Paladin

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 120%. If the target is an undead or demon monster type, damage is increased by 3%.

    2

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 140%. If the target is an undead or demon monster type, damage is increased by 6%.

    3

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 160%. If the target is an undead or demon monster type, damage is increased by 9%.

    4

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 180%. If the target is an undead or demon monster type, damage is increased by 12%.

    5

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 15%. If the target is an undead or demon monster type, damage is increased by 200%.

    6

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 18%. If the target is an undead or demon monster type, damage is increased by 220%.

    7

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 21%. If the target is an undead or demon monster type, damage is increased by 240%.

    8

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 260%. If the target is an undead or demon monster type, damage is increased by 24%.

    9

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 280%. If the target is an undead or demon monster type, damage is increased by 27%.

    10

    Hit the target hard, dealing Holy Attribute Physical Damage to the target and targets within 3 meters that is equal to 300%. If the target is an undead or demon monster type, damage is increased by 30%.

  • 1

    Transforms your armor and that of 1 team member(s) to the Holy Attribute, and increases Anti-Crit by 1% and Crit DMG reduction by 2%. Lasts 3s.

    2

    Transforms your armor and that of 2 team member(s) to the Holy Attribute, and increases Anti-Crit by 1% and Crit DMG reduction by 4%. Lasts 4s.

    3

    Transforms your armor and that of 3 team member(s) to the Holy Attribute, and increases Anti-Crit by 2% and Crit DMG reduction by 6%. Lasts 5s.

    4

    Transforms your armor and that of 2 team member(s) to the Holy Attribute, and increases Anti-Crit by 4% and Crit DMG reduction by 8%. Lasts 6s.

    5

    Transforms your armor and that of 10 team member(s) to the Holy Attribute, and increases Anti-Crit by 5% and Crit DMG reduction by 7%. Lasts 3s.

    6

    Transforms your armor and that of 12 team member(s) to the Holy Attribute, and increases Anti-Crit by 6% and Crit DMG reduction by 3%. Lasts 8s.

    7

    Transforms your armor and that of 7 team member(s) to the Holy Attribute, and increases Anti-Crit by 14% and Crit DMG reduction by 9%. Lasts 4s.

    8

    Transforms your armor and that of 4 team member(s) to the Holy Attribute, and increases Anti-Crit by 10% and Crit DMG reduction by 8%. Lasts 16s.

    9

    Transforms your armor and that of 11 team member(s) to the Holy Attribute, and increases Anti-Crit by 4% and Crit DMG reduction by 18%. Lasts 9s.

    10

    Transforms your armor and that of 20 team member(s) to the Holy Attribute, and increases Anti-Crit by 4% and Crit DMG reduction by 12%. Lasts 10s.

  • 1

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 1% for 3s. Can be activated a max of one time every 3s.

    2

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 2% for 3s. Can be activated a max of one time every 3s.

    3

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 3% for 3s. Can be activated a max of one time every 3s.

    4

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 4% for 3s. Can be activated a max of one time every 3s.

    5

    Each time a skill is used, you have a 5% chance to obtain the Holy Sound state, which increases the damage you deal by 15% for 3s. Can be activated a max of one time every 3s.

    6

    Each time a skill is used, you have a 6% chance to obtain the Holy Sound state, which increases the damage you deal by 15% for 3s. Can be activated a max of one time every 3s.

    7

    Each time a skill is used, you have a 7% chance to obtain the Holy Sound state, which increases the damage you deal by 15% for 3s. Can be activated a max of one time every 3s.

    8

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 8% for 3s. Can be activated a max of one time every 3s.

    9

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 9% for 3s. Can be activated a max of one time every 3s.

    10

    Each time a skill is used, you have a 15% chance to obtain the Holy Sound state, which increases the damage you deal by 10% for 3s. Can be activated a max of one time every 3s.

  • 1

    Aim at the target's vitals, increasing the Physical Penetration by 1% when using Spear type weapons, dealing an additional 3% damage to small and medium-sized monsters.

    2

    Aim at the target's vitals, increasing the Physical Penetration by 2% when using Spear type weapons, dealing an additional 5% damage to small and medium-sized monsters.

    3

    Aim at the target's vitals, increasing the Physical Penetration by 3% when using Spear type weapons, dealing an additional 8% damage to small and medium-sized monsters.

    4

    Aim at the target's vitals, increasing the Physical Penetration by 4% when using Spear type weapons, dealing an additional 10% damage to small and medium-sized monsters.

    5

    Aim at the target's vitals, increasing the Physical Penetration by 13% when using Spear type weapons, dealing an additional 5% damage to small and medium-sized monsters.

    6

    Aim at the target's vitals, increasing the Physical Penetration by 15% when using Spear type weapons, dealing an additional 6% damage to small and medium-sized monsters.

    7

    Aim at the target's vitals, increasing the Physical Penetration by 18% when using Spear type weapons, dealing an additional 7% damage to small and medium-sized monsters.

    8

    Aim at the target's vitals, increasing the Physical Penetration by 8% when using Spear type weapons, dealing an additional 20% damage to small and medium-sized monsters.

    9

    Aim at the target's vitals, increasing the Physical Penetration by 9% when using Spear type weapons, dealing an additional 23% damage to small and medium-sized monsters.

    10

    Aim at the target's vitals, increasing the Physical Penetration by 10% when using Spear type weapons, dealing an additional 25% damage to small and medium-sized monsters.

  • 1

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(115% + (Number of targets -1)*1%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 50% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    2

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(50% + (Number of targets -1)*2%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 130% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    3

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(3% + (Number of targets -1)*145%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 50% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    4

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(4% + (Number of targets -1)*160%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 50% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    5

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(175% + (Number of targets -1)*50%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 5% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    6

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(50% + (Number of targets -1)*190%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 6% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    7

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(205% + (Number of targets -1)*7%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 50% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    8

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(50% + (Number of targets -1)*220%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 8% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    9

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(50% + (Number of targets -1)*235%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 9% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

    10

    Launch a sweeping attack on enemies within 4 meters, dealing weapon attribute Physical Damage that is equal to Physical Attack*(250% + (Number of targets -1)*10%), and stunning them for 1s. This generates the Moon Formation within a range of 4 meters of yourself, and the enemy units in the Formation deal 50% reduced damage to you. The Moon Formation lasts 3s. Must have Two-Handed Spear equipped to use.

  • 1

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*265%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 52 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(3%*stack).

    2

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*4%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 56 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(280%*stack).

    3

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*60%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 295 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(5%*stack).

    4

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*64%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 310 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(6%*stack).

    5

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*325%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 7 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(68%*stack).

    6

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*8%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 340 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(72%*stack).

    7

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*355%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 76 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(9%*stack).

    8

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*10%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 370 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(80%*stack).

    9

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*11%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 385 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(84%*stack).

    10

    Deals Holy Attribute Physical Damage to the specified target that is equal to Physical Attack*400%, and inflicting the Pressure mark. While active, every time you are attacked by your Holy Attribute, an additional Pressure mark is added to the stack, with each Pressure stack increasing the damage the target takes from team members by 1% for a max of 88 stacks. Lasts 9s. When the effect ends, Pressure inflicts Holy Attribute Physical Damage to the target that is equal to Physical Attack*(12%*stack).

  • 1

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    2

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    3

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    4

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    5

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    6

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    7

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    8

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    9

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

    10

    Every time you are hit by a melee Physical Attack that deals damage, the attacker is dealt weapon Physical Damage equal to own Max HP 0%, and damage from automatic defense will also reflect damage. Must have Shield equipped to use.

  • 1

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 22%. For 5s, it also reduces the attacker's Movement Speed by 33%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    2

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 24%. For 5s, it also reduces the attacker's Movement Speed by 36%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    3

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 26%. For 5s, it also reduces the attacker's Movement Speed by 39%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    4

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 28%. For 5s, it also reduces the attacker's Movement Speed by 42%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    5

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 45%. For 5s, it also reduces the attacker's Movement Speed by 30%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    6

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 48%. For 5s, it also reduces the attacker's Movement Speed by 32%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    7

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 51%. For 5s, it also reduces the attacker's Movement Speed by 34%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    8

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 36%. For 5s, it also reduces the attacker's Movement Speed by 54%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    9

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 38%. For 5s, it also reduces the attacker's Movement Speed by 57%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

    10

    Summon a light shield to protect yourself, and for 5s, the damage you take is reduced by 40%. For 5s, it also reduces the attacker's Movement Speed by 60%, and damage from automatic defense also slows the attacker. Must have Shield equipped to use.

  • 1

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 155% + Max HP 2%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 1%. If there is only one target within range, an additional weapon Physical Damage equal to 2% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    2

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 2% + Max HP 160%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 2%. If there is only one target within range, an additional weapon Physical Damage equal to 2% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    3

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 2% + Max HP 165%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 3%. If there is only one target within range, an additional weapon Physical Damage equal to 2% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    4

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 170% + Max HP 2%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 4%. If there is only one target within range, an additional weapon Physical Damage equal to 2% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    5

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 5% + Max HP 3%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 3%. If there is only one target within range, an additional weapon Physical Damage equal to 175% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    6

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 6% + Max HP 3%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 180%. If there is only one target within range, an additional weapon Physical Damage equal to 3% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    7

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 3% + Max HP 7%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 3%. If there is only one target within range, an additional weapon Physical Damage equal to 185% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    8

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 190% + Max HP 3%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 3%. If there is only one target within range, an additional weapon Physical Damage equal to 8% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    9

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 3% + Max HP 195%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 9%. If there is only one target within range, an additional weapon Physical Damage equal to 3% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

    10

    Slams the shield to the ground, dealing weapon attribute Physical Damage to all enemies within a range of 4 meters that is equal to (Physical Attack 10% + Max HP 200%), and for 3s, causes the target to enter a state of armor breakage, during which damage taken is increased by 3%. If there is only one target within range, an additional weapon Physical Damage equal to 3% Max HP is dealt. If the target is a monster, a large amount of Threat is added. Must have Shield equipped to use.

  • 1

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 0% and Crit Damage Bonus by 1%. Whenever you take a hit that exceeds 35% of your Max HP, (0%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    2

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 0% and Crit Damage Bonus by 1%. Whenever you take a hit that exceeds 35% of your Max HP, (0%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    3

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 0%. Whenever you take a hit that exceeds 35% of your Max HP, (0%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    4

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 0%. Whenever you take a hit that exceeds 35% of your Max HP, (0%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    5

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 0% and Crit Damage Bonus by 1%. Whenever you take a hit that exceeds 35% of your Max HP, (2%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    6

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 0%. Whenever you take a hit that exceeds 35% of your Max HP, (2%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    7

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 0% and Crit Damage Bonus by 2%. Whenever you take a hit that exceeds 35% of your Max HP, (1%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    8

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 0%. Whenever you take a hit that exceeds 35% of your Max HP, (2%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    9

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 0%. Whenever you take a hit that exceeds 35% of your Max HP, (2%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

    10

    Gain 1 stack of Battle Intent for every normal Crit for 3s, stacking up to 50 times. Each stack of Battle Intent increases Final Crit by 1% and Crit Damage Bonus by 2%. Whenever you take a hit that exceeds 35% of your Max HP, (1%*remaining Battle Intent stacks) damage will be reduced (up to 20 stacks). (Can reduce True Damage, and lowers Battle Intent after triggering, for a max of 20 stacks.) Must have Two-Handed Sword equipped to use.

  • 1

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(210% + remaining Battle Intent stack * 0% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    2

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 0% * Max HP), recovering HP equal to 220% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    3

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 230% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    4

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 240% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    5

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(250% + remaining Battle Intent stack * 0% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    6

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 260% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    7

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(270% + remaining Battle Intent stack * 0% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    8

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 280% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    9

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(0% + remaining Battle Intent stack * 290% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    10

    Gather energy, and use up 10 stacks of Battle Intent to deal a heavy slash to the target, dealing weapon attribute Physical Damage (can Crit) that is equal to Physical Attack*(300% + remaining Battle Intent stack * 0% * Max HP), recovering HP equal to 0% Max HP * remaining Battle Intent stacks. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

  • 1

    At the cost of 5% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*90% + 1%*own Max HP), and if this damage triggers a Crit, 1% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    2

    At the cost of 120% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*5% + 2%*own Max HP), and if this damage triggers a Crit, 2% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    3

    At the cost of 150% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*6% + 4%*own Max HP), and if this damage triggers a Crit, 4% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    4

    At the cost of 6% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*180% + 5%*own Max HP), and if this damage triggers a Crit, 5% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    5

    At the cost of 6% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*210% + 6%*own Max HP), and if this damage triggers a Crit, 7% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    6

    At the cost of 7% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*240% + 7%*own Max HP), and if this damage triggers a Crit, 7% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    7

    At the cost of 270% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*8% + 8%*own Max HP), and if this damage triggers a Crit, 8% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    8

    At the cost of 8% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*10% + 300%*own Max HP), and if this damage triggers a Crit, 10% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    9

    At the cost of 11% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*9% + 11%*own Max HP), and if this damage triggers a Crit, 330% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

    10

    At the cost of 12% of your Max HP, you deal weapon attribute Physical Damage (can Crit) equal to (Physical Attack*10% + 12%*own Max HP), and if this damage triggers a Crit, 360% of Max Hp is recovered, and 1s of cooldown reduced. (The recovery effect is not affected by healing bonuses and reductions.) Must have Two-Handed Sword equipped to use.

Shadow Equipment

Will be added later

Special skills

Will be added later

Created by Mechanic ʜᴀʀɪꜱʜᴋᴏ (Incense Pavillion)
Ragnarok X: Next Generation related images and contents are copyrighted by Gravity Co. and Lee MyoungJin (Studio DDTS).