed is 55%+5% per level.
Only Level 1 can be learned by Thief.
Freezing Spear
In the original
Inflicts 50% MATK Water magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 6% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Water Focus:
Endows weapon with water element
Increases damage vs fire by 10%
In the Refuge
Inflicts 50% MATK Water magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Variable cast time increases with level: 0.25s to 7s
Fixed cast time increases with level: 0.075s to 0.75s
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 7% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Water Focus:
Endows weapon with water element
Increases damage vs fire by 10%
Improve Defense
In the original
Increase Max HP
Bonus is 50 HP per level (500 at level 10)
In the Refuge
Increase Max HP
Bonus is 2 HP per skill level, per Base Level
Improve Wisdom
In the original
Increase Max SP
Bonus is 15 SP per level (150 at level 10)
In the Refuge
Increase Max SP
Bonus is 2 SP per skill level, per 3 Base Levels
Rolling Cutter
In the original
Inflicts damage to enemies around by spinning very fast
Your spinning counter is accumulated whenever you spin and it enables and boosts
Rolling Skills accordingly
Rolling Counters can stack up to 5
And are removed on movement
Requires Katar/Sword/Axe.
Damage is 10+5% per level
Extra 5% per Rolling Counter
AoE size increases at Lv3 and Lv5.
Consumes Extra 5% Current SP.
Base Starting Cooldown is 0.5s
In the Refuge
Inflicts damage to enemies around by spinning very fast
Your spinning counter is accumulated whenever you spin and it enables and boosts
Rolling Skills accordingly
Rolling Counters can stack up to 5
And are removed when the weapon is unequipped
Requires Katar/Sword/Axe.
Damage is 110+2% per level +1% per Vit
Extra 5% per Rolling Counter
AoE size increases at Lv3 and Lv5.
Consumes Extra 5% Current SP.
Base Starting Cooldown is 0.5s
Wind Blade
In the original
Inflicts 50% MATK Wind magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 6% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Wind Focus:
Endows weapon with wind element
Increases damage vs water by 10%
In the Refuge
Inflicts 50% MATK Wind magic damage per Hit
Hit amount increases by 1 per level(max 10)
Spell grants elemental focus equal to level cast
Spell cast can't be interrupted
Cast Times and SP cost increases per level
Variable cast time increases with level: 0.25s to 7s
Fixed cast time increases with level: 0.075s to 0.75s
Cooldown is 0.5+0.25s per level
Elemental Focus:
Increases magic damage of element by 7% per stack.
Half bonus for stacks of different elements
Stacks duration is 60 seconds
Lower level spells refresh each stack duration
Max Wind Focus:
Endows weapon with wind element
Increases damage vs water by 10%
Trickster
7 skills
Burning Scythe
In the original
Endows your own weapon with Fire element for the skill's duration.
Duration is 30 seconds per level.
In the Refuge
Endows your own weapon with Fire element for the skill's duration.
Duration is 30 seconds per level.
Variable cast time is 1s
Fixed cast time is 1s
Dark Message
In the original
Pushes back a targeted enemy 5 cells away. Only Small sized targets are fully damaged by this skill.
Damage is very small and focused on control.
Damage is 10% per level +1% per Str.
Damage is calculated based on MATK insteat of ATK
Enables Combo Ready for 1s per level
Enables Cast Ready for 1s per level
Base Starting Cooldown is 7 seconds
In the Refuge
Pushes back a targeted enemy 3 cells away. Only Small sized targets are fully damaged by this skill.
Damage is very small and focused on control.
Damage is 10% per level +1% per STR.
Damage is calculated based on MATK insteat of ATK
Enables Combo Ready for 1s per level
Enables Cast Ready for 1s per level
Variable cast time is 0.5s
Fixed cast time is 0.1s
Base Starting Cooldown is 7 seconds
Dark Messenger
In the original
Your scythe throws a whirlwind of crescent blades at an enemy.
Damage is 25+1% per Str. Per Hit
Each level increases hit amount, up to 10.
Damage is calculated based on MATK, not ATK
Each hit deals full damage.
Deals 1.5x damage when combo ready
Has the same element as your weapon.
Requires 10% extra current SP to cast.
Base Starting Cooldown is 5 seconds.
In the Refuge
Your scythe throws a whirlwind of crescent blades at an enemy.
Damage is 25+1% per STR, per hit
Each level increases hit amount, up to 10.
Damage is calculated based on MATK, not ATK
Each hit deals full damage.
Deals 1.5x damage when combo ready
Has the same element as your weapon.
Requires 10% extra current SP to cast.
Variable cast time is 0.5s
Fixed cast time is 0.25s
Base Starting Cooldown is 5 seconds.
Hellraiser
In the original
Strucks weapon to the ground causing strong explosion that damage all enemies around the caster.
Skill can be critical.
Skill activates Finisher Ready for 3s
If cast at max level
Finisher Ready adds max Overslash Stacks
If you already have at least 1 stack
Damage is 110+25% per level +3% per LUK
Damage is always Fire Element.
Base starting cooldown is 12 seconds.
In the Refuge
Strucks weapon to the ground causing strong explosion that damage all enemies around the caster.
Skill can be critical.
Skill activates Finisher Ready for 5s
Damage is 250+15% per level +3% per LUK
Damage is always Fire Element.
Variable cast time is 0.5s
Base starting cooldown is 12 seconds.
Mirror Image
In the original
Reflects targeted magic spells back at the original caster. Reflected
Healing spells will not heal the original caster. The magic spells of boss monsters cannot be reflected.
Base Cooldown is 60 seconds.
Duration is 1 second per level.
Received physical damage is quadrupled for duration.
Only works on monsters under Lv 125.
In the Refuge
Reflects targeted magic spells back at the original caster. Reflected
Healing spells will not heal the original caster. The magic spells of boss monsters cannot be reflected.
Variable cast time is 0.1s
Fixed cast time is 0.05s
Base Cooldown is 60 seconds.
Duration is 1 second per level.
Received physical damage is quadrupled for duration.
Only works on monsters under Lv 125.
Scythe Reap
In the original
A multi-strike attack that slices the skin, which can immobilize the enemy for 1 second.
Requires a Scythe to use.
Damage is 50+25% per level +2% per Luk.
Skill can be a critical hit.
Skill enables combo ready for 4 seconds
Damage is slightly boosted by weapon weight.
Skill has decreasing delay per level.
Base Starting Cooldown is 1 second.
In the Refuge
A multi-strike attack that slices the skin, which can immobilize the enemy for 4 seconds.
Requires a Scythe to use.
Damage is 150+25% per level +2% per Luk.
Skill can be a critical hit.
Skill enables combo ready for 4 seconds
Damage is slightly boosted by weapon weight.
Skill has decreasing delay per level.
Base Starting Cooldown is 1 second.
Sweeping Slash
- Max level
105
In the original
Sweeps the legs with the scythe,
Damage is 100+25% per level +2% per LUK per hit
Skill deals 2 individual hits
Damage greatly reduced outside combos
Skill can be critical
Base Starting Cooldown is 3 seconds.
In the Refuge
Sweeps the legs with the scythe,
Damage is 200+25% per level +2% per LUK per hit
Skill deals 2 individual hits
Increased to 3 hits if Finisher Ready
Damage greatly reduced outside combos
Skill can be critical
Base Starting Cooldown is 2.5 seconds.
Unchained Assassin
4 skills
Boomeraxe+
In the original
Throws a spinning axe at a ranged target.
Damage is increased by user's VIT
Damage is 60+15% per level +1% per VIT
Extra +3% per Int vs poisoned targets
Requires an Axe to be equipped.
Knockbacks target when it hits
Knockback range 3+1 at Lv 5 and 9
Base Starting Cooldown is 5 seconds
In the Refuge
Enhanced with +3 extra knockback cells.
Shadow Slash+
In the original
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Damage is 100+15% per level +1% per LUK
Bonus Crit Rate is 5+ 5 per level
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
Damage increases by 10% per Improve Dodge level while under Hallucination Walk
Base Starting Cooldown is 3 seconds.
In the Refuge
Enhanced Shadow Slash with no SP cost. Lv11-13 exclusive.
Silent Strike+
In the original
Quickly strikes a weak spot and
Silences the target while dealing damage.
Damage is 100+20% per level +1% per DEX
Silence chance increases with DEX
Only Right Hand Weapon ATK is used
Base starting Cooldown is 3 seconds
Silence duration is 1+0.5s per Level
Requires 10% Max HP/SP to cast
In the Refuge
Also applies Burning at 100% for 10 seconds.
Sonic Blow+
In the original
Directs a flurry of rapid
Katar strikes that will have a chance of inflicting the Stun status.
Requires a Katar weapon.
Damage is 150+10% per level +1% per Luk.
Skill can be critical
Base Starting Cooldown is 3 seconds.
Deals 50% extra damage vs targets under 50% health.
In the Refuge
Enhanced Sonic Blow with reduced cooldown. Lv11-13 exclusive.
Unchained Rogue
3 skills
Frost Diver+
In the original
Inflicts 100% MATK Water magic damage against a target with chance to freeze.
Skill can be autocast with Autospell
Damage is 50% per level
Extra 10% damage per Water Focus
Base Starting Cooldown is 4 seconds
Freeze duration is 1s+0.5s per level
In the Refuge
No SP cost version. Lv11-13 exclusive.
Sneak Attack+
In the original
Range: 9x9 AoE
Only usable while in Hiding status and will cancel Hiding once used.
This attack has a chance of causing Stun and Blind effects on targets within an area of 5x5. A successful hit will cause the enemy to receive more damage for 5 seconds.
Damabe bonus is 30%, halved for bosses
Damage is 50+10% per level + Flat Dex
Base Starting Cooldown is 10 seconds
In the Refuge
Enhanced with reduced cooldown.
Wind Slash+
In the original
Launches a wind blast at an enemy using a blade targeting weak spots.
Damage is 50+25% per level +2% per STR
Range is 5 +1 every 2 levels
Requires a Sword or Dagger and can CRIT
Base Starting cooldown is 3 seconds
In the Refuge
Enhanced with reduced cooldown. Lv11-13 exclusive.
Unchained Thief
7 skills
Cloaking
- Max level
1310
In the original
Enters Cloaking status, which hide the caster from enemies without disabling movement. At Level 1 to 4, Cloaking will only work when caster is adjacent to a wall. At higher levels, caster can move freely
Demons, Insects and Bosses are able to detect you.
Base Starting Cooldown is 20 seconds
SP Cost is 1 SP every 40ms+10ms per level
20 SP/s at Lv1, 7.14 SP/s at Lv10
Increases critical rate by 3 per level.
Requires 25% Current SP to Cast
In the Refuge
Enters Cloaking status, which hide the caster from enemies without disabling movement. At Level 1 to 4, Cloaking will only work when caster is adjacent to a wall. At higher levels, caster can move freely
Base Starting Cooldown is 30 seconds
SP Cost is 1 SP every 40ms+10ms per level
20 SP/s at Lv1, 7.14 SP/s at Lv10
Increases critical rate by 3 per level.
Requires 25% Current SP to Cast
Decoy
In the original
Dashes back and hides while creating a clone that explodes in an area dealing damage to enemies
Damage is 100+25% per level +1% per INT and LUK.
Base Starting Cooldown is 5 seconds.
Can be detected by insects, demons and bosses
In the Refuge
Dashes back and hides while creating a clone that explodes in an area dealing damage to enemies
Damage is 200+25% per level +1% per INT and LUK.
Variable cast time is 1.5s
Base Starting Cooldown is 8 seconds.
Face-Off
In the original
Dashes to an enemy strongly
Knocking back and dealing double damage if target hits the wall
Damage is 100+25% per level +1% per STR
Base Starting Cooldown is 2 seconds.
Dash range increases per level
Knockback power increases per level
In the Refuge
Dashes to an enemy strongly
Knocking back and dealing double damage if target hits the wall
Damage is 200+25% per level +1% per STR
Base Starting Cooldown is 2 seconds.
Dash range increases per level
Knockback power increases per level
Fan of Knives
In the original
Throws Knives to all enemies within a radius around you. Doesn't consume ammo, but damage is increased by different ammo bonuses.
Damage is completely boosted by raw ATK
Only Right Hand Weapon ATK + Ammo is used
Base Starting Cooldown is 3 seconds
Damage increases by agi per learned level of Improve Dodge during Hallucination Walk
Ignores defense, flee and elements.
In the Refuge
Throws Knives to all enemies within a radius around you. Doesn't consume ammo, but damage is increased by different ammo bonuses.
Damage is completely boosted by raw ATK
Only Right Hand Weapon ATK + Ammo is used
Base Starting Cooldown is 2.5 seconds
Damage increases by agi per learned level of Improve Dodge during Hallucination Walk
Ignores defense, flee and elements.
Flying Knife
In the original
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 40+15% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
In the Refuge
Throws a Kunai that will strike it's target 2 times. Requires a
Kunai or Flying Dagger ammo equipped, but it's not consumed on use. attack's element is affected by the ammo. of Kunai thrown.
Requires having 1 Kunai Equipped.
Damage is 140+20% per level +2% per DEX
Right Hand Weapon ATK + Ammo ATK is used
Base Starting Cooldown is 5 seconds
Shadow Slash
- Max level
1310
In the original
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Damage is 100+15% per level +1% per LUK
Bonus Crit Rate is 5+ 5 per level
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
Damage increases by 10% per Improve Dodge level while under Hallucination Walk
Base Starting Cooldown is 3 seconds.
In the Refuge
Shadow Slash dashes to a target and attempts a critical hit 3 times.
Damage is 200+15% per level +1% per LUK
Bonus Crit Rate is 5+ 5 per level
Only Right Hand Weapon ATK is used
Requires a Dagger or Sword equipped
Damage increases by 5% per Improve Dodge level while under Hallucination Walk
Base Starting Cooldown is 4 seconds.
Sneak Attack
- Max level
1310
In the original
Range: 9x9 AoE
Only usable while in Hiding status and will cancel Hiding once used.
This attack has a chance of causing Stun and Blind effects on targets within an area of 5x5. A successful hit will cause the enemy to receive more damage for 5 seconds.
Damabe bonus is 30%, halved for bosses
Damage is 50+10% per level + Flat Dex
Base Starting Cooldown is 10 seconds
In the Refuge
Range: 5x5 AoE
Only usable while in Hiding status and will cancel Hiding once used.
This attack has a chance of causing Stun and Blind effects on targets within an area of 5x5. A successful hit will cause the enemy to receive more damage for 5s
Damage bonus is 15%
Damage is 150+15% per level + Flat Dex
Base Starting Cooldown is 10 seconds
Vagabond
4 skills
Enlarge Weight Limit
In the original
Improve Weight
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
In the Refuge
Increases maximum Weight
Limit.
Weight Increase is 300 per level.
Frenzy
In the original
Passively adds +3 ASPD Limit
Uses the power of rage to increase offensive capabilities while removing defensive capabilities.
Skill can be manually disabled making the character exhausted
Sets the ASPD to 190 for duration
Quickly drains HP of the character while preventing any direct healing
Raises max HP by 10% and heals 10% on cast.
Increases ATK by 25% for duration.
Makes all defenses 0 and
Disables Harness Speed
Blocks all item use.
Chat is disabled for duration.
Cooldown is 5 seconds
In the Refuge
Passively adds +3 ASPD Limit
Uses the power of rage to increase offensive capabilities while removing defensive capabilities.
Skill can be manually disabled.
Sets the ASPD to 193 for duration
Reduces ATK by 15% for duration
Quickly drains HP of the character while preventing any direct healing
Raises max HP by 10% and heals 10% on cast.
Makes all defenses 0 and
Disables Harness Speed
Blocks all item use.
Chat is disabled for duration.
Fixed cast time is 0.2s
Cooldown is 10 seconds
Improve Defense
In the original
Increase Max HP
Bonus is 50 HP per level (500 at level 10)
In the Refuge
Increase Max HP
Bonus is 2 HP per skill level, per Base Level
Pneuma
In the original
Pneuma creates a timed barrier in 3x3 cells around targeted cell that for 10 sec will protect anyone inside it from long range physical attacks.
Cooldown is 8-1 seconds per level.
SP Cost increases per level.
Cast Range improves by 1 per level.
In the Refuge
creates a timed barrier in 3x3 cells around targeted cell that for 10 sec will protect anyone inside it from long range physical attacks.
Cooldown is 8-1 seconds per level.
SP Cost increases per level.
Cast Range improves by 1 per level.
Equipment
260 rewritten
Abandoned Guardian
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 012\tMagicAtk: 000\t
Defense Pierce: 13%
Cover Cooldown -0.5s per refine
King's Chains DMG+3% per refine
Weight: 100
Required Level: 110
Sword carried by a guardian of royalty that was abandoned in the darkness and left to die.
In the Refuge
Type: Sword Lv: 1
Attack: 012 MagicAtk: 000
Defense Penetration: 13
Cover Cooldown -0.5s per refine
King's Chains DMG+3% per refine
Weight: 100
Required Level: 110
Sword carried by a guardian of royalty that was abandoned in the darkness and left to die.
Abandoned Sword
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 005\tMagicAtk: 013\t
Defense Pierce: 0%
Cast Time -15%
Fixed Cast -0.2s
INT+1
Weight: 100
Required Level: 10
An old sword with a blunt blade, covered in old enchants.
In the Refuge
Type: Sword Lv: 1
Attack: 005 MagicAtk: 013
Defense Penetration: 0
Cast Time -15%
Fixed Cast -0.2s
INT+1
Weight: 100
Required Level: 10
An old sword with a blunt blade, covered in old enchants.
Abomination's Scythe
In the original
Staff surrounded by strong magical thorn.
DEX +3, INT +3
MATK +160
Ignores magical defense of taget based on Refine Level.
Decreases After Skill Delay based on Refine Level.
Type: One-Handed Staff
Attack: 60
Weight: 70
Element: Shadow
Weapon Level: 4
Enchantable: Yes
Requirement:
Base Level 75
Transcendent Magician and Acolyte
In the Refuge
Type: Scythe Lv: 4
Attack: 032 MagicAtk: 010
Element: Shadow
Leech Power: 4%
Reflect Melee Damage: 10%
MaxHP +1000
DEF +50
MDEF +5
Refine 7 or higher:
MaxHP +500, DEF +30,
MDEF +5
Weight: 150
Required Level: 90
Reforged from a Failed
Abomination's spine: the
lab's
worst mistake, too stubborn
to die. It makes its
wielder just as hard to put
down.
Afterlife Scythe
In the original
Type: Scythe \t\tLv: 3
Attack: 018\tMagicAtk: 000\t
Leech Power: 20%
Enables Hallucination Walk Lv1
Move Speed +15%
Perfect Dodge +10
Weight: 200
Required Level: 50
A strange scythe that bridges the realm of life and and death.
In the Refuge
Type: Scythe Lv: 3
Attack: 018 MagicAtk: 000
Leech Power: 10%
Enables Hallucination Walk Lv1
Move Speed +15%
Perfect Dodge +10
Weight: 200
Required Level: 50
A strange scythe that bridges the realm of life and and death.
Apocalypse Hell Robes
In the original
Type: LightArmor
Defense: 010
MagicDef: 025\t
HP Bonus: +5%
SP Bonus: +20%
Dark Element
SP+2% per refine
Enables Perfect Hide and can see invisible enemies.
Weight: 100
Required Level: 130
Light armor worn by divine warriors on the final days. Covered by a mystical aura.
In the Refuge
Type: LightArmor
Defense: 010
MagicDef: 025
HP Bonus: +5%
SP Bonus: +20%
Dark Element
SP+2% per refine
Using Hiding slides you 2 cells backwards
Weight: 100
Required Level: 130
Light armor worn by divine warriors on the final days. Covered by a mystical aura.
Apocalypse Occult Suit
In the original
Type: Medium Armor
Defense: 030
MagicDef: 015\t
HP Bonus: +15%
SP Bonus: +15%
Dark Element
HP+1% per refine
SP+1% per refine
Enables Perfect Hide and can see invisible enemies.
Weight: 150
Required Level: 130
Medium armor worn by divine warriors on the final days. Covered by a black shroud.
In the Refuge
Type: Medium Armor
Defense: 030
MagicDef: 015
HP Bonus: +15%
SP Bonus: +15%
Dark Element
HP+1% per refine
SP+1% per refine
Using Hiding slides you 2 cells backwards
Weight: 150
Required Level: 130
Medium armor worn by divine warriors on the final days. Covered by a black shroud.
Apocalypse Scale Mail
In the original
Type: Heavy Armor
Defense: 045
MagicDef: 005\t
HP Bonus: +20%
SP Bonus: +5%
Dark Element
HP+2% per refine
Enables Perfect Hide and can see invisible enemies.
Weight: 200
Required Level: 130
Heavy armor worn by divine warriors on the final days. covered in demonic scales.
In the Refuge
Type: Heavy Armor
Defense: 045
MagicDef: 005
HP Bonus: +20%
SP Bonus: +5%
Dark Element
HP+2% per refine
Using Hiding slides you 2 cells backwards
Weight: 200
Required Level: 130
Heavy armor worn by divine warriors on the final days. covered in demonic scales.
Arhat Claws
In the original
Katar imbued with Vicious Mind.
Increases ATK by (Refinelv*Refinelv).
(up to +15 Refine Level)
Type: Katar
Attack: 180
Weight: 180
Weapon Level: 4
Requirement:
Base Level 160
Guillotine Cross
In the Refuge
Type: Katar Lv: 3
Attack: 015 MagicAtk: 015
Element: Holy
Critical Damage Bonus: 15%
Sonic Blow has 50% chance
to autocast your
active Auto Spell bolt
With no Auto Spell active,
it casts Envenom
Sonic Blow Cooldown -1
second
Critical +2 per refine
Sonic Blow DMG -50%
Weight: 120
Required Level: 80
Consecrated claws of a
temple arhat: strike, and the
bolt your mind has chosen
answers.
Ascended Valkyrie Shoes
In the original
Type: Medium Shoes
Defense: 015
MagicDef: 007\t
Move Speed: 010%
Magic Defense Pierce +2% per refine
Ascended Valkyrie Set:
Armor, Shoes, Garment
Set Bonus:
Armor is Holy Element
All Stats +3
ATK/MATK+3%
Weight: 50
Required Level: 100
A pair of boots worn by valkyries loyal to Asgard and Odin.
In the Refuge
Type: Medium Shoes
Defense: 015
MagicDef: 007
Move Speed: 010%
Magic Defense Penetration +2 per refine
Ascended Valkyrie Set:
Armor, Shoes, Garment
Set Bonus:
Armor is Holy Element
All Stats +3
ATK/MATK+3%
Weight: 50
Required Level: 100
A pair of boots worn by valkyries loyal to Asgard and Odin.
Assassin Mask
In the original
Type: Low Headgear
Defense: 001
MagicDef: 000
Enables Perfect Hiding
Weight: 10
Required Level: 20
It doesn't really hide your identity, only makes you hard to understand.
In the Refuge
Type: Low Headgear
Defense: 001
MagicDef: 000
Using Hiding slides you 2 cells backwards
Weight: 10
Required Level: 20
It doesn't really hide your identity, only makes you hard to understand.
Astro Dagger
In the original
Type: Offhand Dagger
Attack: 000\tMagicAtk: 000\t
Double Attack Lv: ??
Per Level of Spectral Mastery:
Magic Defense Pierce +5%
Attack Range +1
MATK +1%
ASPD Limit +1
Double Attack Rate +10%
1% chance to summon all 5 spirit spheres at once
This dagger cannot be refined and can't be used for attacks. Can only be equipped on the offhand.
Weight: 50
Required Level: 90
Shadowseer Only
A glowing dagger that shines the light of the skies around its sharp blade.
In the Refuge
Type: Offhand Dagger
Attack: 000 MagicAtk: 000
Double Attack Lv: ??
Per Level of Spectral Mastery:
Magic Defense Penetration +5
Attack Range +1
MATK +1%
ASPD Limit +1
Double Attack Rate +10%
1% chance to summon all 5 spirit spheres at once
This dagger cannot be refined and can't be used for attacks. Can only be equipped on the offhand.
Weight: 50
Required Level: 90
Shadowseer Only
A glowing dagger that shines the light of the skies around its sharp blade.
Atlas Weapon
In the original
Type: Long Sword\tLv: 4
Attack: 035\tMagicAtk: 000\t
Defense Pierce: 22%
ASPD-50
VIT+7
Critical Rate+50
Atlas Set:
Weapon and Shield
Set Bonus:
All Stats +3
Weight: 300
Required Level: 80
A giant sword that can only be carried effectively with 3 hands. Yes, 3.
In the Refuge
Type: Long Sword Lv: 4
Attack: 035 MagicAtk: 000
Defense Penetration: 22
ASPD-50
VIT+7
Critical Rate+50
Atlas Set:
Weapon and Shield
Set Bonus:
All Stats +3
Weight: 300
Required Level: 80
A giant sword that can only be carried effectively with 3 hands. Yes, 3.
Auriga of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
After Cast Delay -1%
Move Speed +1%
ASPD +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Auriga constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
After Cast Delay -1.5%
Move Speed +1.5%
ASPD +1.5%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Auriga constellation and light of the sun. Burns bright with the power from the wearer's soul.
Aurum Mandatum
In the original
Type: Revolver\t Lv: 3
Attack: 026\tMagicAtk: 000\t
Attack SP Cost: 4
Special: Def Pierce 20%
Dream Enchants available
Death Sentence DMG +3% per Refine
Move Speed +15%
After Cast Delay -15%
Death Sentence Refills one Seal
Weight: 0
Required Level: 80
A golden revolver fit for a ruthless, non-hesitant Judge in precise executions.
In the Refuge
Type: Revolver Lv: 3
Attack: 026 MagicAtk: 000
Attack SP Cost: 4
Special: Defense Penetration 20
Dream Enchants available
Death Sentence DMG +3% per Refine
Move Speed +15%
After Cast Delay -15%
Death Sentence Refills one Seal
Weight: 0
Required Level: 80
A golden revolver fit for a ruthless, non-hesitant Judge in precise executions.
Avarice Scythe
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 030\tMagicAtk: 000\t
Leech Power: 25%
Per Refine:
Scythe Reap DMG+5%
Weight: 100
Required Level: 60
A scythe that hoards all its leeching properties to be used at once.
In the Refuge
Type: Scythe Lv: 4
Attack: 030 MagicAtk: 000
Leech Power: 13%
Per Refine:
Scythe Reap DMG+5%
Weight: 100
Required Level: 60
A scythe that hoards all its leeching properties to be used at once.
Balmung
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 040\tMagicAtk: 040\t
Defense Pierce: 25%
Dream Enchants available
HP+7%
SP+7%
SP consumption -3% per refine.
Weight: 100
Required Level: 100
Sword wielded by Odin himself, can bring the world to prosperity or ruin on a whim.
In the Refuge
Type: Sword Lv: 4
Attack: 040 MagicAtk: 040
Defense Penetration: 25
Dream Enchants available
HP+7%
SP+7%
SP consumption -3% per refine.
Weight: 100
Required Level: 100
Sword wielded by Odin himself, can bring the world to prosperity or ruin on a whim.
Bandit Scimitar
In the original
Type: Long Sword\tLv: 3
Attack: 015\tMagicAtk: 003\t
Defense Pierce: 11%
ATK+3%
Weight: 100
Required Level: 30
A curved long sword, used by bandits for decapitation.
In the Refuge
Type: Long Sword Lv: 3
Attack: 015 MagicAtk: 003
Defense Penetration: 11
ATK+3%
Weight: 100
Required Level: 30
A curved long sword, used by bandits for decapitation.
Black Cape
In the original
Type: Medium Garment
Defense: 015
MagicDef: 005\t
Perfect Dodge: 007
Enables perfect Hiding
ATK+1 per refine
MATK+1 per refine
Sneak Attack DMG+15%
Weight: 50
Required Level: 105
A very dark cape that improves the wearer's hiding capabilites. Very strong for surprise attacks.
In the Refuge
Type: Medium Garment
Defense: 015
MagicDef: 005
Perfect Dodge: 007
Using Hiding slides you 2 cells backwards
ATK+1 per refine
MATK+1 per refine
Sneak Attack DMG+15%
Weight: 50
Required Level: 105
A very dark cape that improves the wearer's hiding capabilites. Very strong for surprise attacks.
Black Rapier
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 025\tMagicAtk: 005\t
Defense Pierce: 12%
Perfect Dodge +9
Throw Acid DMG+25%
Throw Molotov DMG+25%
Weight: 100
Required Level: 40
A black rapier that shines when flames are reflected on its blade.
In the Refuge
Type: Sword Lv: 2
Attack: 025 MagicAtk: 005
Defense Penetration: 12
Perfect Dodge +9
Throw Acid DMG+25%
Throw Molotov DMG+25%
Weight: 100
Required Level: 40
A black rapier that shines when flames are reflected on its blade.
Black Scythe
In the original
Type: Scythe \t\t\t\tLv: 1
Attack: 012\tMagicAtk: 000\t
Leech Power: 10%
ASPD+10%
SP+10
Leech 5 HP per hit
Weight: 200
Required Level: 5
A simple scythe, as simple as a scythe can be, at least.
In the Refuge
Type: Scythe Lv: 1
Attack: 012 MagicAtk: 000
Leech Power: 5%
ASPD+10%
SP+10
Leech 5 HP per hit
Weight: 200
Required Level: 5
A simple scythe, as simple as a scythe can be, at least.
Black War
In the original
Type: Dagger \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 015\t
Double Attack Lv: 9
All Stats +1
Per refine:
ASPD +2%
After Cast Delay -2%
Defense Pierce +1%
Magic Defense Pierce +1%
Weight: 60
Required Level: 130
War never changes. Warriors shall never change or abandon their raging roots.
In the Refuge
Type: Dagger Lv: 4
Attack: 015 MagicAtk: 015
Double Attack Lv: 9
All Stats +1
Per refine:
ASPD +2%
After Cast Delay -2%
Defense Penetration +1
Magic Defense Penetration +1
Weight: 60
Required Level: 130
War never changes. Warriors shall never change or abandon their raging roots.
Blackguard Anti-Sword
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 025\tMagicAtk: 005\t
Defense Pierce: 10%
Chilling Frost DMG+25%Enables Shatter Cross Lv3
Shatter Cross Autocasts Chilling Frost
Weight: 100
Required Level: 80
A strange sword filled with negative energy. Sends a chill down your spine.
In the Refuge
Type: Sword Lv: 3
Attack: 025 MagicAtk: 005
Defense Penetration: 10
Chilling Frost DMG+25%Enables Shatter Cross Lv3
Shatter Cross Autocasts Chilling Frost
Weight: 100
Required Level: 80
A strange sword filled with negative energy. Sends a chill down your spine.
Blade of Princes
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 010\tMagicAtk: 023\t
Defense Pierce: 5%
Cast can't be interrupted
MDEF Pierce +2% per refine
Weight: 100
Required Level: 70
A magic sword full of magic power, wielded by powerful wizards.
In the Refuge
Type: Sword Lv: 1
Attack: 010 MagicAtk: 023
Defense Penetration: 5
Cast can't be interrupted
Magic Defense Penetration +2 per refine
Weight: 100
Required Level: 70
A magic sword full of magic power, wielded by powerful wizards.
Blood Drinker
In the original
Type: Dagger \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 003\t
Double Attack Lv: 4
7% to drain 2% damage done as HP.
5% to drain 1% damage done as SP.
Weight: 60
Required Level: 75
A red dagger designed by Master Greilmor, can use the energy from enemies to renew the wielder.
In the Refuge
Type: Dagger Lv: 4
Attack: 015 MagicAtk: 003
Double Attack Lv: 4
11% to drain 1% damage done as HP.
8% to drain 1% damage done as SP.
Weight: 60
Required Level: 75
A red dagger designed by Master Greilmor, can use the energy from enemies to renew the wielder.
Blood Reaver
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 000\t
Leech Power: 16%
SP Regen +10%
Weight: 200
Required Level: 15
A scythe covered in a thick smell of blood.
In the Refuge
Type: Scythe Lv: 4
Attack: 015 MagicAtk: 000
Leech Power: 8%
SP Regen +10%
Weight: 200
Required Level: 15
A scythe covered in a thick smell of blood.
Bone Scythe
In the original
Type: Scythe \t\t\t\tLv: 1
Attack: 015\tMagicAtk: 000\t
Leech Power: 9%
Scythe Reap DMG +20%
Scythe Reap SP Cost -20%
Leech 15 HP per hit
Weight: 200
Required Level: 10
A scythe made of bones that is easy to use in combat.
In the Refuge
Type: Scythe Lv: 1
Attack: 015 MagicAtk: 000
Leech Power: 5%
Scythe Reap DMG +20%
Scythe Reap SP Cost -20%
Leech 15 HP per hit
Weight: 200
Required Level: 10
A scythe made of bones that is easy to use in combat.
Bow of the Third
In the original
Type: Bow \t\t\t\t Lv: 3
Attack: 023\tMagicAtk: 010\t
Attack Range: +7
Attack SP Cost: 7
5% chance to leech 10% of damage dealt with attacks.
Rachel Third Set:
Armor and Weapon
Set Bonus:
Move Speed +5%
Weight: 150
Required Level: 80
A bow that drains the user's energy in order to absorb the target's life.
In the Refuge
Type: Bow Lv: 3
Attack: 023 MagicAtk: 010
Attack Range: +7
Attack SP Cost: 7
8% chance to leech 5% of damage dealt with attacks.
Rachel Third Set:
Armor and Weapon
Set Bonus:
Move Speed +5%
Weight: 150
Required Level: 80
A bow that drains the user's energy in order to absorb the target's life.
Breaker Stiletto
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 021\tMagicAtk: 000\t
Defense Pierce: 20%
AGI+5
ASPD Limit +1
Weight: 100
Required Level: 45
A very long dagger, made to be used as a sword.
In the Refuge
Type: Sword Lv: 4
Attack: 021 MagicAtk: 000
Defense Penetration: 20
AGI+5
ASPD Limit +1
Weight: 100
Required Level: 45
A very long dagger, made to be used as a sword.
Brisingamen
In the original
Type: Left Accessory
Dream Enchants available
Every 9 base INT gives you 1 extra INT.
Magic Def Pierce +5%
Weight: 100
Required Level: 100
Heavy legendary necklace worn by the gods. Massively increases wearer's Intelligence to divine limits.
In the Refuge
Type: Left Accessory
Dream Enchants available
Every 9 base INT gives you 1 extra INT.
Magic Defense Penetration +5
Weight: 100
Required Level: 100
Heavy legendary necklace worn by the gods. Massively increases wearer's Intelligence to divine limits.
Broad Sword
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 005\t
Defense Pierce: 7%
ASPD-10%
HP+7%
Weight: 100
Required Level: 15
A large sword with a broad, heavy blade, perfect for defending.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 005
Defense Penetration: 7
ASPD-10%
HP+7%
Weight: 100
Required Level: 15
A large sword with a broad, heavy blade, perfect for defending.
Brocca
In the original
Type: Spear \t\t\t\t Lv: 1
Attack: 010\tMagicAtk: 000\t
Dragon Thrust: Lv2
Ignores enemy defense
Max SP -50%
Weight: 100
Required Level: 70
A sharp spear that is very thin and fragile, but can strike through any openings with perfect precision.
In the Refuge
Type: Spear Lv: 1
Attack: 010 MagicAtk: 000
Dragon Thrust: Lv2
Defense Penetration +100
Max SP -50%
Weight: 100
Required Level: 70
A sharp spear that is very thin and fragile, but can strike through any openings with perfect precision.
Burning Abyss
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 010\tMagicAtk: 030\t
Defense Pierce: 3%
Fire Magic Damage +20%
Fire Element Resistance -20%
Weight: 100
Required Level: 50
A bright sword covered in flaming energy, burning the wielder and enemies.
In the Refuge
Type: Sword Lv: 3
Attack: 010 MagicAtk: 030
Defense Penetration: 3
Fire Magic Damage +20%
Fire Element Resistance -20%
Weight: 100
Required Level: 50
A bright sword covered in flaming energy, burning the wielder and enemies.
Capricorn Diadem
In the original
Type: Headgear
Defense: 005
MagicDef: 000
Defense/Magic Defense Pierce +5%
Weight: 30
Required Level: None
A diadem that symbolizes a constellation.
In the Refuge
Type: Headgear
Defense: 005
MagicDef: 000
Defense/Magic Defense Penetration +5
Weight: 30
Required Level: None
A diadem that symbolizes a constellation.
Celine Kimi Robes
In the original
Type: Light Armor
Defense: 000
MagicDef: 025\t
HP Bonus: +0%
SP Bonus: +20%
HP+1000
Enables Life Strings Lv7
Weight: 100
Required Level: 120
Illusionist Only
A stained robe from a doll. You can see a small heart hidden inside the chest pocket.
In the Refuge
Type: Light Armor
Defense: 000
MagicDef: 025
HP Bonus: +0%
SP Bonus: +20%
HP+1000
Enables Life Strings Lv5
You keep 20% of the stats
given through Life Strings
Weight: 100
Required Level: 120
Illusionist Only
A stained robe from a doll. You can see a small heart hidden inside the chest pocket.
Change Ring
In the original
Type: Unchained Left Accessory
All Stats+1
Perfect Hit +100%
SP Cost +25%
Wind Slash, Throw Acid, Arrow Vulcan and Shield Boomerang now hit on a 5x5 Area
Weight: 100
Required Level: 120
A strange ring that breaks the limits of the innovative ways of the Rogues.
In the Refuge
Type: Unchained Left
Accessory
All Stats +1
Perfect Hit +100%
SP Cost +25%
Wind Slash, Throw Acid,
Arrow Vulcan and Shield
Boomerang now hit on a 5x5
Area
Weight: 100
Required Level: 120
A strange ring that breaks
the limits of the
innovative ways of the
Rogues.
Channeling Scythe
In the original
Type: Scythe \t\tLv: 4
Attack: 010\tMagicAtk: 010\t
Leech Power: 15%
ATK/MATK+1% per refine
All cast times removed
Weight: 200
Required Level: 120
A strange scythe wielded by chanters to quickly bring their abominations to reality.
In the Refuge
Type: Scythe Lv: 4
Attack: 010 MagicAtk: 010
Leech Power: 8%
ATK/MATK+1% per refine
All cast times removed
Weight: 200
Required Level: 120
A strange scythe wielded by chanters to quickly bring their abominations to reality.
Coat of Riches
In the original
Type: Medium Armor
Defense: 015
MagicDef: 005\t
HP Bonus: +10%
SP Bonus: +10%
Zeny Limit on kill +100
Drop Rate +5%
Weight: 200
Required Level: 80
$$$$$$$. Huh. When you're rich, you don't care about other people's opinions.
In the Refuge
Type: Medium Armor
Defense: 015
MagicDef: 005
HP Bonus: +10%
SP Bonus: +10%
Zeny Limit on kill +100
+1% chance of dropping Shadow Ore on killing monsters.
Weight: 200
Required Level: 80
$$$$$$$. Huh. When you're rich, you don't care about other people's opinions.
Codex of Transmutation
In the original
Book coated with metal that enhance ability.
MATK +10
For each Refine Level:
ATK +1
MATK +2
For each 10 Base Level above 20:
ATK +5 (Up to Base Level 120)
Type: Book
Attack: 45
Weight: 0
Weapon Level: 3
Requirement:
Priest, Sage and Star Gladiator
In the Refuge
Type: Codex Lv: 3
Attack: 010 MagicAtk: 010
INT +5
Max SP +15%
Originality DMG+20%
On kill: recover 5x
BaseLevel HP
and BaseLevel SP
10% chance to inflict Poison
(magic
or physical)
Weight: 70
Required Level: 90
Transmute the slain into life
and mana: the lab's reactor,
bound in a book.
Composite Bow
In the original
Type: Heavy Bow \tLv: 1
Attack: 010\tMagicAtk: 000\t
Attack Range: +2
Attack SP Cost: 2
Defense Pierce +5%
Weight: 150
Required Level: 10
A reinforced wooden bow, for strong shots.
In the Refuge
Type: Heavy Bow Lv: 1
Attack: 010 MagicAtk: 000
Attack Range: +2
Attack SP Cost: 2
Defense Penetration +5
Weight: 150
Required Level: 10
A reinforced wooden bow, for strong shots.
Coral Flame Scythe
In the original
Type: Scythe \t\t\t\tLv: 2
Attack: 025\tMagicAtk: 000\t
Leech Power: 25%
Perfect Dodge +5
Total Critical Rate +15%
Hellraiser Cooldown -3s
Weight: 200
Required Level: 40
A large scythe that generates small explosions whenever it hits the ground.
In the Refuge
Type: Scythe Lv: 2
Attack: 025 MagicAtk: 000
Leech Power: 13%
Perfect Dodge +5
Total Critical Rate +15%
Hellraiser Cooldown -3s
Weight: 200
Required Level: 40
A large scythe that generates small explosions whenever it hits the ground.
Coral Sword
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 025\tMagicAtk: 000\t
Defense Pierce: 15%
Enables Wind Slash according to refine
Ranged Damage +2% per refine
Weight: 100
Required Level: 35
A sword made of deep sea material. produces the sound of waves when wielded
In the Refuge
Type: Sword Lv: 3
Attack: 025 MagicAtk: 000
Defense Penetration: 15
Enables Wind Slash according to refine
Ranged Damage +2% per refine
Weight: 100
Required Level: 35
A sword made of deep sea material. produces the sound of waves when wielded
Core Shield
In the original
Type: Heavy Shield
Defense: 010
MagicDef: 015\t
Auto Guard Lv: 2
3% per refine chance to autocast Lv3 Heal when hit
HP+1% per refine
Weight: 100
Required Level: 120
A strong shell that was developed to protect sensible sections from harm.
In the Refuge
Type: Heavy Shield
Defense: 010
MagicDef: 015
Auto Guard Lv: 2
3% per refine chance to autocast Lv1 Heal when hit
HP+1% per refine
Weight: 100
Required Level: 120
A strong shell that was developed to protect sensible sections from harm.
Corsair Ring
In the original
Type: Accessory
Ranged Damage +3%
Defense Pierce +5%
Weight: 10
Required Level: 25
A shiny ring with unique adornments that improves offensive powers.
In the Refuge
Type: Accessory
Ranged Damage +3%
Defense Penetration +5
Weight: 10
Required Level: 25
A shiny ring with unique adornments that improves offensive powers.
Crescent Demon
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 035\tMagicAtk: 000\t
Leech Power: 18%
Per Refine:
Critical Damage +2%
ASPD+1
Weight: 100
Required Level: 40
A large but light scythe that can be wielded quickly by anyone big enough. Carried around by greater demons.
In the Refuge
Type: Scythe Lv: 4
Attack: 035 MagicAtk: 000
Leech Power: 9%
Per Refine:
Critical Damage +2%
ASPD+1
Weight: 100
Required Level: 40
A large but light scythe that can be wielded quickly by anyone big enough. Carried around by greater demons.
Crimson Wings Helm
In the original
Type: Headgear
Defense: 010
MagicDef: 000
10% chance to leech 5% of damage dealt.
Amount increases by 1% per refine
Weight: 50
Required Level: 50
A winged helm with crimson wings filled with vital energy from many dragons.
In the Refuge
Type: Headgear
Defense: 010
MagicDef: 000
8% chance to leech 3% of damage dealt.
Amount increases by 1% per refine
Weight: 50
Required Level: 50
A winged helm with crimson wings filled with vital energy from many dragons.
Crow of Destiny
In the original
Type: Katar \t\t\t\t Lv: 3
Attack: 030\tMagicAtk: 000\t
Critical Damage Bonus: 5%
Blitz Beat DMG+200%
LUK+3
Sky Assault DMG+5% per refine
Autocast Blitz Beat Lv1 at 1% chance per base LUK
Weight: 130
Required Level: 125
A katar with talons from ravens and crows forming its blades. Carries the weight of life and death around it.
In the Refuge
Type: Katar Lv: 3
Attack: 030 MagicAtk: 000
Critical Damage Bonus: 5%
Blitz Beat DMG+200%
LUK+3
Autocast Blitz Beat Lv1 at 1% chance per base LUK
Blitz Beat autocasts Sky Assault, 1% chance per refine
Weight: 130
Required Level: 125
A katar with talons from ravens and crows forming its blades. Carries the weight of life and death around it.
Cult Scythe
In the original
Type: Dark Scythe \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 020\t
Leech Power: 3%
MATK+5%
Weight: 200
Required Level: 60
A Scythe not used to tend to gardens, but to tend to people.
In the Refuge
Type: Dark Scythe Lv: 4
Attack: 015 MagicAtk: 020
Leech Power: 2%
MATK+5%
Weight: 200
Required Level: 60
A Scythe not used to tend to gardens, but to tend to people.
Curse of the Maniac
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 017\tMagicAtk: 017\t
Defense Pierce: 20%
Throw Acid DMG+20%
Thow Molotov DMG+20%
Greater Explosion DMG+20%
All 3 skills have 25% chance to curse on hit.
Weight: 100
Required Level: 70
A long sword wielded by a maniac. Cursed with constant laughter of its wielder
In the Refuge
Type: Sword Lv: 3
Attack: 017 MagicAtk: 017
Defense Penetration: 20
Throw Acid DMG+20%
Thow Molotov DMG+20%
Greater Explosion DMG+20%
All 3 skills have 25% chance to curse on hit.
Weight: 100
Required Level: 70
A long sword wielded by a maniac. Cursed with constant laughter of its wielder
Cursed Knight's Shield
In the original
Type: Heavy Shield
Defense: 030
MagicDef: 001\t
Auto Guard Lv: 6
HP +1% per refine
Shield Boomerang and King's Chains knockbacks +2 cells
5% chance to drain 5% damage dealt with physical attacks
Move Speed -20%
Weight: 350
Required Level: 70
A bloodied heavy shield that carries the blood of its victims all around its thorns.
In the Refuge
Type: Heavy Shield
Defense: 030
MagicDef: 001
Auto Guard Lv: 6
HP +1% per refine
Shield Boomerang and King's Chains knockbacks +2 cells
8% chance to drain 3% damage dealt with physical attacks
Move Speed -20%
Weight: 350
Required Level: 70
A bloodied heavy shield that carries the blood of its victims all around its thorns.
Cursed Mark
In the original
Type: Dagger \t\t\t\tLv: 3
Attack: 005\tMagicAtk: 035\t
Double Attack Lv: 1
MATK+5%
Magic Defense Pierce +5%
INT+1
If Refine is +7:
Cast can't be interrupted.
Weight: 80
Required Level: 70
A golden dagger with 3 strange letters engraved in its blade. They probably mean Refine While Casting or something.
In the Refuge
Type: Dagger Lv: 3
Attack: 005 MagicAtk: 035
Double Attack Lv: 1
MATK+5%
Magic Defense Penetration +5
INT+1
If Refine is +7:
Cast can't be interrupted.
Weight: 80
Required Level: 70
A golden dagger with 3 strange letters engraved in its blade. They probably mean Refine While Casting or something.
Cutlass
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 011\tMagicAtk: 000\t
Defense Pierce: 21%
Perfect Dodge +5
Weight: 100
Required Level: 30
A sailor sword with good parrying potential.
In the Refuge
Type: Sword Lv: 3
Attack: 011 MagicAtk: 000
Defense Penetration: 21
Perfect Dodge +5
Weight: 100
Required Level: 30
A sailor sword with good parrying potential.
Cygnus of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Heal SP Cost -50%
Per Refine:
Healing Done and Received +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Cygnus constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Heal SP Cost -50%
Heal Cooldown -0.5 sec
Per Refine:
Healing Done and Received +1.5%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Cygnus constellation and light of the sun. Burns bright with the power from the wearer's soul.
Dagaz Rune of Light
In the original
Innate :
Holy Damage Taken
-2% per Upgrade.
Damage vs Dark
+4% per Upgrade.
Type: Elemental Rune
Color: White and Yellow
Level Required: 15
In the Refuge
Innate :
Holy Damage Taken
-2% per Upgrade.
Damage vs Dark
+2% per Upgrade.
Type: Elemental Rune
Color: White and Yellow
Level Required: 15
Dancing Gale
In the original
Type: Wind Long Sword \t\t\t\t Lv: 2
Attack: 028\tMagicAtk: 000\t
Defense Pierce: 10%
Shadow Slash Autocasts Wind Slash Lv3
Enables Shadow Slash Lv1
Weight: 100
Required Level: 50
A long sword that makes a sharp sound like the wind when brandished.
In the Refuge
Type: Wind Long Sword Lv: 2
Attack: 028 MagicAtk: 000
Defense Penetration: 10
Shadow Slash Autocasts Wind Slash Lv3
Enables Shadow Slash Lv1
Weight: 100
Required Level: 50
A long sword that makes a sharp sound like the wind when brandished.
Dark Beak
In the original
Type: Dark Scythe \t\t\t\tLv: 1
Attack: 008\tMagicAtk: 035\t
Leech Power: 2%
SP+35
Dark Messenger DMG+25%
Recover 35 HP and SP per kill with magic.
Weight: 200
Required Level: 15
A small scythe that has a very curved blade. Can throw sickling spells easily.
Dark Weapon
+10% Damage vs Fire/Water/Earth/Wind/Holy
-10% Damage vs Dark
In the Refuge
Type: Dark Scythe Lv: 1
Attack: 008 MagicAtk: 035
Leech Power: 1%
SP+35
Dark Messenger DMG+25%
Recover 35 HP and SP per kill with magic.
Weight: 200
Required Level: 15
A small scythe that has a very curved blade. Can throw sickling spells easily.
Dark Weapon
+10% Damage vs Fire/Water/Earth/Wind/Holy
-10% Damage vs Dark
Dark Flare
In the original
Type: Mid Headgear
Def Pierce +3%
MDef Pierce +3%
Has a random +1 Stat on drop.
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Def Pierce +2%
MDef Pierce +2%
Weight: 10
Required Level: 50
A pair of aura earrings worn around the ears that can channels energy directly inside enemies to deal damage.
In the Refuge
Type: Mid Headgear
Defense Penetration +3
Magic Defense Penetration +3
Has a random +1 Stat on drop.
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Defense Penetration +2
Magic Defense Penetration +2
Weight: 10
Required Level: 50
A pair of aura earrings worn around the ears that can channels energy directly inside enemies to deal damage.
Darksteel Revolver
In the original
Type: Revolver\t Lv: 3
Attack: 021\tMagicAtk: 000\t
Attack SP Cost: 4
Special: Def Pierce 15%
Dream Enchants available
Death Sentence DMG +3% per Refine
Move Speed +10%
After Cast Delay -10%
Weight: 0
Required Level: 25
A black revolver used for quick executions due to its piercing power.
In the Refuge
Type: Revolver Lv: 3
Attack: 021 MagicAtk: 000
Attack SP Cost: 4
Special: Defense Penetration 15
Dream Enchants available
Death Sentence DMG +3% per Refine
Move Speed +10%
After Cast Delay -10%
Weight: 0
Required Level: 25
A black revolver used for quick executions due to its piercing power.
Dawnstar
In the original
Type: Whip \t\t\t\tLv: 2
Attack: 013\tMagicAtk: 013\t
Added Effect: Frost(5%)
Eternal Chain DMG +3% per refine
Defense Pierce +10%
Perfect Dodge +5
Weight: 50
Required Level: 15
A strong whip with a ball and chain at the tip. It's not a Morning Star because those are less elegant.
In the Refuge
Type: Whip Lv: 2
Attack: 013 MagicAtk: 013
Added Effect: Frost(5%)
Eternal Chain DMG +3% per refine
Defense Penetration +10
Perfect Dodge +5
Weight: 50
Required Level: 15
A strong whip with a ball and chain at the tip. It's not a Morning Star because those are less elegant.
Daybreak Sword
In the original
Type: Fire Sword \t\t\t\t Lv: 3
Attack: 030\tMagicAtk: 010\t
Defense Pierce: 15%
Rolling Flames Cooldown -1s
Rolling Flames DMG+25%
Claymore Trap DMG+25%
Variable Cast Time -1% per level of Rolling Flames Learned.
Variable Cast Time -1% per level of Claymore Trap Learned.
Weight: 100
Required Level: 115
A flaming sword wielded by Master Asterial who would always raze the land during fights.
Fire Weapon
+15% Damage vs Earth
-15% Damage vs Fire/Water
-10% Damage vs Dark
In the Refuge
Type: Fire Sword Lv: 3
Attack: 030 MagicAtk: 010
Defense Penetration: 15
Rolling Flames Cooldown -1s
Rolling Flames DMG+25%
Claymore Trap DMG+25%
Variable Cast Time -1% per level of Rolling Flames Learned.
Variable Cast Time -1% per level of Claymore Trap Learned.
Weight: 100
Required Level: 115
A flaming sword wielded by Master Asterial who would always raze the land during fights.
Fire Weapon
+15% Damage vs Earth
-15% Damage vs Fire/Water
-10% Damage vs Dark
Death Rune Dagger
In the original
Type: Offhand Dagger
Attack: 000\tMagicAtk: 000\t
Double Attack Lv: ??
Magic Defense Pierce +10%
5% chance to autocast Lv3 Samsara Burst
Per Level of Spectral Mastery:
MATK +1%
INT +1
Double Attack Rate +10%
HP +1%
This dagger cannot be refined and can't be used for attacks. Can only be equipped on the offhand.
Weight: 50
Required Level: 50
Shadowseer Only
A glowing dagger that shines the light of the skies around its sharp blade.
In the Refuge
Type: Offhand Dagger
Attack: 000 MagicAtk: 000
Double Attack Lv: ??
Magic Defense Penetration +10
5% chance to autocast Lv3 Samsara Burst
Per Level of Spectral Mastery:
MATK +1%
INT +1
Double Attack Rate +10%
HP +1%
This dagger cannot be refined and can't be used for attacks. Can only be equipped on the offhand.
Weight: 50
Required Level: 50
Shadowseer Only
A glowing dagger that shines the light of the skies around its sharp blade.
Demon Wings
In the original
Type: Scythe \t\t\t\tLv: 3
Attack: 020\tMagicAtk: 010\t
Leech Power: 6%
Critical Damage +2% per refine
20% to autocast Scythe Reap when attacking
SP Regen -50%
Weight: 200
Required Level: 70
A scythe crafted from two wings, wth a dual sided blade. Very dangerous to wield.
In the Refuge
Type: Scythe Lv: 3
Attack: 020 MagicAtk: 010
Leech Power: 3%
Critical Damage +2% per refine
20% to autocast Scythe Reap when attacking
SP Regen -50%
Weight: 200
Required Level: 70
A scythe crafted from two wings, wth a dual sided blade. Very dangerous to wield.
Despair of Innocence
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 005\t
Defense Pierce: 15%
HP+1% per refine
Neutral Resistance +5%
If Refine +7:
Delta Skyfall pulls enemies to caster
Weight: 100
Required Level: 70
The sadness of finally understanding the true ways of the world may fill a person with despair.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 005
Defense Penetration: 15
HP+1% per refine
Neutral Resistance +5%
If Refine +7:
Delta Skyfall pulls enemies to caster
Weight: 100
Required Level: 70
The sadness of finally understanding the true ways of the world may fill a person with despair.
Digging Sword
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 040\tMagicAtk: 010\t
Defense Pierce: 5%
DMG vs Earth +30%
HP+5%
ASPD-10
Weight: 100
Required Level: 50
A strange sword that seems to be used for digging. Weird.
In the Refuge
Type: Sword Lv: 3
Attack: 040 MagicAtk: 010
Defense Penetration: 5
DMG vs Earth +30%
HP+5%
ASPD-10
Weight: 100
Required Level: 50
A strange sword that seems to be used for digging. Weird.
Dirk
In the original
Type: Dagger \t\t\t\tLv: 2
Attack: 010\tMagicAtk: 000\t
Double Attack Lv: 2
1% Chance to drain 2% of damage dealt as HP.
Weight: 60
Required Level: 15
Northern lands knife, with a curved side for letting blood out.
In the Refuge
Type: Dagger Lv: 2
Attack: 010 MagicAtk: 000
Double Attack Lv: 2
2% Chance to drain 1% of damage dealt as HP.
Weight: 60
Required Level: 15
Northern lands knife, with a curved side for letting blood out.
Doctor Codex
In the original
Type: Codex \t\t\t\tLv: 2
Attack: 007\tMagicAtk: 018\t
Abracadabra Cooldown Reduction: -1 second
Healing Power +15%
Abracadabra autocasts Heal Lv10 on self
Weight: 70
Required Level: 70
A codex carried by doctors that details how to heal many dangerous diseases.
In the Refuge
Type: Codex Lv: 2
Attack: 007 MagicAtk: 018
Abracadabra Cooldown Reduction: -1 second
Healing Power +15%
Abracadabra autocasts Heal Lv1 on self
Weight: 70
Required Level: 70
A codex carried by doctors that details how to heal many dangerous diseases.
Draco Slayer
In the original
Type: Long Sword \t\t\t\t Lv: 3
Attack: 030\tMagicAtk: 005\t
Defense Pierce: 10%
Damage vs Dragons +25%
Overpower DMG +20%
Weight: 100
Required Level: 70
A long sword that was forged in strong dragon flames.
In the Refuge
Type: Long Sword Lv: 3
Attack: 030 MagicAtk: 005
Defense Penetration: 10
Damage vs Dragons +25%
Overpower DMG +20%
Weight: 100
Required Level: 70
A long sword that was forged in strong dragon flames.
Dracula Manteau
In the original
Type: Light Garment
Defense: 005
MagicDef: 005\t
Perfect Dodge: 003
25% chance to drain 5% damage done on physical damage.
Disables natural HP Regeneration.
Weight: 25
Required Level: 15
A black cloth with blood smeared under it. Suddenly you feel like avoiding the sun.
In the Refuge
Type: Light Garment
Defense: 005
MagicDef: 005
Perfect Dodge: 003
38% chance to drain 3% damage done on physical damage.
Disables natural HP Regeneration.
Weight: 25
Required Level: 15
A black cloth with blood smeared under it. Suddenly you feel like avoiding the sun.
Dragon Whisker
In the original
Type: Wyrm Spear\t\t\tLv: 4
Attack: 035\tMagicAtk: 000\t
Dragon Thrust: Lv10
Range +3
Defense Pierce +4% per refine
Weight: 150
Required Level: 80
A spear forged in dragon fire then cooled on the waters of abyss lake, Carries the power of roars on its blade.
In the Refuge
Type: Wyrm Spear Lv: 4
Attack: 035 MagicAtk: 000
Dragon Thrust: Lv10
Range +3
Defense Penetration +4 per refine
Weight: 150
Required Level: 80
A spear forged in dragon fire then cooled on the waters of abyss lake, Carries the power of roars on its blade.
Dream Manteau
In the original
Type: Medium Garment
Defense: 005
MagicDef: 002\t
Perfect Dodge: 005
Dream Enchants available
Defense and Magic Defense Pierce +5%
Extra 1% per refine
Dream Set:
Armor, Garment, Shoes, Ring
Set Bonus:
All Stats +1
HP/SP +1% per 2 refines
HP/SP Regen +50%
Weight: 50
Required Level: 100
Garment woven from silk made of dreams. Simple but efficient if well-mantained.
In the Refuge
Type: Medium Garment
Defense: 005
MagicDef: 002
Perfect Dodge: 005
Dream Enchants available
Defense/Magic Defense Penetration +5
Extra 1% per refine
Dream Set:
Armor, Garment, Shoes, Ring
Set Bonus:
All Stats +1
HP/SP +1% per 2 refines
HP/SP Regen +50%
Weight: 50
Required Level: 100
Garment woven from silk made of dreams. Simple but efficient if well-mantained.
Dual Sharp Scythe
In the original
Type: Scythe \t\t\t\tLv: 3
Attack: 022\tMagicAtk: 000\t
Leech Power: 8%
Double Attack Lv4 (40%)
Critical Damage +7%
ASPD Limit +2
Weight: 200
Required Level: 45
A double sided scythe, with a handle adapted to hit with both sides.
In the Refuge
Type: Scythe Lv: 3
Attack: 022 MagicAtk: 000
Leech Power: 4%
Double Attack Lv4 (40%)
Critical Damage +7%
ASPD Limit +2
Weight: 200
Required Level: 45
A double sided scythe, with a handle adapted to hit with both sides.
Durga
In the original
Type: Katar \t\t\t\t Lv: 3
Attack: 020\tMagicAtk: 000\t
Critical Damage Bonus: 10%
Defense Pierce +15%
ASPD Limit +3
Weight: 130
Required Level: 25
A sharp blade in a katar handle that can pierce through armor gaps.
In the Refuge
Type: Katar Lv: 3
Attack: 020 MagicAtk: 000
Critical Damage Bonus: 10%
Defense Penetration +15
ASPD Limit +3
Weight: 130
Required Level: 25
A sharp blade in a katar handle that can pierce through armor gaps.
Edge
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 025\tMagicAtk: 010\t
Defense Pierce: 16%
Delta Skyfall Cooldown -0.5s
Delta Skyfall DMG+20%
HP+2%
If Refine is +7 or higher:
Double Effect
Weight: 100
Required Level: 70
A unique sword that creates a triangular design when it slices enemies.
In the Refuge
Type: Sword Lv: 2
Attack: 025 MagicAtk: 010
Defense Penetration: 16
Delta Skyfall Cooldown -0.5s
Delta Skyfall DMG+20%
HP+2%
If Refine is +7 or higher:
Double Effect
Weight: 100
Required Level: 70
A unique sword that creates a triangular design when it slices enemies.
Emperium Ring
In the original
Type: Accessory
Enables Heal Lv10
Enables Increase Agility Lv10
HP+1%
SP+1%
Emperium Set:
Armor, Garment, Shoes, Ring
Set Bonus:
HP/SP Regeneration +100%
All Stats +3
ATK/MATK+3%
Weight: 10
Required Level: 130
A heavy ring. It's weight is not part of the physical realm, but it's the weight of a difficult leadership.
In the Refuge
Type: Accessory
Heal SP Cost -50%
Healing Power +20%
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
HP+1%
SP+1%
Emperium Set:
Armor, Garment, Shoes, Ring
Set Bonus:
HP/SP Regeneration +100%
All Stats +3
ATK/MATK+3%
Weight: 10
Required Level: 130
A heavy ring. It's weight is not part of the physical realm, but it's the weight of a difficult leadership.
Eternal Icicle Sword
In the original
Type: Sword \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 015\t
Defense Pierce: 0%
35% Magic Defense Pierce
30% Extra \"Frost Diver\" Damage per Refine
Weight: 100
Required Level: 80
A unique sword with magic properties enchanted by the Sages of Dicastes Diel.
In the Refuge
Type: Sword Lv: 4
Attack: 015 MagicAtk: 015
Defense Penetration: 0
Magic Defense Penetration +35
30% Extra "Frost Diver" Damage per Refine
Weight: 100
Required Level: 80
A unique sword with magic properties enchanted by the Sages of Dicastes Diel.
Eternal Orphan
In the original
Every Orphan awakens someday. They come back and the Mark will forever follow them.
EXP Received +10%
If Refine +10:
Drop Rate +5%
Phantom Thieves can see a strange glow in it...
Dream Enchantment
In the Refuge
Every Orphan awakens someday. They come back and the Mark will forever follow them.
EXP Received +10%
If Refine +10:
HP and SP +5%
Phantom Thieves can see a strange glow in it...
+1% chance of dropping Shadow Ore on killing monsters.
Dream Enchantment
Eternal Winter Scythe
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 030\tMagicAtk: 030\t
Leech Power: 25%
Water Element
Weight: 100
Required Level: 80
A unique scythe with magic properties enchanted by the Sages of Dicastes Diel.
In the Refuge
Type: Scythe Lv: 4
Attack: 030 MagicAtk: 030
Leech Power: 13%
Water Element
Weight: 100
Required Level: 80
A unique scythe with magic properties enchanted by the Sages of Dicastes Diel.
Evil Wing Ears
In the original
Type: Mid Headgear
Defense: 002
MagicDef: 000
10% chance to leech 5% physical damage done as HP
Weight: 10
Required Level: 10
A black pair of wings worn on the head. Makes you feel dirty.
In the Refuge
Type: Mid Headgear
Defense: 002
MagicDef: 000
15% chance to leech 3% physical damage done as HP
Weight: 10
Required Level: 10
A black pair of wings worn on the head. Makes you feel dirty.
Executioner
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 045\tMagicAtk: 000\t
Defense Pierce: 25%
Dream Enchants available
STR+5
Permanent Endure Effect
SP Cost+35%
Weight: 100
Required Level: 110
A cursed sword carried by knights who no longer have a soul to be saved.
In the Refuge
Type: Sword Lv: 4
Attack: 045 MagicAtk: 000
Defense Penetration: 25
Dream Enchants available
STR+5
Permanent Endure Effect
SP Cost+35%
Weight: 100
Required Level: 110
A cursed sword carried by knights who no longer have a soul to be saved.
Expert Flambergue
In the original
Type: Long Sword\tLv: 4
Attack: 025\tMagicAtk: 005\t
Defense Pierce: 13%
ATK+4%
ASPD -3
Weight: 100
Required Level: 45
A strong sword made by the best smiths of the land. Specially crafter for it's reach and difficult use.
In the Refuge
Type: Long Sword Lv: 4
Attack: 025 MagicAtk: 005
Defense Penetration: 13
ATK+4%
ASPD -3
Weight: 100
Required Level: 45
A strong sword made by the best smiths of the land. Specially crafter for it's reach and difficult use.
Eye of Rachel
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 012\tMagicAtk: 016\t
Defense Pierce: 11%
MDEF+10
DEF+5
Weight: 100
Required Level: 45
A sword with an eye shaped crystal on the handle that wards off magic.
In the Refuge
Type: Sword Lv: 4
Attack: 012 MagicAtk: 016
Defense Penetration: 11
MDEF+10
DEF+5
Weight: 100
Required Level: 45
A sword with an eye shaped crystal on the handle that wards off magic.
Falchion
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 000\t
Defense Pierce: 18%
ASPD+7%
Weight: 100
Required Level: 15
A curved and easy to use sword, perfect for quick attacks.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 000
Defense Penetration: 18
ASPD+7%
Weight: 100
Required Level: 15
A curved and easy to use sword, perfect for quick attacks.
Fallen Axe
In the original
Two Handed Axe imbued with Vicious Mind.
Increases ATK by (Refinelv*Refinelv).
(up to +15 Refine Level)
Indestructible in battle
Type: Two-Handed Axe
Attack: 250
Weight: 250
Weapon Level: 4
Requirement:
Base Level 160
Swordsman and Merchant
In the Refuge
Type: One-Handed Axe
Lv: 1
Attack: 005 MagicAtk: 005
Splash Range: 3
Per refine:
DEF +1%
MDEF +1
Honor of the Fallen Set:
Fallen Weapon + Honor of
the Fallen
Set Bonus:
ATK +1 & MATK +1 per total
set refine
Set refine 12+:
Neutral Resist +5%
Set refine 18+:
ATK & MATK +2%
Weight: 150
Required Level: 50
Relic of a merchant lost
to Rekenber's experiments.
Fallen Bow
In the original
Bow imbued with Vicious Mind.
Increases ATK by (Refinelv*Refinelv).
(up to +15 Refine Level)
Type: Bow
Attack: 170
Weight: 170
Weapon Level: 4
Requirement:
Base Level 160
Ranger, Minstrel, Wanderer and Shadow Chaser
In the Refuge
Type: Bow Lv: 1
Attack: 005 MagicAtk: 005
Attack Range: +5
Attack SP Cost: 5
Max HP +1% per refine
ASPD +1% per refine
Honor of the Fallen Set:
Fallen Weapon + Honor of
the Fallen
Set Bonus:
ATK +1 & MATK +1 per set
refine
Set refine 12+: ASPD +2
Set refine 18+: ATK & MATK
+2%
Weight: 130
Required Level: 50
Relic of an archer lost
to Rekenber's experiments.
Fallen Dagger
In the original
Dagger imbued with Vicious Mind.
MATK +50
Increases ATK by (Refinelv*Refinelv).
(up to +15 Refine Level)
Increases MATK by (Refinelv*Refinelv)/2.
(up to +15 Refine Level)
Type: Dagger
Attack: 105
Weight: 105
Weapon Level: 4
Requirement:
Base Level 160
Novice, Swordsman, Magician, Archer, Merchant, Thief, Ninja and Soul Linker
In the Refuge
Type: Dagger Lv: 1
Attack: 005 MagicAtk: 005
Double Attack Lv: = Refine
(max 10)
Per refine: Double Attack
Lv +1,
SP Cost -1%
Honor of the Fallen Set:
Fallen Weapon + Honor of
the Fallen
Set Bonus:
ATK +1 and MATK +1 per
set refine
Set refine 12+: ASPD +2
Set refine 18+: ATK and
MATK +2%
Weight: 80
Required Level: 50
Relic of a thief lost
to Rekenber's experiments.
Fallen Sword
In the original
Saber imbued with Vicious Mind.
Increases ATK by (Refinelv*Refinelv).
(up to +15 Refine Level)
Type: One-Handed Sword
Attack: 135
Weight: 135
Weapon Level: 4
Requirement:
Base Level 160
Novice, Swordsman, Merchant and Thief classes
In the Refuge
Type: Sword Lv: 1
Attack: 005 MagicAtk: 005
Defense Penetration: 10
Magic Defense Penetration:
10
Per refine:
Max HP +1%
Max SP +1%
Honor of the Fallen Set:
Fallen Weapon + Honor of
the Fallen
Set Bonus:
ATK +1 and MATK +1 per
set refine
Set refine 12+: SP Cost
-10%
Set refine 18+: ATK and
MATK +2%
Weight: 100
Required Level: 50
Relic of a swordsman lost
to Rekenber's experiments.
Fallen Valkyrie Shoes
In the original
Type: Medium Shoes
Defense: 015
MagicDef: 007\t
Move Speed: 010%
Defense Pierce +2% per refine
Fallen Valkyrie Set:
Armor, Shoes, Garment
Set Bonus:
Armor is Dark Element
All Stats +3
ATK/MATK+3%
Weight: 50
Required Level: 100
A pair of boots worn by valkyries who abandoned Asgard and Odin.
In the Refuge
Type: Medium Shoes
Defense: 015
MagicDef: 007
Move Speed: 010%
Defense Penetration +2 per refine
Fallen Valkyrie Set:
Armor, Shoes, Garment
Set Bonus:
Armor is Dark Element
All Stats +3
ATK/MATK+3%
Weight: 50
Required Level: 100
A pair of boots worn by valkyries who abandoned Asgard and Odin.
Fehu Rune of Farming
In the original
Innate :
LUK + 3
Drop Rate +1% / Upgrade
Exp: 2% / Upgrade
Type: Growth Rune
Color: Gold Special
Level Required: 15
In the Refuge
Innate :
+0.1% chance of dropping Shadow Ore / Upgrade
Type: Growth Rune
Color: Gold Special
Level Required: 15
Final Skeleton
In the original
Type: Fire Scythe \t\tLv: 4
Attack: 035\tMagicAtk: 010\t
Leech Power: 13%
Hellraiser DMG +25%
Hellraiser Cooldown -1.5s
Critical Rate +15
ASPD-3
Weight: 200
Required Level: 80
A strong scythe with blue flames that burns anything its blade touches.
In the Refuge
Type: Fire Scythe Lv: 4
Attack: 035 MagicAtk: 010
Leech Power: 7%
Hellraiser DMG +25%
Hellraiser Cooldown -1.5s
Critical Rate +15
ASPD-3
Weight: 200
Required Level: 80
A strong scythe with blue flames that burns anything its blade touches.
Flamberge
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 025\tMagicAtk: 005\t
Defense Pierce: 13%
ATK+4%
Weight: 100
Required Level: 45
A strong sword made by the best smiths of the land.
In the Refuge
Type: Sword Lv: 4
Attack: 025 MagicAtk: 005
Defense Penetration: 13
ATK+4%
Weight: 100
Required Level: 45
A strong sword made by the best smiths of the land.
Flametongue
In the original
Type: Fire Sword \t Lv: 2
Attack: 010\tMagicAtk: 008\t
Defense Pierce: 10%
Damage vs Earth Element +2% per refine
Weight: 100
Required Level: 70
A fire sword with a hot blade. can burn anything it touches.
In the Refuge
Type: Fire Sword Lv: 2
Attack: 010 MagicAtk: 008
Defense Penetration: 10
Damage vs Earth Element +2% per refine
Weight: 100
Required Level: 70
A fire sword with a hot blade. can burn anything it touches.
Flaming Weaver
In the original
Type: Low Headgear
Dream Enchants and Refining available
SP Cost-5%
ATK+1%
Defense Pierce +1% per refine
If Refine is +10:
ATK+2%
Weight: 10
Required Level: 125
A small shard of fire energy that condensed and can be carried close to the mouth to slowly absorb magical power. Can be improved to provide higher amounts of energy.
In the Refuge
Type: Low Headgear
Dream Enchants and Refining available
SP Cost-5%
ATK+1%
Defense Penetration +1 per refine
If Refine is +10:
ATK+2%
Weight: 10
Required Level: 125
A small shard of fire energy that condensed and can be carried close to the mouth to slowly absorb magical power. Can be improved to provide higher amounts of energy.
Forgotten Bow
In the original
Type: Bow \t\t\t\t Lv: 4
Attack: 030\tMagicAtk: 000\t
Attack Range: +2
Attack SP Cost: 15
Defense Pierce +100%
Ranged Damage +1% per refine
Weight: 150
Required Level: 75
A once strong weapon that was abandoned by it's owner for not being easy to wield. It may be restrictive, but it's good at its one purpose.
In the Refuge
Type: Bow Lv: 4
Attack: 030 MagicAtk: 000
Attack Range: +2
Attack SP Cost: 15
Defense Penetration +100
Ranged Damage +1% per refine
Weight: 150
Required Level: 75
A once strong weapon that was abandoned by it's owner for not being easy to wield. It may be restrictive, but it's good at its one purpose.
Frostpiercer
In the original
A spear, created from the body of a dead giant sea creature, topped with a jagged blade that leaves deep wounds.
Ignores physical defense of Dragon race by 100%.
Increases Physical Damage against enemies of Boss class by 10%.
Type: Two-Handed Spear
Attack: 160
Weight: 200
Weapon Level: 4
Can be enchanted by:
<NAVI>Mayomayo<INFO>malangdo,213,167,0,100,0,0</INFO></NAVI>
Requirement:
Base Level 60
Swordman classes
In the Refuge
Type: Spear Lv: 3
Attack: 022 MagicAtk: 010
Element: Water
Dragon Thrust: Lv5
Phantom Spear damage
+30%
INT +5
MATK +1% per refine
25% chance to Freeze with
Phantom Spear
Final magic damage +20%
against Frozen targets
Weight: 200
Required Level: 90
A stalactite honed to a point.
The spectral lance it throws
never warms.
Frozen Weaver
In the original
Type: Low Headgear
Dream Enchants and Refining available
Fixed Cast -0.2s
MATK+1%
Magic Defense Pierce +1% per refine
If Refine is +10:
MATK+2%
Weight: 10
Required Level: 125
A small shard of water energy that condensed and can be carried close to the mouth to slowly absorb magical power. Can be improved to provide higher amounts of energy.
In the Refuge
Type: Low Headgear
Dream Enchants and Refining available
Fixed Cast -0.2s
MATK+1%
Magic Defense Penetration +1 per refine
If Refine is +10:
MATK+2%
Weight: 10
Required Level: 125
A small shard of water energy that condensed and can be carried close to the mouth to slowly absorb magical power. Can be improved to provide higher amounts of energy.
Gargantua
In the original
Type: Scythe \t\tLv: 2
Attack: 025\tMagicAtk: 000\t
Leech Power: 11%
Sweeping Slash DMG +7% per refine
Sweeping Slash SP Cost-20%
If Refine is +10:
Sweeping Slash Cooldown -0.5s
Weight: 200
Required Level: 70
A massive scythe that can sweep any enemy no matter its size. Effective on repeated use.
In the Refuge
Type: Scythe Lv: 2
Attack: 025 MagicAtk: 000
Leech Power: 6%
Sweeping Slash DMG +7% per refine
Sweeping Slash SP Cost-20%
If Refine is +10:
Sweeping Slash Cooldown -0.5s
Weight: 200
Required Level: 70
A massive scythe that can sweep any enemy no matter its size. Effective on repeated use.
Ghost Whisperer
In the original
Type: Ghost Sword Lv: 2
Attack: 010\tMagicAtk: 008\t
Defense Pierce: 10%
Damage vs Undead Element +2% per refine
Weight: 100
Required Level: 70
An immaterial sword full of regrets. can cut through the soul.
In the Refuge
Type: Ghost Sword Lv: 2
Attack: 010 MagicAtk: 008
Defense Penetration: 10
Damage vs Undead Element +2% per refine
Weight: 100
Required Level: 70
An immaterial sword full of regrets. can cut through the soul.
Giant Nail
In the original
The mini sized version of a spear from the Giants who were guardians in an Ancient temple.
ASPD -10
When you unequip this weapon it will drain SP by 600.
Increases skill cooldown of Spiral Pierce by 20 seconds.
Base STR at least 120:
ATK +300
Type: Two-Handed Spear
Attack: 20
Weight: 2000
Weapon Level: 4
Enchantable: Yes
Requirement:
Base Level 140
Rune Knight
In the Refuge
Type: Two-Handed Spear
Lv: 2
Attack: 005 MagicAtk: 005
Dragon Thrust: Lv3
Max HP +5%
HP Recovery +10%
Refine 7 or higher:
Grants Weapon Blocking
Lv2
While wearing Stat Gloves
(stacks):
STR: Defense Penetration
+5
AGI: ASPD +1 & ASPD
Limit +1
VIT: Max HP +5%
INT: Magic Defense
Penetration +5
DEX: Ranged Damage +5%
LUK: Critical +5 & Critical
Damage +5%
Weight: 200
Required Level: 80
A colossal nail wielded as a
spear.
Heavy enough to guard with.
Giant Snake Skin
In the original
Type: Heavy Garment
Defense: 025
MagicDef: 005\t
Perfect Dodge: 004
Poison, Ghost and Undead Resistance +15%
Enable Tunnel Drive Lv5
Enable Hiding Lv3
Weight: 75
Required Level: 60
A massive piece of skin from a faceworm. Allows one to move undetected with ease.
In the Refuge
Type: Heavy Garment
Defense: 025
MagicDef: 005
Perfect Dodge: 004
Poison, Ghost and Undead Resistance +15%
Enable Tunnel Drive Lv5
Hiding SP Cost -15%
3% chance to autocast Heal Lv1 when using Hiding
Weight: 75
Required Level: 60
A massive piece of skin from a faceworm. Allows one to move undetected with ease.
Glacial Longbow
In the original
An infernal bow from hell. Only true demons are able control it's full power. People say that a Prince from Hell used this weapon for his army.
When equipped with Arrow of Shadow:
Increases attack damage +50%.
Refine Level +9:
ASPD +1
Decreases SP Consumption of all skills by 20%.
Type: Bow
Attack: 130
Weight: 100
Weapon Level: 4
Requirement:
Base Level 80
Archer and Rogue
In the Refuge
Type: Bow Lv: 3
Attack: 024 MagicAtk: 000
Attack Range: +10
Attack SP Cost: 5
10% chance to Freeze
on any attack
(normal attacks and physical
skills)
Final ranged damage
vs Frozen +20%
Ranged Damage +2% per
refine
Refine 9 or higher:
Final ranged damage
vs Frozen +10% more (total
+30%)
Weight: 110
Required Level: 90
Freeze them solid: then
shatter the statue.
Goddess of Suffering
In the original
Type: Holy Scythe \t\tLv: 4
Attack: 025\tMagicAtk: 025\t
Leech Power: 13%
After Cast Delay-20%
Underworld Rainstorm DMG+1% per base INT
Weight: 200
Required Level: 130
A scythe bathed in divine light that can purge the evil of the land. Its divinity and cross shape makes it a unique, powerful weapon of judgment.
In the Refuge
Type: Holy Scythe Lv: 4
Attack: 025 MagicAtk: 025
Leech Power: 7%
After Cast Delay-20%
Underworld Rainstorm DMG+1% per base INT
Weight: 200
Required Level: 130
A scythe bathed in divine light that can purge the evil of the land. Its divinity and cross shape makes it a unique, powerful weapon of judgment.
Gravewhisper
In the original
Rental Item
A legendary weapon with extremely sharp blades.
Critical +10
Decreases After Attack Delay by 5%.
Type: Dagger
Attack: 155
Weight: 0
Element: Wind
Weapon Level: 4
Refineable: No
Requirement:
Ninja
In the Refuge
Type: Dagger Lv: 3
Attack: 024 MagicAtk: 010
Element: Shadow
Double Attack: Lv5
Backstab DMG +30%
Backstab can land
Critical hits
Critical +3 per refine
Skull Mask Set:
Critical Damage +10%
while wearing Skull Mask
Weight: 70
Required Level: 90
It whispers the names on the
headstones. Soon it
will whisper yours.
Great Impact Sword
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 025\tMagicAtk: 025\t
Defense Pierce: 10%
Greater Explosion DMG+25%
Cast Time -10%
Weight: 100
Required Level: 60
A sword wielded by Pyromancer Nerubel, can cause explosions due to how great its impact is.
In the Refuge
Type: Sword Lv: 2
Attack: 025 MagicAtk: 025
Defense Penetration: 10
Greater Explosion DMG+25%
Cast Time -10%
Weight: 100
Required Level: 60
A sword wielded by Pyromancer Nerubel, can cause explosions due to how great its impact is.
Green Mantis
In the original
Type: Scythe \t\t\t\tLv: 2
Attack: 018\tMagicAtk: 000\t
Leech Power: 15%
3% Damage vs Undead per refine
Weight: 200
Required Level: 70
A small scythe made with the same appearance as a mantis blade, can purge the dead back home.
In the Refuge
Type: Scythe Lv: 2
Attack: 018 MagicAtk: 000
Leech Power: 8%
3% Damage vs Undead per refine
Weight: 200
Required Level: 70
A small scythe made with the same appearance as a mantis blade, can purge the dead back home.
Guiding Dagger
In the original
Type: Dagger \t\t\t\tLv: 3
Attack: 020\tMagicAtk: 000\t
Double Attack Lv: 10
Perfect Hit +100%
Defense Pierce +10%
Weight: 60
Required Level: 130
A dagger wielded by the leader of a guild to direct the way to attack the enemies. Never misses its target.
In the Refuge
Type: Dagger Lv: 3
Attack: 020 MagicAtk: 000
Double Attack Lv: 10
Perfect Hit +100%
Defense Penetration +10
Weight: 60
Required Level: 130
A dagger wielded by the leader of a guild to direct the way to attack the enemies. Never misses its target.
Guillotine of the First
In the original
Type: Axe \t\t\t\t\t Lv: 1
Attack: 030\tMagicAtk: 010\t
Splash Range: 1
Pierces 20% Defense
Rachel First Set:
Armor and Weapon
Set Bonus:
HP +5%
Weight: 130
Required Level: 80
A heavy axe that can break enemy helmets and cut through their head. Perfect for executions.
In the Refuge
Type: Axe Lv: 1
Attack: 030 MagicAtk: 010
Splash Range: 1
Defense Penetration +20
Rachel First Set:
Armor and Weapon
Set Bonus:
HP +5%
Weight: 130
Required Level: 80
A heavy axe that can break enemy helmets and cut through their head. Perfect for executions.
Haedonggum
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 018\tMagicAtk: 025\t
Defense Pierce: 10%
INT+3
Overpower and Wind Slash DMG+0.5% per INT
Weight: 100
Required Level: 50
A ceremonial sword wielded by ancient warriors. Can draw magic power from the wielder for its physical power.
In the Refuge
Type: Sword Lv: 2
Attack: 018 MagicAtk: 025
Defense Penetration: 10
INT+3
Overpower and Wind Slash DMG+0.5% per INT
Weight: 100
Required Level: 50
A ceremonial sword wielded by ancient warriors. Can draw magic power from the wielder for its physical power.
Hagalaz Rune of Skies
In the original
Innate :
Wind Damage Taken
-2% per Upgrade.
Damage vs Water
+4% per Upgrade.
Type: Elemental Rune
Color: Green and White
Level Required: 15
In the Refuge
Innate :
Wind Damage Taken
-2% per Upgrade.
Damage vs Water
+2% per Upgrade.
Type: Elemental Rune
Color: Green and White
Level Required: 15
Hakujin
In the original
Type: Dagger \t\t\t\tLv: 3
Attack: 020\tMagicAtk: 000\t
Double Attack Lv: 5
2% to Auto-cast Heal Lv2 on the User when attacking.
Weight: 60
Required Level: 60
A clean white dagger with an enchanted blade, drawing healing power from wounding enemies. It never gets dirty.
In the Refuge
Type: Dagger Lv: 3
Attack: 020 MagicAtk: 000
Double Attack Lv: 5
2% to Auto-cast Heal Lv1 on the User when attacking.
Weight: 60
Required Level: 60
A clean white dagger with an enchanted blade, drawing healing power from wounding enemies. It never gets dirty.
Heart of Evil
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 032\tMagicAtk: 000\t
Leech Power: 2%
Per Refine:
Critical Rate +3
Critical Damage +3%
ASPD-1%
HP-1%
Weight: 200
Required Level: 85
The Scythe used by death takes souls to the underworld, this one gets them ready.
In the Refuge
Type: Scythe Lv: 4
Attack: 032 MagicAtk: 000
Leech Power: 1%
Per Refine:
Critical Rate +3
Critical Damage +3%
ASPD-1%
HP-1%
Weight: 200
Required Level: 85
The Scythe used by death takes souls to the underworld, this one gets them ready.
Heat Red Blade
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 005\tMagicAtk: 002\t
Defense Pierce: 15%
2% chance to Burn on hit per refine
Weight: 100
Required Level: 80
A sword that can't burn the flesh but burns the blood.
In the Refuge
Type: Sword Lv: 1
Attack: 005 MagicAtk: 002
Defense Penetration: 15
2% chance to Burn on hit per refine
Weight: 100
Required Level: 80
A sword that can't burn the flesh but burns the blood.
Hydrolancer Scale Orb
In the original
Core:
Defense Pierce +3% per refine
Dragon Soul:
15% to autocast Heavy Stab, Wind Cutter or Spear Boomerang randomly at max level
ASPD+15%
Type: Scale Orb
Ascended Skill: Raider Triad
Level Required: 100
In the Refuge
Core:
Defense Penetration +3 per refine
Dragon Soul:
15% to autocast Heavy Stab, Wind Cutter or Spear Boomerang randomly at max level
ASPD+15%
Type: Scale Orb
Ascended Skill: Raider Triad
Level Required: 100
Ice Falchion
In the original
Type: Water Sword Lv: 2
Attack: 010\tMagicAtk: 008\t
Defense Pierce: 10%
Damage vs Fire Element +2% per refine
Weight: 100
Required Level: 70
A cold sword with an ice coated blade, can extinguish strong flames if wielded perfectly.
In the Refuge
Type: Water Sword Lv: 2
Attack: 010 MagicAtk: 008
Defense Penetration: 10
Damage vs Fire Element +2% per refine
Weight: 100
Required Level: 70
A cold sword with an ice coated blade, can extinguish strong flames if wielded perfectly.
Ignis Cap
In the original
Type: Headgear
Defense: 010
MagicDef: 000
Defense Pierce +1% per Refine.
ATK+5
Weight: 80
Required Level: 40
A cool cap worn by mine workers who need a hand with their rock breaking strength.
In the Refuge
Type: Headgear
Defense: 010
MagicDef: 000
Defense Penetration +1 per Refine.
ATK+5
Weight: 80
Required Level: 40
A cool cap worn by mine workers who need a hand with their rock breaking strength.
Incubus Horn
In the original
Type: Headgear
Defense: 005
MagicDef: 000
10% chance to drain 1% damage as HP.
Blocks HP Regeneration.
Weight: 30
Required Level: 70
A pair of horns from Incubus, the sexy demon guy.
In the Refuge
Type: Headgear
Defense: 005
MagicDef: 000
15% chance to drain 1% damage as HP.
Blocks HP Regeneration.
Weight: 30
Required Level: 70
A pair of horns from Incubus, the sexy demon guy.
Invoker's Ring
In the original
Type: Accessory
HP Leech Rate +10%
HP Leech Power +5%
Weight: 10
Required Level: 80
A dark ring filled with darkness that can suck the life energy from enemies.
In the Refuge
Type: Accessory
HP Leech Rate +15%
HP Leech Power +3%
Weight: 10
Required Level: 80
A dark ring filled with darkness that can suck the life energy from enemies.
Isaz Rune of Challenge
In the original
Innate :
Drop Rate +3% / Upgrade
HP -5% / Upgrade
SP -5% / Upgrade
For those who want to break their limits...
Type: Legendary Rune
Color: Pitch Black
Level Required: 125
In the Refuge
Innate :
+0.3% chance of dropping Shadow Ore / Upgrade
For those who want to break their limits...
Type: Legendary Rune
Color: Pitch Black
Level Required: 125
Jera Rune of Land
In the original
Innate :
Earth Damage Taken
-2% per Upgrade.
Damage vs Wind
+4% per Upgrade.
Type: Elemental Rune
Color: Brown and White
Level Required: 15
In the Refuge
Innate :
Earth Damage Taken
-2% per Upgrade.
Damage vs Wind
+2% per Upgrade.
Type: Elemental Rune
Color: Brown and White
Level Required: 15
Jiangshi Clothes
In the original
Type: Medium Armor
Defense: 010
MagicDef: 001\t
HP Bonus: +7%
SP Bonus: +7%
5% chance to drain 10% damage done on physical damage.
After Cast Delay -10%
Weight: 200
Required Level: 50
Clothes worn for burial rituals. Causes a weird taste for blood on the wearer.
In the Refuge
Type: Medium Armor
Defense: 010
MagicDef: 001
HP Bonus: +7%
SP Bonus: +7%
8% chance to drain 5% damage done on physical damage.
After Cast Delay -10%
Weight: 200
Required Level: 50
Clothes worn for burial rituals. Causes a weird taste for blood on the wearer.
Joker's Bifrost
In the original
Type: Shuffling Deck \t\t\t\tLv: 4
Attack: 013\tMagicAtk: 013\t
SP Cost +100%
Enables SP Recovery while equipped.
Dream Enchants available
ASPD Limit +5
Recover 42 Max SP per hit, per refine.
Double Natural SP Regeneration speed.
Weight: 5
Required Level: 100
A shiny card that depicts strange visions of a rainbow bridge in the sky.
In the Refuge
Type: Shuffling Deck Lv: 4
Attack: 013 MagicAtk: 013
SP Cost +100%
Enables SP Recovery while equipped.
Dream Enchants available
ASPD Limit +7
Recover 42 Max SP per hit, per refine.
Double Natural SP Regeneration speed.
Weight: 5
Required Level: 100
A shiny card that depicts strange visions of a rainbow bridge in the sky.
Juliette D. Rachel
In the original
Type: Katar \t\t\t\t Lv: 4
Attack: 030\tMagicAtk: 000\t
Critical Damage Bonus: 15%
Sonic Blow Cooldown -1s
Weight: 130
Required Level: 60
A replica of a katar used by a famous assassin, very effective. There's no name written on it, but it was made in memory of someone.
In the Refuge
Type: Katar Lv: 4
Attack: 030 MagicAtk: 000
Critical Damage Bonus: 15%
Sonic Blow Cooldown -1s (Base Lv 99 or below)
Cross Impact Cooldown -1s (Base Lv 100+)
Weight: 130
Required Level: 60
A replica of a katar used by a famous assassin, very effective. There's no name written on it, but it was made in memory of someone.
Juperos Rapier
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 020\tMagicAtk: 020\t
Defense Pierce: 10%
HP/SP+1%
Weight: 100
Required Level: 65
Ancient Sword carried by the warriors of the fallen civilization of Juperos. It's slots have a strange marking on them.
In the Refuge
Type: Sword Lv: 1
Attack: 020 MagicAtk: 020
Defense Penetration: 10
HP/SP+1%
Weight: 100
Required Level: 65
Ancient Sword carried by the warriors of the fallen civilization of Juperos. It's slots have a strange marking on them.
Kafra Headband
In the original
Type: Headgear
Defense: 015
MagicDef: 005
All Stats +1
Enable Teleport Lv1
Lose 200 SP when unequipped.
Weight: 50
Required Level: None
Now you too can wear cute outfits and welcome people.
In the Refuge
Type: Headgear
Defense: 015
MagicDef: 005
All Stats +1
Enable Teleport Lv2
Lose 200 SP when unequipped.
Weight: 50
Required Level: None
Now you too can wear cute outfits and welcome people.
Katana
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 020\tMagicAtk: 006\t
Defense Pierce: 12%
Critical Rate +2 per refine
Instant Draw DMG+15%
Weight: 100
Required Level: 60
An eastern sword used by all kinds of warriors of the land.
In the Refuge
Type: Sword Lv: 3
Attack: 020 MagicAtk: 006
Defense Penetration: 12
Critical Rate +2 per refine
Instant Draw DMG+15%
Weight: 100
Required Level: 60
An eastern sword used by all kinds of warriors of the land.
Kenaz Rune of Flames
In the original
Innate :
Fire Damage Taken
-2% per Upgrade.
Damage vs Earth
+4% per Upgrade.
Type: Elemental Rune
Color: Red and White
Level Required: 15
In the Refuge
Innate :
Fire Damage Taken
-2% per Upgrade.
Damage vs Earth
+2% per Upgrade.
Type: Elemental Rune
Color: Red and White
Level Required: 15
Lacerta of the Moon
In the original
Type: Upper Headgear
Defense: 010
MagicDef: 005
Defense Pierce +5%
Magic Def Pierce +5%
HP/SP Regen +25%
Weight: 30
Required Level: 100
A strange headgear that reflects the light of the Lacerta constellation and light of the moon.
In the Refuge
Type: Upper Headgear
Defense: 010
MagicDef: 005
Defense Penetration +5
Magic Defense Penetration +5
HP/SP Regen +25%
Weight: 30
Required Level: 100
A strange headgear that reflects the light of the Lacerta constellation and light of the moon.
Lacerta of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Defense Pierce +1%
Magic Def Pierce +1%
HP/SP Regen +5%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Lacerta constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Defense Penetration +1
Magic Defense Penetration +1
HP/SP Regen +5%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Lacerta constellation and light of the sun. Burns bright with the power from the wearer's soul.
Laguz Rune of Seas
In the original
Innate :
Water Damage Taken
-2% per Upgrade.
Damage vs Fire
+4% per Upgrade.
Type: Elemental Rune
Color: Blue and White
Level Required: 15
In the Refuge
Innate :
Water Damage Taken
-2% per Upgrade.
Damage vs Fire
+2% per Upgrade.
Type: Elemental Rune
Color: Blue and White
Level Required: 15
Leaf-Cutter
In the original
Blue Axe which has destructive power.
STR +5
INT +5
When VIP status active:
ASPD +3
Increases Ranged Physical Damage by 20%.
Type: One-Handed Axe
Attack: 200
Weight: 180
Weapon Level: 3
Requirement:
Base Level 100
Genetic
In the Refuge
Type: One-Handed Axe
Lv: 2
Attack: 025 MagicAtk: 005
Element: Wind
Splash Range: 1
Axe Tornado DMG +25%
Axe Tornado can land
Critical hits
ASPD +1
Critical +2 per refine
Jungle Hatchets (with
Spirit-Cleaver):
ASPD +2, ASPD Limit +2
Casting Axe Tornado won't
interrupt your auto-attack
Weight: 120
Required Level: 80
A jungle-hunter's hatchet,
its edge honed on Leaf Cat
hide and Ayothaya bamboo.
The Kraben dread its
whistling twin.
Lingering Sadness
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 010\t
Defense Pierce: 10%
Delta Skyfall has 50% chance to autocast Retribution Lv5
Retribution DMG+25%
VIT+3
Weight: 100
Required Level: 130
A call for help shall be answered, or else sadness will never truly go away.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 010
Defense Penetration: 10
Delta Skyfall has 50% chance to autocast Retribution Lv5
Retribution DMG+25%
VIT+3
Weight: 100
Required Level: 130
A call for help shall be answered, or else sadness will never truly go away.
Living Vigil
In the original
Type: Bow \t\t\t\t Lv: 3
Attack: 005\tMagicAtk: 015\t
Attack Range: +2
Attack SP Cost: 10
Heal SP cost halved
INT+1 per refine
Using cover autocasts Heal Lv10
Weight: 150
Required Level: 100
A bow with a string covered in light from the afterlife. Can provide life and protection with each pull.
In the Refuge
Type: Bow Lv: 3
Attack: 005 MagicAtk: 015
Attack Range: +2
Attack SP Cost: 10
Heal SP cost halved
INT+1 per refine
Using cover autocasts Heal Lv1
Weight: 150
Required Level: 100
A bow with a string covered in light from the afterlife. Can provide life and protection with each pull.
Long Sickle
In the original
Type: Scythe \t\t\t\tLv: 2
Attack: 019\tMagicAtk: 000\t
Leech Power: 14%
Range +2
Weight: 200
Required Level: 45
A larger than usual scythe, with a curved handle.
In the Refuge
Type: Scythe Lv: 2
Attack: 019 MagicAtk: 000
Leech Power: 7%
Range +2
Weight: 200
Required Level: 45
A larger than usual scythe, with a curved handle.
Long Sword
In the original
Type: Long Sword\tLv: 1
Attack: 009\tMagicAtk: 000\t
Defense Pierce: 9%
ATK+2%
Weight: 100
Required Level: 5
A simple, VERY simple sword, but longer.
In the Refuge
Type: Long Sword Lv: 1
Attack: 009 MagicAtk: 000
Defense Penetration: 9
ATK+2%
Weight: 100
Required Level: 5
A simple, VERY simple sword, but longer.
Lost Sword
In the original
Type: Sword \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 006\t
Defense Pierce: 10%
HP+10%
Rolling Cutter DMG +15%
Rolling Cutter DMG+1% per Refine
+Extra 1 ATK per Refine
Weight: 120
Required Level: 15
A sword used by a orphan who loved to spin, easily outreaches any dagger attack. Specially traitorous ones. Doesn't outreach any bow.
In the Refuge
Type: Sword Lv: 4
Attack: 015 MagicAtk: 006
Defense Penetration: 10
HP+10%
Rolling Cutter DMG +15%
Rolling Cutter DMG+1% per Refine
+Extra 1 ATK per Refine
Weight: 120
Required Level: 15
A sword used by a orphan who loved to spin, easily outreaches any dagger attack. Specially traitorous ones. Doesn't outreach any bow.
Lunar Scythe
In the original
Type: Scythe \t\tLv: 1
Attack: 015\tMagicAtk: 010\t
Leech Power: 19%
Reaping Slash DMG+3% per refine
Reaping Slash SP Cost -5% per refine
Weight: 150
Required Level: 120
A scythe with a crescent blade shaped like the moon. Very light and quick to wield
In the Refuge
Type: Scythe Lv: 1
Attack: 015 MagicAtk: 010
Leech Power: 10%
Reaping Slash DMG+3% per refine
Reaping Slash SP Cost -5% per refine
Weight: 150
Required Level: 120
A scythe with a crescent blade shaped like the moon. Very light and quick to wield
Marauder Sword
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 015\tMagicAtk: 000\t
Defense Pierce: 10%
Cross Ripper Slasher DMG+20%
Pirate Swords Set:
Sailor and Marauder
Set Bonus:
ATK +10
Weight: 100
Required Level: 25
A curved sword usually wielded in pairs by pirates. Easy to reach long distances.
In the Refuge
Type: Sword Lv: 2
Attack: 015 MagicAtk: 000
Defense Penetration: 10
Cross Ripper Slasher DMG+20%
Pirate Swords Set:
Sailor and Marauder
Set Bonus:
ATK +10
Weight: 100
Required Level: 25
A curved sword usually wielded in pairs by pirates. Easy to reach long distances.
Masamune
In the original
Type: Long Sword\t\t\tLv: 4
Attack: 040\tMagicAtk: 000\t
Defense Pierce: 25%
Agi-based Flee +20%
Critical Rate Total +10%
Move Speed +10%
Void Dash DMG+12%
Defense -100%
Weight: 150
Required Level: 75
The longest and quickest sword ever made, so long it makes your defense completely exposed but easier to dodge attacks.
In the Refuge
Type: Long Sword Lv: 4
Attack: 040 MagicAtk: 000
Defense Penetration: 25
Agi-based Flee +20%
Critical Rate Total +10%
Move Speed +10%
Void Dash DMG+12%
Defense -100%
Weight: 150
Required Level: 75
The longest and quickest sword ever made, so long it makes your defense completely exposed but easier to dodge attacks.
Master Scythe
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 015\tMagicAtk: 015\t
Leech Power: 5%
Per Level of Scythe Mastery:
ATK+1%
MATK+1%
Perfect Dodge +1
STR+1
Weight: 130
Required Level: 40
A Scythe for those who are the best in what they do.
In the Refuge
Type: Scythe Lv: 4
Attack: 015 MagicAtk: 015
Leech Power: 3%
Per Level of Scythe Mastery:
ATK+1%
MATK+1%
Perfect Dodge +1
STR+1
Weight: 130
Required Level: 40
A Scythe for those who are the best in what they do.
Master Sword
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 010\tMagicAtk: 010\t
Defense Pierce: 25%
Per Level of Blade Mastery:
ATK+1%
MATK+1%
DEF+1%
INT+1
Weight: 100
Required Level: 40
A Sword for those who are the best in what they do.
In the Refuge
Type: Sword Lv: 4
Attack: 010 MagicAtk: 010
Defense Penetration: 25
Per Level of Blade Mastery:
ATK+1%
MATK+1%
DEF+1%
INT+1
Weight: 100
Required Level: 40
A Sword for those who are the best in what they do.
Megingjard
In the original
Type: Left Accessory
Dream Enchants available
Every 9 base STR gives you 1 extra STR.
Defense Pierce +5%
Weight: 100
Required Level: 100
Heavy legendary belt worn by the gods. Massively increases wearer's Strength to divine limits.
In the Refuge
Type: Left Accessory
Dream Enchants available
Every 9 base STR gives you 1 extra STR.
Defense Penetration +5
Weight: 100
Required Level: 100
Heavy legendary belt worn by the gods. Massively increases wearer's Strength to divine limits.
Mindweaver Piercer
In the original
The thoughts that cross the mind of an Orphan can carry feelings of pure joy and despair, at the same time.
Magic Defense Pierce +5%
If Refine +10:
Magic Defense Pierce +10%
Dream Enchantment
In the Refuge
The thoughts that cross the mind of an Orphan can carry feelings of pure joy and despair, at the same time.
Magic Defense Penetration +5
If Refine +10:
Magic Defense Penetration +10
Dream Enchantment
Mindweaver Striker
In the original
The thoughts that cross the mind of an Orphan can carry feelings of pure joy and despair, at the same time.
Defense Pierce +5%
If Refine +10:
Defense Pierce +10%
Dream Enchantment
In the Refuge
The thoughts that cross the mind of an Orphan can carry feelings of pure joy and despair, at the same time.
Defense Penetration +5
If Refine +10:
Defense Penetration +10
Dream Enchantment
Miner Backpack
In the original
Type: Light Garment
Defense: 005
MagicDef: 001\t
Perfect Dodge: 001
Drop Rate+10%
Weight: 10
Required Level: 50
A backpack carried on the back of miners. Can fit a lot of goodies inside. But nothing else.
In the Refuge
Type: Light Garment
Defense: 005
MagicDef: 001
Perfect Dodge: 001
+1% chance of dropping Shadow Ore on killing monsters.
Weight: 10
Required Level: 50
+1% chance of dropping Shadow Ore on killing monsters.
A backpack carried on the back of miners. Can fit a lot of goodies inside. But nothing else.
Mineral Sword
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 003\tMagicAtk: 000\t
Defense Pierce: 5%
DEF+20
Weight: 150
Required Level: 80
A heavy stone resembling a sword, it's actually blunt.
In the Refuge
Type: Sword Lv: 1
Attack: 003 MagicAtk: 000
Defense Penetration: 5
DEF+20
Weight: 150
Required Level: 80
A heavy stone resembling a sword, it's actually blunt.
Mist Slasher
In the original
Type: Scythe \t\t\t\tLv: 1
Attack: 010\tMagicAtk: 010\t
Leech Power: 4%
2% chance to blind per hit
Weight: 200
Required Level: 80
A scythe that fills the area with mist when it strikes
In the Refuge
Type: Scythe Lv: 1
Attack: 010 MagicAtk: 010
Leech Power: 2%
2% chance to blind per hit
Weight: 200
Required Level: 80
A scythe that fills the area with mist when it strikes
Mistletoe Ring
In the original
Type: Unchained Right Accessory
All Stats+1
ATK+2%
MATK+2%
When Worn along with Loki's Scarf:
Assassin:
Sonic Blow, Shadow Slash, Silent Strike, Boomeraxe and Cloaking receive new effects.
Rogue:
Arrow Vulcan, Throw Acid, Wind Slash, Frost Diver and Sneak Attack receive new effects.
Effects available on \"Memory of Loki\" skill.
Weight: 10
Required Level: 100
A ring stained with blood from a god. It stinks of death.
In the Refuge
Type: Unchained Right
Accessory
All Stats +1
ATK +3%
MATK +3%
When worn along with Loki's
Scarf:
Assassin:
Sonic Blow, Shadow Slash,
Silent Strike, Boomeraxe
and Cloaking receive new
effects.
Rogue:
Arrow Vulcan, Throw Acid,
Wind Slash, Frost Diver
and Sneak Attack receive
new effects.
Effects available
on Memory of Loki skill.
Weight: 10
Required Level: 100
A ring stained with blood
from a god. It stinks of
death.
Mjolnir
In the original
Type: Axe \t\t\t\t\t Lv: 4
Attack: 040\tMagicAtk: 040\t
Splash Range: 4
Dream Enchants available
All Stats +3
Weight Limit +1000
Def Pierce +1% per refine.
MDef Pierce +1% per refine.
Weight: 130
Required Level: 100
A massive hammer carried by Thor. Can be wielded by mortals and makes them feel strong.
In the Refuge
Type: Axe Lv: 4
Attack: 040 MagicAtk: 040
Splash Range: 4
Dream Enchants available
All Stats +3
Weight Limit +1000
Defense Penetration +1 per refine.
Magic Defense Penetration +1 per refine.
Weight: 130
Required Level: 100
A massive hammer carried by Thor. Can be wielded by mortals and makes them feel strong.
Morrigane Helm
In the original
Type: Upper Headgear
Defense: 010
MagicDef: 000
Defense Pierce +10%
Magic Defense Pierce +10%
Morrigane Set:
Garment,Headgear, Pendant, Belt
Set Bonus:
ATK+3%
MATK+3%
ATK+1 per 3 base INT
MATK+1 per 3 base STR
Weight: 80
Required Level: 80
Helm of the Dark Crow. Able to attack any target no matter how protected they are in a vicious rage.
In the Refuge
Type: Upper Headgear
Defense: 010
MagicDef: 000
Defense Penetration +10
Magic Defense Penetration +10
Morrigane Set:
Garment,Headgear, Pendant, Belt
Set Bonus:
ATK+3%
MATK+3%
ATK+1 per 3 base INT
MATK+1 per 3 base STR
Weight: 80
Required Level: 80
Helm of the Dark Crow. Able to attack any target no matter how protected they are in a vicious rage.
Morroc's Nail
In the original
Type: Dagger \t\t\t\tLv: 4
Attack: 025\tMagicAtk: 010\t
Double Attack Lv: 8
Enable Perfect Hiding.
Cloaking Cooldown -10s
Perfect Hit Rate +10%
ASPD+2
Weight: 60
Required Level: 70
A Dagger born from the body of Morroc. Shrouds the wielder in darkness when carried.
In the Refuge
Type: Dagger Lv: 4
Attack: 025 MagicAtk: 010
Double Attack Lv: 8
Using Hiding slides you 2 cells backwards
Cloaking Cooldown -10s
Perfect Hit Rate +10%
ASPD+2
Weight: 60
Required Level: 70
A Dagger born from the body of Morroc. Shrouds the wielder in darkness when carried.
Muninn
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 035\tMagicAtk: 005\t
Defense Pierce: 5%
Blitz Beat DMG+7% per refine
Twin Crows Set:
Sword and Dagger
Set Bonus:
ATK+7%
ASPD+1 per Steel Wings Level.
Weight: 100
Required Level: 120
A dark sword named after one of the crows that bring bad news to Asgard.
In the Refuge
Type: Sword Lv: 1
Attack: 035 MagicAtk: 005
Defense Penetration: 5
Blitz Beat DMG+7% per refine
Twin Crows Set:
Sword and Dagger
Set Bonus:
ATK+7%
ASPD+1 per Steel Wings Level.
Weight: 100
Required Level: 120
A dark sword named after one of the crows that bring bad news to Asgard.
Muramasa
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 020\tMagicAtk: 020\t
Defense Pierce: 15%
Every 10 base STR:
HP+1%
Every 10 base VIT:
ATK+1%
Weight: 100
Required Level: 75
A unique sword that draws the power from the vitality of the user into attacks and turns it back into life energy.
In the Refuge
Type: Sword Lv: 3
Attack: 020 MagicAtk: 020
Defense Penetration: 15
Every 10 base STR:
HP+1%
Every 10 base VIT:
ATK+1%
Weight: 100
Required Level: 75
A unique sword that draws the power from the vitality of the user into attacks and turns it back into life energy.
Murder Knife
In the original
Type: Dagger \t\t\t\tLv: 3
Attack: 021\tMagicAtk: 000\t
Double Attack Lv: 7
Defense Pierce +10%
Extra 1 % per refine
Critical Damage +10%
Extra 1% per refine
Weight: 80
Required Level: 80
A black dagger carried by minions of the cultists who carry out obvious acts of crime.
In the Refuge
Type: Dagger Lv: 3
Attack: 021 MagicAtk: 000
Double Attack Lv: 7
Defense Penetration +10
Extra 1 % per refine
Critical Damage +10%
Extra 1% per refine
Weight: 80
Required Level: 80
A black dagger carried by minions of the cultists who carry out obvious acts of crime.
Muscle Cutter
In the original
Type: Long Sword\tLv: 3
Attack: 034\tMagicAtk: 000\t
Defense Pierce: 10%
10% chance of causing bleeding when attacking.
5% chance to decrease agi when attacking.
Weight: 100
Required Level: 75
A massive sword that can reach far and cause terrible wounds to enemies.
In the Refuge
Type: Long Sword Lv: 3
Attack: 034 MagicAtk: 000
Defense Penetration: 10
10% chance of causing bleeding when attacking.
5% chance to decrease agi when attacking.
Weight: 100
Required Level: 75
A massive sword that can reach far and cause terrible wounds to enemies.
Mysteltainn
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 000\tMagicAtk: 045\t
Defense Pierce: 00%
Dream Enchants available
Magic Defense Pierce +25%
INT+5
Permanent Endure Effect
SP Cost+35%
Weight: 100
Required Level: 110
A cursed sword carried by mages who no longer have a soul to be saved.
In the Refuge
Type: Sword Lv: 4
Attack: 000 MagicAtk: 045
Defense Penetration: 00
Dream Enchants available
Magic Defense Penetration +25
INT+5
Permanent Endure Effect
SP Cost+35%
Weight: 100
Required Level: 110
A cursed sword carried by mages who no longer have a soul to be saved.
Nauthiz Rune of Shadows
In the original
Innate :
Dark Damage Taken
-2% per Upgrade.
Damage vs Holy
+4% per Upgrade.
Type: Elemental Rune
Color: Purple and White
Level Required: 15
In the Refuge
Innate :
Dark Damage Taken
-2% per Upgrade.
Damage vs Holy
+2% per Upgrade.
Type: Elemental Rune
Color: Purple and White
Level Required: 15
Necromancer's Hood
In the original
Type: Upper,Mid,Lower Headgear
Defense: 000
MagicDef: 005
INT+3
Pierce 75% Magic Defense
HP-95%
Weight: 100
Required Level: 80
It seems like this hood is made of powder and glass!
In the Refuge
Type: Upper,Mid,Lower Headgear
Defense: 000
MagicDef: 005
INT+3
Magic Defense Penetration +75
HP-95%
Weight: 100
Required Level: 80
It seems like this hood is made of powder and glass!
Noble High Cap
In the original
Type: Headgear
Defense: 010
MagicDef: 000
Magic Defense Pierce +1% per Refine.
MATK+5
Weight: 80
Required Level: 40
A top hat worn by rich people who believe they can ignore people below them. Now you can wear it and laugh.
In the Refuge
Type: Headgear
Defense: 010
MagicDef: 000
Magic Defense Penetration +1 per Refine.
MATK+5
Weight: 80
Required Level: 40
A top hat worn by rich people who believe they can ignore people below them. Now you can wear it and laugh.
Nodachi
In the original
Type: Long Sword\tLv: 3
Attack: 020\tMagicAtk: 006\t
Defense Pierce: 12%
Range +3
Critical Rate +1 per Refine
Shatter Villain DMG +100%
Weight: 100
Required Level: 60
An extremely long sword made to be used on the battlefield. can outreach most enemies.
In the Refuge
Type: Long Sword Lv: 3
Attack: 020 MagicAtk: 006
Defense Penetration: 12
Range +3
Critical Rate +1 per Refine
Shatter Villain DMG +100%
Weight: 100
Required Level: 60
An extremely long sword made to be used on the battlefield. can outreach most enemies.
Nopaew Lufrewop
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 025\tMagicAtk: 025\t
Defense Pierce: 20%
Queen's Gambit DMG +20%+5% extra per refine
SP Regen+3% per refine
HP-2% per refine
Weight: 100
Required Level: 90
.siht dnatsrednu lliw enoyreve toN
In the Refuge
Type: Sword Lv: 3
Attack: 025 MagicAtk: 025
Defense Penetration: 20
Queen's Gambit DMG +20%+5% extra per refine
SP Regen+3% per refine
HP-2% per refine
Weight: 100
Required Level: 90
.siht dnatsrednu lliw enoyreve toN
Ojika
In the original
Type: Scythe \t\t\t\tLv: 3
Attack: 030\tMagicAtk: 000\t
Leech Power: 9%
Per Refine:
Critical Rate +1
Critical Damage +1%
Weight: 200
Required Level: 70
An eastern slightly curved scythe, used in war fields.
In the Refuge
Type: Scythe Lv: 3
Attack: 030 MagicAtk: 000
Leech Power: 5%
Per Refine:
Critical Rate +1
Critical Damage +1%
Weight: 200
Required Level: 70
An eastern slightly curved scythe, used in war fields.
Ominous Black Blade
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 005\tMagicAtk: 002\t
Defense Pierce: 15%
2% chance to Fear on hit per refine
Weight: 100
Required Level: 80
A sword with a weird aura that causes fear on its enemies.
In the Refuge
Type: Sword Lv: 1
Attack: 005 MagicAtk: 002
Defense Penetration: 15
2% chance to Fear on hit per refine
Weight: 100
Required Level: 80
A sword with a weird aura that causes fear on its enemies.
Ominous Lament
In the original
Type: Scythe \t\tLv: 3
Attack: 030\tMagicAtk: 000\t
Leech Power: 10%
Reaping Slash Cooldown -0.5s
Every level of Ominous Presence or Advanced Scythe Mastery boosts:
Critical Rate +1
Reaping Slash DMG+2%
Roaring Overslash DMG+2%
Weight: 200
Required Level: 110
A scythe carried by a person who was never forgiven and never overcame the dread that came with it.
In the Refuge
Type: Scythe Lv: 3
Attack: 030 MagicAtk: 000
Leech Power: 8%
Reaping Slash Cooldown -0.5s
Every level of Ominous Presence or Advanced Scythe Mastery boosts:
Critical Rate +1
Reaping Slash DMG+2%
Roaring Overslash DMG+2%
Weight: 200
Required Level: 110
A scythe carried by a person who was never forgiven and never overcame the dread that came with it.
Orc Warlord Greatsword
In the original
A reddish wide Two-Handed Sword.
For each 2 Refine Levels:
ASPD +1
Type: Two-Handed Sword
Attack: 280
Weight: 340
Weapon Level: 3
Requirement:
Base Level 100
Rune Knight
In the Refuge
Type: Bone Sword Lv: 4
Attack: 038 MagicAtk: 005
12% chance to autocast
Earthquake (Lv5)
ASPD -10
Weight: 220
Required Level: 50
The warlord's own cleaver,
torn from the warren. It still
remembers the swing.
Orcish Sword
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 010\tMagicAtk: 000\t
Defense Pierce: 10%
ATK +1 per refine
Weight: 100
Required Level: 30
A blunt sword that saw many fights from a once proud race of warriors.
In the Refuge
Type: Sword Lv: 1
Attack: 010 MagicAtk: 000
Defense Penetration: 10
ATK +1 per refine
Weight: 100
Required Level: 30
A blunt sword that saw many fights from a once proud race of warriors.
Orion of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Critical Rate +1%
Critical Damage +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Orion constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Critical Rate +2
Critical Damage +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Orion constellation and light of the sun. Burns bright with the power from the wearer's soul.
Orphan Cape
In the original
Type: Light Garment
Defense: 004
MagicDef: 002\t
Perfect Dodge: 003
ATK/MATK+2
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Enables Heal Lv4
Exp Received +10%
Weight: 25
Required Level: 1
A small cape worn by orphans from morroc. Very good for basic combat.
In the Refuge
Type: Light Garment
Defense: 004
MagicDef: 002
Perfect Dodge: 003
ATK/MATK+2
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Heal SP Cost -20%
Healing Power +8%
Exp Received +10%
Weight: 25
Required Level: 1
A small cape worn by orphans from morroc. Very good for basic combat.
Orphan Clothes
In the original
Type: Light Armor
Defense: 008
MagicDef: 003\t
HP Bonus: +10%
SP Bonus: +10%
HP+80
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Enables Heal Lv4
Exp Received +10%
Weight: 100
Required Level: 1
Clothes worn by the younger orphans from morroc. Very light and simple.
In the Refuge
Type: Light Armor
Defense: 008
MagicDef: 003
HP Bonus: +10%
SP Bonus: +10%
HP+80
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Heal SP Cost -20%
Healing Power +8%
Exp Received +10%
Weight: 100
Required Level: 1
Clothes worn by the younger orphans from morroc. Very light and simple.
Orphan Codex
In the original
Type: Codex \t\t\t\tLv: 1
Attack: 005\tMagicAtk: 005\t
Abracadabra Cooldown Reduction: -2 seconds
EXP Received +10%
Enables Heal Lv6
Weight: 70
Required Level: 25
A codex wielded by Mimics who are getting the ropes of strong magic and need a hand.
In the Refuge
Type: Codex Lv: 1
Attack: 005 MagicAtk: 005
Abracadabra Cooldown Reduction: -2 seconds
EXP Received +10%
Heal SP Cost -30%
Healing Power +12%
Weight: 70
Required Level: 25
A codex wielded by Mimics who are getting the ropes of strong magic and need a hand.
Orphan Shoes
In the original
Type: Light Shoes
Defense: 004
MagicDef: 002\t
Move Speed: 003%
SP+20
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Enables Heal Lv4
Exp Received +10%
Weight: 25
Required Level: 1
Shoes worn by orphans from morroc. It's light and allows for decent stamina.
In the Refuge
Type: Light Shoes
Defense: 004
MagicDef: 002
Move Speed: 003%
SP+20
Young Orphan Set:
Clothes, Cape and Shoes
Set Bonus:
All Stats +1
Heal SP Cost -20%
Healing Power +8%
Exp Received +10%
Weight: 25
Required Level: 1
Shoes worn by orphans from morroc. It's light and allows for decent stamina.
Paradise Lost
In the original
Type: Katar \t\t\t\t Lv: 3
Attack: 030\tMagicAtk: 000\t
Critical Damage Bonus: 25%
Every 2 base LUK:
Critical Damage+1%
Base LUK 99:
Defense Pierce +20%
Weight: 130
Required Level: 70
A sharp katar wielded by an assassin who once killed a God. Forever banished from Asgard.
In the Refuge
Type: Katar Lv: 3
Attack: 030 MagicAtk: 000
Critical Damage Bonus: 25%
Every 2 base LUK:
Critical Damage+1%
Base LUK 99:
Defense Penetration +20
Weight: 130
Required Level: 70
A sharp katar wielded by an assassin who once killed a God. Forever banished from Asgard.
Perthro Rune of Occult
In the original
Innate : Total Flee +1% per Upgrade
SP Regen-50%
Enables perfect invisibility. (undetectable except for bosses)
Type: Soul Rune
Color: Black and Red
Level Required: 15
In the Refuge
Innate : Total Flee +1% per Upgrade
SP Regen-50%
Enables perfect invisibility. (undetectable except for bosses)
Type: Soul Rune
Color: Black and Red
Level Required: 15
Using Hiding slides you 2 cells backwards
Pesta
In the original
Type: Scythe \t\t\t\tLv: 4
Attack: 040\tMagicAtk: 035\t
Leech Power: 50%
Dream Enchants available
Perfect Dodge +2 per refine
Disables direct healing
Weight: 200
Required Level: 100
A scythe carried by gods to remind the mortals of the plague and the old woman who always predicted death.
In the Refuge
Type: Scythe Lv: 4
Attack: 040 MagicAtk: 035
Leech Power: 25%
Dream Enchants available
Perfect Dodge +2 per refine
Disables direct healing
Weight: 200
Required Level: 100
A scythe carried by gods to remind the mortals of the plague and the old woman who always predicted death.
Phantom Wing Orb
In the original
Core:
Phantom Spear DMG +3% per refine
Dragon Soul:
Phantom Spear autocasts Heal Lv5
SP Regen+50%
Cast Ready for duration
Type: Wing Orb
Ascended Skill: Phantom Spear
Level Required: 60
In the Refuge
Core:
Phantom Spear DMG +3% per refine
Dragon Soul:
Phantom Spear autocasts Heal Lv1
SP Regen+50%
Cast Ready for duration
Type: Wing Orb
Ascended Skill: Phantom Spear
Level Required: 60
Phoenix Manteau
In the original
Type: Light Garment
Defense: 005
MagicDef: 010\t
Perfect Dodge: 001
5% chance to auto-cast Flaming Petals Lv1 when attacked.
HP/SP Regen +10%
Revives with full HP/SP
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Def Pierce +2%
MDef Pierce +2%
Weight: 25
Required Level: 50
A long coat covered in fire plumes. Has the power of rebirth from flames.
In the Refuge
Type: Light Garment
Defense: 005
MagicDef: 010
Perfect Dodge: 001
5% chance to auto-cast Flaming Petals Lv1 when attacked.
HP/SP Regen +10%
Revives with full HP/SP
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Defense Penetration +2
Magic Defense Penetration +2
Weight: 25
Required Level: 50
A long coat covered in fire plumes. Has the power of rebirth from flames.
Pickaxe
In the original
Type: Scythe \t\t\t\tLv: 2
Attack: 014\tMagicAtk: 000\t
Leech Power: 7%
Critical Damage +5%
5% Damage vs Earth Element
Weight: 200
Required Level: 25
A pickaxe being sold as a weapon.
In the Refuge
Type: Scythe Lv: 2
Attack: 014 MagicAtk: 000
Leech Power: 4%
Critical Damage +5%
5% Damage vs Earth Element
Weight: 200
Required Level: 25
A pickaxe being sold as a weapon.
Piercing Protocard
In the original
Type: Card \t\t
Location: Weapon
DEF/MDEF Pierce +1%
Juperos Weapon (Non-Stacking):
DEF/MDEF Pierce +4%
A prototype that attempts to simulate original cards. Has full potential only with weapons designed for it.
In the Refuge
Type: Card
Location: Weapon
Defense/Magic Defense Penetration +1
Juperos Weapon (Non-Stacking):
Defense/Magic Defense Penetration +4
A prototype that attempts to simulate original cards. Has full potential only with weapons designed for it.
Piercing Veil Cape
In the original
Type: Light Garment
Defense: 005
MagicDef: 029\t
Perfect Dodge: 002
INT+2
Magic Defense Pierce +2% per refine
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Pierce +10%
INT+1
Weight: 25
Required Level: 120
A long gorgeous cape that carries the mystic energy from the underworld in its cloth.
In the Refuge
Type: Light Garment
Defense: 005
MagicDef: 029
Perfect Dodge: 002
INT+2
Magic Defense Penetration +2 per refine
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Penetration +10
INT+1
Weight: 25
Required Level: 120
A long gorgeous cape that carries the mystic energy from the underworld in its cloth.
Piercing Veil Sandals
In the original
Type: Light Shoes
Defense: 005
MagicDef: 009\t
Move Speed: 002%
INT+2
Cast Time -2% per refine
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Pierce +10%
INT+1
Weight: 25
Required Level: 120
A pair of sandals that allows a caster to quickly prepare magic with help from underworld spirits.
In the Refuge
Type: Light Shoes
Defense: 005
MagicDef: 009
Move Speed: 002%
INT+2
Cast Time -2% per refine
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Penetration +10
INT+1
Weight: 25
Required Level: 120
A pair of sandals that allows a caster to quickly prepare magic with help from underworld spirits.
Piercing Veil Tunic
In the original
Type: Light Armor
Defense: 010
MagicDef: 015\t
HP Bonus: +5%
SP Bonus: +15%
Flat Defense +1 per INT
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Pierce +10%
INT+1
Weight: 100
Required Level: 120
A short light robe that is enchanted with massive energy from the underworld to pierce any protection against spells.
In the Refuge
Type: Light Armor
Defense: 010
MagicDef: 015
HP Bonus: +5%
SP Bonus: +15%
Flat Defense +1 per INT
Piercing Veil Set:
Tunic, Cape and Sandals
Set Bonus:
Fire, Water, Wind and Earth magic DMG +20%
Magic Defense Penetration +10
INT+1
Weight: 100
Required Level: 120
A short light robe that is enchanted with massive energy from the underworld to pierce any protection against spells.
Pirate Bandana
In the original
Type: Headgear
Defense: 005
MagicDef: 000
STR+3
Defense Pierce +3%
Pirate Set:
Headgear and Pirate Dagger
Set Bonus:
ASPD +2
Weight: 30
Required Level: 10
A basic bandana with a skull on it. Yarrr~
In the Refuge
Type: Headgear
Defense: 005
MagicDef: 000
STR+3
Defense Penetration +3
Pirate Set:
Headgear and Pirate Dagger
Set Bonus:
ASPD +2
Weight: 30
Required Level: 10
A basic bandana with a skull on it. Yarrr~
Platinum Shotel
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 000\t
Defense Pierce: 5%
Sky Assault DMG +10%
Blitz Beat DMG +20%
LUK +5
ASPD-10
Weight: 50
Required Level: 80
A curved sword that is very light and can be used to make signals for hunting birds, very hard to fight with.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 000
Defense Penetration: 5
Sky Assault DMG +10%
Blitz Beat DMG +20%
LUK +5
ASPD-10
Weight: 50
Required Level: 80
A curved sword that is very light and can be used to make signals for hunting birds, very hard to fight with.
Rachel Reaper
In the original
Type: Scythe \t\t\t\tLv: 3
Attack: 025\tMagicAtk: 000\t
Leech Power: 10%
Critical Rate +10
Perfect Dodge +5
Weight: 200
Required Level: 60
A black scythe used to \"clean the gardens\" of the sanctuary.
In the Refuge
Type: Scythe Lv: 3
Attack: 025 MagicAtk: 000
Leech Power: 5%
Critical Rate +10
Perfect Dodge +5
Weight: 200
Required Level: 60
A black scythe used to "clean the gardens" of the sanctuary.
Raider Saber
In the original
Type: Long Sword\tLv: 2
Attack: 013\tMagicAtk: 000\t
Defense Pierce: 9%
ATK+2%
Weight: 100
Required Level: 15
A long saber used for attacking far enemies.
In the Refuge
Type: Long Sword Lv: 2
Attack: 013 MagicAtk: 000
Defense Penetration: 9
ATK+2%
Weight: 100
Required Level: 15
A long saber used for attacking far enemies.
Rapier
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 007\tMagicAtk: 000\t
Defense Pierce: 15%
Flee +5
Weight: 100
Required Level: 5
A sharp sword with a very thin blade, perfect for piercing armor.
In the Refuge
Type: Sword Lv: 1
Attack: 007 MagicAtk: 000
Defense Penetration: 15
Flee +5
Weight: 100
Required Level: 5
A sharp sword with a very thin blade, perfect for piercing armor.
Reaper's Toll
In the original
Rental Item
Mace of Insanity.
STR +2
Increases damage of Cart Revolution by 25%.
Type: Mace
Attack: 150
Weight: 0
Weapon Level: 3
Requirement:
Swordsman and Merchant
In the Refuge
Type: Scythe Lv: 3
Attack: 030 MagicAtk: 010
Leech Power: 4%
10% chance to inflict
Bleeding
+15% final damage
vs Bleeding targets
Refine 7 or higher:
Leech Power +4% (total
8%)
10% chance to inflict Curse
+15% final damage
vs Cursed targets
Weight: 130
Required Level: 90
Each swing collects a
little life.
The tower has plenty to give.
Requiem Longbow
In the original
A bow sculpted from Gray Shard to counter Magic Sword Tartanos.
It offers incredible power and magic at a great cost.
INT +6
VIT +6
LUK -6
MATK +110
Has low chance to drain 5% of damage inflicted into HP and SP.
Drains 100 HP every 10 second.
Drains 1000 HP when unequipped.
Type: Bow
Attack: 180
Weight: 130
Weapon Level: 4
Requirement:
Base Level 120
Ranger, Minstrel and Wanderer
In the Refuge
Type: Bow Lv: 3
Attack: 022 MagicAtk: 005
Attack Range: +10
Attack SP Cost: 5
Ranged Damage +5%
Ranged Damage +2% per
refine
DEX +1 per refine
50% chance to gain
Increase AGI Lv5
for 10s on kill
Leech: 8% chance, 3% of the
damage as HP
2% chance, 3% as SP
Weight: 100
Required Level: 80
A consecrated bow
recovered from the
desecrated abbey. Each
shot a prayer.
Resonant Soutane
In the original
Type: Light Armor
Defense: 010
MagicDef: 005\t
HP Bonus: +10%
SP Bonus: +10%
Magic Defense Pierce +10%
Total DEF +1% per refine
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the spell focus of the wearer.
In the Refuge
Type: Light Armor
Defense: 010
MagicDef: 005
HP Bonus: +10%
SP Bonus: +10%
Magic Defense Penetration +10
Total DEF +1% per refine
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the spell focus of the wearer.
Roaring Flare
In the original
Type: Scythe \t\tLv: 1
Attack: 020\tMagicAtk: 000\t
Leech Power: 12%
Removes Burning Scythe SP cost
10% chance to cause burning on physical attacks and skills.
Attack Splash Range+3
Weight: 150
Required Level: 45
A light scythe forged inside the depths of the magma dungeon. Burns anything it touches.
In the Refuge
Type: Scythe Lv: 1
Attack: 020 MagicAtk: 000
Leech Power: 6%
Removes Burning Scythe SP cost
10% chance to cause burning on physical attacks and skills.
Attack Splash Range+3
Weight: 150
Required Level: 45
A light scythe forged inside the depths of the magma dungeon. Burns anything it touches.
Roaring Soutane
In the original
Type: Light Armor
Defense: 010
MagicDef: 005\t
HP Bonus: +10%
SP Bonus: +10%
Defense Pierce +10%
Total DEF +1% per refine
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the direct combat of the wearer.
In the Refuge
Type: Light Armor
Defense: 010
MagicDef: 005
HP Bonus: +10%
SP Bonus: +10%
Defense Penetration +10
Total DEF +1% per refine
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the direct combat of the wearer.
Rope Kunai
In the original
Type: Flying Knife
Attack: 050
MagicAtk: 000
Element: Neutral
When equipped with any Prowler Armguard, pulls enemies towards the user.
Weight: 50
Prowler Only
A complex kunai with a strong metal string attached. Can be used to pull the enemy towards the user.
In the Refuge
Type: Flying Knife
Attack: 030
MagicAtk: 000
Element: Neutral
When equipped with any Prowler Armguard, pulls enemies towards the user.
Weight: 50
Prowler Only
A complex kunai with a strong metal string attached. Can be used to pull the enemy towards the user.
Rosevine
In the original
Type: Whip \t\t\t\tLv: 3
Attack: 015\tMagicAtk: 010\t
Added Effect: Poison(9%)
Leech Rate +15%
Leech Power +2% per refine
HP Regen +5% per refine
Weight: 50
Required Level: 50
flexsible stem from a strange rose covered in blood and spikes, can leech anyone flailed by it with great efficiency. Some strange paranormal detective with pink hair loved these.
In the Refuge
Type: Whip Lv: 3
Attack: 015 MagicAtk: 010
Added Effect: Poison(9%)
Leech Rate +23%
Leech Power +1% per refine
HP Regen +5% per refine
Weight: 50
Required Level: 50
flexsible stem from a strange rose covered in blood and spikes, can leech anyone flailed by it with great efficiency. Some strange paranormal detective with pink hair loved these.
Rotten Cutter
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 023\tMagicAtk: 000\t
Defense Pierce: 15%
Envenom DMG+25%
SP Consumption -5%
Weight: 100
Required Level: 15
A broad sword that is tainted in corrupted, poisonous blood.
In the Refuge
Type: Sword Lv: 3
Attack: 023 MagicAtk: 000
Defense Penetration: 15
Envenom DMG+25%
SP Consumption -5%
Weight: 100
Required Level: 15
A broad sword that is tainted in corrupted, poisonous blood.
Royal Great Axe
In the original
Type: Axe \t\t\t\t\t Lv: 4
Attack: 034\tMagicAtk: 010\t
Splash Range: 3
Spiral Blade DMG+4% per refine
Defense Pierce +10%
Weight: 130
Required Level: 130
A powerful axe carried by the strongest warriors of the court. Can chop through any armor or protection.
In the Refuge
Type: Axe Lv: 4
Attack: 034 MagicAtk: 010
Splash Range: 3
Spiral Blade DMG+4% per refine
Defense Penetration +10
Weight: 130
Required Level: 130
A powerful axe carried by the strongest warriors of the court. Can chop through any armor or protection.
Royal Long Sword
In the original
Type: Long Sword \t\t\t\t Lv: 4
Attack: 030\tMagicAtk: 010\t
Defense Pierce: 22%
Delta Skyfall activates Shadow Slash
Critical Damage +5% per Refine
Weight: 100
Required Level: 130
A mysterious sword carried by the sneakiest guardians of the king ,ready to handle any enemies near ther monarch.
In the Refuge
Type: Long Sword Lv: 4
Attack: 030 MagicAtk: 010
Defense Penetration: 22
Delta Skyfall activates Shadow Slash
Critical Damage +5% per Refine
Weight: 100
Required Level: 130
A mysterious sword carried by the sneakiest guardians of the king ,ready to handle any enemies near ther monarch.
Royal Saber
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 010\tMagicAtk: 030\t
Defense Pierce: 0%
Magic Defense Pierce +22%
Using Heal activates Cast Ready
Healing Power +5% per refine
Weight: 100
Required Level: 130
A magic sword carried by the most trusted guardians of royalty, ready to quickly react to save their monarch.
In the Refuge
Type: Sword Lv: 4
Attack: 010 MagicAtk: 030
Defense Penetration: 0
Magic Defense Penetration +22
Using Heal activates Cast Ready
Healing Power +5% per refine
Weight: 100
Required Level: 130
A magic sword carried by the most trusted guardians of royalty, ready to quickly react to save their monarch.
Royal Scythe
In the original
Type: Scythe \t\tLv: 4
Attack: 030\tMagicAtk: 010\t
Leech Power: 10%
Underworld Rainstorm Cast Removed
Underworld Rainstorm DMG+3% per refine
Weight: 200
Required Level: 130
A strong scythe that can take down enemies of the King with sheer power. carried by the darkest guardians.
In the Refuge
Type: Scythe Lv: 4
Attack: 030 MagicAtk: 010
Leech Power: 5%
Underworld Rainstorm Cast Removed
Underworld Rainstorm DMG+3% per refine
Weight: 200
Required Level: 130
A strong scythe that can take down enemies of the King with sheer power. carried by the darkest guardians.
Rubrum Vestigium
In the original
Type: Revolver\t Lv: 4
Attack: 020\tMagicAtk: 000\t
Attack SP Cost: 2
Special: SP+100
30% chance to drain 5% damage dealt as HP
Trigger Heart DMG+3% per refine
Weight: 0
Required Level: 100
A special revolver, bearing the markings of a late king. Forgotten by everyone but his widow. You can smell fresh blood when you hold it.
In the Refuge
Type: Revolver Lv: 4
Attack: 020 MagicAtk: 000
Attack SP Cost: 2
Special: SP+100
45% chance to drain 3% damage dealt as HP
Trigger Heart DMG+3% per refine
Weight: 0
Required Level: 100
A special revolver, bearing the markings of a late king. Forgotten by everyone but his widow. You can smell fresh blood when you hold it.
Rudra Bow
In the original
Type: Bow \t\t\t\t Lv: 4
Attack: 008\tMagicAtk: 022\t
Attack Range: +5
Attack SP Cost: 4
Enables Heal Lv10
Healing Power +3% per refine
Removes 200 SP when Unequipped
Weight: 150
Required Level: 70
A magic bow that carries curative properties along its bright arms. Can protect the wielder and anyone near it.
In the Refuge
Type: Bow Lv: 4
Attack: 008 MagicAtk: 022
Attack Range: +5
Attack SP Cost: 4
Heal SP Cost -50%
Healing Power +20%
Healing Power +3% per refine
Removes 200 SP when Unequipped
Weight: 150
Required Level: 70
A magic bow that carries curative properties along its bright arms. Can protect the wielder and anyone near it.
Ruined Noble Sword
In the original
Type: Long Sword \t\t Lv: 2
Attack: 030\tMagicAtk: 010\t
Defense Pierce: 15%
Queen's Brand DMG+30%
Queen's Brand Cooldown -0.5s per refine
Weight: 100
Required Level: 120
A bastard sword wielded by Master Asterial who would raze the battlefield all around.
In the Refuge
Type: Long Sword Lv: 2
Attack: 030 MagicAtk: 010
Defense Penetration: 15
Queen's Brand DMG+30%
Queen's Brand Cooldown -0.5s per refine
Weight: 100
Required Level: 120
A bastard sword wielded by Master Asterial who would raze the battlefield all around.
Rusty Eater
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 025\tMagicAtk: 000\t
Defense Pierce: 12%
Recover 200 HP when enemy is killed
Healing Received -40%
Weight: 100
Required Level: 35
A very rusty sword covered in use marks. Wielders need to kill enemies fast before they hurt themselves.
In the Refuge
Type: Sword Lv: 4
Attack: 025 MagicAtk: 000
Defense Penetration: 12
Recover 200 HP when enemy is killed
Healing Received -40%
Weight: 100
Required Level: 35
A very rusty sword covered in use marks. Wielders need to kill enemies fast before they hurt themselves.
Saber
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 013\tMagicAtk: 000\t
Defense Pierce: 9%
ATK+2%
Weight: 100
Required Level: 15
A strong sword with a straight blade.
In the Refuge
Type: Sword Lv: 2
Attack: 013 MagicAtk: 000
Defense Penetration: 9
ATK+2%
Weight: 100
Required Level: 15
A strong sword with a straight blade.
Sailor Sword
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 015\tMagicAtk: 000\t
Defense Pierce: 10%
Rolling Cutter DMG+20%
Pirate Swords Set:
Sailor and Marauder
Set Bonus:
ATK +10
Weight: 100
Required Level: 25
A curved sword usually wielded in pairs by pirates. Easy to spin around.
In the Refuge
Type: Sword Lv: 2
Attack: 015 MagicAtk: 000
Defense Penetration: 10
Rolling Cutter DMG+20%
Pirate Swords Set:
Sailor and Marauder
Set Bonus:
ATK +10
Weight: 100
Required Level: 25
A curved sword usually wielded in pairs by pirates. Easy to spin around.
Saint Sword
In the original
Type: Holy Sword \t\t\t\tLv: 2
Attack: 010\tMagicAtk: 008\t
Defense Pierce: 10%
Damage vs Dark Element +2% per refine
Weight: 100
Required Level: 70
A blessed sword coated in golden emblems used for killing evil beings.
In the Refuge
Type: Holy Sword Lv: 2
Attack: 010 MagicAtk: 008
Defense Penetration: 10
Damage vs Dark Element +2% per refine
Weight: 100
Required Level: 70
A blessed sword coated in golden emblems used for killing evil beings.
Santa Coat
In the original
Type: Light Armor
Defense: 005
MagicDef: 003\t
HP Bonus: +5%
SP Bonus: +15%
Move Speed+12%
Enables Teleport Lv2
Weight: 100
Required Level: 50
A warm red coat worn by a nice old guy that carries a bag full of toys around. No idea who he is.
In the Refuge
Type: Light Armor
Defense: 005
MagicDef: 003
HP Bonus: +5%
SP Bonus: +15%
Move Speed+12%
Enables Teleport Lv2
Teleport Cooldown -5s
Weight: 100
Required Level: 50
A warm red coat worn by a nice old guy that carries a bag full of toys around. No idea who he is.
Sarah's Battle Robe
In the original
Type: Light Armor
Defense: 005
MagicDef: 010\t
HP Bonus: +00%
SP Bonus: +30%
MATK+10
Ignores 5% MDEF
MATK+1% per refine.
SP cost -1% per refine.
Weight: 100
Required Level: 100
A special robe filled with magic power worn by the strongest magician among the valkyries.
In the Refuge
Type: Light Armor
Defense: 005
MagicDef: 010
HP Bonus: +00%
SP Bonus: +30%
MATK+10
Magic Defense Penetration +5
MATK+1% per refine.
SP cost -1% per refine.
Weight: 100
Required Level: 100
A special robe filled with magic power worn by the strongest magician among the valkyries.
Sashimi Wakizashi
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 018\tMagicAtk: 000\t
Defense Pierce: 22%
ASPD+15%
ASPD Limit +1
Weight: 100
Required Level: 60
A very light eastern blade used for hunting on the seas, very quick and sharp on the tip.
In the Refuge
Type: Sword Lv: 3
Attack: 018 MagicAtk: 000
Defense Penetration: 22
ASPD+15%
ASPD Limit +1
Weight: 100
Required Level: 60
A very light eastern blade used for hunting on the seas, very quick and sharp on the tip.
Scimitar
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 015\tMagicAtk: 003\t
Defense Pierce: 11%
ATK+3%
Weight: 100
Required Level: 30
A wide sword with a strong blade.
In the Refuge
Type: Sword Lv: 3
Attack: 015 MagicAtk: 003
Defense Penetration: 11
ATK+3%
Weight: 100
Required Level: 30
A wide sword with a strong blade.
Scrapwire Lash
In the original
It is said that the string is used for lifesaving in the Einbech mine
but also used for other purposes as well.
Increases Ranged Physical Damage by 10%.
Increases damage of Severe Rainstorm by 10%.
Refine Level +7:
Atk +40
Decreases Variable Casting Time by 10%.
Refine Level +9:
Increases damage of Severe Rainstorm by additional 15%.
Physical attacks have a chance to increase physical damage against all size enemies by 15% for 10 seconds.
Refine Level +11:
Decreases Severe Rainstorm skill cooldown by 2 seconds.
Decreases After Skill Delay of all skills by 20%.
Type: Whip
Attack: 200
Weight: 140
Weapon Level: 4
Requirement:
Base Level 170
Wanderer
In the Refuge
Type: Whip Lv: 2
Attack: 015 MagicAtk: 010
Added Effect: Poison (5%),
Bleeding (5%)
+15% final damage
vs Poisoned targets
+15% final damage
vs Bleeding targets
Refine 7 or higher:
Poison chance +5% (total
10%)
Bleeding chance +5% (total
10%)
Weight: 80
Required Level: 90
Razor-wire scavenged from
the wastes.
The more they rot, the
deeper it bites.
Scutum of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Physical Reduction +1%
HP +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Scutum constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Physical Reduction +1%
Magic Reduction +1%
HP +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Scutum constellation and light of the sun. Burns bright with the power from the wearer's soul.
Scythe of the Orphan
In the original
Type: Scythe \t\t\t\tLv: 1
Attack: 005\tMagicAtk: 005\t
Leech Power: 2%
Cannot be Refined
EXP Received +10%
SP Regen+20%
Weight: 200
Required Level: 5
A weapon given to Orphans who try their best by the Orphanage.
In the Refuge
Type: Scythe Lv: 1
Attack: 005 MagicAtk: 005
Leech Power: 1%
Cannot be Refined
EXP Received +10%
SP Regen+20%
Weight: 200
Required Level: 5
A weapon given to Orphans who try their best by the Orphanage.
Sea King
In the original
Type: Water Long Sword \t\t\t\t Lv: 3
Attack: 010\tMagicAtk: 025\t
Defense Pierce: 15%
DMG vs Fire Enemies +25%Magic Defense Pierce +2% per refine
INT+5
MATK +5%
Weight: 200
Required Level: 100
A coral sword that shines with all colors from the ocean depths.
In the Refuge
Type: Water Long Sword Lv: 3
Attack: 010 MagicAtk: 025
Defense Penetration: 15
DMG vs Fire Enemies +25%Magic Defense Penetration +2 per refine
INT+5
MATK +5%
Weight: 200
Required Level: 100
A coral sword that shines with all colors from the ocean depths.
Sealed Codex
In the original
Type: Codex \t\t\t\tLv: 3
Attack: 018\tMagicAtk: 007\t
Abracadabra Cooldown Reduction: -3 seconds
ATK+5%
Defense Pierce +25%
After Cast Delay -5% per refine
Weight: 70
Required Level: 100
A complex codex bearing a strong synergy with physical skills and direct combat.
In the Refuge
Type: Codex Lv: 3
Attack: 018 MagicAtk: 007
Abracadabra Cooldown Reduction: -3 seconds
ATK+5%
Defense Penetration +25
After Cast Delay -5% per refine
Weight: 70
Required Level: 100
A complex codex bearing a strong synergy with physical skills and direct combat.
Shackles
In the original
Type: Heavy Shoes
Defense: 025
MagicDef: 000\t
Move Speed: 000%
Defense Piercing +5%
Move Speed -20%
Prisoner Set:
Shoes and Accessories
Set Bonus:
Move Speed Penalties Removed
All Stats+2
Weight: 150
Required Level: 70
A heavy pair of chains that are used to trap a dangerous prisoner. Very heavy and infuriating.
In the Refuge
Type: Heavy Shoes
Defense: 025
MagicDef: 000
Move Speed: 000%
Defense Penetration +5
Move Speed -20%
Prisoner Set:
Shoes and Accessories
Set Bonus:
Move Speed Penalties Removed
All Stats+2
Weight: 150
Required Level: 70
A heavy pair of chains that are used to trap a dangerous prisoner. Very heavy and infuriating.
Shadow Mining Coat
In the original
Type: Medium Armor
Defense: 020
MagicDef: 003\t
HP Bonus: +14%
SP Bonus: +6%
0.2% chance to obtain a Shadowdecon on kill per refine
Enables Perfect Hiding
Weight: 200
Required Level: 35
Coat worn by special miners. SHADOW miners.
In the Refuge
Type: Medium Armor
Defense: 020
MagicDef: 003
HP Bonus: +14%
SP Bonus: +6%
0.2% chance to obtain a Shadowdecon on kill per refine
Using Hiding slides you 2 cells backwards
Weight: 200
Required Level: 35
Coat worn by special miners. SHADOW miners.
Sharp Scale
In the original
Type: Katar \t\t\t\t Lv: 3
Attack: 025\tMagicAtk: 003\t
Critical Damage Bonus: 15%
Def Pierce +50%
DEX+7
Weight: 130
Required Level: 50
A green katar made of rough scales, can pierce through any flesh and is very easy to wield.
In the Refuge
Type: Katar Lv: 3
Attack: 025 MagicAtk: 003
Critical Damage Bonus: 15%
Defense Penetration +50
DEX+7
Weight: 130
Required Level: 50
A green katar made of rough scales, can pierce through any flesh and is very easy to wield.
Shellsplitter
In the original
A katar made from a dragon's scale.
Random chance to inflict abnormal statuses on 5x5 cells when dealing physical damage.
Type: Katar
Attack: 140
Weight: 150
Element: Holy
Weapon Level: 4
Requirement:
Base Level 55
Assassin Cross
In the Refuge
Type: Katar Lv: 3
Attack: 027 MagicAtk: 000
Critical Damage Bonus: 25%
LUK +8
Critical +5
Per refine (the shell
hardens):
Critical +1, DEF +2, MDEF
+1, MaxHP +50
Refine 9 or higher:
DEF +20, MDEF +10,
MaxHP +500
Weight: 120
Required Level: 50
Ground to a wedge by Turtle
Island divers: but its real
bite is the killing blow: the
harder the shell, the more
the turtle bleeds when it
finally cracks.
Sieger Kunai
In the original
Type: Flying Knife
Attack: 070
MagicAtk: 000
Element: Neutral
When equipped with any Prowler Armguard, pulls enemies towards the user.
SP Regen +10%
Weight: 50
Prowler Only
Required Level: 130
A Rope Kunai with a strange energetic enchantment. You can feel the energy of a power spirit around it.
In the Refuge
Type: Flying Knife
Attack: 050
MagicAtk: 000
Element: Neutral
When equipped with any Prowler Armguard, pulls enemies towards the user.
SP Regen +10%
Weight: 50
Prowler Only
Required Level: 130
A Rope Kunai with a strange energetic enchantment. You can feel the energy of a power spirit around it.
Silver Scythe
In the original
Type: Scythe \t\t\t\tLv: 3
Attack: 032\tMagicAtk: 000\t
Leech Power: 15%
DMG vs Ghost, Undead and Poison element +25%
Weight: 200
Required Level: 80
A shining scythe that can leech the energy directly from the spirit of the enemy, making the leeching powers very high, but difficult.
In the Refuge
Type: Scythe Lv: 3
Attack: 032 MagicAtk: 000
Leech Power: 8%
DMG vs Ghost, Undead and Poison element +25%
Weight: 200
Required Level: 80
A shining scythe that can leech the energy directly from the spirit of the enemy, making the leeching powers very high, but difficult.
Skyspear Claw Orb
In the original
Core:
Crescent Dive DMG +3% per refine
Dragon Soul:
Crescent Dive has 25% chance to autocast Dragon Fear Lv1 and Heal Lv5
Combo Ready for duration
Type: Claw Orb
Ascended Skill: Crescent Dive
Level Required: 110
In the Refuge
Core:
Crescent Dive DMG +3% per refine
Dragon Soul:
Crescent Dive has 25% chance to autocast Dragon Fear Lv1 and Heal Lv1
Combo Ready for duration
Type: Claw Orb
Ascended Skill: Crescent Dive
Level Required: 110
Slashing Shadows
In the original
Type: Katar \t\t\t\t Lv: 4
Attack: 015\tMagicAtk: 010\t
Critical Damage Bonus: 15%
ATK/MATK+1% per refine
Enables Perfect Hide
Impact Tooth autocasts Shadow Slash
Impact Tooth Cooldown +1s
Weight: 130
Required Level: 120
A dark katar that makes the user dives for the enemy's heart directly with murderous intent.
In the Refuge
Type: Katar Lv: 4
Attack: 015 MagicAtk: 010
Critical Damage Bonus: 15%
ATK/MATK+1% per refine
Using Hiding slides you 2 cells backwards
Impact Tooth autocasts Shadow Slash
Impact Tooth Cooldown +1s
Weight: 130
Required Level: 120
A dark katar that makes the user dives for the enemy's heart directly with murderous intent.
Slime Ring
In the original
Type: Accessory
Enables Perfect Hiding (invisibility against demons and insects)
Flee +5
Hiding Cooldown +1s
Weight: 10
Required Level: 10
A strange ring with an occult aura and a slime instead of a gem in it.
In the Refuge
Type: Accessory
Using Hiding slides you 2 cells backwards
Flee +5
Hiding Cooldown +1s
Weight: 10
Required Level: 10
A strange ring with an occult aura and a slime instead of a gem in it.
Solar Sword
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 005\tMagicAtk: 025\t
Defense Pierce: 5%
SP Regen+10%
Cast Time-10%
INT+1 per refine
Weight: 100
Required Level: 30
A golden sword that reflect sunlight like a mirror, carried by a true envoy of the gods.
In the Refuge
Type: Sword Lv: 3
Attack: 005 MagicAtk: 025
Defense Penetration: 5
SP Regen+10%
Cast Time-10%
INT+1 per refine
Weight: 100
Required Level: 30
A golden sword that reflect sunlight like a mirror, carried by a true envoy of the gods.
Spectral Reaper
In the original
Type: Scythe \t\tLv: 2
Attack: 030\tMagicAtk: 030\t
Leech Power: 10%
Burning Wave DMG+5% per refine
Immune to Freeze and Burning
MATK+5%
Weight: 200
Required Level: 105
A cursed scythe that guides the darkness of the underworld along its blade.
In the Refuge
Type: Scythe Lv: 2
Attack: 030 MagicAtk: 030
Leech Power: 5%
Burning Wave DMG+5% per refine
Immune to Freeze and Burning
MATK+5%
Weight: 200
Required Level: 105
A cursed scythe that guides the darkness of the underworld along its blade.
Spirit-Cleaver
In the original
A golden axe with brutal power.
STR +8
INT +8
Type: One-Handed Axe
Attack: 180
Weight: 180
Weapon Level: 3
Requirement:
Base Level 120
Genetic
In the Refuge
Type: One-Handed Axe
Lv: 2
Attack: 025 MagicAtk: 005
Element: Earth
Splash Range: 1
Axe Tornado Damage +25%
Critical Damage +15%
ASPD +1
Jungle Hatchets (with
Leaf-Cutter):
ASPD +2, ASPD Limit +2
Casting Axe Tornado won't
interrupt your auto-attack
Weight: 120
Required Level: 80
Twin to the Leaf-Cutter -
Ayothaya headhunters
swore
it snapped at the Kraben's
restless ghosts between
the bamboo.
Splendide Edge
In the original
*Effects in WoE & PVP area
This weapon ignores it's attack damage while decreaseing the target's HP by 8% on each physical attack. (This effect does not work with skills)
Type: Two-Handed Sword
Attack: 100
Weight: 250
Weapon Level: 4
Requirement:
Base Level 95
Swordman classes
In the Refuge
Type: Knight Sword Lv: 4
Attack: 035 MagicAtk: 010
Element: Shadow
Vengeance Rate: 12%
(2 Handed Sword)
MATK increased by your
base STR
Dark Property Magic +20%
INT +5
Weight: 200
Required Level: 80
A Laphine greatblade the
Black Tendrillion swallowed
and spat back wrong: now
every ounce of the wielder's
strength bleeds out of the
edge as abyssal magic.
Starfall
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 010\tMagicAtk: 025\t
Defense Pierce: 5%
Per Refine:
Comet DMG+6%
SP-6%
Weight: 100
Required Level: 80
A bright sword that fell from the skies and carries energy from the stars.
In the Refuge
Type: Sword Lv: 1
Attack: 010 MagicAtk: 025
Defense Penetration: 5
Per Refine:
Comet DMG+6%
SP-6%
Weight: 100
Required Level: 80
A bright sword that fell from the skies and carries energy from the stars.
Steel Reaper
In the original
Type: Scythe \t\tLv: 4
Attack: 025\tMagicAtk: 000\t
Leech Power: 100%
After Cast Delay -5% per refine
ASPD +1 per refine
Weight: 200
Required Level: 70
A sharp metal scythe that has stange markings where blood seeps through.
In the Refuge
Type: Scythe Lv: 4
Attack: 025 MagicAtk: 000
Leech Power: 50%
After Cast Delay -5% per refine
ASPD +1 per refine
Weight: 200
Required Level: 70
A sharp metal scythe that has stange markings where blood seeps through.
Stormwalker Necklace
In the original
Type: Left Accessory
INT+1
If Base INT is 50:
Magic Defense Pierce +5%
Stormwalker Set:
Mid Headgear, Armor, Shoes, Garment, Accessories
Set Bonus:
All Stats +5
HP/SP Regen+50%
Weight: 10
Required Level: 100
A bright necklace adorned with beautiful scales from the deep oceans.
In the Refuge
Type: Left Accessory
INT+1
If Base INT is 50:
Magic Defense Penetration +5
Stormwalker Set:
Mid Headgear, Armor, Shoes, Garment, Accessories
Set Bonus:
All Stats +5
HP/SP Regen+50%
Weight: 10
Required Level: 100
A bright necklace adorned with beautiful scales from the deep oceans.
Stormwalker Ring
In the original
Type: Right Accessory
STR+1
If Base STR is 50:
Defense Pierce +5%
Stormwalker Set:
Mid Headgear, Armor, Shoes, Garment, Accessories
Set Bonus:
All Stats +5
HP/SP Regen+50%
Weight: 10
Required Level: 100
A ring decorated with golden algae and a strange glow. You can smell the ocean in it.
In the Refuge
Type: Right Accessory
STR+1
If Base STR is 50:
Defense Penetration +5
Stormwalker Set:
Mid Headgear, Armor, Shoes, Garment, Accessories
Set Bonus:
All Stats +5
HP/SP Regen+50%
Weight: 10
Required Level: 100
A ring decorated with golden algae and a strange glow. You can smell the ocean in it.
Succubus Horn
In the original
Type: Headgear
Defense: 005
MagicDef: 000
10% chance to drain 1% damage as SP.
Blocks SP Regeneration.
Weight: 30
Required Level: 70
A pair of horns from succubus, the sexy demon girl.
In the Refuge
Type: Headgear
Defense: 005
MagicDef: 000
15% chance to drain 1% damage as SP.
Blocks SP Regeneration.
Weight: 30
Required Level: 70
A pair of horns from succubus, the sexy demon girl.
Sun Devourer
In the original
Type: Long Sword\tLv: 4
Attack: 020\tMagicAtk: 020\t
Defense Pierce: 15%
Enables Dragon Pact Lv1
Enables Dragon Breath on the same level as refined
Weight: 150
Required Level: 45
A strange sword that roars whenever someone wields it in battle. Wielders can feel the heat around it burning through the body like a dragon breath.
In the Refuge
Type: Long Sword Lv: 4
Attack: 020 MagicAtk: 020
Defense Penetration: 15
Enables Dragon Pact Lv1
Enables Dragon Breath on the same level as refined
Weight: 150
Required Level: 45
A strange sword that roars whenever someone wields it in battle. Wielders can feel the heat around it burning through the body like a dragon breath.
Surt Shoes
In the original
Type: Medium Shoes
Defense: 020
MagicDef: 010\t
Move Speed: 010%
Enables Backslide
Defense and Magic Defense Pierce +1% per refine
Diabolus Set:
Shawl, Shoes and Robe or Armor
Set Bonus:
Robes: MATK+10%
Armor: ATK+10%
Weight: 50
Required Level: 130
Rugged boots worn by warriors who engaged Surt's army until the end.
In the Refuge
Type: Medium Shoes
Defense: 020
MagicDef: 010
Move Speed: 010%
Enables Backslide
Defense/Magic Defense Penetration +1 per refine
Diabolus Set:
Shawl, Shoes and Robe or Armor
Set Bonus:
Robes: MATK+10%
Armor: ATK+10%
Weight: 50
Required Level: 130
Rugged boots worn by warriors who engaged Surt's army until the end.
Sword
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 009\tMagicAtk: 000\t
Defense Pierce: 7%
ATK+1%
Weight: 100
Required Level: 5
A simple, VERY simple sword.
In the Refuge
Type: Sword Lv: 1
Attack: 009 MagicAtk: 000
Defense Penetration: 7
ATK+1%
Weight: 100
Required Level: 5
A simple, VERY simple sword.
Sword of Conquest
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 025\tMagicAtk: 000\t
Defense Pierce: 20%
Enables Northern Cross at the same level as current refine
Northern Cross DMG+35%
HP+1% per refine
Total DEF+1% per refine
Weight: 100
Required Level: 130
A true conqueror must be ready to sacrifice anything, and anyone, for victory.
In the Refuge
Type: Sword Lv: 4
Attack: 025 MagicAtk: 000
Defense Penetration: 20
Enables Northern Cross at the same level as current refine
Northern Cross DMG+35%
HP+1% per refine
Total DEF+1% per refine
Weight: 100
Required Level: 130
A true conqueror must be ready to sacrifice anything, and anyone, for victory.
Sword of the Orphan
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 007\tMagicAtk: 007\t
Defense Pierce: 10%
Cannot be Refined
EXP Received +10%
SP Regen+20%
Weight: 100
Required Level: 1
A weapon given to Orphans who try their best by the Orphanage.
In the Refuge
Type: Sword Lv: 1
Attack: 007 MagicAtk: 007
Defense Penetration: 10
Cannot be Refined
EXP Received +10%
SP Regen+20%
Weight: 100
Required Level: 1
A weapon given to Orphans who try their best by the Orphanage.
Sword of the Second
In the original
Type: Sword \t\t\t\t Lv: 2
Attack: 020\tMagicAtk: 024\t
Defense Pierce: 5%
Pierces 20% Magic Defense
MATK+2%
Rachel Second Set:
Armor and Weapon
Set Bonus:
SP +5%
Weight: 100
Required Level: 80
A sword can cut through the enemy's spirits.
In the Refuge
Type: Sword Lv: 2
Attack: 020 MagicAtk: 024
Defense Penetration: 5
Magic Defense Penetration +20
MATK+2%
Rachel Second Set:
Armor and Weapon
Set Bonus:
SP +5%
Weight: 100
Required Level: 80
A sword can cut through the enemy's spirits.
Sylph Lance
In the original
A weapon of unknown origin that contains the magic of the labyrinth.
It is unclear what kind of material it is made from, and even similar weapons have different performance.
MATK +110
Refine Level +7:
ATK +30, HIT +5
Refine Level +9:
ATK +30, HIT +5
When equipped with Labyrinth Baphomet Card:
ATK +10%
Normal attacks inflicts splash damage.
Type: One-Handed Spear
Attack: 150
Weight: 180
Weapon Level: 4
Requirement:
Base Level 150
3rd classes of Swordsman
In the Refuge
Type: Spear Lv: 2
Attack: 020 MagicAtk: 010
Element: Wind
Dragon Thrust: Lv4
Dragon Thrust DMG+20%
Dragon Thrust can land
Critical hits
15% chance to autocast
Dragon Thrust Lv4
Critical +5, Critical Damage
+10%
Weight: 100
Required Level: 70
A lance of woven wind, light
as a Laphine's whisper.
Tartaros
In the original
Type: Knight Sword \t\t\t\t Lv: 4
Attack: 030\tMagicAtk: 030\t
Vengeance Rate: 12%
(2 Handed Sword)
Conflagration Cooldown -5s
HP Regen +500%Regenerates HP on movement
Weight: 200
Required Level: 115
A sword that speaks to its master and carries the power to slay gods. You can feel the sadness of Sakray and Thanatos when wielding it.
In the Refuge
Type: Knight Sword Lv: 4
Attack: 030 MagicAtk: 030
Vengeance Rate: 12%
(2 Handed Sword)
Conflagration Cooldown -5s
HP Regen +500%
Regenerates HP on movement
Max HP +15%
Black Heart costs no SP
Leech: 100% chance, 5% of
the damage dealt
Weight: 200
Required Level: 115
A sword that speaks to its master and carries the power to slay gods. You can feel the sadness of Sakray and Thanatos when wielding it.
Taskmaster's Lash
In the original
A spiny whip made out of wire.
It resonates with Ancient Hero's Boots.
MATK +190
For each 2 Refine Levels:
MATK +10
For each 3 Refine Levels:
Increases Magical Damage with Neutral element by 4%.
Refine Level +9:
Increases damage of Reverberation and Metallic Sound by 10%.
Refine Level +11:
Decreases fixed casting time of Reverberation by 0.5 seconds.
When equipped with Ancient Hero's Boots:
Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing physical or magical damage.
Type: Whip
Attack: 160
Weight: 70
Weapon Level: 4
Requirement:
Base Level 100
Wanderer
In the Refuge
Type: Whip Lv: 2
Attack: 015 MagicAtk: 005
Added Effect: Stun(5%)
Final damage +15%
against Stunned targets
Refine 7 or higher:
Stun chance +5%
Orc Set (with Orc Helm +
Orc Armor):
ATK +8%, Stun chance +5%
Weight: 80
Required Level: 50
The lash that drove the
warren's thralls: the
warlord's
missing badge.
Tatenashi Armor
In the original
Type: Heavy Armor
Defense: 030
MagicDef: 006\t
HP Bonus: +15%
SP Bonus: +5%
Defense Pierce +20%
ATK+2%
SP Cost +70%
Attacks cost 12 SP
Weight: 300
Required Level: 50
A strange armor from a distant land that lusts for blood. Allows the wearer to overspend its energy for more power.
In the Refuge
Type: Heavy Armor
Defense: 030
MagicDef: 006
HP Bonus: +15%
SP Bonus: +5%
Defense Penetration +20
ATK+2%
SP Cost +70%
Attacks cost 12 SP
Weight: 300
Required Level: 50
A strange armor from a distant land that lusts for blood. Allows the wearer to overspend its energy for more power.
Thief's Treasure
In the original
Type: Accessory
Total Hit +5%
Def Pierce +3%
DEX+1
Weight: 10
Required Level: 50
A ring that grasps onto a gem engraved into it. Excelent for people looking for riches.
In the Refuge
Type: Accessory
Total Hit +5%
Defense Penetration +3
DEX+1
Weight: 10
Required Level: 50
A ring that grasps onto a gem engraved into it. Excelent for people looking for riches.
Tomb Thief Armor
In the original
Type: Medium Armor
Defense: 010
MagicDef: 002\t
HP Bonus: +8%
SP Bonus: +12%
Recover 10 HP per hit
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Enables Hiding and Increase Agility Lv3
Weight: 200
Required Level: 10
A tight armor worn by thieves who raid tombs.
In the Refuge
Type: Medium Armor
Defense: 010
MagicDef: 002
HP Bonus: +8%
SP Bonus: +12%
Recover 10 HP per hit
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Increase Agi Cooldown -6s
Hiding SP Cost -15%
3% chance to autocast Heal Lv1 when using Hiding
Weight: 200
Required Level: 10
A tight armor worn by thieves who raid tombs.
Tomb Thief Boots
In the original
Type: Medium Shoes
Defense: 004
MagicDef: 002\t
Move Speed: 005%
Backstab DMG+10%
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Enables Hiding and Increase Agility Lv3
Weight: 50
Required Level: 10
Rugged shoes worn by thieves who raid tombs.
In the Refuge
Type: Medium Shoes
Defense: 004
MagicDef: 002
Move Speed: 005%
Backstab DMG+10%
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Increase Agi Cooldown -6s
Hiding SP Cost -15%
3% chance to autocast Heal Lv1 when using Hiding
Weight: 50
Required Level: 10
Rugged shoes worn by thieves who raid tombs.
Tomb Thief Mantle
In the original
Type: Medium Garment
Defense: 004
MagicDef: 002\t
Perfect Dodge: 005
Critical Rate +5
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Enables Hiding and Increase Agility Lv3
Weight: 50
Required Level: 10
A dusty mantle worn by thieves who raid tombs.
In the Refuge
Type: Medium Garment
Defense: 004
MagicDef: 002
Perfect Dodge: 005
Critical Rate +5
Tomb Thief Set:
Armor, Garment, Shoes
Set Bonus:
ATK+3
MATK+3
Increase Agi Cooldown -6s
Hiding SP Cost -15%
3% chance to autocast Heal Lv1 when using Hiding
Weight: 50
Required Level: 10
A dusty mantle worn by thieves who raid tombs.
Tradition Ring
In the original
Type: Unchained Left Accessory
All Stats+1
Perfect Hit +100%
SP Cost +25%
Shadow Slash, Sonic Blow, Axe Boomerang and Silent Strike now hit on a 5x5 Area
Weight: 100
Required Level: 120
A strange ring that breaks the limits of the traditional ways of the Assassins.
In the Refuge
Type: Unchained Left
Accessory
All Stats +1
Perfect Hit +100%
SP Cost +25%
Shadow Slash, Sonic Blow,
Axe Boomerang and Silent
Strike
now hit on a 5x5 Area
Weight: 100
Required Level: 120
A strange ring that breaks
the limits of the traditional
ways of the Assassins.
Treasure Soutane
In the original
Type: Light Armor
Defense: 010
MagicDef: 005\t
HP Bonus: +10%
SP Bonus: +10%
Drop Rate +1% per refine
Zeny Limit +15
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the riches and spoils of the wearer.
In the Refuge
Type: Light Armor
Defense: 010
MagicDef: 005
HP Bonus: +10%
SP Bonus: +10%
+0.1% chance of dropping Shadow Ore per Refine Level.
Zeny Limit +15 per refine
Weight: 100
Required Level: 110
A pure white robe with a holy aura that increases the riches and spoils of the wearer.
Tsurugi
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 015\tMagicAtk: 010\t
Defense Pierce: 10%
Perfect Dodge +10
Move Speed +5%
Weight: 100
Required Level: 60
An eastern heavy sword made for deflecting attacks.
In the Refuge
Type: Sword Lv: 3
Attack: 015 MagicAtk: 010
Defense Penetration: 10
Perfect Dodge +10
Move Speed +5%
Weight: 100
Required Level: 60
An eastern heavy sword made for deflecting attacks.
Turtle Knight Sabre
In the original
Rental Item
A one-handed sword popularized by its use by sea adventurers.
STR +2
DEF +1
Enables the use of Level 5 Bash.
When VIP status active:
ATK +10
MATK +10
Type: One-Handed Sword
Attack: 185
Weight: 0
Weapon Level: 4
Refineable: No
Requirement:
Swordsman, Merchant and Thief classes
In the Refuge
Type: Sword Lv: 3
Attack: 028 MagicAtk: 005
Reflect Melee Damage: 5%
DEF +30
MDEF +10
MaxHP +1% per refine
Giant Shield Set (sword &
board):
Neutral resistance +10%
Reflect Melee Damage +5%
Weight: 130
Required Level: 60
The blade of a turtle-knight:
defense that answers in
kind.
Twisted Pendant
In the original
Type: Accessory
Defense Pierce +5%
Shadowstab DMG+10%
Ascending Steel DMG +10%
Weight: 10
Required Level: 80
A strange pendant with unique spiral markings that resemples a twisted dagger
In the Refuge
Type: Accessory
Defense Penetration +5
Shadowstab DMG+10%
Ascending Steel DMG +10%
Weight: 10
Required Level: 80
A strange pendant with unique spiral markings that resemples a twisted dagger
Unchained Ring
In the original
Type: Unchained Left Accessory
All Stats+3
HP/SP+5%
SP Cost -80%
Weight: 20
Required Level: 110
A strange ring that breaks the limits of the basic arts of a Thief.
In the Refuge
Type: Unchained Left
Accessory
All Stats +3
Max HP +5%
Max SP +5%
SP Cost -80%
Weight: 20
Required Level: 110
A strange ring that breaks
the limits of the basic arts of
a Thief.
Utan Vinelash
In the original
A high-quality whip made by the Paradise Group.
MATK +180
MATK +5%
For each Level of Dancing Lesson:
Increases Magical Damage with every element by 1%.
Base Level at least 105:
Decreases Metallic Sound skill cooldown by 2 seconds.
Increases damage of Reverberation and Metallic Sound by 25%.
Base Level at least 110:
Decreases Fixed Casting Time of Reverberation by 0.5 seconds.
Increases Magical Damage against enemies of every size by 15%.
Base Level at least 115:
Increases damage of Reverberation and Metallic Sound by additional 15%.
Type: Whip
Attack: 150
Weight: 0
Weapon Level: 4
Refineable: No
Requirement:
Base Level 100
Wanderer classes
In the Refuge
Type: Whip Lv: 2
Attack: 013 MagicAtk: 005
Added Effect: Silence(3%)
Leech: 5% HP, 3% SP
Final damage vs Silenced
targets +20%
Refine 7 or higher:
Silence chance +2%
Final damage vs Silenced
+10% more
(total +30%)
Weight: 80
Required Level: 60
A strangler-vine cut live from
an Umbala Dryad: it
never stopped reaching for a
throat, and now it
reaches for your enemies'.
Vital Blade
In the original
Type: Sword \t\t\t\t Lv: 1
Attack: 008\tMagicAtk: 001\t
Defense Pierce: 5%
HP/SP Regen +20%
Weight: 100
Required Level: 5
A sword used for a defensive stance, not as tiresome as others.
In the Refuge
Type: Sword Lv: 1
Attack: 008 MagicAtk: 001
Defense Penetration: 5
HP/SP Regen +20%
Weight: 100
Required Level: 5
A sword used for a defensive stance, not as tiresome as others.
Volan of the Moon
In the original
Type: Upper Headgear
Defense: 010
MagicDef: 005
Leech Rate +5%
Leech Power +5%
Weight: 30
Required Level: 100
A strange headgear that reflects the light of the Volan constellation and light of the moon.
In the Refuge
Type: Upper Headgear
Defense: 010
MagicDef: 005
Leech Rate +8%
Leech Power +3%
Weight: 30
Required Level: 100
A strange headgear that reflects the light of the Volan constellation and light of the moon.
Volan of the Sun
In the original
Type: Upper Headgear
Defense: 015
MagicDef: 010
Per Refine:
Leech Rate +1%
Leech Power +1%
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Volan constellation and light of the sun. Burns bright with the power from the wearer's soul.
In the Refuge
Type: Upper Headgear
Defense: 015
MagicDef: 010
Leech Rate +8%
Per Refine:
Leech Rate +5%
Leech Power +1% per refine
Weight: 30
Required Level: 110
A strange headgear that reflects the light of the Volan constellation and light of the sun. Burns bright with the power from the wearer's soul.
Volcano Manteau
In the original
Type: Heavy Garment
Defense: 010
MagicDef: 005\t
Perfect Dodge: 004
ATK+3%
Flee+10
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Def Pierce +2%
MDef Pierce +2%
Weight: 75
Required Level: 50
A heavy coat covered in scales burning with lava.
In the Refuge
Type: Heavy Garment
Defense: 010
MagicDef: 005
Perfect Dodge: 004
ATK+3%
Flee+10
Volcano Set:
Dark Flare and Volcano/Phoenix Manteau
Set Bonus:
Defense Penetration +2
Magic Defense Penetration +2
Weight: 75
Required Level: 50
A heavy coat covered in scales burning with lava.
Warrior Blade
In the original
Type: Sword \t\t\t\t Lv: 3
Attack: 012\tMagicAtk: 004\t
Defense Pierce: 9%
DEF+15
Weight: 100
Required Level: 30
A blade for use on war battles, where survival is a priority.
In the Refuge
Type: Sword Lv: 3
Attack: 012 MagicAtk: 004
Defense Penetration: 9
DEF+15
Weight: 100
Required Level: 30
A blade for use on war battles, where survival is a priority.
Wasteland Sovereign
In the original
It was modified to launch other objects than
the nails used to in the Einbech mine.
Increases Ranged Physical Damage by 15%.
Increases damage of Fire Dance by 15%.
Refine Level +7:
ATK +60
Increases Attack Speed (Decreases After Attack Delay by 10%).
Refine Level +9:
Increases damage of Fire Dance by additional 20%.
Physical attacks have a chance to increase physical damage against all size enemies by 20% for 10 seconds.
Refine Level +11:
Decreases After Skill Delay of all skills by 20%.
Type: Revolver
Attack: 200
Weight: 180
Weapon Level: 4
Requirement:
Base Level 170
Rebellion
In the Refuge
Type: Revolver Lv: 2
Attack: 020 MagicAtk: 000
Attack SP Cost: 2
Absolution DMG+10%
Absolution can land
Critical hits
Absolution kills grant +1
Coin
ASPD Limit +2
Critical +2 per refine
Weight: 0
Required Level: 90
A custom revolver,
assembled by its wielder
from salvaged parts.
Word of Misery
In the original
Type: Sword \t\t\t\t Lv: 4
Attack: 022\tMagicAtk: 000\t
Defense Pierce: 20%
Per Refine:
Critical Rate +2
HP +2%
Atk+1%
SP-2%
Flee-10
Weight: 100
Required Level: 85
A sword with a living handle, asking for blood sacrifice. Users can hear a terrible voice on their head constantly.
In the Refuge
Type: Sword Lv: 4
Attack: 022 MagicAtk: 000
Defense Penetration: 20
Per Refine:
Critical Rate +2
HP +2%
Atk+1%
SP-2%
Flee-10
Weight: 100
Required Level: 85
A sword with a living handle, asking for blood sacrifice. Users can hear a terrible voice on their head constantly.
Wyrmscale Kris
In the original
A formal dress dagger, engraved with luxurious emblems, that's usually worn on special occasions.
INT +5
MATK +170
For each 2 Refine Levels:
MATK +1%
Refine Level +7:
Increases Magical Damage with Fire element by 10%.
Refine Level +9:
Increases damage of Fire Bolt by 40%.
Increases damage of Fire Ball by 40%.
Refine Level +11:
Increases damage of Meteor Storm by 30%.
Increases damage of Crimson Rock by 30%.
When equipped with Fancy Flower:
MATK +50
Refine Level of Illusion Bazerald and Fancy Flower each is +7 or higher:
Decreases Variable Casting Time of all skills by 10%.
Total Refine Level of entire set at least +18:
Increases Magical Damage against monsters of Small and Medium size by 15%.
Total Refine Level of entire set at least +22:
Random chance to increase MATK +50 and Magical Damage with Fire element by 20% for 10 sec when dealing magical attacks.
Type: Dagger
Attack: 120
Weight: 50
Element: Fire
Weapon Level: 4
Requirement:
Base Level 120
Swordsman, Magician, Archer, Merchant, Thief, Soul Linker and Ninja classes
In the Refuge
Type: Offhand Dagger
Attack: 000 MagicAtk: 000
Double Attack Lv: = Spectral
Mastery Lv
Per Level of Spectral
Mastery:
Attack Range +1, MATK
+1%
ASPD Limit +1, Critical +2
Double Attack Rate +10%
Spectral Servants can deal
Criticals.
Critical Damage +20%
Cannot be refined or used
to attack.
Can only be equipped on the
offhand.
Weight: 60
Required Level: 70
Nidhogg's fang, honed to a
point: even its echoes
draw blood.
Yggdrasil Vine
In the original
A flexible whip made of renovated plant stem.
MATK +50
Decreases Variable Casting Time of Deep Sleep Lullaby and Swing Dance by 2 secs.
SP cost ofeach skill decreased by 4 with every upgrade above Level 6.
Type: Whip
Attack: 170
Weight: 80
Weapon Level: 3
Can be enchanted by:
<NAVI>Mayomayo<INFO>malangdo,213,167,0,100,0,0</INFO></NAVI>
Requirement:
Base Level 102
Wanderer
In the Refuge
Type: Whip Lv: 2
Attack: 010 MagicAtk: 010
Added Effect: Poison(4%),
Sleep(4%)
Max SP +5%, SP Recovery
+10%
Refine 7 or higher:
Max SP +5%, SP Recovery
+10%
With Stat Gloves (effects
stack):
STR: Defense Penetration
+5
AGI: ASPD +1, ASPD
Limit +1
VIT: Max HP +5%
INT: Magic Defense
Penetration +5
DEX: Ranged Damage +5%
LUK: Critical +5, Critical
Damage +5%
Weight: 80
Required Level: 80
A living vine of the World
Tree, dripping with venom
and slumber.
Yin Yang Earrings
In the original
Type: Mid Headgear
Defense: 003
MagicDef: 000
Enables Heal Lv10
Heal SP Cost+10%
Yin Yang Set:
Earrings, Talisman and Amulet
Set Bonus:
Healing Power +10%
Weight: 30
Required Level: 50
A pair of special earrings that carries balance of spiritual energy to provide healing.
In the Refuge
Type: Mid Headgear
Defense: 003
MagicDef: 000
Heal SP Cost -50%
Healing Power +20%
Heal SP Cost+10%
Yin Yang Set:
Earrings, Talisman and Amulet
Set Bonus:
Healing Power +10%
Weight: 30
Required Level: 50
A pair of special earrings that carries balance of spiritual energy to provide healing.
Cards
43 rewritten
Abyss Lord Card
In the original
Type: Card \t\t
Location: Lower Headgear
Magic Defense Piercing +5%
A slaved master of darkness. Only a powerful witch could have under control. Stills a formidable threat.
In the Refuge
Type: Card
Location: Lower Headgear
Magic Defense Penetration +5
A slaved master of darkness. Only a powerful witch could have under control. Stills a formidable threat.
Abyss Mimic Card
In the original
Type: Card \t\t
Location: Upper Headgear
Drop Rate +1% per refine
SP-2% per refine
A treasure that so many entities lusted over that it came over a terrible curse and now punishes anyone who even comes close to it.
In the Refuge
Type: Card
Location: Upper Headgear
+0.1% chance of dropping Shadow Ore per Refine Level.
A treasure that so many entities lusted over that it came over a terrible curse and now punishes anyone who even comes close to it.
Ascended Follower Card
In the original
Type: Card \t\t
Location: Mid Headgear
EXP+15%
Drop Rate -50%
A follower that managed to ascend on a successful ritual. Only Orphans currently are known to survive the ritual.
In the Refuge
Type: Card
Location: Mid Headgear
EXP+15%
HP and SP -10%
A follower that managed to ascend on a successful ritual. Only Orphans currently are known to survive the ritual.
Aspect of Lies Card
In the original
Type: Card \t\t
Location: Armor
Enables perfect hiding when using invisibility skills, allowing you to hide from demons, insects and some detectors.
An aspect \"full of sadness\" from satan morroc's revival. Pretends to be a little kid and draws all weapons against nearby people.
In the Refuge
Type: Card
Location: Armor
Using Hiding slides you 2 cells backwards
An aspect "full of sadness" from satan morroc's revival. Pretends to be a little kid and draws all weapons against nearby people.
Clock Card
In the original
Type: Card \t\t
Location: Accessory
Enables Increase Agi Lv7
Tic, Toc, Tic, Toc...
In the Refuge
Type: Card
Location: Accessory
Increase Agi Duration +1 second
Tic, Toc, Tic, Toc...
Dark Lord Card
In the original
Type: Card \t\t
Location: Upper Headgear
Magic Defense Piercing +2% per refine
A powerful being of pure evil that can't access it's full power from this world. If it ever could, nothing would stand.
In the Refuge
Type: Card
Location: Upper Headgear
Magic Defense Penetration +2 per refine
A powerful being of pure evil that can't access it's full power from this world. If it ever could, nothing would stand.
Doomfist Card
In the original
Type: Card \t\t
Location: Accessory
Pierce Defense +5%
Critical Damage +5%
A massive monster covered in meteoric rocks that punches as fast as a comet.
In the Refuge
Type: Card
Location: Accessory
Defense Penetration +5
Critical Damage +5%
A massive monster covered in meteoric rocks that punches as fast as a comet.
Dream of Kings Card
In the original
Type: Card \t\t
Location: Upper Headgear
Defense Piercing +2% per refine
A living will from all kings who failed to bring glory to their kingdom. Full of hatred and sorrow.
In the Refuge
Type: Card
Location: Upper Headgear
Defense Penetration +2 per refine
A living will from all kings who failed to bring glory to their kingdom. Full of hatred and sorrow.
Dustiness Card
In the original
Type: Card \t\t
Location: Mid Headgear
Enables Perfect Hiding
A large insect that can take down prey using its paralyzing toxins.
In the Refuge
Type: Card
Location: Mid Headgear
Using Hiding slides you 2 cells backwards
A large insect that can take down prey using its paralyzing toxins.
Elder Willow Card
In the original
Type: Card \t\t
Location: Accessory
INT+2
Magic Defense Pierce +1%
A spirit that has lived inside a tree for over 100 years.
In the Refuge
Type: Card
Location: Accessory
INT+2
Magic Defense Penetration +1
A spirit that has lived inside a tree for over 100 years.
Goddess Freya Card
In the original
Type: Card \t\t
Location: Mid Headgear
Enables Unlimited Power Lv9
A terrible goddess that descended on the Land to rule over the people and control the entire world. It's entirely powered over sacrifices and follows in the same steps as Surt did in the past.
In the Refuge
Type: Card
Location: Mid Headgear
All your magic spells
become Holy element.
Holy Magic Damage +1%
per refine
A terrible goddess that descended on the Land to rule over the people and control the entire world. It's entirely powered over sacrifices and follows in the same steps as Surt did in the past.
Godly Seeker Card
In the original
Type: Card \t\t
Location: Low Headgear
Enables Hiding Lv10
Enables Perfect Hiding
Can see invisible enemies
A servant of Njord that watches over the land from the highest mountain. Can see anything anyone does, anywhere.
In the Refuge
Type: Card
Location: Low Headgear
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Using Hiding slides you 2 cells backwards
Can see invisible enemies
A servant of Njord that watches over the land from the highest mountain. Can see anything anyone does, anywhere.
Hodremlin Card
In the original
Type: Card \t\t
Location: Weapon
Defense Pierce +7%
Cultists love to serve demons as, specially those brought to the world with dark magic.
In the Refuge
Type: Card
Location: Weapon
Defense Penetration +7
Cultists love to serve demons as, specially those brought to the world with dark magic.
Hydrolancer Card
In the original
Type: Card \t\t
Location: Weapon
Double Attack Chance +30% (Non-Stacking)
A three headed dragon that roars 3 times against up to 3 enemies. Triple Kill awarded when it's slain.
In the Refuge
Type: Card
Location: Weapon
Double Attack chance +30%
A three headed dragon that roars 3 times against up to 3 enemies. Triple Kill awarded when it's slain.
King Schmidt Card
In the original
Type: Card \t\t
Location: Mid Headgear
For each stat higher than 98:
Ignores 15% of enemies DEF and MDEF
King and Knights Set:
King Schmidt and any elemental Knight cards
Set Bonus:
HP/SP +5%
A once said to be mad King that was aprisoned unfairly for many years in a remote island. For as much as it was innocent in the past, it's now been driven to insanity in a forgotten island.
In the Refuge
Type: Card
Location: Mid Headgear
Grants Heroic Landing Lv 3
If Heroic Landing Lv 5 is learned,
it autocasts Earthquake Lv 1
King and Knights Set:
King Schmidt and any elemental Knight cards
Set Bonus:
HP/SP +5%
A once said to be mad King that was aprisoned unfairly for many years in a remote island. For as much as it was innocent in the past, it's now been driven to insanity in a forgotten island.
Lord of The Dead Card
In the original
Type: Card \t\t
Location: Mid Headgear
Leech Rate +10%
Leech Power +7%
The true master of the underworld, watches over the afterlife and banishes the living back to their realm until they are ready for Niflheim.
In the Refuge
Type: Card
Location: Mid Headgear
Leech Rate +15%
Leech Power +4%
The true master of the underworld, watches over the afterlife and banishes the living back to their realm until they are ready for Niflheim.
Magmaring Card
In the original
Type: Card \t\t
Location: Accessory
Burning Spiral DMG+5%
Burnrings Set:
Magmaring and Lavaring Card
Set Bonus:
MATK+3%
A poring covered in magma that is really hot. Try not to touch it.
In the Refuge
Type: Card
Location: Accessory
Burning Spiral DMG+5%
Burnrings Set:
Magmaring and Mudring Card
Set Bonus:
MATK+3%
A poring covered in magma that is really hot. Try not to touch it.
Master Loki Card
In the original
Type: Card \t\t
Location: Mid Headgear
Hiding Cooldown -0.5s
Enables Perfect Hiding
Enables Tunnel Drive Lv3
The founder of the Assassin's Guild. Believed to be a god among the people and rumored to have killed Balder. The first and greatest assassin to ever live.
In the Refuge
Type: Card
Location: Mid Headgear
Hiding Cooldown -0.5s
Using Hiding slides you 2 cells backwards
Enables Tunnel Drive Lv3
The founder of the Assassin's Guild. Believed to be a god among the people and rumored to have killed Balder. The first and greatest assassin to ever live.
Moonlight Flower Card
In the original
Type: Card \t\t
Location: Shoes
Move Speed +20% (Non-stacking)
A tricky demon that disguises itself as a cute girl to trick men into falling for its trap.
In the Refuge
Type: Card
Location: Shoes
Move Speed +20% (Non-stacking)
A tricky demon that disguises itself as a cute girl to trick men into falling for its trap.
Mudring Card
In the original
Type: Card \t\t
Location: Accessory
Land Fissure DMG+5%
Burnrings Set:
Magmaring and Lavaring Card
Set Bonus:
MATK+3%
A dirty poring that loves to roll in the mud. It's actually pretty strong for a poring. Wow.
In the Refuge
Type: Card
Location: Accessory
Land Fissure DMG+5%
Burnrings Set:
Magmaring and Mudring Card
Set Bonus:
MATK+3%
A dirty poring that loves to roll in the mud. It's actually pretty strong for a poring. Wow.
Muspelskoll Card
In the original
Type: Card \t\t
Location: Weapon
DEF/MDEF Pierce +5%
ATK +5
MATK +5
A monstrous beast rumored to one day devour the sun. Burns brighter than any bonfire in any dark forest or deep cave.
In the Refuge
Type: Card
Location: Weapon
Defense/Magic Defense Penetration +5
ATK +5
MATK +5
A monstrous beast rumored to one day devour the sun. Burns brighter than any bonfire in any dark forest or deep cave.
North Mercenary Card
In the original
Type: Card \t\t
Location: Shoes
Violent Barrage DMG+15%
HP-10%
Wasteland Judgment Set:
North and South Mercenary Cards
Set Bonus:
20% chance to autocast Violent Barrage when using Absolution
A strong warrior who used to serve the people but now fights for its own survival with no hope left.
In the Refuge
Type: Card
Location: Shoes
Violent Barrage DMG+15%
HP-10%
Wasteland Judgment Set:
North and South Mercenary Cards
Set Bonus:
30% chance to autocast Violent Barrage when using Absolution
A strong warrior who used to serve the people but now fights for its own survival with no hope left.
Obeaune Card
In the original
Type: Card \t\t
Location: Accessory
Enables Heal Lv6
A sea creature that enchants people and drowns them for fun. Lovely.
In the Refuge
Type: Card
Location: Accessory
Heal SP Cost -30%
Healing Power +12%
A sea creature that enchants people and drowns them for fun. Lovely.
Old Blue Bag Card
In the original
Type: Card \t\t
Location: Accessory
Drop Rate+5%, Doubled bonus if worn with Ashring Card.(Non-Stacking Bonus)
A weird creature stuck inside a bag. It apparently is a cheap version of a mimic.
In the Refuge
Type: Card
Location: Accessory
+1% chance of dropping Shadow Ore on killing monsters.
A weird creature stuck inside a bag. It apparently is a cheap version of a mimic.
Owl Baron Card
In the original
Type: Card \t\t
Location: Accessory
MDEF Pierce+3%
Owls Set:
Duke and Baron
Set Bonus:
INT+3
A fancier owl that likes fancier food. Such as rich people.
In the Refuge
Type: Card
Location: Accessory
Magic Defense Penetration +3
Owls Set:
Duke and Baron
Set Bonus:
INT+3
A fancier owl that likes fancier food. Such as rich people.
Perfect Sentinel Card
In the original
Type: Card \t\t
Location: Accessory
Defense Pierce +4%
A furious robot, created to attack the weak spot of enemies. It's advised to keep distance from them as they can be deadly.
In the Refuge
Type: Card
Location: Accessory
Defense Penetration +4
A furious robot, created to attack the weak spot of enemies. It's advised to keep distance from them as they can be deadly.
Pitman Card
In the original
Type: Card \t\t
Location: Low Headgear
Drop Rate +5%
HP-25%
SP-25%
A greedy group of workers that have been completely taken over by their greed.
In the Refuge
Type: Card
Location: Low Headgear
+1% chance of dropping Shadow Ore on killing monsters.
A greedy group of workers that have been completely taken over by their greed.
Rank S Shadow Card
In the original
Type: Card \t\t
Location: Weapon
ATK+3%
MATK+3%
Full Shadow Card Set
All Stats +5
Def Pierce +10%
MDef Pierce +10%
The strongest Shadows are part of the revival army of morroc. They absorb immense amounts of power.
In the Refuge
Type: Card
Location: Weapon
ATK+3%
MATK+3%
Full Shadow Card Set
All Stats +5
Defense Penetration +10
Magic Defense Penetration +10
The strongest Shadows are part of the revival army of morroc. They absorb immense amounts of power.
Regret of Thanatos Card
In the original
Type: Card \t\t
Location: Upper Headgear
Base Level 130 or higher:
Magic Defense Pierce +10%
A bad feeling from Thanatos, embodies his feelings after succumbing to darkness.
In the Refuge
Type: Card
Location: Upper Headgear
Base Level 130 or higher:
Magic Defense Penetration +10
A bad feeling from Thanatos, embodies his feelings after succumbing to darkness.
Resentment of Thanatos Card
In the original
Type: Card \t\t
Location: Armor
Base Level 130 or higher:
Defense Pierce +10%
A bad feeling from Thanatos, embodies the bad choices he made for his people.
In the Refuge
Type: Card
Location: Armor
Base Level 130 or higher:
Defense Penetration +10
A bad feeling from Thanatos, embodies the bad choices he made for his people.
Sarah Irine Card
In the original
Type: Card \t\t
Location: Weapon
Holy Element Weapon.
Unbreakable Weapon.
Unstrippable Weapon.
Weapon Attack Power +3%
Magic Defense Pierce +3%
A valkyrie that roams the sky garden awaiting challenges to allow entrance to valhalla.
Holy Weapon
+10% Damage vs Neutral/Poison/Ghost/Undead/Dark
-10% Damage vs Holy
In the Refuge
Type: Card
Location: Weapon
Holy Element Weapon.
Unbreakable Weapon.
Unstrippable Weapon.
Weapon Attack Power +3%
Magic Defense Penetration +3
A valkyrie that roams the sky garden awaiting challenges to allow entrance to valhalla.
Holy Weapon
+10% Damage vs Neutral/Poison/Ghost/Undead/Dark
-10% Damage vs Holy
Shadow of Reginleif Card
In the original
Type: Card \t\t
Location: Shield
Has 10% Chance to drain 5% of physical damage dealt as HP
A powerful shadow that can be seen by the dead before a Valkyrie comes to evaluate them.
In the Refuge
Type: Card
Location: Shield
Has 15% Chance to drain 3% of physical damage dealt as HP
A powerful shadow that can be seen by the dead before a Valkyrie comes to evaluate them.
Skeleton Worker Card
In the original
Type: Card \t\t
Location: Garment
Defense Pierce +10%
A skeleton of a worker who spent his life looking for riches. Now it's also spending death doing it.
In the Refuge
Type: Card
Location: Garment
Defense Penetration +10
A skeleton of a worker who spent his life looking for riches. Now it's also spending death doing it.
Smokie Card
In the original
Type: Card \t\t
Location: Accessory
Enables Hiding Lv9
A funny little monster that loves to steal stuff and hide.
In the Refuge
Type: Card
Location: Accessory
Hiding SP Cost -45%
9% chance to autocast Heal Lv1 when using Hiding
A funny little monster that loves to steal stuff and hide.
Soul of Ymir Card
In the original
Type: Card \t\t
Location: Mid Headgear
SP Cost-40%
Move Speed -50%
Creator of the worlds, brings his soul to the land in order to challenge the greatest warriors to ever live.
In the Refuge
Type: Card
Location: Mid Headgear
SP Cost-40%
Move Speed -25%
Creator of the worlds, brings his soul to the land in order to challenge the greatest warriors to ever live.
South Mercenary Card
In the original
Type: Card \t\t
Location: Garment
Absolution DMG+15%
SP-10%
Wasteland Judgment Set:
North and South Mercenary Cards
Set Bonus:
20% chance to autocast Violent Barrage when using Absolution
A Judge who abandoned its order in the name of stronger weapons as it no longer has a kingdom to protect.
In the Refuge
Type: Card
Location: Garment
Absolution DMG+15%
SP-10%
Wasteland Judgment Set:
North and South Mercenary Cards
Set Bonus:
30% chance to autocast Violent Barrage when using Absolution
A Judge who abandoned its order in the name of stronger weapons as it no longer has a kingdom to protect.
Star Scourge Card
In the original
Type: Card \t\t
Location: Mid Headgear
ASPD Limit +1
Not a devourer of stars that travels around the universe watching the beginnings and ends of worlds. It's merely a messenger.
In the Refuge
Type: Card
Location: Mid Headgear
On hit:
Summon an astral clone that helps you in combat.
The clone lasts 4 seconds.
Not a devourer of stars that travels across the universe
witnessing the beginnings and ends of worlds.
It's merely a messenger.
Strange Wizard Card
In the original
Type: Card \t\t
Location: Accessory
MATK+1%
MDEF Pierce +2%
A powerful Wizard that is driven by an uncontrollable, mysterious rage.
In the Refuge
Type: Card
Location: Accessory
MATK+1%
Magic Defense Penetration +2
A powerful Wizard that is driven by an uncontrollable, mysterious rage.
Veins Ghoul Card
In the original
Type: Card \t\t
Location: Mid Headgear
Ignores 15% of enemies DEF and MDEF
A burning victim from the Veins Incident that never got over its fate. Carries the fate and hatred over its fate against the living.
In the Refuge
Type: Card
Location: Mid Headgear
Defense and Magic Defense Penetration +15
A burning victim from the Veins Incident that never got over its fate. Carries the fate and hatred over its fate against the living.
Wakwak Card
In the original
Type: Card \t\t
Location: Shoes
25% to autocast Heal Lv3 when casting Illusion of Exchange
Doctor Set:
WakWak and Manananggal Cards
Set Bonus:
Healing Power +20%
A winged beast that attacks unsuspecting and suspecting people anytime it wants.
In the Refuge
Type: Card
Location: Shoes
25% to autocast Heal Lv1 when casting Illusion of Exchange
Doctor Set:
WakWak and Manananggal Cards
Set Bonus:
Healing Power +20%
A winged beast that attacks unsuspecting and suspecting people anytime it wants.
Warp Assistant Card
In the original
Type: Card \t\t
Location: Shoes
Enables Warp Portal Lv3
Warp assistants can help Kafras move adventurers around the world safely. When they work.
In the Refuge
Type: Card
Location: Shoes
Gain Queen's Barrier Lv1 when warped by a Warp Portal
Warp assistants can help Kafras move adventurers around the world safely. When they work.
Whisper Card
In the original
Type: Card \t\t
Location: Garment
Enables Perfect Hiding
A white ghost that looks like a towel. Wooo~
In the Refuge
Type: Card
Location: Garment
Using Hiding slides you 2 cells backwards
A white ghost that looks like a towel. Wooo~
Wolf Card
In the original
Type: Card \t\t
Location: Accessory
STR+2
Defense Pierce +1%
A ferocious wolf with a very powerful bite.
In the Refuge
Type: Card
Location: Accessory
STR+2
Defense Penetration +1
A ferocious wolf with a very powerful bite.
Shadow gear
30 rewritten
Aria of Harmony Armor
In the original
Type: Shadow Piece
Piece Bonus:
Defense Pierce +5%
=Peacekeeper Set=
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Defense Penetration +5
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
Aria of Harmony Gloves
In the original
Type: Shadow Piece
Piece Bonus:
Use Trinket SP Cost -50%
=Peacekeeper Set=
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
In the Refuge
Type: Shadow Piece
Piece Bonus:
SP Recovery +20%
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
Aria of Harmony Pendant
In the original
Type: Shadow Piece
Piece Bonus:
ATK+5%
=Peacekeeper Set=
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
In the Refuge
Type: Shadow Piece
Piece Bonus:
ATK+5%
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
Aria of Harmony Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Use Trinket Cooldown -3s
=Peacekeeper Set=
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
In the Refuge
Type: Shadow Piece
Piece Bonus:
After Cast Delay -10%
Aria of Harmony Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that knew how to balance multiple techniques for combat.
Blade Study Armor
In the original
Type: Shadow Piece
Piece Bonus:
Flee +25
=Ronin Set=
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Flee +20
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
Blade Study Gloves
In the original
Type: Shadow Piece
Piece Bonus:
Critical Rate Total +15%
=Ronin Set=
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Critical Rate Total +10%
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
Blade Study Pendant
In the original
Type: Shadow Piece
Piece Bonus:
Critical Damage +10%
=Ronin Set=
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Critical Damage +10%
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
Blade Study Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Move Speed +10%
=Ronin Set=
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Move Speed +10%
Blade Study Set Bonus:
All Stats +3
Per Set Refine:
HP+1% per 4 refines
SP+1% per 4 refines
Weight: 10
Required Level: 50
Shadow Set worn by an orphan that studied the blade while you were being lazy.
Celestial Tome
In the original
Type: Legendary Manual
DEF+10
MDEF+5
All Stats +2
Heal Lv10
Coluceo Heal Lv2
Resurrection Lv4
Teleport Lv2
Warp Portal Lv4
Convenio Lv1
Increase Agility Lv10
Hammer Fall Lv3
Backslide Lv1
This Item is Account Bound
Weight: 500
Required Level: 130
A massive tome with every spell used by celestial beings, requires massive power to carry and incredible will to use correctly. Anybody who carries this tome will always be watched by angels and demons alike.
In the Refuge
Type: Legendary Manual
DEF+10
MDEF+5
All Stats +2
Move Speed +5%
Heal SP Cost -50%
Healing Power +20%
Heal Cooldown -1s
Coluceo Heal Lv2
Resurrection Lv4
Teleport Lv2
Teleport Cooldown -5s
Warped allies get healed by you
Warped allies receive Increase Agi for 5 seconds
Warped allies receive Pact of the Risen for 2 minutes
Convenio Lv1
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Hiding Cooldown -0.5s
Hammer Fall Lv3
Backslide Lv1
This Item is Account Bound
Weight: 500
Required Level: 130
A massive tome with every spell used by celestial beings, requires massive power to carry and incredible will to use correctly. Anybody who carries this tome will always be watched by angels and demons alike.
Dragon Claw Armor
In the original
Type: Shadow Piece
Piece Bonus:
Defense Pierce +5%
Dragon Claw Set Bonus:
All Stats +2
Defense Pierce +5%
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Defense Penetration +5
Dragon Claw Set Bonus:
All Stats +2
Defense Penetration +5
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
Dragon Claw Gloves
In the original
Type: Shadow Piece
Piece Bonus:
Defense Pierce +5%
Dragon Claw Set Bonus:
All Stats +2
Defense Pierce +5%
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Defense Penetration +5
Dragon Claw Set Bonus:
All Stats +2
Defense Penetration +5
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
Dragon Claw Pendant
In the original
Type: Shadow Piece
Piece Bonus:
Defense Pierce +5%
Dragon Claw Set Bonus:
All Stats +2
Defense Pierce +5%
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Defense Penetration +5
Dragon Claw Set Bonus:
All Stats +2
Defense Penetration +5
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
Dragon Claw Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Defense Pierce +5%
Dragon Claw Set Bonus:
All Stats +2
Defense Pierce +5%
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Defense Penetration +5
Dragon Claw Set Bonus:
All Stats +2
Defense Penetration +5
Per 8 Refines:
ATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always fought like a dragon.
Eternal Frost Armor
In the original
Type: Shadow Piece
Piece Bonus:
Magic Defense Pierce +5%
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Pierce +5%
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Magic Defense Penetration +5
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Penetration +5
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
Eternal Frost Gloves
In the original
Type: Shadow Piece
Piece Bonus:
Magic Defense Pierce +5%
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Pierce +5%
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Magic Defense Penetration +5
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Penetration +5
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
Eternal Frost Pendant
In the original
Type: Shadow Piece
Piece Bonus:
Magic Defense Pierce +5%
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Pierce +5%
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Magic Defense Penetration +5
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Penetration +5
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
Eternal Frost Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Magic Defense Pierce +5%
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Pierce +5%
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Magic Defense Penetration +5
Eternal Frost Set Bonus:
All Stats +2
Magic Defense Penetration +5
Per 8 Refines:
MATK+1%
Weight: 10
Required Level: 80
Shadow Set worn by an orphan who always casts spells with the calm of the winter.
Fallen Gods Armor
In the original
A mirror book used by Gilant, a rare witch, when performing false rituals.
The content of the ritual is only the pure truth that is reflected in the mirror surface.
MDEF +5
Decreases damage taken from Fire, Wind, Holy and Ghost elemental attacks by 20%.
For each Level of Faith:
Increases damage taken from Holy elemental attacks by 2%.
When equipped with Necromancer's Dress:
Increases Magical Damage against monsters of Boss class by 5%.
Ignores magic defense of Boss class by 25%.
Refine Level of Necromancer's Hand Mirror is +8 or higher:
Increases Magical Damage against monsters of Boss class by additional 5%.
Ignores magic defense of Boss class by additional 25%.
When equipped with Necromancer's Manteau:
MATK +5%
Decreases Variable Casting Time of all skills by 5%.
Refine Level of Necromancer's Hand Mirror is +8 or higher:
Perfect Dodge +20
MATK +5%
Decreases Variable Casting Time of all skills by additional 5%.
Type: Shield
Defense: 80
Weight: 50
Armor Level: 1
Requirement:
Base Level 65
In the Refuge
Type: Shadow Piece
Piece Bonus:
Total flee +2% per refine
Max HP -2% per refine
Fallen Gods Set Bonus:
All Stats +4
Max HP -10%
Per 2 refines on Armor
and Shoes:
Total flee +1%
Per 2 refines on Gloves
and Pendant:
MDEF +1
Weight: 100
Required Level: 100
Shadow gear worn by gods
who shed their divinity and
fell, trading grace for the
swiftness to outrun fate.
First Einherjar Armor
In the original
Type: Shadow Piece
Piece Bonus:
HP+2% per refine
HP+100
1st Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
HP+2% per refine
HP+100
1st Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
First Einherjar Gloves
In the original
Type: Shadow Piece
Piece Bonus:
ATK+1% per 2 refines
ATK+4
1st Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
ATK+1% per 2 refines
ATK+4
1st Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
First Einherjar Pendant
In the original
Type: Shadow Piece
Piece Bonus:
SP+1%% per refine
SP+10
1st Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
SP+1%% per refine
SP+10
1st Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
First Einherjar Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Move Speed +5%
Extra +1% per refine
1st Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Move Speed +5%
Extra +1% per refine
1st Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
Godslayer Armor
In the original
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
In the Refuge
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Resistance against all races -25%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
Godslayer Gloves
In the original
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
In the Refuge
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Resistance against all races -25%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
Godslayer Pendant
In the original
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
In the Refuge
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Resistance against all races -25%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
Godslayer Shoes
In the original
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
In the Refuge
Type: Shadow Piece
This Set can't have random bonus.
Piece Bonus:
ATK +1%
Godslayer Set Bonus:
All Stats +10
ATK +10%
MATK +10%
Resistance against all races -25%
Per Set Refine:
ATK+1
Weight: 10
Required Level: 100
Shadow Set worn by an orphan would break any protection to kill it's target, even his own.
Last Einherjar Armor
In the original
Type: Shadow Piece
Piece Bonus:
HP+1% per refine
HP+100
Last Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
HP+1% per refine
HP+100
Last Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
Last Einherjar Gloves
In the original
Type: Shadow Piece
Piece Bonus:
MATK+1% per 2 refines
MATK+4
Last Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
MATK+1% per 2 refines
MATK+4
Last Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
Last Einherjar Pendant
In the original
Type: Shadow Piece
Piece Bonus:
SP+2%% per refine
SP+10
Last Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
SP+2%% per refine
SP+10
Last Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
Last Einherjar Shoes
In the original
Type: Shadow Piece
Piece Bonus:
Move Speed +5%
Extra +1% per refine
Last Einherjar Set Bonus:
All Stats +4
Enables Heal Lv10
Enables Hiding Lv10
Enables Agi Up Lv10
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
In the Refuge
Type: Shadow Piece
Piece Bonus:
Move Speed +5%
Extra +1% per refine
Last Einherjar Set Bonus:
All Stats +4
Heal SP Cost -50%
Healing Power +20%
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
EXP+10%
Weight: 10
Required Level: 100
Shadow Set worn by an orphan who was chosen by the gods.
Everything else
25 rewritten
Acid Bottle
In the original
Type: Chemical Item
Catalyst for many explosives and reactions.
Weight: 2
A bottle of acid, capable of harming any person hit, can be combined with other items for effect.
In the Refuge
Type: Chemical Item
Catalyst for many explosives and reactions.
Weight: 0.5
A bottle of acid, capable of harming any person hit, can be combined with other items for effect.
Agility Manual
In the original
Type: Manual
AGI+1
Increase Agility Lv5
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
In the Refuge
Type: Manual
AGI+1
Increase Agi Cooldown -10s
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
Agility Manual X
In the original
Type: Manual
AGI+3
Increase Agility Lv10
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
In the Refuge
Type: Manual
AGI+3
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
Blink Manual
In the original
Type: Manual
Move Speed +2%
Teleport Lv1
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
In the Refuge
Type: Manual
Move Speed +2%
Teleport Lv2
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
Blink Manual X
In the original
Type: Manual
Move Speed +3%
Teleport Lv2
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
In the Refuge
Type: Manual
Move Speed +3%
Teleport Lv2
Teleport Cooldown -5s
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
Costume Amazing Halloween Hat
In the original
A pumpkin hat with bright orange color, it can turn dark hallowen night into light.
This is a limited costume for HALLOWEEN!
During Halloween: Provides 5% Extra Drop Rate and EXP
Type: Costume
Position: Upper
Weight: 0
Requirement: None
In the Refuge
A pumpkin hat with bright orange color, it can turn dark hallowen night into light.
This is a limited costume for HALLOWEEN!
+1% chance of dropping Shadow Ore on killing monsters.
Type: Costume
Position: Upper
Weight: 0
Requirement: None
Fire Bottle
In the original
Type: Chemical Item
Used for special damage effects..
Weight: 2
A bottle of explosive liquid, ready to be lit and used for a good reason.
In the Refuge
Type: Chemical Item
Used for special damage effects..
Weight: 0.5
A bottle of explosive liquid, ready to be lit and used for a good reason.
Gilded Dragon Head
In the original
[Boss Relic]
Head taken from an ancient dragon. While these beasts no longer exist, pieces of their bodies do not decay and can provide nutrition for newborn modern dragons.
Summons \"Nidhogg\" If used on the final floor of its dungeon, as long as a boss is not currently spawned by this Relic.
When this item is used, it also checks if the Boss of the map is alive or dead, and if dead, says when it will respawn.
Weight: 10
In the Refuge
[Boss Relic]
Head taken from an ancient dragon, its scales still gilded with a sheen that time never dulled. While these beasts no longer exist, pieces of their bodies do not decay and can provide nutrition for newborn modern dragons.
Summons "Nidhogg" If used on the final floor of its dungeon, as long as a boss is not currently spawned by this Relic.
When this item is used, it also checks if the Boss of the map is alive or dead, and if dead, says when it will respawn.
Weight: 10
Growth Shadow Coffer
In the original
Contains a Random Shadow piece from a Golden Shadow set among the following:
Legacy of Heroes
Laughing Chaos
Order Soul
Illusion Soul
Dragon Soul
Lucky 7
Tower
Master Thief
Desert Shadow
Desert Raider
School of Cats
Unreal World
Aria of Harmony
Blade Study
The Shadow Item has a random +1 to +5 stat bonus, unlike the usual dropped bonus.
Weight: 25
In the Refuge
Contains a Random Shadow piece from a Golden Shadow set among the following:
Legacy of Heroes
Laughing Chaos
Order Soul
Illusion Soul
Dragon Soul
Lucky 7
Tower
Master Thief
Desert Shadow
Desert Raider
School of Cats
Unreal World
Aria of Harmony
Blade Study
The Shadow Item has a random +1 to +3 stat bonus.
Weight: 25
Inferno Tome
In the original
Type: Special Manual
DEF+10
MDEF+4
Hammer Fall Lv3
Increase Agility Lv10
Hiding Lv10
Weight: 30
Required Level: 110
A tome full of battle spells used by demons.
In the Refuge
Type: Special Manual
DEF+10
MDEF+4
Hammer Fall Lv3
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Hiding Cooldown -0.5s
Weight: 30
Required Level: 110
A tome full of battle spells used by demons.
Kafra Abandoned Coffer
In the original
Contains a Random Shadow piece from a Lv100 Shadow set from a job, may contain other things...
Items don't have random bonuses.
Weight: 100
In the Refuge
Contains 2 random Shadow pieces from the Lv100+ Shadow sets.
All classes can equip these sets.
Requires at least 2 free inventory slots.
Items don't have random bonuses.
Weight: 100
Leech End
In the original
Type: Created Toxin Lv4
User Toxin Effect:
Immunity to blind and stun.
Target Toxin Effect:
Drains target HP every second.
Weight: 50
A bottle of very dense toxin, carrying too much can be difficult and risky.
In the Refuge
Type: Created Toxin Lv4
User Toxin Effect:
Immunity to blind and stun.
Target Toxin Effect:
Drains target HP every second.
Damage: target VIT x (Toxin Lv -3)
+ 2% of your Max HP (taken when applied).
Weight: 50
A bottle of very dense toxin, carrying too much can be difficult and risky.
Medic Manual
In the original
Type: Manual
MDEF+1
Heal Lv5
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
In the Refuge
Type: Manual
MDEF+1
Heal SP Cost -25%
Healing Power +10%
Heal Cooldown -0.5s
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
Medic Manual X
In the original
Type: Manual
MDEF+2
Heal Lv10
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
In the Refuge
Type: Manual
MDEF+2
Heal SP Cost -50%
Healing Power +20%
Heal Cooldown -1s
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
Medic Manual Z
In the original
Type: Manual
MDEF+3
Heal Lv5
Coluceo Heal Lv1
Weight: 10
Required Level: 90
A legendary manual that enables use of skills written on it.
In the Refuge
Type: Manual
MDEF+3
Heal SP Cost -25%
Healing Power +10%
Heal Cooldown -0.5s
Coluceo Heal Lv1
Weight: 10
Required Level: 90
A legendary manual that enables use of skills written on it.
Paradiso Tome
In the original
Type: Special Manual
DEF+5
MDEF+3
Heal Lv10
Coluceo Heal Lv2
Ressurrection Lv4
Weight: 30
Required Level: 110
A tome full of healing spells used by angels.
In the Refuge
Type: Special Manual
DEF+5
MDEF+3
Heal SP Cost -50%
Healing Power +20%
Heal Cooldown -1s
Coluceo Heal Lv2
Ressurrection Lv4
Weight: 30
Required Level: 110
A tome full of healing spells used by angels.
Portal Manual
In the original
Type: Manual
Move Speed +2%
Warp Portal Lv2
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
In the Refuge
Type: Manual
Move Speed +2%
Warped allies get healed by you
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
Portal Manual X
In the original
Type: Manual
Move Speed +3%
Warp Portal Lv3
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
In the Refuge
Type: Manual
Move Speed +3%
Warped allies get healed by you
Warped allies receive Increase Agi for 5 seconds
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
Portal Manual Z
In the original
Type: Manual
Move Speed +5%
Warp Portal Lv4
Weight: 10
Required Level: 90
A legendary manual that enables use of a skill written on it.
In the Refuge
Type: Manual
Move Speed +5%
Warped allies get healed by you
Warped allies receive Increase Agi for 5 seconds
Warped allies receive Pact of the Risen for 2 minutes
Weight: 10
Required Level: 90
A legendary manual that enables use of a skill written on it.
Purgatorio Tome
In the original
Type: Special Manual
Move Speed +7%
Teleport Lv2
Warp Portal Lv4
Convenio Lv1
Weight: 30
Required Level: 110
A tome full of mobility spells used by angels and demons.
In the Refuge
Type: Special Manual
Move Speed +5%
Teleport Lv2
Teleport Cooldown -5s
Warped allies get healed by you
Warped allies receive Increase Agi for 5 seconds
Warped allies receive Pact of the Risen for 2 minutes
Convenio Lv1
Weight: 30
Required Level: 110
A tome full of mobility spells used by angels and demons.
Sacred Bullet
In the original
A silver bullet that is dipped in holy water.
Type: Ammo
Attack: 40
Weight: 0.2
Element: Holy
Requirement:
Base Level 100
In the Refuge
Type: Bullet
Attack: 001
MagicAtk: 000
Element: Holy
Weight: 0.1
Required Level: 1
A bullet blessed by divine light, purifies evil with each shot.
Carries the power of sacred energy to smite the darkness.
Shadow Bullet
In the original
A bullet imbued with Shadow element.
Random chance to inflict Blind status.
Type: Ammo
Attack: 20
Weight: 0.2
Element: Shadow
In the Refuge
Type: Bullet
Attack: 001
MagicAtk: 000
Element: Dark
Weight: 0.1
Required Level: 1
A bullet forged from shadow essence, brings darkness to its targets.
Each shot whispers of the void, consuming light in its path.
Unleashed Manual
In the original
Type: Manual
All Stats +1
All Orphan Skills are raised to Lv10
Warp Portal Lv2
Weight: 100
Required Level: 100
A unique manual that enables use of all skills written on it to its full potential.
In the Refuge
Type: Manual
All Stats +1
Heal SP Cost -50%
Healing Power +20%
Heal Cooldown -1s
Increase Agi Cooldown -10s
Increase Agi SP Cost -50%
Increase Agi Duration +1 second
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Hiding Cooldown -0.5s
Warped allies get healed by you
Warped allies receive Increase Agi for 5 seconds
Weight: 100
Required Level: 100
A unique manual that enables use of all skills written on it to its full potential.
Vanish Manual
In the original
Type: Manual
LUK+1
Hiding Lv5
Grants Perfect Hiding (Hiding also works on Demon/Insect monsters)
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
In the Refuge
Type: Manual
LUK+1
Hiding SP Cost -25%
5% chance to autocast Heal Lv1 when using Hiding
Hiding Cooldown -0.25s
Using Hiding slides you 2 cells backwards
Weight: 10
Required Level: 10
A basic manual that enables use of a skill written on it.
Vanish Manual X
In the original
Type: Manual
LUK+3
Hiding Lv10
Grants Perfect Hiding (Hiding also works on Demon/Insect monsters)
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
In the Refuge
Type: Manual
LUK+3
Hiding SP Cost -50%
10% chance to autocast Heal Lv1 when using Hiding
Hiding Cooldown -0.5s
Using Hiding slides you 2 cells backwards
Weight: 10
Required Level: 50
A special manual that enables use of a skill written on it.
Items that were not there
17448 then, 17835 now
- Freya's Reliquary
- Baroness of Blood Card
- Broken Future Armor
- Broken Future Shield
- Broken Future Boots
- Broken Future Pendant
- Prepared Future Armor
- Prepared Future Shield
- Prepared Future Boots
- Prepared Future Pendant
- End of Kings Armor
- End of Kings Shield
- End of Kings Boots
- End of Kings Pendant
- Heir to the King Armor
- Heir to the King Shield
- Heir to the King Boots
- Heir to the King Pendant
- Undead Land Armor
- Undead Land Shield
- Undead Land Boots
- Undead Land Pendant
- Dead Faith Armor
- Dead Faith Shield
- Dead Faith Boots
- Dead Faith Pendant
- Old Dragon Armor
- Old Dragon Shield
- Old Dragon Boots
- Old Dragon Pendant
- Dry Lake Armor
- Dry Lake Shield
- Dry Lake Boots
- Dry Lake Pendant
- Astral Stars Armor
- Astral Stars Shield
- Astral Stars Boots
- Astral Stars Pendant
- Umbral Stars Armor
- Umbral Stars Shield
- Umbral Stars Boots
- Umbral Stars Pendant
- Geffenia Legend Armor
- Geffenia Legend Shield
- Geffenia Legend Boots
- Geffenia Legend Pendant
- City of Ancients Armor
- City of Ancients Shield
- City of Ancients Boots
- City of Ancients Pendant
- Cold of Darkness Armor
- Cold of Darkness Shield
- Cold of Darkness Boots
- Cold of Darkness Pendant
- Cold of Death Armor
- Cold of Death Shield
- Cold of Death Boots
- Cold of Death Pendant
- White Abyss Armor
- White Abyss Shield
- White Abyss Boots
- White Abyss Pendant
- Corrupted Time Armor
- Corrupted Time Shield
- Corrupted Time Boots
- Corrupted Time Pendant
- Deep Blue Armor
- Deep Blue Shield
- Deep Blue Boots
- Deep Blue Pendant
- Sea of Dreams Armor
- Sea of Dreams Shield
- Sea of Dreams Boots
- Sea of Dreams Pendant
- Bright Mind Armor
- Bright Mind Shield
- Bright Mind Boots
- Bright Mind Pendant
- Corrupted Mind Armor
- Corrupted Mind Shield
- Corrupted Mind Boots
- Corrupted Mind Pendant
- Fumbling Tech Armor
- Fumbling Tech Shield
- Fumbling Tech Boots
- Fumbling Tech Pendant
- Unknown Tech Armor
- Unknown Tech Shield
- Unknown Tech Boots
- Unknown Tech Pendant
- Morroc Destroyer Armor
- Morroc Destroyer Shield
- Morroc Destroyer Boots
- Morroc Destroyer Pendant
- Morroc Guardian Armor
- Morroc Guardian Shield
- Morroc Guardian Boots
- Morroc Guardian Pendant
- Limitless Legacy Armor
- Limitless Legacy Gloves
- Limitless Legacy Shoes
- Limitless Legacy Pendant
- Limitless Innovation Armor
- Limitless Innovation Gloves
- Limitless Innovation Shoes
- Limitless Innovation Pendant
- Land of Shadows Armor
- Land of Shadows Gloves
- Land of Shadows Shoes
- Land of Shadows Pendant
- Riding Valkyries Armor
- Riding Valkyries Gloves
- Riding Valkyries Shoes
- Riding Valkyries Pendant
- Hel's Desires Armor
- Hel's Desires Gloves
- Hel's Desires Shoes
- Hel's Desires Pendant
- Lone Singer Armor
- Lone Singer Gloves
- Lone Singer Shoes
- Lone Singer Pendant
- Cacophony Armor
- Cacophony Gloves
- Cacophony Shoes
- Cacophony Pendant
- Sleipnir Sky Rider Armor
- Sleipnir Sky Rider Shield
- Sleipnir Sky Rider Boots
- Sleipnir Sky Rider Pendant
- Fallen Gods Armor
- Fallen Gods Gloves
- Fallen Gods Shoes
- Fallen Gods Pendant
- Rising God Armor
- Rising God Gloves
- Rising God Shoes
- Rising God Pendant
- Forgotten Memory Armor
- Forgotten Memory Gloves
- Forgotten Memory Shoes
- Forgotten Memory Pendant
- Hand of the Father Armor
- Hand of the Father Gloves
- Hand of the Father Shoes
- Hand of the Father Pendant
- City Raider Armor
- City Raider Gloves
- City Raider Shoes
- City Raider Pendant
- True Goddess Armor
- True Goddess Gloves
- True Goddess Shoes
- True Goddess Pendant
- Embracing Goddess Armor
- Embracing Goddess Gloves
- Embracing Goddess Shoes
- Embracing Goddess Pendant
- Fanatic Servant Armor
- Fanatic Servant Gloves
- Fanatic Servant Shoes
- Fanatic Servant Pendant
- False God Armor
- False God Gloves
- False God Shoes
- False God Pendant
- Test Subject Armor
- Test Subject Gloves
- Test Subject Shoes
- Test Subject Pendant
- Own Reflection Armor
- Own Reflection Gloves
- Own Reflection Shoes
- Own Reflection Pendant
- Angelic Curse Armor
- Angelic Curse Gloves
- Angelic Curse Shoes
- Angelic Curse Pendant
- Prime Self Armor
- Prime Self Gloves
- Prime Self Shoes
- Prime Self Pendant
- Lord of Flames Armor
- Lord of Flames Gloves
- Lord of Flames Boots
- Lord of Flames Pendant
- Nature's Chosen Armor
- Nature's Chosen Gloves
- Nature's Chosen Boots
- Nature's Chosen Pendant
- Friendly Orphan Armor
- Friendly Orphan Gloves
- Friendly Orphan Boots
- Friendly Orphan Pendant
- Aggressive Orphan Armor
- Aggressive Orphan Gloves
- Aggressive Orphan Boots
- Aggressive Orphan Pendant
- City Supplier Armor
- City Supplier Gloves
- City Supplier Boots
- City Supplier Pendant
- Nightmare Hunter Armor
- Nightmare Hunter Gloves
- Nightmare Hunter Boots
- Nightmare Hunter Pendant
- Croc's Gift Armor
- Croc's Gift Gloves
- Croc's Gift Boots
- Croc's Gift Pendant
- Ornstein's Gift Armor
- Ornstein's Gift Gloves
- Ornstein's Gift Boots
- Ornstein's Gift Pendant
- Legacy of Acquiesce Armor
- Legacy of Acquiesce Gloves
- Legacy of Acquiesce Boots
- Legacy of Acquiesce Pendant
- Feral Bond Armor
- Feral Bond Gloves
- Feral Bond Boots
- Feral Bond Pendant
- Shared Bond Armor
- Shared Bond Gloves
- Shared Bond Boots
- Shared Bond Pendant
- Dragon Ward Armor
- Dragon Ward Gloves
- Dragon Ward Boots
- Dragon Ward Pendant
- Second Orphan Armor
- Second Orphan Gloves
- Second Orphan Boots
- Second Orphan Pendant
- Mercy's Tide Armor
- Mercy's Tide Gloves
- Mercy's Tide Boots
- Mercy's Tide Pendant
- Phoenix Sigil Armor
- Phoenix Sigil Gloves
- Phoenix Sigil Boots
- Phoenix Sigil Pendant
- Bulwark Pact Armor
- Bulwark Pact Gloves
- Bulwark Pact Boots
- Bulwark Pact Pendant
- Wayward Vow Armor
- Wayward Vow Gloves
- Wayward Vow Boots
- Wayward Vow Pendant
- Starbound Wrath Armor
- Starbound Wrath Gloves
- Starbound Wrath Boots
- Starbound Wrath Pendant
- Onikiri Do-maru
- Oni Mantle
- Onmyoji Mantle
- Kitsune Mantle
- Tengu Geta
- Magatama Kubikiri
- Oni Masakari
- Mugon Tanto
- Hibiki Tanto
- Kuji Kaiken
- Marishiten Kaiken
- Thjofastafur
- Maladeilan
- Veldismagn
- Bakefuda
- Lasabrjotur
- Mumyo Odachi
- Enma Daikyu
- Utsusemi Saya
- Young Shinshoku Card
- Free Samurai Card
- Hinoenma Card
- Returned Samurai Card
- Enenra Card
- Valhalla Priest Card
- Valhalla Sorcerer Card
- Valhalla Knight Card
- Frigg Avatar Card
- Surtr Avatar Card
- Odin Avatar Card
- Jormungandr Avatar Card
- Shimenawa
- Herfjotur
- Rekember Punisher
- Boss Diver
- Boss Chain
- Quick Game
- Tow Chain
- Shooting Star
- Ward Chain
- Nine Iron
- Heimdall's Legacy
- Sanctuary Driver
- Orange Potion
- Awakening Potion
- Green Potion
- Blue Potion
- Berserk Potion
- White Potion
- Life Insurance
- Nightmare Relic Box
- Einhejar Journal
- Royal Gun Barrel
- Engraved Chamber
- Sovereign Crest
- Sovereign's Schematic
- Field Forge Kit
- Amatsu Takuhon
- Ink Table
- Pine Soot
- Enenra Soot
- Shard of Gods
- Emblem of Gods
- Shard of Devils
- Emblem of Devils
- Stufr
- Awakened Stufr
- Jormungandr Scale
- Soot-Stained Headdress
- Crimson Bowtie
- Costume Mad Drinker Stetson
- Small Crown
- Star Scourge Echo Card
- Brawler's Tankard
- Torn Vest
- Last-Round Boots
- Belt Whip
- Madlad's Tankard
- Knuckle Bucket
- Bucket Buckler
- Drudge Overalls
- Broomlance
- Kitchen Duty Shank
- Chop Chop Chopper
- Soot-Stained Uniform
- Soot-Stained Apron
- Worn Maid Shoes
- Velvet-Bound Codex
- Perfectly Shaped Wooden Grip
- Twin Seam-Rippers
- Broomblade
- Broom Scabbard
- Swallowed Brigandine
- Sporestring Bow
- Half-Digested Boots
- Corroded Armguard
- Helping Hand
- Ecto Reaper
- Second-Hand Stiletto
- Old Wood 38er
- Beer Soaked Collar
- Tan Croc Hide
- Bruised Drunkard Card
- Buckethead Card
- Desperate Maid Card
- Tired Maid Card
- Ms. Strangelove Card
- Moldy Man Card
- Bartender Card
- Mad Drinker Card
- Bar Maids Card
Monsters that were not there
2073 then, 2113 now
- Star Scourge Echo
- Astro Crystal
- Naght Sieger Blue
- Njord Zealot
- Converted Zealot
- Godly Seeker
- Burning Fury
- Desperate Njord
- Tortured Maiden
- Skogul
- Frus
- Skeggiold
- Holy Skogul
- Holy Frus
- Valkyrie Randgris
- Valkyrie Reginleif
- Bartender
- Buckethead
- Desperate Maid
- Drunkard
- Moldy Man
- Strange Love
- Tired Maid
- Risen Vanguard
- Risen Reaver
- Risen Necromancer
- Echo Vanguard
- Echo Reaver