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 13 10

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 13 10

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 13 10

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 13 10

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 13 10
  • SP cost 16 to 42 16 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 1 3

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 10 5

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 10 5
  • SP cost 15 to 60 15 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 1 3

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 5 1

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 50 10

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 10 5

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 1 3

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 5 1

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 11 3

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 7 3

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 10 1
  • SP cost 5 to 40 15

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 10 1

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 10 1
  • SP cost 5 to 45 5

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 2 1
  • SP cost 10 to 9 10

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 4 1
  • SP cost 35 to 26 35

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 5 1

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 4 1
  • SP cost 6 to 12 5
  • Range 9 1

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 1 5

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 13 10
  • SP cost 16 to 42 16 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 13 10

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 1 3

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 1 3

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 13 10

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 24 15 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 13 10

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 13 10

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 1 3

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 1 50 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 10 1

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 10 5

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 13 10

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 13 10

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 13 10

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

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