Gypsy

Job Bonus Attributes

Will be added later

Job Skills

  • 1

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x100% + AGI x8) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    2

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x120% + AGI x16) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    3

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x140% + AGI x24) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    4

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x160% + AGI x32) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    5

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x40% + AGI x180) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    6

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x48% + AGI x200) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    7

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x56% + AGI x220) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    8

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x240% + AGI x64) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    9

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x260% + AGI x72) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

    10

    Wink of Charm bewitches enemies in the target area, dealing (P.ATK x280% + AGI x80) physical damage of your weapon's attribute to targets within range, and charms them. Charmed enemies will move toward you at the MSPD of 5 and can't attack or use skills for 3 seconds (invalid for BOSS, MVP, and MINI monsters).

  • 1

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 14% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    2

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 18% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    3

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 22% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    4

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 26% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    5

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 30% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    6

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 34% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    7

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 38% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    8

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 42% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    9

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 46% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    10

    Performs a solo skill, increasing the Crit Damage Bonus of party members within 4m by 50% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

  • 1

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (3 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    2

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (4 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    3

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (5 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    4

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (6 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    5

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (7 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    6

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (8 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    7

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (9 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    8

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (10 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    9

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (11 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    10

    Performs a solo skill, reducing the Final Haste of all enemy units within 4m by (12 + your AGI/500)% during the performance. The performance lasts 30 seconds and consumes 10 SP every second. A whip weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

  • 1

    Shoots a large number of bolts continuously, dealing (P.ATK x180% + (INT + AGI) x20) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    2

    Shoots a large number of bolts continuously, dealing (P.ATK x240% + (INT + AGI) x40) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    3

    Shoots a large number of bolts continuously, dealing (P.ATK x300% + (INT + AGI) x60) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    4

    Shoots a large number of bolts continuously, dealing (P.ATK x360% + (INT + AGI) x80) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    5

    Shoots a large number of bolts continuously, dealing (P.ATK x100% + (INT + AGI) x420) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    6

    Shoots a large number of bolts continuously, dealing (P.ATK x120% + (INT + AGI) x480) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    7

    Shoots a large number of bolts continuously, dealing (P.ATK x140% + (INT + AGI) x540) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    8

    Shoots a large number of bolts continuously, dealing (P.ATK x600% + (INT + AGI) x160) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    9

    Shoots a large number of bolts continuously, dealing (P.ATK x660% + (INT + AGI) x180) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

    10

    Shoots a large number of bolts continuously, dealing (P.ATK x720% + (INT + AGI) x200) total physical damage of your weapon's attribute to an enemy over 6 attacks. This skill can be used while a music skill is being performed, and can be used with Elemental Bolt. A whip or instrument weapon must be equipped.

  • 1

    Shoots countless bolts into the sky, dealing (P.ATK x103% + (INT + AGI) x5) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    2

    Shoots countless bolts into the sky, dealing (P.ATK x110% + (INT + AGI) x10) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    3

    Shoots countless bolts into the sky, dealing (P.ATK x118% + (INT + AGI) x15) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    4

    Shoots countless bolts into the sky, dealing (P.ATK x125% + (INT + AGI) x20) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    5

    Shoots countless bolts into the sky, dealing (P.ATK x25% + (INT + AGI) x133) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    6

    Shoots countless bolts into the sky, dealing (P.ATK x30% + (INT + AGI) x140) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    7

    Shoots countless bolts into the sky, dealing (P.ATK x35% + (INT + AGI) x148) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    8

    Shoots countless bolts into the sky, dealing (P.ATK x155% + (INT + AGI) x40) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    9

    Shoots countless bolts into the sky, dealing (P.ATK x163% + (INT + AGI) x45) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

    10

    Shoots countless bolts into the sky, dealing (P.ATK x170% + (INT + AGI) x50) physical damage of your weapon's attribute to all enemies within 4m every 0.5 seconds for 3 seconds. The damage increases by 5% every wave. Can be used with Elemental Bolt.

  • 1

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    2

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    3

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    4

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    5

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    6

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    7

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    8

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    9

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 1%.

    10

    While under the Solo and Ensemble status, gains 1 stack of Polymeric Note every 3 seconds. Polymeric Note lasts for 10 seconds and stacks up to 10 times. Each stack increases P.ATK by 2%.

  • 1

    Increases Max SP by 1% and SP Regen by 1%. Also increases MSPD by 2% when performing a solo.

    2

    Increases Max SP by 4% and SP Regen by 2%. Also increases MSPD by 2% when performing a solo.

    3

    Increases Max SP by 3% and SP Regen by 3%. Also increases MSPD by 6% when performing a solo.

    4

    Increases Max SP by 4% and SP Regen by 4%. Also increases MSPD by 8% when performing a solo.

    5

    Increases Max SP by 5% and SP Regen by 10%. Also increases MSPD by 5% when performing a solo.

    6

    Increases Max SP by 12% and SP Regen by 6%. Also increases MSPD by 6% when performing a solo.

    7

    Increases Max SP by 7% and SP Regen by 7%. Also increases MSPD by 14% when performing a solo.

    8

    Increases Max SP by 16% and SP Regen by 8%. Also increases MSPD by 8% when performing a solo.

    9

    Increases Max SP by 18% and SP Regen by 9%. Also increases MSPD by 9% when performing a solo.

    10

    Increases Max SP by 10% and SP Regen by 10%. Also increases MSPD by 20% when performing a solo.

  • 1

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 34%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    2

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 38%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    3

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 42%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    4

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 46%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    5

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 50%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    6

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 54%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    7

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 58%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    8

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 62%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    9

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 66%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    10

    Performs an ensemble skill, creating a fixed 6m field that increases the Final Physical Damage Bonus and Final Magic Damage Bonus of party members within range by 70%. For every 50 INT or AGI the caster has (whichever is higher), additionally increases party members' Final Physical and Magic Damage Bonus by 0.6%. The performance lasts 30 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

  • 1

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 24% and increases their Debuff RES by 2%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    2

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 28% and increases their Debuff RES by 4%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    3

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 32% and increases their Debuff RES by 6%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    4

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 36% and increases their Debuff RES by 8%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    5

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 10% and increases their Debuff RES by 40%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    6

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 12% and increases their Debuff RES by 44%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    7

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 14% and increases their Debuff RES by 48%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    8

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 52% and increases their Debuff RES by 16%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    9

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 56% and increases their Debuff RES by 18%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

    10

    Performs an ensemble skill, creating a fixed 6m field that reduces the Wind, Earth, Water, and Fire damage taken by party members within range by 60% and increases their Debuff RES by 20%. For every 50 INT or AGI the caster has, additionally increases the Wind, Earth, Water, and Fire DMG Reduction and Debuff RES of party members by 0.5%. The performance lasts 60 seconds and consumes 20 SP (the ensemble partner's SP is not consumed). The specified ensemble partner must have learned this skill. The skill's effect level is equal to the skill level of both parties divided by 2, rounded down. An instrument weapon must be equipped. Effects of the same songs do not stack when their performance ranges overlap.

  • 1

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 2%.

    2

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 4%.

    3

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 6%.

    4

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 8%.

    5

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 10%.

    6

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 12%.

    7

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 14%.

    8

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 16%.

    9

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 18%.

    10

    When an ensemble skill is in effect, the Bard and Dancer do not need to maintain the ensemble posture and can move freely within the skill's range using attack skills (but not solo skills). The damage you take during the ensemble is reduced by 20%.

  • 1

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 3% while this status is effective, and restores 2% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 4% and additionally increases the lost HP restored by 0%. Casting this skill consumes Throat Lozenge ×1.

    2

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 4% while this status is effective, and restores 6% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 1% and additionally increases the lost HP restored by 4%. Casting this skill consumes Throat Lozenge ×1.

    3

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 6% while this status is effective, and restores 9% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 5% and additionally increases the lost HP restored by 1%. Casting this skill consumes Throat Lozenge ×1.

    4

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 12% while this status is effective, and restores 8% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 5% and additionally increases the lost HP restored by 2%. Casting this skill consumes Throat Lozenge ×1.

    5

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 6% while this status is effective, and restores 10% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 2% and additionally increases the lost HP restored by 15%. Casting this skill consumes Throat Lozenge ×1.

    6

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 6% while this status is effective, and restores 12% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 18% and additionally increases the lost HP restored by 2%. Casting this skill consumes Throat Lozenge ×1.

    7

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 14% while this status is effective, and restores 7% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 3% and additionally increases the lost HP restored by 21%. Casting this skill consumes Throat Lozenge ×1.

    8

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 24% while this status is effective, and restores 3% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 16% and additionally increases the lost HP restored by 7%. Casting this skill consumes Throat Lozenge ×1.

    9

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 4% while this status is effective, and restores 27% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 8% and additionally increases the lost HP restored by 18%. Casting this skill consumes Throat Lozenge ×1.

    10

    Performs a chorus skill with singing as beautiful as morning dew, granting the Salvation status to all party members within 30m, which reduces their damage taken by 8% while this status is effective, and restores 30% of their lost HP every 4 times they are attacked (triggers once every 4 seconds). Salvation lasts 10 seconds. For every Bard or Dancer in the party, additionally reduces the damage taken by 4% and additionally increases the lost HP restored by 20%. Casting this skill consumes Throat Lozenge ×1.

  • 1

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×240% + (AGI + INT) ×6) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 30%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    2

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×60% + (AGI + INT) ×7) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 280%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    3

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×8% + (AGI + INT) ×320) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 90%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    4

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×9% + (AGI + INT) ×360) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 120%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    5

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×400% + (AGI + INT) ×150) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 10%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    6

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×180% + (AGI + INT) ×440) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 11%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    7

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×480% + (AGI + INT) ×12) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 210%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    8

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×240% + (AGI + INT) ×520) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 13%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    9

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×270% + (AGI + INT) ×560) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 14%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

    10

    Performs a chorus skill that creates a huge echo with singing, dealing (P.ATK ×600% + (AGI + INT) ×15) physical damage of your weapon's attribute to all enemies along the specified 6m path. For every Bard or Dancer in the party, additionally increases damage by 300%, up to 75%. Casting this skill consumes Throat Lozenge ×1.

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).