Champion

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Rest in place, recovering SP that is 0%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    2

    Rest in place, recovering SP that is 1%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    3

    Rest in place, recovering SP that is 1%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    4

    Rest in place, recovering SP that is 1%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    5

    Rest in place, recovering SP that is 2%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    6

    Rest in place, recovering SP that is 2%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    7

    Rest in place, recovering SP that is 2%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    8

    Rest in place, recovering SP that is 2%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    9

    Rest in place, recovering SP that is 3%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

    10

    Rest in place, recovering SP that is 3%*Spirits Recovery times every 0.5s. Only this skill can recover SP under the effect of Asura's prohibition.

  • 1

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×330%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    2

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×360%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    3

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×390%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    4

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×420%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    5

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×450%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    6

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×480%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    7

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×510%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    8

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×540%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    9

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×570%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

    10

    The Monk quickly moves 8 meters forward, dealing (P.ATK ×600%) physical damage of your weapon's attribute to enemy units within 4 meters at the end of the move, and meanwhile increasing MSPD by 20% for 6 seconds. Additionally increases MSPD by 10% for every target hit, up to 80%. The Snap does not consume Spirit Sphere in Fury status, but consumes [Spirit Sphere] ×1 in normal status.

  • 1

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*330%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    2

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*360%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    3

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*390%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    4

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*420%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    5

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*450%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    6

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*480%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    7

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*510%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    8

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*540%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    9

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*570%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

    10

    Strike a powerful blow at the enemy, dealing weapon attribute Physical Damage to enemy units that is equal to Physical Attack*600%, and knocking back enemies 4 meters. Can only be used in the Critical Explosion state.

  • 1

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 7s.

    2

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 6s.

    3

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 6s.

    4

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 5s.

    5

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 5s.

    6

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 4s.

    7

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 4s.

    8

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 3s.

    9

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 3s.

    10

    Use a special Gentle Touch technique to increase the Force Field conversion speed to the limit. When attacking, there is a 35% chance to generate 1 Spirit Sphere, and this can be triggered a max of once every 2s.

  • 1

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 340%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 15s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    2

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 380%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 14s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    3

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 420%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 13s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    4

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 460%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 12s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    5

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 11%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 500s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    6

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 10%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 540s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    7

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 9%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 580s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    8

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 620%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 8s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    9

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 660%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 7s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

    10

    After casting, you appear in front of the enemy unit in a flash, Immobilizing the enemy for 1s and dealing weapon attribute Physical Damage that is equal to Physical Attack 700%. (Every 10 points of Strength increases weapon attribute damage by an additional 1%.) 50% Final Physical Damage Reduction, 30% Final Damage Reduction, and for every 1% of your SP, you deal additional weapon attribute Physical Damage that is equal to 5% of Physical Attack. This skill can Crit, but can only be triggered in the Critical Explosion state. After casting, you cannot recover your SP by any other effects than Spirit Recovery. This lasts for 6s. The number of Spirit Spheres used is based on the difference skills. Direct casting uses 5 Spirit Spheres, Combo Finish uses 4, Tiger Knuckle Fist uses 3, and Chain Crush Combo uses 1.

  • 1

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 72% of Physical Attack, with a 55% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    2

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 76% of Physical Attack, with a 60% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    3

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 80% of Physical Attack, with a 65% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    4

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 84% of Physical Attack, with a 70% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    5

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 75% of Physical Attack, with a 88% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    6

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 80% of Physical Attack, with a 92% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    7

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 85% of Physical Attack, with a 96% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    8

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 100% of Physical Attack, with a 90% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    9

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 104% of Physical Attack, with a 95% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    10

    Attack the enemy unit 4 times, each time dealing weapon attribute Physical Damage that is 108% of Physical Attack, with a 100% chance to Immobilize the enemy for 2s. Must be cast within 3s of Combo Finish, using up Spirit Sphere*1. When Tiger Knuckle Fist is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, and Tiger Knuckle Fist. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

  • 1

    Deals weapon attribute Physical Damage that is 670% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 6% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    2

    Deals weapon attribute Physical Damage that is 690% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 7% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    3

    Deals weapon attribute Physical Damage that is 710% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 8% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    4

    Deals weapon attribute Physical Damage that is 730% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 9% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    5

    Deals weapon attribute Physical Damage that is 10% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 750% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    6

    Deals weapon attribute Physical Damage that is 11% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 770% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    7

    Deals weapon attribute Physical Damage that is 12% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 790% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    8

    Deals weapon attribute Physical Damage that is 810% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 13% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    9

    Deals weapon attribute Physical Damage that is 830% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 14% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

    10

    Deals weapon attribute Physical Damage that is 850% of Physical Attack to enemy units, and enemies that take damage enter the Crush state, during which the damage dealt by you is increased by 15% for 3s. Must be cast within 3 seconds of Combo Finish or Tiger Knuckle Fist. Chain Crush Combo uses Spirit Sphere*1. When Chain Crush Combo is placed in the automatic skills bar, casting Triple Attack automatically triggers Raging Quadruple Blow, Combo Finish, Tiger Knuckle Fist, and Chain Crush Combo. This skill can trigger Crits. Can only be used when heavy knuckles are equipped.

  • 1

    When heavy knuckles are equipped, every 120% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    2

    When heavy knuckles are equipped, every 114% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    3

    When heavy knuckles are equipped, every 108% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    4

    When heavy knuckles are equipped, every 102% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    5

    When heavy knuckles are equipped, every 96% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    6

    When heavy knuckles are equipped, every 90% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    7

    When heavy knuckles are equipped, every 84% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    8

    When heavy knuckles are equipped, every 78% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    9

    When heavy knuckles are equipped, every 72% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

    10

    When heavy knuckles are equipped, every 66% of Final Attack Speed (including Final Attack Speed converted from Attack Speed) reduces the attack time of Raging Quadruple Blow, Tiger Knuckle Fist, Dragon Combo, and Gate of Hell by 5%. The reduction limit is 75%.

  • 1

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(190% + number of Spirit Spheres used*100%). Every 84 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    2

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(230% + number of Spirit Spheres used*100%). Every 82 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    3

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(270% + number of Spirit Spheres used*100%). Every 80 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    4

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(310% + number of Spirit Spheres used*100%). Every 78 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    5

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(76% + number of Spirit Spheres used*100%). Every 350 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    6

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(74% + number of Spirit Spheres used*100%). Every 390 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    7

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(72% + number of Spirit Spheres used*100%). Every 430 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    8

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(470% + number of Spirit Spheres used*100%). Every 70 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    9

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(510% + number of Spirit Spheres used*100%). Every 68 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

    10

    After casting, your Spirit Spheres are combined into a huge sword, which is launched to pierce enemies, dealing weapon attribute Physical Damage to all enemies in its path that is equal to Physical Attack*(550% + number of Spirit Spheres used*100%). Every 66 points of Physical Defense that the target has increases the damage of this skill by 1%, for a max of 1000%. This skill uses a max of Spirit Sphere*2 when cast in the normal state, and a uses max of Spirit Sphere*4 in the Critical Explosion state. Can only be used when light knuckles are equipped.

  • 1

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*350%, and injecting Inner Strength into the target's body that lasts for 1s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 13% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    2

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*16%, and injecting Inner Strength into the target's body that lasts for 2s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 380% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    3

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*3%, and injecting Inner Strength into the target's body that lasts for 410s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 19% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    4

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*4%, and injecting Inner Strength into the target's body that lasts for 440s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 22% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    5

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*470%, and injecting Inner Strength into the target's body that lasts for 25s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 5% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    6

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*28%, and injecting Inner Strength into the target's body that lasts for 500s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 6% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    7

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*530%, and injecting Inner Strength into the target's body that lasts for 7s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 31% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    8

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*34%, and injecting Inner Strength into the target's body that lasts for 560s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 8% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    9

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*37%, and injecting Inner Strength into the target's body that lasts for 590s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 9% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

    10

    Deals weapon attribute Physical Damage to the target that is equal to Physical Attack*620%, and injecting Inner Strength into the target's body that lasts for 10s, during which every time the target takes damage from you, it triggers Inner Strength, and takes an additional weapon attribute Physical Damage that is equal to (30%*castor's Physical Attack). When True Spirit is injected into the target, you have a 40% chance of obtaining 1 Spirit Sphere when dealing damage. This lasts 7s. Can only be used when light knuckles are equipped.

  • 1

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 160% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 5%. Can only be used when light knuckles are equipped.

    2

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 180% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 10%. Can only be used when light knuckles are equipped.

    3

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 200% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 15%. Can only be used when light knuckles are equipped.

    4

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 220% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 20%. Can only be used when light knuckles are equipped.

    5

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 25% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 240%. Can only be used when light knuckles are equipped.

    6

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 30% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 260%. Can only be used when light knuckles are equipped.

    7

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 35% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 280%. Can only be used when light knuckles are equipped.

    8

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 300% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 40%. Can only be used when light knuckles are equipped.

    9

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 320% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 45%. Can only be used when light knuckles are equipped.

    10

    Explode Spirit Spheres, dealing weapon attribute Physical Damage to all enemies within 4 meters of yourself that is equal to 340% of Physical Attack. When this skill is cast, Spirit Sphere*1 is used. If cast in the Critical Explosion state, damage is increased by an additional 50%. Can only be used when light knuckles are equipped.

  • 1

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 1% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    2

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 2% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    3

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 3% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    4

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 4% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    5

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 5% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    6

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 6% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    7

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 7% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    8

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 8% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    9

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 9% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

    10

    When light knuckles are equipped, casting Finger Offensive, Blade Stop, Tiger Cannon, or Ride in Lightening gives you a 10% chance to recover Spirit Sphere*1. If case in the Critical Explosion state, you have the same chance of recovering 2 Spirit Spheres.

  • 1

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高230%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    2

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高260%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    3

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高290%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    4

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高320%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    5

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高350%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    6

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高380%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    7

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高410%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    8

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高440%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    9

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高470%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

    10

    吟唱后,闪身出现在敌方单位身前重击敌方单位造成物理攻击1%武器属性物理伤害(每20点力量额外提高500%武器属性伤害),50%最终物伤减免,30%最终伤害减免,自身当前每有1%的SP,额外造成物理攻击5%武器属性物理伤害。该技能可暴击。并在该技能冷却时间内,自身SP无法通过除调息外其他任何效果回复。

  • 1

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*330%的武器属性物理伤害,并将敌人击退4米。

    2

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*360%的武器属性物理伤害,并将敌人击退4米。

    3

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*390%的武器属性物理伤害,并将敌人击退4米。

    4

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*420%的武器属性物理伤害,并将敌人击退4米。

    5

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*450%的武器属性物理伤害,并将敌人击退4米。

    6

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*480%的武器属性物理伤害,并将敌人击退4米。

    7

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*510%的武器属性物理伤害,并将敌人击退4米。

    8

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*540%的武器属性物理伤害,并将敌人击退4米。

    9

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*570%的武器属性物理伤害,并将敌人击退4米。

    10

    朝向敌人打出强猛一击,对敌方单体造成物理攻击*600%的武器属性物理伤害,并将敌人击退4米。

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).