Every class skill: the level it unlocks at, how many skill levels it has, what it costs and which skills it needs first.
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Filter by class or kind, or search by name, weapon or element; a specialist skill’s variations fold under it.
Skills by class
VagrantClean Hit
From level 3 · 10 skill levels
A powerful, downward strike.
FP 5 → 10 · 1 skill point a level
VagrantFlurry
From level 5 · 10 skill levels
A rapid stabbing attack.
FP 10 → 15 · 1 skill point a level
Needs Clean Hit at 3
VagrantOver Cutter
From level 10 · 10 skill levels
A powerful upward finishing move.
FP 30 → 45 · 1 skill point a level
Needs Flurry at 3
MercenaryKeenwheel
From level 15 · 20 skill levels
A continuous spinning attack.
FP 15 → 45 · 2 skill points a level
Needs Slash at 4
MercenarySlash
From level 15 · 20 skill levels
Strikes the enemy twice in rapid succession.
FP 10 → 40 · 2 skill points a level
MercenaryBloody Strike
From level 20 · 20 skill levels
Strikes the enemy and drains HP based on the damage dealt.
FP 30 → 70 · Cooldown 4 s at max · 2 skill points a level
Needs Slash at 3
MercenaryEmpower Weapon
From level 20 · 20 skill levels
Enhances the weapon's elemental power.
FP 20 → 50 · 2 skill points a level
Needs Protection at 5
MercenaryProtection
From level 20 · 20 skill levels
Draws out the wielded shield's power to increase defense against physical attacks and significantly increase Ranged Block.
FP 45 → 57 · 2 skill points a level
MercenaryBlazing Sword
From level 25 · 20 skill levels
Increases accuracy and enhances the power of the wielded sword.
FP 30 → 70 · 2 skill points a level
Needs Empower Weapon at 4
MercenaryBlindside
From level 25 · 20 skill levels
A spinning finishing move that may stun the enemy.
FP 26 → 58 · 2 skill points a level
Needs Keenwheel at 6
MercenaryReflex Hit
From level 25 · 20 skill levels
Absorbs an incoming attack and strikes an enemy with the absorbed damage.
FP 55 → 80 · Cooldown 3 s at max · 2 skill points a level
Needs Bloody Strike at 8
MercenaryShield Bash
From level 25 · 20 skill levels
Strikes the target with your shield, with a chance to stun. Requires a shield.
FP 55 → 80 · 2 skill points a level
Needs Protection at 3
MercenarySmite Axe
From level 25 · 20 skill levels
Increases accuracy and enhances the power of the wielded axe.
FP 30 → 70 · 2 skill points a level
Needs Empower Weapon at 4
MercenarySneaker
From level 30 · 20 skill levels
Traps the enemy in a net, immobilizing them.
FP 55 → 80 · Cooldown 1 s at max · 2 skill points a level
Needs Shield Bash at 10
MercenarySpecial Hit
From level 30 · 20 skill levels
A single powerful strike that hits all enemies around you.
FP 55 → 80 · 2 skill points a level
Needs Blindside at 8
MercenaryGuillotine
From level 35 · 20 skill levels
A powerful ranged attack.
FP 25 → 50 · 2 skill points a level
Needs Reflex Hit at 10
MercenaryAxe Mastery
From level 40 · 20 skill levels
Enhances the power of the wielded axe.
FP 55 → 80 · 2 skill points a level
Needs Smite Axe at 9
MercenarySword Mastery
From level 40 · 20 skill levels
Enhances the power of the wielded sword.
FP 55 → 80 · 2 skill points a level
Needs Blazing Sword at 9
KnightCharge
From level 60 · 10 skill levels
A powerful upward strike that stuns the enemy. Requires a two-handed weapon.
FP 40 → 58 · Cooldown 10 s at max · 3 skill points a level
Needs Sword Mastery at 3
KnightHeart of Fury
From level 60 · 10 skill levels
Enhances combat ability at the cost of 1% of your maximum FP per strike. Damage is increased by 10% of your maximum FP. Requires a one-handed weapon.
FP 72 → 90 · 3 skill points a level
KnightPain Dealer
From level 60 · 10 skill levels
A powerful downward strike that lowers the defense of the target. Requires a two-handed weapon.
FP 56 → 83 · Cooldown 30 s at max · 3 skill points a level
Needs Axe Mastery at 3
KnightGuard
From level 62 · 10 skill levels
Reduces all incoming damage from enemies at the cost of attack power.
FP 75 → 100 · Cooldown 60 s at max · 3 skill points a level
KnightCall of Fury
From level 65 · 1 skill level
Lets out a furious shout that forces the target enemy and surrounding enemies to focus their attacks on you.
FP 100 · Cooldown 5 s at max · 3 skill points a level
KnightEarth Divider
From level 65 · 10 skill levels
A powerful downward strike that may reduce HP Restoration on the target. Requires a two-handed weapon.
FP 82 → 100 · 3 skill points a level
Needs Charge at 4
KnightGrand Rage
From level 65 · 10 skill levels
A powerful one-handed attack that recovers FP equal to 5% of the damage dealt.
3 skill points a level
Needs Heart of Fury at 4
KnightPower Stomp
From level 65 · 10 skill levels
Pounds the ground, hitting surrounding enemies with a chance to stun them. Requires a two-handed weapon.
FP 70 → 88 · 3 skill points a level
Needs Pain Dealer at 4
KnightRage
From level 65 · 10 skill levels
Increases striking power but makes you more vulnerable to all incoming attacks.
FP 40 → 64 · 3 skill points a level
Needs Guard at 5
KnightPain Reflection
From level 70 · 10 skill levels
Reflects a portion of the damage received back at the enemy.
FP 80 → 116 · 3 skill points a level
Needs Rage at 4
KnightPower Swing
From level 75 · 10 skill levels
Swings the weapon to strike surrounding enemies and push them back. Requires a two-handed weapon.
FP 108 → 146 · Cooldown 12 s at max · 3 skill points a level
Needs Pain Reflection at 7
KnightHeart of Sacrifice
From level 100 · 5 skill levels
Redirects damage taken by the target player to yourself.
FP 200 → 240 · Cooldown 20 s at max · 3 skill points a level
Needs Pain Reflection at 4
TemplarEnhanced HP Recovery
From level 166 · 5 skill levels
Improve the effectiveness of healing received when low on health.
10 skill points a level
Needs Increased HP Recovery at 3
TemplarIncreased HP Recovery
From level 166 · 5 skill levels
Gain additional HP recovery when restoring it with items or skills.
10 skill points a level
TemplarLast One Standing
From level 166 · 5 skill levels
Reflects damage while draining HP per second and immobilizing yourself. Can be re-cast to cancel.
FP 80 → 96 · Cooldown 60 s at max · 10 skill points a level
Needs Pain Reflection at 6
3 variations
- Last One Standing (Damage Reduction) Incoming damage is greatly reduced instead of reflected.
- Last One Standing (Slow Pace) Can move at a very slow speed when the skill is used.
- Last One Standing (Reduce HP Penalty) Amount of HP consumed per second is reduced.
TemplarMaelstrom Strike
From level 166 · 5 skill levels
A spinning attack that releases a gust of wind, hitting nearby enemies twice with a chance to stun.
FP 108 → 126 · 10 skill points a level
Needs Power Stomp at 6
3 variations
- Maelstrom Strike (Enhance Stun) The chance to stun increases.
- Maelstrom Strike (Quick Stun) Stun duration is increased.
- Maelstrom Strike (Increased Range) The skill's range increases.
TemplarShield Crush
From level 166 · 5 skill levels
Swing your shield to stun enemies with a certain chance.
FP 55 → 57 · Cooldown 30 s at max · 10 skill points a level
Needs Shield Bash at 11
3 variations
- Shield Crush (Increased Range) The skill's range increases.
- Shield Crush (Forceful Attack) Skill damage increases proportionally to the shield's defense.
- Shield Crush (Quick Stun) Skill cooldown is reduced.
TemplarUndying
From level 166 · 5 skill levels
Gain stacks of Undying, protecting you from going below 1 HP. If a stack is consumed, HP, FP, and MP are all reduced to 1. Once all stacks are consumed, you are no longer protected.
Cooldown 600 s at max · 10 skill points a level
TemplarEnhanced Magical Defense
From level 170 · 5 skill levels
Increases magic defense when HP is low.
10 skill points a level
TemplarEnhanced Physical Defense
From level 170 · 5 skill levels
Increases defense when HP is low.
10 skill points a level
TemplarFive Strikes
From level 170 · 5 skill levels
Your auto attacks apply stacks, which pop at 5 stacks to deal extra damage.
10 skill points a level
TemplarIncreased HP Regeneration
From level 170 · 5 skill levels
Increases the amount of natural HP recovery.
10 skill points a level
TemplarRush Attack
From level 170 · 5 skill levels
Quickly charge at your target to attack.
FP 90 → 99 · Cooldown 30 s at max · 10 skill points a level
Needs Shield Crush at 3
3 variations
- Rush Attack (Ankle Strike) Movement speed is reduced.
- Rush Attack (Deep Impact) Has a chance to stun enemies.
- Rush Attack (Shield) After charging, a barrier proportional to max HP is generated.
TemplarShield Mastery
From level 170 · 5 skill levels
Increases defense when wearing a shield.
10 skill points a level
TemplarSky Splitter
From level 170 · 5 skill levels
Split the skies using your two handed weapon, dealing damage to your target. Requires a two handed weapon.
FP 56 → 68 · Cooldown 30 s at max · 10 skill points a level
Needs Maelstrom Strike at 3
3 variations
- Sky Splitter (Reduce Cooldown) Skill cooldown is reduced.
- Sky Splitter (Strong Impact) Skill damage is increased.
- Sky Splitter (Defensive Stance) Applies a defensive penalty to the target.
TemplarExecution of Justice
From level 175 · 5 skill levels
Leap forward, knocking nearby enemies towards you and reducing their movement speed.
FP 70 → 78 · Cooldown 10 s at max · 10 skill points a level
Needs Sky Splitter at 3
3 variations
- Execution of Justice (Leap of Faith) The leap distance increases.
- Execution of Justice (Faction Collapse) Distance you can push enemies increases.
- Execution of Justice (Hero's Emergence) Skill range is increased.
TemplarTemplar's Call
From level 175 · 5 skill levels
Pull your target towards yourself.
FP 2 → 5 · Cooldown 30 s at max · 10 skill points a level
Needs Rush Attack at 3
3 variations
- Templar's Call (Multi-capture) Multiple enemies surrounding the selected target can also be pulled.
- Templar's Call (Ankle Slice) Bind the pulled target.
- Templar's Call (Relentless Embrace) Skill cooldown is reduced.
BladeSilent Strike
From level 60 · 10 skill levels
Pounces on the enemy from afar, stunning them. Requires two weapons.
FP 40 → 58 · Cooldown 12 s at max · 3 skill points a level
Needs Sword Mastery at 3
BladeSpring Attack
From level 60 · 10 skill levels
Strikes the enemy multiple times, with each hit having a chance to deal double damage. Requires two weapons.
FP 40 → 100 · Cooldown 15 s at max · 3 skill points a level
Needs Axe Mastery at 3
BladeArmor Penetrate
From level 62 · 10 skill levels
Strikes the enemy and lowers their block rate.
FP 40 → 58 · Cooldown 0.2 s at max · 3 skill points a level
BladeBerserk
From level 65 · 10 skill levels
Increases Attack Speed and striking power at the cost of reduced skill damage.
FP 150 · Cooldown 60 s at max · 3 skill points a level
Needs Armor Penetrate at 4
BladeBlade Dance
From level 65 · 10 skill levels
Rapidly strikes surrounding enemies twice with both weapons. Requires two weapons.
FP 56 → 83 · 3 skill points a level
Needs Silent Strike at 5
BladeHawk Attack
From level 65 · 10 skill levels
A powerful downward strike that lowers the accuracy of the target. Requires two weapons.
FP 90 → 98 · Cooldown 8 s at max · 3 skill points a level
Needs Spring Attack at 5
BladeSonic Blade
From level 70 · 10 skill levels
A powerful slashing attack that hits all surrounding enemies. Requires two weapons.
FP 90 → 117 · 3 skill points a level
Needs Berserk at 7
BladeCross Strike
From level 75 · 10 skill levels
A powerful dual-weapon strike that knocks down the enemy.
FP 90 → 117 · Cooldown 20 s at max · 3 skill points a level
Needs Sonic Blade at 7
BladeRending Entry
From level 100 · 5 skill levels
Blink to a target point, damaging nearby enemies with a chance to immobilize them. If an enemy is defeated by this attack, Rending Entry's cooldown is reset.
FP 82 · Cooldown 3 s at max · 3 skill points a level
Needs Sonic Blade at 7
SlayerAmbidextrous
From level 166 · 5 skill levels
You become more comfortable using both of your hands simultaneously.
10 skill points a level
SlayerBloody Rush
From level 166 · 5 skill levels
Rush forward, causing slicing and bleeding the first enemy hit.
Cooldown 30 s at max · 10 skill points a level
Needs Silent Strike at 5
3 variations
- Bloody Rush (Bloody Release) Attack range increases but rush distance decreases.
- Bloody Rush (Enhanced Dash) Attack all enemies on the path and give additional bleed damage.
- Bloody Rush (Strong Impact) Stuns the target on impact.
SlayerFirst Blood
From level 166 · 5 skill levels
Deal more skill damage at the cost of extra HP cost, and restore HP when defeating bleeding enemies.
10 skill points a level
SlayerLeft Handed
From level 166 · 5 skill levels
Sub-weapon attacks deal increased damage with normal attacks.
10 skill points a level
SlayerStigma I
From level 166 · 5 skill levels
Swift piercing attack on a single target in a straight line. Applies a stack of Stigma. If used on a target with 5 Stigma stacks, the attack will piercing all enemies.
FP 80 · Cooldown 10 s at max · 10 skill points a level
Needs Cross Strike at 5
3 variations
- Stigma I (Increased Stigma) Chance to gain an extra Stigma stack.
- Stigma I (Increased Range) Skill range is increased.
- Stigma I (Cooldown reduction) Skill cooldown is reduced.
SlayerStorm Slash
From level 166 · 5 skill levels
Conjure up a whirlwind in front of you.
FP 40 · Cooldown 90 s at max · 10 skill points a level
Needs Blade Dance at 6
3 variations
- Storm Slash (Airborne) Whirlwind moves forward, lifting enemies into the air.
- Storm Slash (Additional Whirlwind) Create one more whirlwind.
- Storm Slash (Resistance Reduction) Reduce enemy's element resistance.
SlayerBlood Armor
From level 170 · 5 skill levels
Damage reduction increases as HP decreases.
10 skill points a level
SlayerCross of Blood
From level 170 · 5 skill levels
Charge your blood and stomp on the ground, hurting and bleeding nearby enemies. Fully charged stomps do extra hits.
Cooldown 30 s at max · 10 skill points a level
Needs Bloody Rush at 3
7 variations
- Cross of Blood (Berserk) Increase damage with additional HP cost.
- Cross of Blood (Knockback) Knock back the enemy hit by the explosion.
- Cross of Blood (Cross of Blood) Charge your blood and stomp on the ground, hurting and bleeding nearby enemies. Fully charged stomps do extra hits.
- Cross of Blood (Knockback) Knock back the enemy hit by the explosion.
- Cross of Blood (Increased Range) Explosion range increases.
- Cross of Blood (Increased Range) Explosion range increases.
- Cross of Blood (Berserk) Increase damage with additional HP cost.
SlayerStigma II
From level 170 · 5 skill levels
Launch a chain of blades towards your target which binds onto them, spinning and attacking enemies around them, then chaining to another nearby target. Has a chance to apply a stack of Stigma. If used on a target with 5 stacks, will steal HP through hits.
FP 80 · Cooldown 10 s at max · 10 skill points a level
Needs Stigma I at 2
3 variations
- Stigma II (Reduced Cooldown) Skill cooldown is reduced.
- Stigma II (Increased Range) Skill range is increased.
- Stigma II (Increased Lifesteal) Health stolen in enhanced effect is increased by 10%.
SlayerStorm Strike
From level 170 · 5 skill levels
Perform a lower-body strike on the target. If the target becomes knocked down from the strike, it is able to be re-casted, dealing increased damage.
FP 40 → 48 · Cooldown 60 s at max · 10 skill points a level
Needs Storm Slash at 3
3 variations
- Storm Strike (Fall Over) Increases the chance to knock down enemies.
- Storm Strike (Speed Decrease) Successful follow up hit reduces the target's movement speed.
- Storm Strike (Fatal Strike) Successful follow-up hits increased damage is increased further.
SlayerBloody Thorn
From level 175 · 5 skill levels
Knocks back and causes bleeding with an explosion. Charging increases range.
Cooldown 120 s at max · 10 skill points a level
Needs Cross of Blood at 3
7 variations
- Bloody Thorn (Blood Penetration) Give additional bleeding damage to all enemies hit by the skill.
- Bloody Thorn (Blood Penetration) Give additional bleeding damage to all enemies hit by the skill.
- Bloody Thorn (Critical Hit) Damage increases.
- Bloody Thorn (Increased Range) Explosion range increases.
- Bloody Thorn (Bloody Thorn) Knocks back and causes bleeding with an explosion. Charging increases range.
- Bloody Thorn (Increased Range) Explosion range increases.
- Bloody Thorn (Critical Hit) Damage increases.
SlayerMaster of Axe
From level 175 · 5 skill levels
Increases attack power. Scaled with number of axes equipped.
10 skill points a level
SlayerMaster of Sword
From level 175 · 5 skill levels
Reduces Slayer skill cooldowns and increases critical chance. Scales with number of swords equipped.
10 skill points a level
SlayerStigma III
From level 175 · 5 skill levels
Slam down on the target with both of your weapons, dealing damage around them. Applies a stack of Stigma. If used on a target with 5 stacks of Stigma, they will be silenced.
FP 80 · Cooldown 10 s at max · 10 skill points a level
Needs Stigma II at 2
3 variations
- Stigma III (Increased Range) Skill range is increased.
- Stigma III (Reduced Cooldown) Skill cooldown is reduced.
- Stigma III (Increased Stigma) Chance to gain an extra Stigma stack.
SlayerTempest Barrage
From level 175 · 5 skill levels
Creates a sword aura that damages nearby enemies and increases defense.
FP 40 → 48 · Cooldown 90 s at max · 10 skill points a level
Needs Storm Strike at 3
3 variations
- Tempest Barrage (Range Increase) Skill range is increased.
- Tempest Barrage (Speed Increase) Your movement speed is also increased.
- Tempest Barrage (Bleeding) Enemies hit by the aura have a chance to bleed.
AcrobatJunk Arrow
From level 15 · 20 skill levels
Fires multiple volleys of arrows wildly at the enemy, some of which may miss.
MP 20 → 45 · 2 skill points a level
AcrobatPulling
From level 15 · 20 skill levels
Pulls the target toward you using the Yo-Yo.
FP 2 → 10 · Cooldown 4 s at max · 2 skill points a level
AcrobatSlow Step
From level 15 · 20 skill levels
An attack that may reduce the enemy's movement speed.
FP 16 → 25 · 2 skill points a level
AcrobatFast Walker
From level 18 · 20 skill levels
Increases movement speed for a short time.
FP 45 → 65 · Cooldown 25 s at max · 2 skill points a level
Needs Pulling at 4
AcrobatBow Mastery
From level 30 · 20 skill levels
Increases damage dealt with bows.
MP 30 → 70 · 2 skill points a level
Needs Junk Arrow at 5
AcrobatYo-Yo Mastery
From level 30 · 20 skill levels
Increases damage dealt with Yo-Yos.
FP 30 → 70 · 2 skill points a level
Needs Slow Step at 3
AcrobatAimed Shot
From level 35 · 20 skill levels
A slow, carefully aimed shot with a chance to deal double damage.
MP 20 → 50 · 2 skill points a level
Needs Bow Mastery at 5
AcrobatCross Line
From level 35 · 20 skill levels
A Yo-Yo strike with a chance to stun the enemy.
FP 30 → 50 · 2 skill points a level
Needs Yo-Yo Mastery at 4
AcrobatDark Illusion
From level 35 · 20 skill levels
Turns you invisible for a short time.
FP 22 → 35 · Cooldown 24 s at max · 2 skill points a level
Needs Fast Walker at 6
AcrobatSilent Shot
From level 35 · 20 skill levels
A surprise attack that deals increased damage during Dark Illusion.
MP 45 → 74 · 2 skill points a level
Needs Bow Mastery at 4
AcrobatSnatch
From level 35 · 20 skill levels
Steals Penya from the target while under Dark Illusion. Must attack from behind.
FP 10 → 15 · Cooldown 10 s at max · 2 skill points a level
Needs Yo-Yo Mastery at 8
AcrobatCounter Attack
From level 40 · 20 skill levels
Assume a counterattack stance that nullifies the next close-range attack against you and stuns the attacker. You cannot perform other actions while in this stance.
FP 20 → 58 · Cooldown 9 s at max · 2 skill points a level
Needs Cross Line at 10
AcrobatDeadly Swing
From level 40 · 20 skill levels
A powerful Yo-Yo strike that may reduce the enemy's Attack Speed and Casting Speed.
FP 55 → 80 · Cooldown 3 s at max · 2 skill points a level
Needs Snatch at 10
AcrobatAuto Shot
From level 45 · 20 skill levels
Fires multiple arrows at the enemy, with a chance to reduce their accuracy.
MP 45 → 74 · Cooldown 8 s at max · 2 skill points a level
Needs Silent Shot at 9
AcrobatPerfect Block
From level 45 · 20 skill levels
Increases your Block.
FP 30 → 50 · Cooldown 20 s at max · 2 skill points a level
Needs Dark Illusion at 8
AcrobatArrow Rain
From level 50 · 20 skill levels
Rains down arrows on the target enemy and surrounding enemies, dealing damage over time.
MP 55 → 80 · Cooldown 8 s at max · 2 skill points a level
Needs Aimed Shot at 5
JesterEnchant Blood
From level 60 · 10 skill levels
Imbues the Yo-Yo so attacks have a chance to inflict bleeding and increases Attack.
FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level
JesterEnchant Poison
From level 60 · 10 skill levels
Imbues the Yo-Yo so attacks have a chance to inflict poison and increases Attack.
FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level
Needs Deadly Swing at 4
JesterEscape
From level 60 · 10 skill levels
Removes all debuffs from yourself.
FP 100 → 55 · Cooldown 10 s at max · 3 skill points a level
Needs Perfect Block at 6
JesterMulti-Stab
From level 60 · 10 skill levels
Strikes the enemy multiple times with the Yo-Yo.
FP 68 → 86 · 3 skill points a level
Needs Enchant Blood at 3
JesterCritical Swing
From level 65 · 10 skill levels
Increases your Critical Chance and Block Penetration.
FP 46 → 65 · Cooldown 5 s at max · 3 skill points a level
Needs Enchant Poison at 3
JesterEnchant Absorb
From level 70 · 10 skill levels
Imbues the Yo-Yo so attacks have a chance to drain HP and increases Attack.
FP 10 → 55 · Cooldown 5 s at max · 3 skill points a level
Needs Escape at 3
JesterHit of Penya
From level 75 · 10 skill levels
Consumes your own Penya to strike the enemy with devastating force.
FP 90 → 117 · Cooldown 8 s at max · 3 skill points a level
Needs Enchant Absorb at 4
JesterVital Stab
From level 80 · 10 skill levels
A surprise attack that can only be used under Dark Illusion.
FP 90 → 117 · 3 skill points a level
Needs Critical Swing at 4, Multi-Stab at 7
JesterJester's Blast
From level 100 · 5 skill levels
Plants a time bomb on the target enemy that explodes after a short delay, damaging the target enemy and surrounding enemies. Recasting the skill on the same target triggers an early detonation with reduced damage and range.
FP 200 · Cooldown 0.6 s at max · 3 skill points a level
Needs Vital Stab at 6
HarlequinAgility
From level 166 · 5 skill levels
Movement speed temporarily increases after leaving invisibility.
10 skill points a level
HarlequinAlter Ego
From level 166 · 5 skill levels
Become invisible and spawn a clone at your position which runs in a random direction, reflects damage, and explodes upon death.
FP 90 → 102 · Cooldown 60 s at max · 10 skill points a level
Needs Vital Stab at 6
3 variations
- Alter Ego (Reduced Cooldown) Skill cooldown is reduced.
- Alter Ego (Dual Ego) An additional clone is spawned.
- Alter Ego (Maintain Ego) Duration of the clone increases.
HarlequinHarlequin's Greeting
From level 166 · 5 skill levels
Perform a quick step, teleporting behind your target with a swift attack.
FP 90 → 102 · Cooldown 30 s at max · 10 skill points a level
Needs Multi-Stab at 6
3 variations
- Harlequin's Greeting (Range Increase) Skill range is increased.
- Harlequin's Greeting (CC Attack) Chance to stun when used while invisible.
- Harlequin's Greeting (Shadow Attack) If used while invisible, subsequent normal attacks will always be critical hits, and the skill's cooldown will be reduced.
HarlequinShadow Strike
From level 166 · 5 skill levels
Attacking from behind while invisible deals additional damage.
FP 30 → 35 · 10 skill points a level
HarlequinToxic Fury
From level 166 · 5 skill levels
Inflict poison on yourself to increase your power at the cost of defense.
FP 10 → 25 · Cooldown 120 s at max · 10 skill points a level
Needs Critical Swing at 4
3 variations
- Toxic Fury (Maintain Addiction) Defense debuff effect from skill usage is reduced.
- Toxic Fury (No Pain No Gain) Defense reduction rate is fixed at 60%, but enhances the skill effect.
- Toxic Fury (Reduced Cooldown) Skill cooldown is reduced.
HarlequinHarlequin's Charge
From level 170 · 5 skill levels
Gather strength to perform a powerful charging attack against a single enemy.
FP 90 → 102 · Cooldown 15 s at max · 10 skill points a level
Needs Harlequin's Greeting at 3
HarlequinSpecial Yo-Yo Mastery
From level 170 · 5 skill levels
Increases auto attack damage, multistrike chance, and Yo-Yo range when used.
FP 10 → 25 · Cooldown 5 s at max · 10 skill points a level
Needs Yo-Yo Mastery at 11
3 variations
- Special Yo-Yo Mastery (Range) Yo-Yo range increases, but auto attack damage decreases.
- Special Yo-Yo Mastery (Multistrike) Multistrike chance increases, but Yo-Yo range decreases.
- Special Yo-Yo Mastery (Auto Attack) Auto Attack damage increases, but yo-yo range decreases.
HarlequinToxic Analogy
From level 170 · 5 skill levels
Reduces damage taken from poisoned enemies.
10 skill points a level
HarlequinToxic Assault
From level 170 · 5 skill levels
Perform a multi-hit combo on the target. Each hit has a chance to inflict poison.
FP 68 → 76 · Cooldown 30 s at max · 10 skill points a level
Needs Toxic Fury at 2
3 variations
- Toxic Assault (Reduced Cooldown) Skill cooldown is reduced.
- Toxic Assault (Increased Toxins) Skill cooldown increases, but the effect of poison increases.
- Toxic Assault (Increased Chance) The chance to inflict poison status increases with each hit.
HarlequinCritical Stab
From level 175 · 5 skill levels
Your critical chance is lowered, but critical damage is increased.
FP 10 → 25 · Cooldown 150 s at max · 10 skill points a level
Needs Special Yo-Yo Mastery at 3
3 variations
- Critical Stab (Reduced Cooldown) Skill cooldown is reduced.
- Critical Stab (Reduced Penalty) Critical Chance penalty is reduced.
- Critical Stab (Increased Damage) Increase the trade-off of stats.
HarlequinMaster of Toxins
From level 175 · 5 skill levels
Increase your damage against poisoned enemies.
10 skill points a level
HarlequinRisk Management
From level 175 · 5 skill levels
Becoming invisible has a chance to remove your own poison.
10 skill points a level
HarlequinToxic Cloud
From level 175 · 5 skill levels
Throw a vial of toxins at an area, creating a mist of poison which inflicts damage and has a chance to poison targets nearby.
FP 40 · Cooldown 40 s at max · 10 skill points a level
Needs Toxic Assault at 3
3 variations
- Toxic Cloud (Extended Range) Skill range is increased.
- Toxic Cloud (Reduced Cooldown) Skill cooldown is reduced.
- Toxic Cloud (Gas Cloud) In addition to poison damage, the cloud may blind targets, reducing their hit rate.
HarlequinYo-Yo Storm
From level 175 · 5 skill levels
Spin your yo-yos in place to continuously attack all nearby enemies.
FP 56 → 68 · Cooldown 3 s at max · 10 skill points a level
Needs Harlequin's Charge at 3
3 variations
- Yo-Yo Storm (CC Attack) Hits have a chance to immobilize enemies.
- Yo-Yo Storm (Reduced Cooldown) Skill cooldown is reduced.
- Yo-Yo Storm (Extended Range) Skill range is increased.
RangerFlame Arrow
From level 60 · 10 skill levels
Fires a flame-imbued arrow that leaves a burning field at the impact point, dealing damage over time to enemies within it.
MP 40 → 58 · Cooldown 2.5 s at max · 3 skill points a level
RangerIce Arrow
From level 60 · 10 skill levels
Shoots ice-covered arrows at the target enemy and surrounding enemies, reducing their movement speed.
MP 40 → 58 · Cooldown 2.5 s at max · 3 skill points a level
Needs Auto Shot at 4
RangerPoison Arrow
From level 60 · 10 skill levels
Shoots a poison-tipped arrow at the enemy, inflicting poison damage over time.
MP 42 → 60 · Cooldown 10 s at max · 3 skill points a level
Needs Arrow Rain at 3
RangerCritical Shot
From level 65 · 10 skill levels
Increases Critical Chance for a limited time.
MP 30 → 39 · Cooldown 30 s at max · 3 skill points a level
Needs Ice Arrow at 3
RangerNature
From level 70 · 10 skill levels
Attunes you to nature, heightening your senses to increase Magic Resistance and Bow Range.
MP 65 → 110 · Cooldown 20 s at max · 3 skill points a level
Needs Poison Arrow at 4
RangerPiercing Arrow
From level 70 · 10 skill levels
Fires a powerful arrow that pierces through enemies in a line.
MP 42 → 60 · Cooldown 5 s at max · 3 skill points a level
Needs Flame Arrow at 3
RangerSilent Arrow
From level 75 · 10 skill levels
Attacks the enemy and prevents them from casting spells.
MP 80 → 100 · Cooldown 25 s at max · 3 skill points a level
Needs Nature at 4
RangerTriple Shot
From level 80 · 10 skill levels
Fires a volley of arrows that stuns the target.
MP 55 → 100 · Cooldown 8 s at max · 3 skill points a level
Needs Critical Shot at 4, Piercing Arrow at 7
RangerBoomburst
From level 100 · 5 skill levels
Fires a long-range projectile that detonates on impact, knocking down the target enemy and surrounding enemies.
MP 40 · Cooldown 18 s at max · 3 skill points a level
Needs Piercing Arrow at 4
CrackshooterCondor Dive
From level 166 · 5 skill levels
Unleashes an area attack within the designated range.
MP 40 · Cooldown 5 s at max · 10 skill points a level
Needs Boomburst at 3
3 variations
- Condor Dive (Range Extension) Skill range is increased.
- Condor Dive (Reduced Cooldown) Skill cooldown is reduced.
- Condor Dive (Slowing) The movement speed of all enemies hit by the skill is reduced.
CrackshooterDevastating Sting
From level 166 · 5 skill levels
Increases damage dealt by normal attacks.
MP 30 → 34 · Cooldown 240 s at max · 10 skill points a level
Needs Nature at 6
3 variations
- Devastating Sting (Party Buff) Buff applies to party members within range, excluding yourself.
- Devastating Sting (Far Shot) Deals additional damage to targets further than 5m.
- Devastating Sting (Nearby Shot) Deals additional damage to targets within 3m.
CrackshooterEagle Eye
From level 166 · 5 skill levels
Call upon your inherent eagle to increase bow range.
MP 30 → 35 · 10 skill points a level
CrackshooterHeavy Shot
From level 166 · 5 skill levels
Knocks back the target with an arrow.
MP 40 · Cooldown 15 s at max · 10 skill points a level
Needs Boomburst at 3
3 variations
- Heavy Shot (Group Knockback) Pushes back enemies within the area along with the target.
- Heavy Shot (Increased Knockback) The distance over which the target is knocked back increases.
- Heavy Shot (Reduced Cooldown) Skill cooldown is reduced.
CrackshooterSwift Hands
From level 166 · 5 skill levels
Your action speed increases when using non-magical skills.
MP 30 → 35 · 10 skill points a level
CrackshooterBarrage
From level 170 · 5 skill levels
Normal attacks have a chance to fire double arrows.
MP 30 → 34 · Cooldown 60 s at max · 10 skill points a level
Needs Devastating Sting at 2
3 variations
- Barrage (Increased Strike) The chance to fire double arrows increases.
- Barrage (Reduced Cooldown) Skill cooldown is reduced.
- Barrage (Maintain Buff) Skill duration is increased.
CrackshooterRepelling Shot
From level 170 · 5 skill levels
Leap backwards after attacking the target.
MP 40 · Cooldown 30 s at max · 10 skill points a level
Needs Heavy Shot at 3
3 variations
- Repelling Shot (Debuff) Reduces the target's movement speed.
- Repelling Shot (Long Jump) Increases the distance of the backward jump.
- Repelling Shot (Reduced Cooldown) Skill cooldown is reduced.
CrackshooterAdvanced Trap
From level 175 · 5 skill levels
Increases your traps’ range.
10 skill points a level
CrackshooterMarked Prey
From level 175 · 5 skill levels
Normal attack critical damage increases against enemies affected by the Pit debuff from being caught in a trap.
10 skill points a level
CrackshooterTrap: AoE
From level 175 · 5 skill levels
Deploy a trap that deals damage in the designated area.
MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level
Needs Trap: DoT at 3, Trap: Debuff at 3
3 variations
- Trap: AoE (Increased Range) Skill's damage range increases.
- Trap: AoE (Reduced Cooldown) Skill cooldown is reduced.
- Trap: AoE (Proficient Traps) Maximum number of traps you can place increases.
CrackshooterTrap: Binding
From level 175 · 5 skill levels
Deploy a trap that immobilizes the target.
MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level
Needs Piercing Arrow at 6
3 variations
- Trap: Binding (Reduced Cooldown) Skill cooldown is reduced.
- Trap: Binding (Increased Range) The activation range of the trap increases.
- Trap: Binding (Skilled Installation) Enemy's defense is reduced when caught in the trap.
CrackshooterTrap: Blast
From level 175 · 5 skill levels
Deploy a trap that pushes the target away.
MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level
Needs Trap: Binding at 2
3 variations
- Trap: Blast (Increased Range) The activation range of the trap increases.
- Trap: Blast (Reduced Cooldown) Skill cooldown is reduced.
- Trap: Blast (Proficient Traps) Maximum number of traps you can place increases.
CrackshooterTrap: Debuff
From level 175 · 5 skill levels
Deploy a trap that deals damage with a 15% chance to slow down targets.
MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level
Needs Poison Arrow at 6
3 variations
- Trap: Debuff (Reduced Cooldown) Skill cooldown is reduced.
- Trap: Debuff (Crowd Controller) Chance of getting status effects increases.
- Trap: Debuff (Proficient Traps) Maximum number of traps you can place increases.
CrackshooterTrap: DoT
From level 175 · 5 skill levels
Deploy a trap that deals continuous damage.
MP 30 → 34 · Cooldown 30 s at max · 10 skill points a level
Needs Flame Arrow at 6
3 variations
- Trap: DoT (Increased Range) Range of the trap increases.
- Trap: DoT (Proficient Traps) Maximum number of traps you can place increases.
- Trap: DoT (Reduced Cooldown) Skill cooldown is reduced.
AssistHeal
From level 15 · 20 skill levels
Recovers the target's HP.
MP 17 → 40 · 2 skill points a level
AssistMoon Beam
From level 15 · 20 skill levels
Calls upon the moon to afflict the target, dealing damage over time and making them more susceptible to all incoming damage.
MP 40 → 60 · Cooldown 3 s at max · 2 skill points a level
AssistTemping Hole
From level 15 · 20 skill levels
A powerful straight punch.
FP 20 → 30 · Cooldown 0.5 s at max · 2 skill points a level
Needs Heal at 3
AssistMental Sign
From level 18 · 20 skill levels
Increases the target's INT.
MP 25 · 2 skill points a level
Needs Heal at 3
AssistPatience
From level 18 · 20 skill levels
Increases the target's maximum HP.
MP 20 → 45 · 2 skill points a level
Needs Heal at 3
AssistHeap Up
From level 20 · 20 skill levels
Increases the target's STA.
MP 22 → 58 · 2 skill points a level
Needs Mental Sign at 4
AssistQuick Step
From level 20 · 20 skill levels
Increases the target's movement speed.
MP 30 · 2 skill points a level
Needs Heal at 3
AssistResurrection
From level 20 · 20 skill levels
Resurrects a dead player.
MP 35 → 76 · 2 skill points a level
Needs Patience at 4
AssistBeef Up
From level 25 · 20 skill levels
Increases the target's STR.
MP 30 · 2 skill points a level
Needs Heap Up at 4
AssistCircle Healing
From level 25 · 20 skill levels
Heals nearby party members.
MP 45 → 85 · 2 skill points a level
Needs Resurrection at 4
AssistHaste
From level 25 · 20 skill levels
Increases the target's Attack Speed and Casting Speed.
MP 45 → 65 · 2 skill points a level
Needs Quick Step at 3
AssistStonehand
From level 25 · 20 skill levels
Grants all attacks a chance to stun.
MP 30 → 50 · 2 skill points a level
Needs Temping Hole at 4
AssistBurst Crack
From level 28 · 20 skill levels
Pounds the ground, damaging enemies around you.
FP 20 → 40 · 2 skill points a level
Needs Stonehand at 4
AssistCat's Reflex
From level 28 · 20 skill levels
Increases the target's block rate.
MP 45 → 65 · 2 skill points a level
Needs Haste at 4
AssistAccuracy
From level 30 · 20 skill levels
Increases the target's accuracy.
MP 45 → 65 · 2 skill points a level
Needs Beef Up at 4
AssistCannon Ball
From level 35 · 20 skill levels
Increases the target's DEX.
MP 25 → 62 · 2 skill points a level
Needs Cat's Reflex at 4
AssistPower Fist
From level 45 · 20 skill levels
Strikes the enemy three times with concentrated power.
FP 30 → 60 · Cooldown 7 s at max · 2 skill points a level
Needs Burst Crack at 4
AssistPrevention
From level 45 · 20 skill levels
Automatically recovers your HP when it falls below a certain threshold.
MP 35 → 76 · Cooldown 8 s at max · 2 skill points a level
Needs Circle Healing at 4
RingmasterHolycross
From level 60 · 1 skill level
Causes the next hit against the target to deal double damage.
MP 30 · 3 skill points a level
RingmasterMerkaba Hanzelrusha
From level 60 · 10 skill levels
Summons a lingering effect that deals damage over time to enemies within its area.
MP 65 → 115 · Cooldown 7 s at max · 3 skill points a level
Needs Prevention at 4
RingmasterProtect
From level 60 · 10 skill levels
Increases the target's Defense and Magic Resistance.
MP 65 → 115 · 3 skill points a level
Needs Heap Up at 6
RingmasterHolyguard
From level 65 · 10 skill levels
Protects the target from incoming critical hits for a limited time.
MP 65 → 115 · Cooldown 45 s at max · 3 skill points a level
Needs Protect at 3
RingmasterSpirit Fortune
From level 65 · 10 skill levels
Increases the target's damage.
MP 65 → 115 · 3 skill points a level
Needs Holycross at 1
RingmasterHeal Rain
From level 70 · 10 skill levels
Heals nearby party members with powerful restorative energy.
MP 80 → 170 · 3 skill points a level
Needs Merkaba Hanzelrusha at 3
RingmasterGeburah Tiphreth
From level 75 · 10 skill levels
Draws upon the inner strength of the user and nearby party members, increasing Attack, Attack Speed and Casting Speed for a limited time.
MP 155 → 250 · 3 skill points a level
Needs Holyguard at 4, Spirit Fortune at 7
RingmasterGvur Tialla
From level 80 · 3 skill levels
Removes debuffs from the target.
MP 95 · Cooldown 2 s at max · 3 skill points a level
Needs Heal Rain at 4
RingmasterBarrier of Life
From level 100 · 5 skill levels
Grants the target a barrier that causes all incoming hits to be blocked for a short duration.
MP 80 → 120 · Cooldown 18 s at max · 3 skill points a level
Needs Gvur Tialla at 2
SeraphBlessing of the Wise
From level 166 · 5 skill levels
Perform a blessing to remove "disable" type debuffs on nearby allies.
MP 95 · Cooldown 75 s at max · 10 skill points a level
Needs Kyrie Eleison at 2
3 variations
- Blessing of the Wise (DoT Resistance) Grants resistance to damage over time effects during the duration of the buff.
- Blessing of the Wise (Stun Resistance) Grants stun immunity for the duration of the buff.
- Blessing of the Wise (Area Increase) Skill range is increased.
SeraphDivinecross
From level 166 · 5 skill levels
Curse your target with divine power, recording the highest hit taken and replicating up to 75% of it upon expiry. This debuff can be expired early if pressed again.
MP 30 · 10 skill points a level
3 variations
- Divinecross (Increased Multiplier) Up to 100% of the recorded hit is replicated.
- Divinecross (Reduced PvP Cooldown) Cooldown is reduced in PvP.
- Divinecross (Increased Duration) Skill duration is increased.
SeraphHymn – Damage Reduction
From level 166 · 5 skill levels
While a hymn is being chanted, gain extra damage reduction for yourself.
10 skill points a level
SeraphHymn – Liberation
From level 166 · 1 skill level
Allow other hymn skills to be chanted at the same time.
10 skill points a level
SeraphHymn – Perfect Performance
From level 166 · 5 skill levels
Hymns that are chanted to completion will have their cooldowns reduced.
10 skill points a level
SeraphKyrie Eleison
From level 166 · 5 skill levels
Chant a hymn which provides nearby allies and yourself with increased Attack Power, Magic Power, and Tenacity. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.
MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level
Needs Holyguard at 5
3 variations
- Kyrie Eleison (Duration Increase) Skill duration is increased.
- Kyrie Eleison (Effect Increase) The hymn's effects are increased.
- Kyrie Eleison (Range Increase) Skill range is increased.
SeraphSoul of Rhisis
From level 166 · 5 skill levels
Chant a hymn which provides nearby allies and yourself with damage reduction. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.
MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level
Needs Protect at 5
3 variations
- Soul of Rhisis (Range Increase) Skill range is increased.
- Soul of Rhisis (Effect Increase) The hymn's effects are increased.
- Soul of Rhisis (Duration Increase) Skill duration is increased.
SeraphCelestial Barrier
From level 170 · 5 skill levels
Chant a hymn which provides nearby allies and yourself with elemental resistance. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.
MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level
Needs Soul of Rhisis at 2
3 variations
- Celestial Barrier (Range Increase) Skill range is increased.
- Celestial Barrier (Duration Increase) Skill duration is increased.
- Celestial Barrier (Effect Increase) The hymn's effects are increased.
SeraphFlow of Salvation
From level 170 · 5 skill levels
Breath the flow of salvation into your target, healing them and flowing to nearby targets if they are allies, or dealing damage otherwise.
MP 17 → 19 · Cooldown 5 s at max · 10 skill points a level
Needs Kyrie Eleison at 2, Blessing of the Wise at 2
5 variations
- Flow of Salvation (Flow of Salvation) Breath the flow of salvation into your target, healing them and flowing to nearby targets if they are allies, or dealing damage otherwise.
- Flow of Salvation (Reduced Cooldown) Skill cooldown is reduced.
- Flow of Salvation (Increased Healing) Healing is increased.
- Flow of Salvation (Flow of Salvation) Damage is increased.
- Flow of Salvation (Increased Damage) Damage is increased.
SeraphGloria Patri
From level 170 · 5 skill levels
Chant a hymn which heals nearby allies and yourself periodically. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.
MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level
Needs Kyrie Eleison at 2
3 variations
- Gloria Patri (Effect Increase) The hymn's effects are increased.
- Gloria Patri (Range Increase) Skill range is increased.
- Gloria Patri (Duration Increase) Skill duration is increased.
SeraphReduced Cooldown (Reduced Cooldown)
From level 170 · 5 skill levels
Skill cooldown is reduced.
MP 19 · Cooldown 3.5 s at max · 10 skill points a level
SeraphHammer of Judgement
From level 175 · 5 skill levels
Summon a hammer from the skies, leaving a damaging area behind.
MP 65 → 85 · Cooldown 20 s at max · 10 skill points a level
Needs Flow of Salvation at 2, Gloria Patri at 2
3 variations
- Hammer of Judgement (Justice Hammer) Has a chance to stun enemies.
- Hammer of Judgement (Sanctuary Area) Leaves a healing area behind.
- Hammer of Judgement (Increased Range) Skill range is increased.
SeraphHeaven's Step
From level 175 · 5 skill levels
Chant a hymn which provides nearby allies and yourself with increased evasion and blocking power. While chanting, using other skills will cancel chanting. The effect of the hymn increases as you keep chanting.
MP 65 → 85 · Cooldown 120 s at max · 10 skill points a level
Needs Celestial Barrier at 2
3 variations
- Heaven's Step (Effect Increase) The hymn's effects are increased.
- Heaven's Step (Duration Increase) Skill duration is increased.
- Heaven's Step (Critical Resistance) Increases critical resistance.
SeraphSacrifice
From level 175 · 5 skill levels
Consume HP to grant a shield to party members proportional to your HP. If used while a hymn is active, the shield amount is increased by up to 15%.
Cooldown 120 s at max · 10 skill points a level
Needs Heaven's Step at 2
3 variations
- Sacrifice (Meaning of Sacrifice) Consume more of your health to grant more shields to allies.
- Sacrifice (Sacrifice of Sharing) Gain shields yourself as well.
- Sacrifice (Increased Duration) Skill duration is increased.
BillposterAsmodeus
From level 60 · 10 skill levels
Enhances the power of the wielded knuckle.
MP 60 → 110 · 3 skill points a level
BillposterPiercing Serpent
From level 60 · 10 skill levels
Fires a piercing beam at the enemy.
MP 40 → 80 · 3 skill points a level
Needs Power Fist at 5
BillposterBaraqijal Esna
From level 65 · 10 skill levels
Increases damage dealt to the target while also increasing their Attack.
MP 70 → 106 · Cooldown 30 s at max · 3 skill points a level
Needs Piercing Serpent at 2
BillposterBelial Smashing
From level 65 · 10 skill levels
Strikes the enemy with five powerful blows.
FP 120 → 138 · Cooldown 5 s at max · 3 skill points a level
Needs Asmodeus at 3
BillposterBgvur Tialbold
From level 70 · 10 skill levels
Strikes nearby enemies with an outward shockwave.
MP 100 → 136 · 3 skill points a level
Needs Baraqijal Esna at 5
BillposterBlood Fist
From level 70 · 10 skill levels
Strikes the enemy with a heavy blow that causes bleeding.
FP 40 → 90 · Cooldown 3 s at max · 3 skill points a level
Needs Belial Smashing at 5
BillposterSonichand
From level 75 · 10 skill levels
A fast, straight punch.
FP 60 → 110 · 3 skill points a level
Needs Blood Fist at 7, Bgvur Tialbold at 6
BillposterAsalraalaikum
From level 80 · 10 skill levels
A fully concentrated strike. Always consumes 100% MP.
FP 182 → 200 · Cooldown 15 s at max · 3 skill points a level
Needs Sonichand at 7
BillposterSury's Tenacity
From level 100 · 5 skill levels
Grants immunity to crowd control and increased incoming healing, but prevents skill usage.
FP 200 · Cooldown 25 s at max · 3 skill points a level
Needs Asalraalaikum at 6
ForcemasterConcentration [Nen]
From level 166 · 5 skill levels
Focus your mind to gain Nen when used. Can gain up to 10 Nen with this skill. The effects of Nen stacks are multiplied by the number of stacks you currently have.
MP 60 → 80 · Cooldown 2 s at max · 10 skill points a level
Needs Sury's Tenacity at 2
3 variations
- Concentration [Nen] (Mind Enhancement) Magic damage increases per Nen stack.
- Concentration [Nen] (Aura Enhancement) The effect of Aura skills increases per Nen stack.
- Concentration [Nen] (Form Enhancement) Physical damage increases per Nen stack.
ForcemasterNen Acquisition
From level 166 · 5 skill levels
Increases your chance to gain an additional Nen stack when using Concentration.
10 skill points a level
Needs Concentration [Nen] at 1
ForcemasterNen Overflow
From level 166 · 5 skill levels
Unleash all your Nen to enter overflow. While in Nen overflow, certain skills Nen Enhancement variations will be used. Nen cannot be gained while in Nen overflow.
FP 60 → 80 · Cooldown 90 s at max · 10 skill points a level
Needs Concentration [Nen] at 1
3 variations
- Nen Overflow (Nen Afterimage) 10 Nen stacks up even when this skill used.
- Nen Overflow (Increased Duration) Skill duration is increased.
- Nen Overflow (MP Retention) Skill damage is increased.
ForcemasterNen Release
From level 166 · 1 skill level
Remove all your Nen stacks at a cost of power.
FP 60 · Cooldown 20 s at max · 10 skill points a level
Needs Nen Overflow at 1
ForcemasterNen Sphere
From level 166 · 5 skill levels
Focus your mind to launch a damaging orb towards your target.
FP 30 → 34 · Cooldown 10 s at max · 10 skill points a level
Needs Concentration [Nen] at 1
3 variations
- Nen Sphere (Range Increase) Skill range is increased.
- Nen Sphere (Nen Mastery) Using the skill may not consume Nen.
- Nen Sphere (Continuous Shooting) Consumes additional Nen to attempt an extra attack.
ForcemasterNen Storage
From level 166 · 5 skill levels
Nen-consuming skills may consume only half the required stacks.
10 skill points a level
Needs Concentration [Nen] at 3
ForcemasterPower Palm
From level 166 · 5 skill levels
Attack your target, gaining Nen stacks. [Nen Enhancement]: This skill has a chance to knock the enemy down. If used during the duration of Force Grip, you will strike multiple times.
FP 40 · Cooldown 12 s at max · 10 skill points a level
Needs Concentration [Nen] at 1
3 variations
- Power Palm (Nen Mastery) Has a chance to grant additional Nen stacks.
- Power Palm (Cooldown reduction) Skill cooldown is reduced.
- Power Palm (Increased Effect) Damage is increased.
ForcemasterTouch of Rhisis
From level 166 · 5 skill levels
Casts an aura that increases nearby allies’ defense and block rate. Cannot be used with other auras at the same time. Can be re-cast to cancel.
FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level
Needs Concentration [Nen] at 1
3 variations
- Touch of Rhisis (Increased Effect) Skill scaling is improved.
- Touch of Rhisis (Range Extension) Skill range is increased.
- Touch of Rhisis (Duration Increase) Skill duration is increased.
ForcemasterAura Bomb
From level 170 · 5 skill levels
Channel energy from your surroundings for a long period of time, and target it towards a selected area for great damage.
FP 30 → 34 · Cooldown 180 s at max · 10 skill points a level
Needs Nen Sphere at 3
3 variations
- Aura Bomb (Casting Time Reduction) Casting time is reduced, but skill damage is decreased.
- Aura Bomb (Reduced Cooldown) Skill cooldown is reduced.
- Aura Bomb (Range Enhancement) Skill range is increased.
ForcemasterClear Reflection
From level 170 · 5 skill levels
When Nen charge reaches 20, your critical hits will be more lucky, always dealing maximum damage at maximum level.
10 skill points a level
ForcemasterEnlightenment
From level 170 · 5 skill levels
Increases knuckle damage.
FP 60 → 80 · 10 skill points a level
Needs Concentration [Nen] at 1
3 variations
- Enlightenment (Quick Movement) Movement speed and critical chance increases further when using the skill.
- Enlightenment (Critical Damage) Critical damage increases when using skill.
- Enlightenment (Knuckle Power) Knuckle damage increases further when using skill.
ForcemasterForce Grip
From level 170 · 5 skill levels
Grab the target, restraining both of you from moving, attacking, or using skills. [Nen Enhancement]: Allows skill usage while restraining the target.
FP 30 → 34 · Cooldown 60 s at max · 10 skill points a level
Needs Enlightenment at 3
3 variations
- Force Grip (Group Binding) You can grab all enemies within range with a chance.
- Force Grip (Reduced Cooldown) Skill cooldown is reduced.
- Force Grip (Diamond Body) While grabbing an enemy, the damage you take is reduced.
ForcemasterInitiating Strike
From level 170 · 5 skill levels
Attack your enemy using a strike. If the target is currently knocked down, you will dash forward to quickly close the gap. [Nen Enhancement]: Grants you tenacity when used.
FP 40 · Cooldown 12 s at max · 10 skill points a level
Needs Power Palm at 2
3 variations
- Initiating Strike (Speed Reduction) Target's movement speed is reduced.
- Initiating Strike (Nen Enhancement) When cast as an enhanced attack, reduces the target's attack and defense additionally.
- Initiating Strike (Nen Mastery) Has a chance to grant additional Nen stacks.
ForcemasterIre of Iblis
From level 170 · 5 skill levels
Casts an aura that increases allies’ critical resistance. Can be re-cast to cancel.
FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level
Needs Touch of Rhisis at 3
3 variations
- Ire of Iblis (Duration Increase) Skill duration is increased.
- Ire of Iblis (Increased Effect) Skill scaling is improved.
- Ire of Iblis (Range Extension) Skill range is increased.
ForcemasterMarked Attack
From level 170 · 5 skill levels
Normal attacks leave a mark. Hitting the same enemy 5 times deals bonus damage and grants 1 Nen stack.
10 skill points a level
ForcemasterBubble's Blessing
From level 175 · 5 skill levels
Casts an aura that increases allies' Critical Damage and Attack. Can be re-cast to cancel the effect.
FP 65 → 85 · Cooldown 200 s at max · 10 skill points a level
Needs Ire of Iblis at 2
3 variations
- Bubble's Blessing (Increased Effect) Skill scaling is improved.
- Bubble's Blessing (Duration Increase) Skill duration is increased.
- Bubble's Blessing (Range Extension) Skill range is increased.
ForcemasterMeditate
From level 175 · 5 skill levels
Enter a meditative state that reduces damage taken, shortens natural HP recovery time, and increases healing effects. Can be re-cast to cancel.
MP 65 → 85 · Cooldown 30 s at max · 10 skill points a level
Needs Force Grip at 2
3 variations
- Meditate (Nen Mastery) You can move slowly while using the skill.
- Meditate (Adamantine Body) Damage reduction rate increases while meditating.
- Meditate (Deep Meditation) Skill duration is increased.
ForcemasterStaggering Strike
From level 175 · 5 skill levels
Attack a single target with a chance to knock them down. [Nen Enhancement]: Increase your block rate when used.
FP 40 · Cooldown 12 s at max · 10 skill points a level
Needs Initiating Strike at 2
3 variations
- Staggering Strike (Increased Knockdown Chance) Chance to knock down the target increases.
- Staggering Strike (Leg Attack) Nen Enhanced strikes will also reduce movement speed.
- Staggering Strike (Reduced Cooldown) Skill cooldown is reduced.
ForcemasterTenacity
From level 175 · 5 skill levels
Debuffs applied on you do not last as long.
10 skill points a level
MagicianMental Strike
From level 15 · 20 skill levels
A medium-ranged mental attack.
MP 15 → 40 · 2 skill points a level
MagicianFlame Ball
From level 18 · 20 skill levels
Strikes the enemy with a ball of flame that may reduce the target's HP Restoration.
MP 25 → 40 · 2 skill points a level
Needs Mental Strike at 3
MagicianLightning Ball
From level 18 · 20 skill levels
Damages the enemy with a ball of static that may reduce the target's defense.
MP 25 → 40 · 2 skill points a level
Needs Mental Strike at 5
MagicianStone Spike
From level 18 · 20 skill levels
Damages the enemy with a stone spike that may stun.
MP 25 → 40 · 2 skill points a level
Needs Mental Strike at 2
MagicianIce Missile
From level 20 · 20 skill levels
Blasts the enemy with a missile of ice that may reduce the target's speed.
MP 25 → 40 · 2 skill points a level
Needs Mental Strike at 3
MagicianSwordwind
From level 20 · 20 skill levels
A ranged wind attack that may reduce the enemy's Attack Speed and Casting Speed.
MP 25 → 40 · 2 skill points a level
Needs Mental Strike at 5
MagicianFlame Geyser
From level 25 · 20 skill levels
Engulfs the enemy in a geyser of flame, dealing damage over time.
MP 30 → 50 · 2 skill points a level
Needs Flame Ball at 5
MagicianLightning Ram
From level 25 · 20 skill levels
Damages the enemy with an electric ball.
MP 30 → 50 · 2 skill points a level
Needs Lightning Ball at 5
MagicianRooting
From level 25 · 20 skill levels
Binds the enemy with roots, immobilizing them.
MP 30 → 50 · 2 skill points a level
Needs Stone Spike at 5
MagicianStrongwind
From level 25 · 20 skill levels
A ranged wind attack that pushes the enemy back.
MP 30 → 49 · 2 skill points a level
Needs Swordwind at 5
MagicianWaterball
From level 25 · 20 skill levels
A water attack that shoots multiple water orbs at the target.
MP 30 → 50 · 2 skill points a level
Needs Ice Missile at 5
MagicianBlinkpool
From level 30 · 20 skill levels
Teleports you to a target point within range.
MP 22 → 35 · Cooldown 3 s at max · 2 skill points a level
Needs Mental Strike at 3
MagicianFire Strike
From level 40 · 20 skill levels
Blasts the enemy with a ball of fire, setting them ablaze and making them more susceptible to water attacks.
MP 40 → 60 · 2 skill points a level
Needs Flame Geyser at 7
MagicianLightning Shock
From level 40 · 20 skill levels
Blasts the enemy with a ball of lightning, electrifying them and making them more susceptible to earth attacks.
MP 40 → 60 · 2 skill points a level
Needs Lightning Ram at 7
MagicianRock Crash
From level 40 · 20 skill levels
Crushes the enemy with a massive stone, making them more susceptible to wind attacks.
MP 40 → 60 · 2 skill points a level
Needs Rooting at 7
MagicianWater Well
From level 40 · 20 skill levels
Soaks the enemy with rushing water, making them more susceptible to electricity attacks.
MP 40 → 60 · 2 skill points a level
Needs Waterball at 7
MagicianWind Cutter
From level 40 · 20 skill levels
Slices the enemy with cutting winds, leaving them exposed and more susceptible to fire attacks.
MP 40 → 60 · 2 skill points a level
Needs Strongwind at 7
PsykeeperCrucio Spell
From level 60 · 10 skill levels
Reflects damage from the enemy's basic attacks. Less effective in PvP.
MP 70 → 90 · 3 skill points a level
Needs Mental Strike at 10
PsykeeperDemonology
From level 60 · 10 skill levels
Damages the enemy with a mental blast that reduces their Attack.
MP 90 → 150 · Cooldown 18 s at max · 3 skill points a level
PsykeeperPsychic Bomb
From level 60 · 10 skill levels
Damages the enemy with a ball of mental energy.
MP 60 → 80 · 3 skill points a level
Needs Mental Strike at 10
PsykeeperMaximum Crisis
From level 65 · 10 skill levels
Unleashes a powerful mental explosion that damages surrounding enemies, with a small chance to stun.
MP 58 → 100 · 3 skill points a level
Needs Crucio Spell at 7
PsykeeperSatanology
From level 65 · 10 skill levels
Curses the enemy, immobilizing them with dark magic.
MP 60 → 80 · Cooldown 3.5 s at max · 3 skill points a level
Needs Demonology at 3
PsykeeperSpirit Bomb
From level 65 · 10 skill levels
Damages the enemy through the power of your mind.
MP 62 → 100 · 3 skill points a level
Needs Psychic Bomb at 6
PsykeeperPsychic Wall
From level 70 · 10 skill levels
Conjures a mystic wall at your location. On enemy contact, the wall pushes them back, reduces their movement speed, and deals minor damage.
MP 82 → 100 · 3 skill points a level
Needs Satanology at 4, Spirit Bomb at 5
PsykeeperPsychic Square
From level 75 · 10 skill levels
Damages the target enemy and enemies surrounding them with a psychic blast.
MP 55 → 120 · 3 skill points a level
Needs Psychic Wall at 7, Maximum Crisis at 5
PsykeeperGravity Well
From level 100 · 5 skill levels
Creates a gravity well at a target point that greatly slows enemies within the area.
MP 72 → 122 · Cooldown 18 s at max · 3 skill points a level
Needs Psychic Wall at 6
MentalistChimera's Curse
From level 166 · 5 skill levels
Use Chimera's spirit to curse your target, dealing damage and mutating them into an Aibatt. While mutated, they cannot attack. When fully charged, this skill has a 30% higher chance of success.
MP 90 → 94 · Cooldown 30 s at max · 10 skill points a level
3 variations
- Chimera's Curse (Full charge duration increase) Skill duration when fully charged is increased.
- Chimera's Curse (Full charge debuff increase) Mutation chance when fully charged is 100%.
- Chimera's Curse (Full Charge Time Decrease) Charging time is decreased.
MentalistCimetiere's Scream
From level 166 · 5 skill levels
Invoke the spirit of Cimetiere for a short period on the target area, dealing damage to the vicinity with a chance to silence.
MP 72 → 122 · Cooldown 30 s at max · 10 skill points a level
Needs Gravity Well at 3
3 variations
- Cimetiere's Scream (Debuff Chance) Silence chance is increased.
- Cimetiere's Scream (Reduced Cooldown) Skill cooldown is reduced.
- Cimetiere's Scream (Range Increase) Skill range is increased.
MentalistEnhanced Blinkpool
From level 166 · 5 skill levels
Movement speed is temporarily increased after using Blinkpool.
10 skill points a level
MentalistHexe's Lament
From level 166 · 5 skill levels
Deal damage in a region around your target, with a chance to Jinx enemies hit, removing their ability to critically hit. When fully charged, the skill duration is increased, and hits more frequently.
MP 72 → 80 · Cooldown 30 s at max · 10 skill points a level
2 variations
- Hexe's Lament (Aoe Range) Skill range is increased.
- Hexe's Lament (Debuff increase) Probability is increased.
MentalistLillith's Gaze
From level 166 · 5 skill levels
Gaze upon your target, slowing them down and forcing them to move towards you.
MP 90 → 94 · Cooldown 30 s at max · 10 skill points a level
Needs Spirit Bomb at 7
3 variations
- Lillith's Gaze (Reduced Cooldown) Skill cooldown is reduced.
- Lillith's Gaze (Slowing) Slowing effect is increased.
- Lillith's Gaze (Sure Gaze) Probability is increased.
MentalistAdditional damage disable
From level 170 · 5 skill levels
Damage against enemies with Disable type debuffs is increased.
10 skill points a level
MentalistAdditional damage weaken
From level 170 · 5 skill levels
Damage against enemies with Weaken type debuffs is increased.
10 skill points a level
MentalistDamnation Surge
From level 170 · 5 skill levels
Track the number of Weaken type debuffs you apply, multiplying the bonuses given.
MP 55 → 75 · Cooldown 40 s at max · 10 skill points a level
Needs Hexe's Lament at 3, Cimetiere's Scream at 3
3 variations
- Damnation Surge (Cooldown reduction) Skill cooldown is reduced.
- Damnation Surge (Increased Effect) Maximum number of stacks is increased to 8 at maximum level.
- Damnation Surge (Increased Duration) Skill duration is increased.
MentalistMalefic Detonation
From level 170 · 5 skill levels
Track the number of Disable type debuffs you apply, multiplying the bonuses given.
MP 55 → 75 · Cooldown 40 s at max · 10 skill points a level
Needs Lillith's Gaze at 3, Chimera's Curse at 3
3 variations
- Malefic Detonation (Increased Duration) Skill duration is increased.
- Malefic Detonation (Cooldown reduction) Skill cooldown is reduced.
- Malefic Detonation (Increased Effect) Maximum number of stacks is increased to 8 at maximum level.
MentalistAether Rend
From level 175 · 5 skill levels
Remove a number of Disable and Weaken debuffs from your target up to the number of Malefic Detonation and Damnation Surge stacks available. This skill consumes all stacks of both skills. The damage of this skill scales with Debuff and Weaken effect on you.
MP 72 → 122 · Cooldown 30 s at max · 10 skill points a level
Needs Damnation Surge at 3, Malefic Detonation at 3
3 variations
- Aether Rend (Reduced Cooldown) Skill cooldown is reduced.
- Aether Rend (Improved Scaling) Skill damage scaling is improved, but cooldown is increased.
- Aether Rend (Increased Damage) Base damage is increased, but scaling is reduced.
MentalistDebuff Damage Reduction
From level 175 · 5 skill levels
Damage taken from enemies with debuffs is decreased.
10 skill points a level
ElementorFirebird
From level 60 · 10 skill levels
Launches a fiery projectile that engulfs the enemy in towering flames.
MP 50 → 80 · 3 skill points a level
Needs Fire Strike at 7
ElementorIceshark
From level 60 · 10 skill levels
Fires an icy projectile that explodes on impact, bursting outward in freezing shards.
MP 50 → 80 · 3 skill points a level
Needs Water Well at 7
ElementorLightning Strike
From level 60 · 10 skill levels
Calls down a devastating bolt of lightning upon the enemy.
MP 50 → 80 · 3 skill points a level
Needs Lightning Shock at 7
ElementorStone Spear
From level 60 · 10 skill levels
Hurls a spear of stone that shatters on impact, blasting the enemy with flying stone fragments.
MP 50 → 80 · 3 skill points a level
Needs Rock Crash at 7
ElementorVoid
From level 60 · 10 skill levels
Creates a powerful vacuum that crushes the enemy.
MP 50 → 80 · 3 skill points a level
Needs Wind Cutter at 7
ElementorBurningfield
From level 65 · 10 skill levels
Deals damage over time to enemies within the area.
MP 72 → 90 · Cooldown 10 s at max · 3 skill points a level
Needs Firebird at 5
ElementorEarthquake
From level 65 · 10 skill levels
Shatters the ground beneath the target enemy and surrounding enemies, sending chunks of earth flying outward, with a chance to reduce their Attack.
MP 72 → 90 · 3 skill points a level
Needs Stone Spear at 4
ElementorElectric Shock
From level 65 · 10 skill levels
Unleashes converging bolts of electricity that surge around surrounding enemies, damaging them and reducing their Magic Resistance.
MP 72 → 90 · 3 skill points a level
Needs Lightning Strike at 4
ElementorPoison Cloud
From level 65 · 10 skill levels
Summons a poisonous cloud above the target enemy, raining toxins that poison the target enemy and surrounding enemies over time.
MP 72 → 90 · Cooldown 10 s at max · 3 skill points a level
Needs Iceshark at 5
ElementorWindfield
From level 65 · 10 skill levels
Summons a field of cutting winds beneath the target enemy, damaging the target enemy and surrounding enemies, with a chance to reduce their movement speed.
MP 72 → 90 · 3 skill points a level
Needs Void at 5
ElementorEarth Mastery
From level 70 · 10 skill levels
Enhances the power of Earth spells.
MP 20 → 38 · 3 skill points a level
Needs Rooting at 3
ElementorFire Mastery
From level 70 · 10 skill levels
Enhances the power of Fire spells.
MP 20 → 38 · 3 skill points a level
Needs Fire Strike at 7
ElementorLightning Mastery
From level 70 · 10 skill levels
Enhances the power of Electric spells.
MP 20 → 38 · 3 skill points a level
Needs Lightning Shock at 7
ElementorLightning Storm
From level 70 · 10 skill levels
Summons a raging lightning storm that strikes the target enemy and surrounding enemies, with a chance to reduce Critical Damage.
MP 112 → 130 · Cooldown 14 s at max · 3 skill points a level
Needs Windfield at 6, Electric Shock at 5
ElementorMeteo Shower
From level 70 · 10 skill levels
Calls down a shower of meteors that strike the target enemy and surrounding enemies.
MP 132 → 150 · Cooldown 17 s at max · 3 skill points a level
Needs Burningfield at 6, Earthquake at 5
ElementorSandstorm
From level 70 · 10 skill levels
Engulfs the target enemy and surrounding enemies in a violent sandstorm, with a chance to reduce their accuracy.
MP 112 → 130 · Cooldown 14 s at max · 3 skill points a level
Needs Windfield at 6, Earthquake at 5
ElementorWater Mastery
From level 70 · 10 skill levels
Enhances the power of Water spells.
MP 20 → 38 · 3 skill points a level
Needs Water Well at 7
ElementorWind Mastery
From level 70 · 10 skill levels
Enhances the power of Wind spells.
MP 20 → 38 · 3 skill points a level
Needs Wind Cutter at 7
ElementorBlizzard
From level 75 · 10 skill levels
Summons a freezing blizzard on the target enemy, striking the target enemy and surrounding enemies, with a chance to stun.
MP 112 → 130 · Cooldown 15 s at max · 3 skill points a level
Needs Poison Cloud at 7, Earthquake at 7
ElementorEye of the Storm
From level 100 · 1 skill level
Summons a violent storm around you that pushes enemies back on contact, forming a barrier that prevents enemies from approaching.
MP 200 · Cooldown 20 s at max · 3 skill points a level
ArcanistAqua Veil
From level 166 · 5 skill levels
The damage you take from enemies affected by water skills is decreased.
10 skill points a level
ArcanistBlaze Eater
From level 166 · 5 skill levels
The damage you take from burning enemies is decreased.
10 skill points a level
ArcanistEVA Storm
From level 166 · 5 skill levels
Casts storm clouds over a targeted area, periodically striking nearby enemies with lightning. Lightning strikes always inflict Shock, reducing all elemental resistances by 10%. Strikes against Shocked targets deal maximum damage.
MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level
Needs Lightning Storm at 6
3 variations
- EVA Storm (Hurricane) The skill's maximum targets is increased.
- EVA Storm (Increased Duration) Skill duration is increased.
- EVA Storm (Raging Storm) Strike interval is shorter.
ArcanistEarth Counter
From level 166 · 5 skill levels
Increases your wind mastery.
10 skill points a level
ArcanistElectric Counter
From level 166 · 5 skill levels
Increases your earth mastery.
10 skill points a level
ArcanistEnhanced Blinkpool
From level 166 · 5 skill levels
Movement speed is temporarily increased after using Blinkpool.
10 skill points a level
ArcanistEntangling Roots
From level 166 · 5 skill levels
Fire a root in front of you, binding the first enemy hit in place. If the enemy bound is affected by Stone Pillar or Swampy Area, they are Petrified, increasing the magic damage they receive and reducing the physical damage they receive, and stunning them.
MP 112 → 120 · Cooldown 45 s at max · 10 skill points a level
Needs Sandstorm at 6
3 variations
- Entangling Roots (Grasping Roots) Roots will go through more enemies.
- Entangling Roots (Stranglethorns) Roots will explode once they hit an enemy, dealing damage to them. Explosions have a chance to knock enemies down.
- Entangling Roots (Nature's Grasp) Fire additional roots in a cone in front of you.
ArcanistFire Counter
From level 166 · 5 skill levels
Increases your water mastery.
10 skill points a level
ArcanistGale
From level 166 · 5 skill levels
Conjure a gale of wind around yourself, increasing your movement speed and hurting nearby enemies. While in gale, hits have a chance to apply Suffocate stacks. If a target reaches 5 Suffocate stacks, they are stunned, slept, or paralyzed, at random.
MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level
Needs Void at 6
3 variations
- Gale (Increased Suffocate Chance) Suffocate stack chance is increased.
- Gale (Increased Duration) Skill duration is increased.
- Gale (Increased Elemental) Damage is increased.
ArcanistIce Shard
From level 166 · 5 skill levels
Lock yourself in ice, becoming invulnerable and deal damage to surrounding enemies. You cannot use items or skills while frozen.
MP 112 → 120 · Cooldown 90 s at max · 10 skill points a level
Needs Iceshark at 6
3 variations
- Ice Shard (Increased Elemental) Damage is increased.
- Ice Shard (Increased Duration) Skill duration is increased.
- Ice Shard (Reduced Cooldown) Skill cooldown is reduced.
ArcanistIncinerate
From level 166 · 5 skill levels
Incinerate your target, dealing damage and burning them. If used on a burning target, they take extra damage. Burned enemies also hurt nearby enemies, but do not burn them.
MP 112 → 120 · Cooldown 25 s at max · 10 skill points a level
Needs Firebird at 6
3 variations
- Incinerate (Additional Burn Damage) Extra damage when used on a burning target is increased.
- Incinerate (Increased Elemental) Damage is increased.
- Incinerate (Reduced Cooldown) Skill cooldown is reduced.
ArcanistStormveil Cloak
From level 166 · 5 skill levels
The damage you take from enemies with Suffocate stacks is decreased.
10 skill points a level
ArcanistVoltguard
From level 166 · 5 skill levels
The damage you take from Shocked enemies is decreased.
10 skill points a level
ArcanistWater Counter
From level 166 · 5 skill levels
Increases your electric mastery.
10 skill points a level
ArcanistWind Counter
From level 166 · 5 skill levels
Increases your fire mastery.
10 skill points a level
ArcanistGust
From level 170 · 5 skill levels
Spawn a gust of wind that pushes back nearby enemies, reflects incoming damage, and ranged block chance.
MP 72 → 80 · Cooldown 30 s at max · 10 skill points a level
Needs Gale at 3
3 variations
- Gust (Increased Elemental) Damage is increased.
- Gust (Increased Duration) Skill duration is increased.
- Gust (Increased Range) Skill range is increased.
ArcanistIgnite
From level 170 · 5 skill levels
Ignite your target, dealing damage and burning them. If used on a burning target, the damage is reduced but the target is stunned. Burned enemies also hurt nearby enemies, but do not burn them.
MP 112 → 120 · Cooldown 20 s at max · 10 skill points a level
Needs Incinerate at 3
3 variations
- Ignite (Increased Elemental) Damage is increased.
- Ignite (Reduced Cooldown) Skill cooldown is reduced.
- Ignite (Increased Spread Damage) Damage reduction when used on a burning target is reduced.
ArcanistInfusion
From level 170 · 5 skill levels
Infuse any elemental skills you use with your weapon's applied element, overriding the skill's element.
MP 120 → 128 · Cooldown 180 s at max · 10 skill points a level
Needs Eye of the Storm at 1
3 variations
- Infusion (Intelligent Scaling) Skill duration scales with INT instead of STA, with increased duration, reduced penalty, and improved casting efficiency as it levels.
- Infusion (Reduced Penalty) Attack penalty is reduced.
- Infusion (Increased Duration) Skill duration is increased.
ArcanistStone Pillar
From level 170 · 5 skill levels
Disrupt the ground, summoning a stone pillar which hurts enemies and lowers their movement speed. After the duration of the pillar, it explodes, dealing extra damage to nearby enemies.
MP 17 → 19 · Cooldown 30 s at max · 10 skill points a level
Needs Entangling Roots at 2
3 variations
- Stone Pillar (Reduced Cooldown) Skill cooldown is reduced.
- Stone Pillar (Reduced Duration) Skill duration is reduced.
- Stone Pillar (Increased Explosion Range) Skill range is increased.
ArcanistThunder Strike
From level 170 · 5 skill levels
Call upon a ball of lightning towards your target, which will chain to nearby enemies. Has a chance to Shock enemies hit, reducing all elemental resistances by 10%. If the ball hits a shocked target, it will always do maximum damage.
MP 17 → 19 · Cooldown 10 s at max · 10 skill points a level
Needs EVA Storm at 3
3 variations
- Thunder Strike (Increased Shock Chance) Shock chance is increased.
- Thunder Strike (Increased Elemental) Damage is increased.
- Thunder Strike (Reduced Cooldown) Skill cooldown is reduced.
ArcanistTidal Omen
From level 170 · 5 skill levels
Freeze your target in a water bubble, stealing health from them.
MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level
Needs Ice Shard at 3
3 variations
- Tidal Omen (Increased Damage) Damage is increased.
- Tidal Omen (Increased Recovery) Stolen health is increased.
- Tidal Omen (Increased Elemental) Damage is increased.
ArcanistEarthen Fortitude
From level 175 · 5 skill levels
When enemies are petrified by Entangling Roots, your incoming damage is reduced and your melee block rate is increased.
10 skill points a level
ArcanistHellfire
From level 175 · 5 skill levels
A blast of hellfire shoots in front of you, dealing tick damage while burning enemies in the line of fire.
MP 112 → 120 · Cooldown 30 s at max · 10 skill points a level
Needs Ignite at 3
3 variations
- Hellfire (Increased Range) Skill range is increased.
- Hellfire (Increased Duration) Skill duration is increased.
- Hellfire (Increased Elemental) Damage is increased.
ArcanistSwampy Area
From level 175 · 5 skill levels
Create a swamp at the selected area, slowing movement speed and dealing damage. Enemies in the swamp cannot use movement skills.
MP 17 → 19 · Cooldown 60 s at max · 10 skill points a level
Needs Stone Pillar at 3
3 variations
- Swampy Area (Reduced Cooldown) Skill cooldown is reduced.
- Swampy Area (Increased Elemental) Damage is increased.
- Swampy Area (Range Enhancement) Skill range is increased.
ArcanistZephyr's Grace
From level 175 · 5 skill levels
Gain shields when you use Gale or Gust.
10 skill points a level
No skill matches; clear the filters to see every class.
Gala Lab's data version 37, read 15 Nov 2026.
Sources: Gala Lab’s Flyff Universe API: the skills of every class with their descriptions, required level, levels, FP and MP costs, cooldowns and requirements, in English, read again when the data version changes.