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Browse each class in the game page, group, and node order, then open the interactive talent layouts when you want to select nodes.

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Talent groups and nodes

Pages, groups, and nodes follow the game ordering. Prerequisites and mutually exclusive choices appear only when they are available.

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Mercenary3 pages

Page 1

  1. Mercenary: Iron Will

    Available at level 9

    1. Steel Skull

      Increase Critical Damage Resistance.

    2. Indomitable Will

      Stack the Indomitable Will effect when attacked. There is a brief interval between effect triggers.

    3. Resilient Body

      After a charge-type skill reaches the next phase, you gain 2 stacks of Indomitable Will. For hold-to-use skills, you gain 1 stack of Indomitable Will periodically.

  2. Sword and Shield: Weapon Mastery

    Available at level 2

    1. Sword Edge

      Sword attacks from skills also grant 1 stack of Sword Tip on hit.

      Mutually exclusive with Shield Buildup
    2. Blade Charge

      While in the Blade Edge or Strong Edge state, Sword and Shield attacks deal increased damage.

      Requires Sword Edge
    3. Stacking Blade

      The number of Sword Tip stacks required to enter the Blade Edge and Strong Edge states is reduced to 4.

      Requires Blade Charge
    4. Shield Buildup

      Sword Tip stacks gained from normal attacks and Impalement are replaced by Shield Pressure. Upon reaching 6 stacks of Shield Pressure, you gain 1 stack of Momentum. Momentum can accumulate up to 2 stacks. Shield attacks from skills also grant 2 stacks of Shield Pressure on hit. When you have Momentum, you can press and to consume 1 stack of Momentum and unleash Shockwave Strike.

      Mutually exclusive with Sword Edge
    5. Perfect Defense

      After Block, there is a very brief window to trigger Perfect Block, but using Block consumes Energy. After a successful Perfect Block, you can immediately enter the Momentum status. Block has a lower base Energy cost in trio mode. Additionally, a special Block skill can be cast during the Breakaway window. This skill can only be used to trigger Perfect Block and cannot maintain the shield for long.

      Requires Shield Buildup
    6. Block Damage Boost

      All Perfect Blocks grant you a shield and briefly increase damage dealt and your Movement Speed.

      Requires Perfect Defense
  3. Sword and Shield: Block Mastery

    Available at level 6

    1. Sturdy Shield

      Successful Block adds 1 stack of Indomitable Will. Successful Perfect Block adds 3 stacks of Indomitable Will.

    2. Opportunist

      Increase Movement Speed during Block.

    3. Shield Strike Taunt

      Hitting enemies with a shield attack briefly taunts them. This effect has a cooldown.

  4. Sword and Shield: Shield Dash Enhancement

    Available at level 5

    1. Rising to the Challenge

      After successfully blocking during Shield Dash, enemies on hit by this skill are Stunned for a period of time.

    2. Absolute Punishment

      The last hit of Shield Dash reduces the skill's remaining cooldown when hitting an enemy player.

      Cooldown -3 s
  5. Sword and Shield: Whirling Cut Enhancement

    Available at level 3

    1. Fearless

      The Whirling Cut (Dash) skill becomes available on Sword and Shield. Whirling Cut (Dash): Quickly dash to attack, dealing Physical Damage. Use this skill again within a short time to cast Whirling Cut. Whirling Cut (Dash) has a shorter base cooldown in trio mode.

      Energy cost 30 Energy · Cooldown 10 s · Energy cost 15 Energy · Cooldown, playing solo 12 s · Energy cost 15 EnergyMutually exclusive with Foresight
    2. Whirling Edge

      Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage.

      Requires Fearless
    3. Foresight

      The Whirling Cut (Bounce) skill becomes available on Sword and Shield. Whirling Cut (Block): Raise the shield for an omnidirectional Perfect Block, then perform a fierce slash dealing Physical Damage. Use this skill again to cast Whirling Cut. Whirling Cut (Block) has a shorter base cooldown in trio mode.

      Cooldown 15 s · Energy cost 15 Energy · Cooldown, playing solo 18 s · Energy cost 15 EnergyMutually exclusive with Fearless
    4. Whirling Technique

      After a successful Perfect Block triggered by Whirling Cut (Block), Whirling Cut grants Super Armor, and its Damage Multiplier is increased.

      Requires Foresight
  6. Sword and Shield: Stonebreaker Slash Enhancement

    Available at level 4

    1. Stonebreaker Counter

      After Stonebreaker Slash's Perfect Block succeeds, it grants Super Armor during the skill and increases the skill's damage.

      Mutually exclusive with Sudden Edge
    2. Feral Attack

      Stonebreaker Slash can be cast during the Breakaway window, but this will increase the skill's base Energy cost and extend its base cooldown time.

      Energy cost 35 Energy · Cooldown, playing solo 16 sRequires Stonebreaker Counter
    3. Sudden Edge

      Stonebreaker Slash supports holding the button. While held, the travel distance is increased and you deal damage while moving.

      Cooldown 12 s · Energy cost 35 Energy · Cooldown, playing solo 16 sMutually exclusive with Stonebreaker Counter
    4. Stonebreaker Edge

      Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage.

      Requires Sudden Edge

Page 2

  1. Sword and Shield: Shield Slam Enhancement

    Available at level 7

    1. Bounce

      Shield Slam can be quickly cast while blocking with the shield raised.

      Cooldown 18 s · Damage multiplier 1.223 · Energy cost 25 Energy
    2. Raging Earth Shake

      Increases the slow effect of Shield Slam, and enemies directly hit by the shield are Stunned for a period.

      Requires Bounce
    3. Will to Survive

      Each enemy hit by Shield Slam adds 3 stacks of Indomitable Will.

      Requires Bounce
  2. Hammer: Weapon Mastery

    Available at level 2

    1. Unstoppable

      When triggering Super Armor Clash, your own Energy will not be reduced, and the enemy will be Stunned.

      Requires Hammer of Convergence
    2. Hammer of Convergence

      After a charge-type skill grants Super Armor through charging, it greatly increases Physical Resistance and Magic Resistance. This effect is removed when Super Armor ends.

    3. Relentless Advance

      You can move and dodge while charging Power Hammer and Punishing Hammer. You may dodge up to 2 times, and each dodge consumes Energy.

      Damage multiplier 1.829 · Damage multiplier 1.054 · Energy cost 15 EnergyRequires Unstoppable
  3. Hammer: Consecutive Attacks

    Available at level 2

    1. Shield Break

      Hammer normal attacks deal increased damage and additional damage to shields.

    2. Combo Energy Recovery

      Landing consecutive Hammer attacks recovers Energy.

      Requires Shield Break
    3. Titan Hammer Strike

      When the Hammer deals damage, it accumulates Stun stacks. At 6 Stun stacks, the Hammer's next attack will Stun the target and remove all stacks. hits accumulate 1 Stun stack, while and skill hits accumulate 2 Stun stacks. Note: Hammer Spin hits during the spin only apply 1 stack of Stun. The final hit applies 2 stacks of Stun.

      Requires Combo Energy Recovery
  4. Hammer: Hammer Dash Enhancement

    Available at level 5

    1. Dash

      Increases the dash distance of Hammer Dash.

    2. Super Armor Armament

      Gain Super Armor while casting Hammer Dash.

  5. Hammer: Hammer Spin Enhancement

    Available at level 3

    1. Steel Sanctuary

      Extends the duration of Hammer Spin's Super Armor effect.

    2. Endless Whirlwind

      Increase the rotation speed, Movement Speed, and turning speed of Hammer Spin.

      Cooldown 10 s · Damage multiplier 1.179 · Damage multiplier 0.6943 · Energy cost 12 Energy
  6. Hammer: Earthshaker Enhancement

    Available at level 7

    1. Leap Step

      You can move, jump, and dodge while charging Earthshaker. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast.

    2. Thunderous Hammer

      When a charged attack hits, it reduces the cooldown of Earthshaker.

      Cooldown -3 sRequires Leap Step

Page 3

  1. Hammer: Skullcrusher Enhancement

    Available at level 4

    1. Dynamic Charge

      You can move and dodge while charging Skullcrusher. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast.

    2. Skullcrushing Echo

      When a charged attack or skill hits, it reduces the cooldown of Skullcrusher.

      Cooldown -3 sRequires Dynamic Charge
    3. Iron-Clad Body

      Skullcrusher on Lv.1 Charge grants Super Armor during casting.

  2. Hammer: Warhammer Sling Enhancement

    Available at level 10

    1. Rock Scatter

      Warhammer Sling throws 3 stones; however, the damage, damage area, and impact of the stones are reduced.

    2. Powerful Rock Sling

      Warhammer Sling can be held to perform a Lv.1 charge. Lv.1 Charge: Increases maximum range and Damage Multiplier.

      Cooldown 10 s · Energy cost 30 EnergyRequires Rock Scatter
  3. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

  4. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.

Sorcerer2 pages

Page 1

  1. Supreme Arcane

    Available at level 2

    1. Stardust Arcana

      Hold to skip the chanting phase while consuming more Energy. This effect has a cooldown.

      Requires Chant Guard
    2. Chant Guard

      Increases Chanting Speed for Stardust spells. When chanting Stardust spells, the first attack received will not interrupt chanting (Stardust Torrent's casting phase also benefits from this effect). This effect has a cooldown.

      Mutually exclusive with Masterful Technique
    3. Elemental Surge

      After triggering Elemental Arcana, gain Surge for a period of time. While Surge is active, casting elemental spells consumes Surge. If a spell that consumes Surge hits an enemy, it immediately triggers Elemental Arcana. This effect has a cooldown.

      Damage multiplier 0.1275 · Damage multiplier 0.01657 · Damage multiplier 0 · Damage multiplier 0.1785Requires Elemental Arcana
    4. Elemental Arcana

      Elemental reactions are enhanced to trigger additional effects based on the element type that detonates the Elemental Mark. Thunder: Fires a lightning chain at the nearest enemy, bouncing multiple times and dealing Magic Damage to enemies. Fire: Continuously deals Magic Damage to enemies for a period of time. Ice: Inflicts Frozen on enemies for a period of time. Fire Bolt and Thunderstrike do not apply Elemental Marks to enemies when chanting is incomplete.

      Damage multiplier 0.1275 · Damage multiplier 0.01657 · Damage multiplier 0 · Damage multiplier 0.1785Requires Masterful Technique
    5. Masterful Technique

      Increase Movement Speed after casting an Elemental Magic.

      Mutually exclusive with Chant Guard
    6. Stardust Reversal

      While Stardust Arcana is on cooldown, each skill cast reduces its remaining cooldown by a certain amount.

      Requires Stardust Arcana
  2. Element: Ice

    Available at level 4

    1. Deep Frost Embrace

      Reduces the base Energy cost of Deep Freeze.

      Cooldown 10 s · Damage multiplier 0.4722 · Energy cost 30 Energy
    2. Arcane Charge

      Reduces the base cooldown of Crystal Icebolt and increases its maximum duration.

      Cooldown 24 s · Damage multiplier 0.2747 · Energy cost 5 Energy · Cooldown 18 s
  3. Element: Fire

    Available at level 3

    1. Summon Flameblade

      Flameblade deals a portion of damage as True DMG.

      Cooldown 7 s · Energy cost 20 Energy
    2. Rapid Flamestrike

      Fire Bolt deals partial True Damage. Fire Bolt does not benefit from this effect when chanting is incomplete.

      Damage multiplier 0.363 · Energy cost 18 Energy
  4. Element: Lightning

    Available at level 6

    1. Furious Thunder

      Reduces the Movement Speed of enemies hit by Thunderstrike. This effect can stack up to 2 times.

      Damage multiplier 0.9205 · Energy cost 18 Energy · Damage multiplier 0.3852
    2. Lightning Breath

      Each enemy hit by Thunderstorm Sigil reduces its remaining cooldown.

      Cooldown -5 s
    3. Thunder Roar

      Hitting an enemy with Thunder Pierce reduces the skill’s remaining cooldown time.

      Cooldown -10 s · Cooldown -0.5 s
  5. Stardust: Illusion

    Available at level 8

    1. Storm Impact

      Reduces the dodge distance of enemies hit by Stardust Tempest.

    2. Unending Torrent

      Stardust Torrent can be guided into a stronger stage.

      Damage multiplier 0.2554 · Energy cost 20 Energy
    3. Memorization

      Increases the Chanting Speed of Gravitational Vortex.

      Cooldown 18 s · Damage multiplier 1.335 · Energy cost 25 Energy · Damage multiplier 0.4
  6. Stardust: Quench

    Available at level 5

    1. No Escape

      Increases the damage area of Meteor Charm. Meteor Charm does not benefit from this effect when chanting is incomplete.

      Damage multiplier 0.3771 · Damage multiplier 1.242 · Energy cost 25 Energy
    2. Speed Seal Touch

      Star Shock knocks back enemies and reduces their Movement Speed.

    3. Quagmire

      During Rockblast preparation, reduces the Movement Speed of all enemies within range.

      Cooldown 18 s · Damage multiplier 1.87 · Energy cost 25 Energy · Damage multiplier 0.4
    4. Swift Strike

      Meteor Impact can now knock up enemy players in Super Armor state, but its base cooldown is increased.

      Cooldown 21 s · Damage multiplier 0.8823 · Energy cost 25 Energy · Damage multiplier 0.4

Page 2

  1. Way of Discipline 1

    Available at level 7

    1. Unobstructed Passage

      Forbidden Gate no longer blocks allied units. Allied units passing through Forbidden Gate gain increased Movement Speed for a period of time.

      Cooldown 25 s · Energy cost 15 Energy
    2. Divine Speed

      Increase Movement Speed while Shadow Veil is active.

      Cooldown 45 s · Energy cost 20 Energy
    3. All-Seeing Insight

      Increases the maximum uses of Eye of Insight.

      Cooldown 30 s · Energy cost 10 Energy
    4. Hurricane

      Increases the knockback distance of Cryptic Cyclone.

      Cooldown 18 s · Damage multiplier 0.3759 · Energy cost 10 Energy
  2. Way of Discipline 2

    Available at level 12

    1. Exhilarated Stride

      Increases the Chanting Speed for Phantom Step while increasing its cooldown.

      Cooldown 25 s · Energy cost 15 Energy · Cooldown 45 s
    2. Enhanced Ward

      Reduces the base cooldown of Cryptic Ward.

      Energy cost 25 Energy
    3. Enhanced Shield

      Increases the duration of Arcane Armor.

      Cooldown 30 s · Energy cost 15 Energy
    4. Vitality Heal

      Restore Energy while Mistwalk is active.

      Cooldown 20 s
  3. Handy Technique

    Available at level 9

    1. Survival Instinct

      When Energy is low, increases Energy Recovery Speed.

    2. Flexible Casting

      Increases Movement Speed while chanting.

    3. Vitality Chant

      Dodging does not interrupt chanting. This effect has a cooldown.

    4. Ethereal

      Jumping does not interrupt chanting.

  4. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

  5. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.

Blackarrow2 pages

Page 1

  1. Swift Shot

    Available at level 8

    1. Colossal Power

      Increase Charging Speed for shooting.

    2. Full Draw

      Increases the Damage Multiplier of fully drawn arrows.

    3. Tactical Adjustments

      Increases Movement Speed when shooting.

  2. Nimble Evade

    Available at level 7

    1. Pursuer

      After hitting an enemy with a shot, increase Movement Speed for a period of time.

    2. Rapid Barrage

      Increases the Damage Multiplier of quick shots.

    3. Pursuit Mark

      Enemies hit by normal arrows have reduced Movement Speed for a period of time. This effect can stack up to 3 times.

  3. Battle Hardened

    Available at level 2

    1. Measured Pace

      When carrying at least 2 Archer's Arrows, fully drawing and immediately firing Normal Arrows recovers Energy.

      Mutually exclusive with Battle-fed
    2. Marksman

      Fully-drawn arrows will home in on enemies near the crosshairs.

      Requires Measured Pace
    3. Dodge Power Shot

      Changes roll into dodge and unlocks Dodge Power Shot. Dodge Power Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire the currently loaded quick-charge arrow toward enemies near the crosshairs. Quick-charge arrows can activate all special effects of fully drawn arrows but have a lower Damage Multiplier. This skill has a cooldown.

      Damage multiplier 0.1775Requires Marksman
    4. Battle-fed

      When carrying at least 2 Hunter's Arrows, hitting an enemy with a shot reduces the remaining cooldown of all skills.

      Mutually exclusive with Measured Pace
    5. Lasting Pain

      After hitting an enemy with a shot, increases the duration of all active debuffs on that enemy.

      Requires Battle-fed
    6. Dodge Rapid Shot

      Changes roll into dodge and unlocks Dodge Rapid Shot. Dodge Rapid Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire both the currently loaded arrow and a normal arrow toward enemies near the crosshairs. This skill has a cooldown.

      Damage multiplier 0.1775 · Damage multiplier 0.7508 · Damage multiplier 0.3474Requires Lasting Pain
  4. Archer's Arrow Enhancement 1

    Available at level 3

    1. Lightning Spread

      Increases the chaining range of the lightning generated by a fully drawn Lightning Arrow.

    2. Astound

      Increases the knockback distance of fully drawn Concussive Arrows.

    3. Sepsis

      Increases the Damage Multiplier of fully charged Splatter Arrow's splash.

  5. Archer's Arrow Enhancement 2

    Available at level 11

    1. Long Shot

      Fully drawn Steel Arrows gain increased Impact and Damage Multiplier when hitting a second target after piercing a unit.

    2. Blood Infection

      Upon hitting an enemy, Bloodfly Arrow deals reduced DoT but inflicts bonus Swarm stacks. Hitting an enemy that has Swarm stacks with any fully drawn arrow other than Bloodfly Arrow will detonate the Swarm, dealing bonus damage. The more Swarm stacks the target has, the higher the damage dealt. The swarm detonation deals Critical Damage, with a portion converted to True Damage.

  6. Mighty Archer

    Available at level 5

    1. Focus Fire

      Rapid Arrows increase the Damage Multiplier with each hit on the same enemy.

    2. Unstoppable Edge

      Sky Piercer's Physical Damage is partially converted to True Damage.

      Cooldown 20 s · Damage multiplier 2.101 · Energy cost 30 Energy
    3. Powerful Scattershot

      After Scattershot knocks back enemies, if they stop due to obstruction, they will be Stunned. The greater the impact force when enemies hit obstacles, the longer the Stun duration.

Page 2

  1. Hunter's Arrow Enhancement 1

    Available at level 6

    1. Shockwave

      After Sonic Arrow hits terrain, it emits sound waves multiple times over a period of time. This effect will not trigger if it hits players or monsters.

    2. Laceration

      Enemies hit by Barbed Arrow are Stunned for a period of time if they reach the maximum number of dodge uses before the Barbed Arrow effect ends.

    3. Power Infusion

      Increases the effective range of Featherlight Arrows.

  2. Hunter's Arrow Enhancement 2

    Available at level 12

    1. Neurotoxin

      After Paralysis Arrow expires, it leaves an aftereffect that reduces the enemy's Skill Cooldown Speed for a period of time.

    2. Lingering

      Increases the poison duration and total Damage Multiplier of Spore Arrow, but reduces the Damage Multiplier per second.

  3. Predator's Stealth

    Available at level 10

    1. Steady Stealth

      Attacks received during Shadow Step's Stealth no longer remove Stealth.

      Cooldown 45 s · Energy cost 12 Energy
    2. Heightened Senses

      Increases the number of uses for Predator's Senses and reduces its base cooldown.

      Cooldown 60 s · Energy cost 5 Energy
  4. Bomb Engineering

    Available at level 9

    1. Crippling Pain

      Enemies damaged by Impact Grenade have reduced Movement Speed for a period of time.

    2. Cold Infusion

      Frostblight Bomb reduces the Movement Speed of enemies entering the blast area during the delayed explosion phase for a period of time.

  5. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

  6. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.

Shadowstrix3 pages

Page 1

  1. Sneak Arcana

    Available at level 2

    1. Shadow Stride

      While in Stealth, your Movement Speed is increased when moving toward enemies within a certain range.

      Mutually exclusive with Frequency Shift
    2. Lurking Blow

      Exiting Stealth unharmed while wielding a Dagger grants significantly increased Physical Damage and continuous Energy recovery for a certain period.

      Requires Shadow Stride
    3. Frequency Shift

      Exiting Stealth allows entering Shadow Veil after a brief delay. After exiting Shadow Veil, using a Dagger to attack enemies within a short time will cause you to re-enter Shadow Veil for a fixed duration after a short delay. The maximum number of times you can re-enter Shadow Veil through Frequency Shift after exiting Shadow Veil is 3. This count resets each time you exit Stealth.

      Mutually exclusive with Shadow Stride
    4. Element of Surprise

      After exiting Stealth or Shadow Veil, all Dagger backstabs are treated as critical hits for a period of time.

      Requires Frequency Shift
  2. Accumulated Damage Arcana

    Available at level 6

    1. Battle Frenzy

      After hitting an enemy with Dual Blades, increases Physical Damage dealt by Dual Blades for a period of time, stacking up to 5 times. At maximum stacks, additionally grants Physical Piercing.

      Mutually exclusive with Wound Buildup
    2. Wound Buildup

      When hitting enemies with Dual Blades attacks, applies a stackable Wound that lasts for a short duration. When Wound reaches 8 stacks, it detonates and deals True Damage to the target.

      Damage multiplier 0.35Mutually exclusive with Battle Frenzy
  3. Common: Stealth Enhancement 1

    Available at level 6

    1. Ambush

      While in Stealth, you cannot be detected and will not make any sound if not moving.

    2. Bloodthirst

      Killing an enemy player immediately resets the remaining cooldown of Sneak and fully recovers Energy.

  4. Common: Stealth Enhancement 2

    Available at level 8

    1. Haste

      Each time you enter Stealth or Shadow Veil, your Movement Speed is greatly increased for a short duration.

    2. Sleight of Hand

      While in Stealth, interactions won't break Stealth, but the interaction speed will be slower.

    3. Swift Sneak

      Sneak allows you to quickly enter a Stealth state.

      Cooldown 25 s
  5. Dual Blades: Advantage Buildup

    Available at level 8

    1. Heavy Strike Mastery

      Pursuit Strike no longer consumes Energy, but this effect has a cooldown.

    2. Lightweight

      When performing Light Strikes, Heavy Strikes, and casting skills with dual blades equipped, one dodge can be performed. This dodge still costs dodge energy but allows for earlier recovery cancellation.

    3. Deep Charge

      Flurry Strike can now be charged up to 2 times. Lv.2 Charge: Increases Damage Multiplier and dash distance.

      Damage multiplier 1.22 · Damage multiplier 1.524 · Damage multiplier 0.8198 · Energy cost 20 Energy
  6. Poison Crow Mark Enhancement

    Available at level 5

    1. Depletion

      After Poison Crow Mark hits, it applies Healing Block for a period of time.

    2. Sneak Prep

      Poison Crow Mark recovers a certain amount of Energy upon hitting enemies.

    3. Sensory Poison

      After Poison Crow Mark hits, impair their vision and hearing for a period.

Page 2

  1. Dagger: Smoke Bomb Enhancement

    Available at level 10

    1. Forbidden Miasma

      Within the Smoke Bomb's area of effect, all interactions are disabled for both allies and enemies, and your Smoke Bombs can now be thrown to a targeted area.

      Cooldown 30 s · Energy cost 20 Energy
    2. Wound Infection

      Within the Smoke Bomb's area of effect, reduces enemy Movement Speed and the Healing they receive.

      Cooldown 30 s · Energy cost 20 Energy
  2. Dagger: Flash Stride Enhancement

    Available at level 5

    1. Charge-Up

      Flash Stride can be held to charge up twice, and this skill's Energy cost is reduced. However, the dash distance is reduced when not charged. Lv.1 Charge: Slightly increases Damage Multiplier and dash distance. Lv.2 Charge: Increases Damage Multiplier and dash distance.

      Damage multiplier 1.068 · Damage multiplier 1.452 · Cooldown 18 s · Damage multiplier 0.5626 · Energy cost 20 Energy · Cooldown 18 s · Cooldown, playing solo 22 s
    2. Excitement

      When Flash Stride hits, you recover Energy for each enemy hit.

  3. Dagger: Shadow Strike Enhancement

    Available at level 4

    1. Nimble

      When the afterimages summoned by Shadow Strike hit enemies, Shadow Strike's remaining cooldown is greatly reduced.

    2. Ambush Momentum

      Casting Shadow Strike increases Physical Damage for a period of time.

  4. Dagger: Shadow Wheel Slash Enhancement

    Available at level 3

    1. Ankle Cut

      After Shadow Wheel Slash hits an enemy, reduce their Movement Speed for a period of time.

    2. All or Nothing

      Shadow Wheel Slash consumes more Energy but deals increased Physical Damage.

      Energy cost 30 Energy · Energy cost 20 Energy · Energy cost 20 Energy
    3. Shadow Slash

      Each hit of Shadow Wheel Slash's branch attacks reduces the remaining cooldown of Sneak and additionally recovers Energy.

  5. Dual Blades: Bloody Blade Dance Enhancement

    Available at level 2

    1. Bloodthirst Frenzy

      After hitting an enemy with Bloody Blade Dance, increases Physical Damage for a period of time, stacking up to 4 times. During Bloody Blade Dance, you can deflect enemy projectiles. Successfully deflecting enemy projectiles recovers a certain amount of Energy.

      Mutually exclusive with Shadow Dance
    2. Shadow Dance

      Bloody Blade Dance can be quickly activated after a Dodge. Using Bloody Blade Dance this way temporarily halts dodge energy recovery.

      Damage multiplier 1.519Mutually exclusive with Bloodthirst Frenzy
    3. Wild Slash

      Sword Aura from Bloody Blade Dance recovers Energy upon hitting enemies.

      Requires Bloodthirst Frenzy
    4. Ascetic Technique

      Hitting enemies with Fang Rush or Bloody Blade Dance removes negative effects that prevent dodge energy recovery and additionally recovers Energy.

      Requires Shadow Dance
  6. General: Swift Footwork

    Available at level 9

    1. Combat Euphoria

      After hitting an enemy, increase Movement Speed for a period of time.

    2. Stance Recovery

      When Light Strikes hit enemy players, reduces the remaining cooldown of the currently equipped weapon's exclusive skills. Dagger Exclusive Skills: Flash Stride, Sneak, Shadow Strike Dual Blades Exclusive Skills: Spinning Slash, Inspiring Impale

Page 3

  1. Dual Blades: Spinning Slash Enhancement

    Available at level 4

    1. Unstoppable

      Gain Super Armor for a short time when casting Spinning Slash.

    2. Aftereffect

      Upon casting Spinning Slash, increase Physical Damage for a period of time.

  2. Crow Storm Enhancement

    Available at level 5

    1. Blackout

      Enemies hit multiple times by Crow Storm are stunned. Players already stunned only take damage and do not accumulate Crow Storm stacks.

      Cooldown 25 s · Damage multiplier 0.06118 · Energy cost 20 Energy
    2. Enhanced Crow Swarm

      Increases the flying speed and maximum range of the crows in Crow Storm. Increases the AoE of Crow Storm.

      Cooldown 25 s · Damage multiplier 0.06118 · Energy cost 20 Energy
  3. Dual Blades: Phantom Shift Enhancement

    Available at level 7

    1. Teleport Blessing

      After casting Phantom Shift, gain Super Armor while increasing Physical Resistance and Magic Resistance for a period.

    2. Free Movement

      After casting Phantom Shift, casting it again will return to the location of the first Phantom Shift cast.

  4. Dual Blades: Inspiring Impale Enhancement

    Available at level 3

    1. Breath Control

      Inspiring Impale no longer consumes Energy.

      Cooldown 10 s · Energy cost 20 Energy · Cooldown, playing solo 15 s
    2. Tetanus

      After Inspiring Impale hits, it applies Healing Block for a period of time.

  5. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

  6. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.

Seer4 pages

Page 1

  1. Art of Offense and Defense

    Available at level 2

    1. Reshape

      If a Shield applied by a Reverent remains undamaged for a period of time, it automatically recovers Shield value. The recovery speed scales with Attack.

      Mutually exclusive with Potent Wounding
    2. Ebb and Flow

      Hold to chant, consuming more Psionic Energy. After hitting an enemy player, it recovers Health for the ally with the lowest Health. Healing scales with Attack.

      Damage multiplier 0.7088 · Damage multiplier 0.2087 · Damage multiplier 0.2788Requires Reshape
    3. Potent Wounding

      Hold to chant, consuming more Psionic Energy to fire an enhanced orb with a higher Damage Multiplier.

      Damage multiplier 0.7088 · Damage multiplier 0.2087 · Damage multiplier 0.2788Mutually exclusive with Reshape
    4. Enhanced Tracking

      After firing two enhanced orbs, the next enhanced orb will have greatly increased flight speed and tracking effect.

      Requires Potent Wounding
  2. Path of Asceticism

    Available at level 9

    1. Sustain

      The enhanced orb recovers Psionic Energy after landing a critical hit. The more Psionic Energy the enhanced orb consumes, the more Psionic Energy it recovers. If the critical hit strikes a player, it recovers even more Psionic Energy.

    2. Miraculous Healing

      Increases the healing bonus.

    3. Self-Preservation

      Gain a shield when performing Breakaway. This effect has a cooldown. Shield value scales with Attack.

    4. Potent Sanctuary

      Increases shield strength and additionally increases shield strength based on Magic Damage.

  3. Guardian Rune

    Available at level 11

    1. Efficiency

      Reduces the duration of the Healing Rune but increases the Health recovery rate.

    2. Fortified Guard

      Increases the shield value provided by the Shelter Rune.

    3. Shelter

      Stealth persists for a period after leaving the Stealth Rune's area.

    4. Leverage

      Allied units within the Windwalker Rune's area of effect gain increased dodge energy recovery speed.

  4. Counter Rune

    Available at level 6

    1. Synergy

      While within the range of your own Punishment Rune, hitting an enemy with your magic orb immediately triggers a follow-up attack from the Punishment Rune. The more Psionic Energy consumed by the magic orb that hits the enemy, the higher the Damage Multiplier of the follow-up attack. Follow-up attacks triggered by enhanced orbs restore Psionic Energy to the Reverent.

      Damage multiplier 0.2087
    2. Rigidity

      Enemies become Stunned for a period of time after breaking free and leaving the Binding Rune's range.

    3. Decelerate

      Enemies knocked back by the Intimidation Rune have reduced Movement Speed for a period of time.

      Damage multiplier 0.4579
    4. Rune Vulnerability

      When enemies remain in contact with the Burst Rune for an extended period or enter the rune area multiple times, the attached rune energy increases, causing the explosion to have increased Damage Multiplier.

      Damage multiplier 0.7088
  5. Healing Art Enhancement

    Available at level 5

    1. Deep Healing

      Healing Art recovers additional Health based on the target's missing Health.

    2. Purify

      Healing Art removes all debuffs with remaining duration from the target.

  6. Death Ward Enhancement

    Available at level 7

    1. Shelter

      When Death Ward's death prevention effect ends, the target gains a shield. Shield value scales with Attack.

    2. Retention

      Increases the duration of Super Armor provided by Death Ward.

Page 2

  1. Psionic Shield Enhancement

    Available at level 5

    1. Quick Chant

      Reduces the chanting time of Psionic Shield.

    2. Retribution

      When the shield provided by Psionic Shield is destroyed, replaced, or expires, it refunds charge time for the Psionic Shield skill based on the total damage absorbed during its duration.

      Cooldown 60 s
  2. Blinding Rune Enhancement

    Available at level 4

    1. Elation

      After the Blinding Rune causes players to have obstructed vision, it recovers Psionic Energy for the Seer. The more players with obstructed vision, the more Psionic Energy is recovered.

      Cooldown 20 s
    2. Vision Plunder

      Enemy players within a certain range of the Blinding Rune have their vision obstructed even if they are not facing it.

      Cooldown 20 s
  3. Wind Surge Enhancement

    Available at level 3

    1. Propel

      Successfully casting Wind Surge increases your Movement Speed for a period of time.

    2. Powerful Wind

      Increases the knockback distance of Wind Surge.

      Cooldown 20 s · Damage multiplier 0.4774
    3. Opportunist Strike

      Enemies hit by Wind Surge are Stunned for a period of time if hit again by an enhanced orb within a short period. The more Psionic Energy the enhanced orb consumes, the longer the Stunned effect lasts.

  4. Zeal Enhancement

    Available at level 2

    1. Inexhaustible

      Continuously gain Curse Mana during Zeal.

      Cooldown 27 sMutually exclusive with Ferocity
    2. Obsession

      Increases the duration of Zeal and boosts Movement Speed. However, taking damage reduces the duration of Zeal.

      Requires Inexhaustible
    3. Infusion

      Immediately recovers a large amount of Curse Mana upon entering Zeal.

      Requires Obsession
    4. Ferocity

      Gain Super Armor during Zeal with increased Magic Resistance and Physical Resistance.

      Cooldown 27 sMutually exclusive with Inexhaustible
    5. Relentless

      Dealing damage with a Mace increases the duration of Zeal. The number of times this effect can trigger per Zeal is capped.

      Requires Ferocity
    6. Divine Power

      Attacks during Zeal grant increased Curse Mana.

      Requires Relentless
  5. Paralysis Curse Enhancement

    Available at level 7

    1. Extract

      Paralysis Curse recovers a certain amount of Curse Mana upon hitting enemies.

    2. Electrocution

      While Paralysis Curse is active, movement speed is no longer reduced, and casting while moving is allowed.

      Cooldown 20 s
  6. Impact Sigil Enhancement

    Available at level 4

    1. Internal Injury

      Impact Sigil reduces the healing received by enemies hit and reduces their Movement Speed.

    2. Mastery

      Impact Sigil recovers a certain amount of Curse Mana upon hitting enemies.

Page 3

  1. Shapeshift Enhancement

    Available at level 3

    1. Keen Edge

      After using the branch attack Shapebreak from Shapeshift, increases Physical Damage and Magic Damage dealt for a period of time.

    2. Potency

      Increases the duration and Movement Speed of Shapeshift.

  2. Thorn Sigil Enhancement

    Available at level 5

    1. Pain Relief

      Gain Magic Resistance and Physical Resistance while within the range of Thorn Sigil.

    2. Binding

      When enemy players are within the range of Thorn Sigil, their dodge distance is reduced.

  3. Enchantment Enhancement 1

    Available at level 6

    1. Bloodlust

      When your Health is below a certain percentage of your Maximum Health, increases the healing of [Rune: Drain].

    2. Cutting Pain

      [Rune: Sweep] deals partial True Damage.

    3. Deep Corruption

      Increases the healing reduction effect caused by [Rune: Corruption] and its duration.

  4. Enchantment Enhancement 2

    Available at level 11

    1. Fracture

      Increases the duration of the Movement Speed reduction effect caused by [Rune: Ankle Cut].

    2. Vault

      Increases the dash distance of [Rune: Stun].

  5. Way of Discipline

    Available at level 9

    1. Emergency Aid

      Gain a certain amount of Curse Mana after using Breakaway.

    2. Battle-fed

      Immediately gain a large amount of Curse Mana upon killing a player; immediately gain a small amount of Curse Mana upon killing a monster.

    3. Shield Break

      When attacking enemies with a shield, deals increased damage.

  6. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

Page 4

  1. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.

Withered Knight3 pages

Page 1

  1. Knight: Weapon Specialization

    Available at level 5

    1. Greatsword Specialization

      When wielding a Greatsword, you can equip one additional skill, but the Polearm and Shield has one skill slot disabled.

      Mutually exclusive with Endless Flow, Polearm and Shield Specialization
    2. Endless Flow

      Increases Skill Cooldown Speed.

      Mutually exclusive with Greatsword Specialization, Polearm and Shield Specialization
    3. Polearm and Shield Specialization

      When wielding a Polearm and Shield, you can equip one additional skill, but the Greatsword has one skill slot disabled.

      Mutually exclusive with Greatsword Specialization, Endless Flow
  2. Greatsword: Core Archetype

    Available at level 2

    1. Crime

      Execute with a Greatsword no longer consumes Wither (but damage is slightly reduced) and extends the duration of Wither.

      Mutually exclusive with Reprieve
    2. Bad Karma

      Wither applied by a Greatsword also inflicts a linked debuff. When Execute extends Wither's duration, additional linked debuffs are applied. Up to 3 linked debuffs can be applied, in order: slightly reduced Movement Speed; slightly increased Vulnerability; slight Health loss over time. When Wither is removed, all linked debuffs are removed as well.

      Requires Crime
    3. Legacy

      When enemies affected by Wither die, you recover a small amount of Health. The recovery amount increases based on the number of debuffs linked to the target's Wither state, and is further increased if the target is a player. This effect does not apply when equipped with a Polearm and Shield.

      Requires Bad Karma
    4. Reprieve

      Wither no longer explodes immediately when executed by a Greatsword; instead, it triggers an area explosion after a brief delay with increased damage.

      Mutually exclusive with Crime
    5. Collective Punishment

      The area explosion from Wither executed by a Greatsword reapplies Wither to all affected enemies.

      Requires Reprieve
    6. Auto Execution

      Wither applied by a Greatsword now automatically executes itself when its duration ends, and the Wither status can no longer be refreshed. However, the explosion from the automatic execution does not apply Wither to affected enemies.

      Requires Collective Punishment
  3. Knight: Martial Arts 1

    Available at level 9

    1. Lasting Judgment

      Greatly increases the duration for which the weapon remains fully charged with Judgment energy.

    2. Momentum

      After Breakaway, the weapon is instantly fully charged with Judgment energy.

    3. Righteous Creed

      A successful execution briefly increases Physical Damage.

  4. Knight: Martial Arts 2

    Available at level 8

    1. Seize Opportunity

      After casting any Greatsword skill, press to branch into Pursuit.

      Damage multiplier 1.542 · Damage multiplier 0.8505 · Energy cost 30 Energy · Energy cost 30 Energy
    2. Sacred Body

      Increases Magic Resistance.

  5. Greatsword: Parry Enhancement

    Available at level 4

    1. Tactical Prep

      A successful parry greatly reduces this skill's remaining cooldown once.

    2. Unstoppable

      Branched counterattacks after a successful parry grant Super Armor.

  6. Greatsword: Withering Mark Enhancement

    Available at level 7

    1. Instant Wither

      Withering Mark can immediately execute enemies affected by Wither. (If the target is not inflicted with Wither, Wither will be applied first.)

      Cooldown 12 s · Damage multiplier 0.5597 · Energy cost 20 Energy
    2. Impalement

      Withering Mark can pass through enemies to hit more targets, and its knockback effect is enhanced.

      Cooldown 12 s · Damage multiplier 0.5597 · Energy cost 20 Energy

Page 2

  1. Greatsword: Radiant Retribution Enhancement

    Available at level 3

    1. Long Range

      Radiant Retribution's displacement distance is increased.

    2. Whiplash

      The final strike of Radiant Retribution can execute enemies affected by Wither.

  2. Greatsword: Breakthrough Charge Enhancement

    Available at level 6

    1. Dominance

      The sweeping attack from Breakthrough Charge's second-stage branch grants brief Super Armor.

    2. Cataclysm

      The sweeping attack from Breakthrough Charge's second-stage branch can immediately execute enemies affected by Wither.

  3. Greatsword: Thorn Guide Enhancement

    Available at level 10

    1. Joint Pierce

      Enemies pulled by Thorn Guide have reduced Movement Speed for a period of time.

    2. Grappling Hook

      Thorn Guide can interact with the environment (e.g., ground, walls) to pull yourself toward them for rapid movement.

  4. Polearm and Shield: Core Archetype

    Available at level 2

    1. Rising Morale

      Completing a Polearm and Shield skill cast (once its key effect triggers) increases the charge level of Charged Dash by 1 for a short duration.

    2. Momentum Shift

      Allows up to 2 dodges while raising the shield during Charged Dash (consumes Dodge Energy). Each dodge executed during this time increases the charge level of Charged Dash by 1.

      Requires Rising MoraleMutually exclusive with Counter-Impact
    3. Shield Wall Slam

      Dodging forward while raising the shield during Charged Dash grants Super Armor, increases the dash distance, and deals damage, while also executing enemies affected by Wither.

      Requires Momentum Shift
    4. Counter-Impact

      Casting a Polearm and Shield skill enhances the shield bash of the next Charged Dash. Upon hitting the first enemy, it triggers an energy explosion that damages nearby enemies.

      Damage multiplier 0.2411Requires Rising MoraleMutually exclusive with Momentum Shift
    5. Brute Force

      Enhances the explosion triggered by Counter-Impact's shield bash, knocking back other units near the primary target and applying a Slow effect to all enemies within the area for a set duration.

      Requires Counter-Impact
  5. Polearm and Shield: Spear Barrage Enhancement

    Available at level 6

    1. Endless Flow

      You can hold Spear Barrage to continuously consume Energy and increase the number of rapid thrusts.

      Cooldown 12 s · Damage multiplier 1.596 · Energy cost 10 Energy
    2. Buildup

      Every two rounds of rapid thrusts from Spear Barrage increases the charge level of Charged Dash.

      Requires Endless Flow
  6. Polearm and Shield: Javelin Thrust Enhancement

    Available at level 5

    1. Javelin: Heavy Kick

      The sweeping strike of Javelin Thrust is replaced with a heavy kick that knocks the enemy back a significant distance (allowing for camera adjustments during the animation to control the knockback direction). This effect only applies to small-sized units and players, and cannot affect units in a special state, such as Super Armor or Frozen.

      Damage multiplier 0.7961
    2. Javelin: Stun

      Enemies knocked back by the heavy kick are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned.

      Requires Javelin: Heavy Kick

Page 3

  1. Polearm and Shield: Rainbow Piercer Enhancement

    Available at level 4

    1. Crushing Force

      Hitting an enemy with Rainbow Piercer grants Super Armor for a set duration. This effect triggers only once per cast.

    2. Fight to the Death

      Rainbow Piercer can continuously push a small-sized unit (player or mob) forward. The pushed unit cannot use Breakaway, though the Energy cost of the skill increases while pushing. Units in a special state (such as Super Armor or Frozen) cannot be pushed.

      Cooldown 12 s · Damage multiplier 0.938 · Energy cost 15 EnergyRequires Crushing Force
  2. Polearm and Shield: Sacred Bulwark Enhancement

    Available at level 7

    1. Defensive Shift

      During Sacred Bulwark, you can move and slowly turn.

    2. Unbreakable

      Sacred Bulwark drastically increases the durability of the energy barrier, allowing it to withstand attacks with higher impact.

  3. Polearm and Shield: Intervene Enhancement

    Available at level 10

    1. Guardian

      The radius for Intervene to apply a Shield is increased.

    2. Swift Vanguard

      Intervene also grants an additional boost to the ally's Movement Speed.

      Requires Guardian
    3. Succor

      Targeting an ally in a downed state with Intervene applies a Redemption Mark. While marked, the target cannot be executed and will automatically be revived after a set duration. The mark breaks upon sustaining a certain amount of impact.

      Requires Swift Vanguard
  4. Polearm and Shield: Breaker Shield Bash Enhancement

    Available at level 3

    1. Off-Balance

      Attacks from Breaker Shield Bash apply a Slow effect.

    2. Focus

      Compresses the attack width of Breaker Shield Bash while greatly increasing its range, additionally applying an effect that reduces the enemy's dodge distance.

      Cooldown 15 s · Energy cost 20 EnergyRequires Off-Balance
  5. Woodling Expert

    Available at level 10

    1. Regular

      Woodling merchants will offer you a discount during matches.

    2. Woodling Bane

      Greatly increases damage dealt to Returner Woodlings.

    3. Swift Exit

      Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.

  6. Way of Gylden Hunt

    Available at level 12

    1. Greed is Good

      Increases Gyldenblod gained.

    2. Monster Hunter

      Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.

    3. Death Sense

      Allows you to sense the corpses of other Gyldhunters.

    4. Gyldenmist Tolerance

      Increases resistance to the Gyldenmist, slowing the rate of Gyldening.