Purchase items 4% cheaper at shops. Does not apply if the purchase cost is above 70% of the sales cost. When stacked with the Merchandising guild skill, the higher figure is applied first.
Use your chain to grapple to a platform or enemy. Press the skill key to launch the chain horizontally or at a vertical angle. Striking horizontally only targets monsters, while striking vertically only targets platforms within a certain distance. While airborne, you can strike downward to temporarily slow your descent. If the Skill key is pressed again while the chain is tethered, you will quickly move to the target location. When the chain is tethered and while moving with the skill, you become temporarily stealthed where you cannot be hit, and attacking or using skills will deactivate the stealth. The use of some skills will not deactivate Dark Sight. Enemies struck by the skill are briefly slowed. Chain Arts: Pursuit can be used while using your other skills and is not affected by cooldown reset. [Up + Skill key] Launches 45 deg. upward [Down + Skill key] Launches 45 deg. downward
Level
1
MP Cost: 8, Max Enemies Hit: 1, Damage: 55%, Number of Attacks: 1. 100% chance to slow enemies for 1 sec. Enables Dark Sight state. Cannot be hit for 2 sec. after you start moving. When you move, if you dodge an attack that deals damage proportional to Max HP by using Dark Sight, Dark Sight's remaining time will be reduced by 20% of its maximum. Cooldown: 0.2 sec.
10
MP Cost: 10, Max Enemies Hit: 1, Damage: 100%, Number of Attacks: 1. 100% chance to slow enemies for 5 sec. Enables Dark Sight state. Cannot be hit for 2 sec. after you start moving. When you move, if you dodge an attack that deals damage proportional to Max HP by using Dark Sight, Dark Sight's remaining time will be reduced by 20% of its maximum. Cooldown: 0.2 sec.
Press the Attack Key to whip your chain forward, then bring it crashing down. Enemies hit by the 2nd strike are pushed back. Foes struck by the chain are slowed for a short time. Other attacks can be used between the 1st and 2nd strikes to inflict enhanced damage. Can be used while using your other skills. Skill Lv. 10 required to learn Chain Arts: Thrash II.
Level
1
MP Cost: 5, [1st Hit] Damage: 105%, Max Enemies Hit: 4, Number of Attacks: 2 [2nd Hit] Damage: 105%, Max Enemies Hit: 6, Number of Attacks: 2, 100% chance of slowing enemies for 1 sec. Skills used immediately after 1st hit gain +1% Final Damage (Excludes Chain Arts: Thrash).
10
MP Cost: 13, [1st Hit] Damage: 150%, Max Enemies Hit: 4, Number of Attacks: 2 [2nd Hit] Damage: 150%, Max Enemies Hit: 6, Number of Attacks: 2, 100% chance of slowing enemies for 5 sec. Skills used immediately after 1st hit gain +10% Final Damage (Excludes Chain Arts: Thrash).
Summons a claw weapon that strikes downward diagonally. Impervious to Knockback while casting. Only usable while airborne. Can be used with your other skills. Required Skill: Muscle Memory Lv. 1
Level
1
MP Cost: 16, Damage: 102%, Max Enemies Hit: 10, Number of Attacks: 3 Cooldown: 3 sec
20
MP Cost: 20, Damage: 235%, Max Enemies Hit: 10, Number of Attacks: 4 Cooldown: 3 sec
Summons a spinning shuriken that then explodes, maiming enemies and knocking them back. Unaffected by attack reflection. Can be resisted by some enemies. Dark Sight is not deactivated from use and explosion. Required Skill: Muscle Memory Lv. 1
Level
1
MP Cost: 10, Strikes for 115% damage 40 times over 7 sec. Automatically explodes once all attacks are expended, or when duration ends. Explosion deals 270% damage to 4 enemies 1 times. Press the skill key again to manually detonate the shuriken Cooldown: 10 sec
19
MP Cost: 28, Strikes for 205% damage 40 times over 7 sec. Automatically explodes once all attacks are expended, or when duration ends. Explosion deals 450% damage to 8 enemies 3 times. Press the skill key again to manually detonate the shuriken Cooldown: 10 sec
Extensive training with a varied assortment of weapons increases the damage of all of your attacks. Whenever you switch summoned weapons, you execute a bonus attack and receive the Muscle Memory buff. The additional attack is unaffected by attack reflection and doesn't deactivate Dark Sight. This buff stacks up to the number of summonable weapons you possess (excluding Chain Arts). Summoning any weapon besides the last one used will refresh this buff. Muscle Memory is not affected by effects that increase buff duration and the bonus hit effect is not affected by cooldown reset. Lv. 10 required to learn Muscle Memory III.
Level
1
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +3% per stack, for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing this buff stack inflicts additional hits. [Bonus Hits] Damage: 55%, Max Enemies Hit: 5, Number of Attacks: 2, Cooldown: 0.2 sec [Passive Effect: Damage for Scimitar +8% points]
10
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +3% per stack, for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing this buff stack inflicts additional hits. [Bonus Hits] Damage: 100%, Max Enemies Hit: 5, Number of Attacks: 2, Cooldown: 0.2 sec [Passive Effect: Damage for Scimitar +80% points]
Call upon your training as a Shadowdealer to permanently increase your Attack Power, Critical Damage, Critical Rate, and Avoidability. Level 10 required to learn Wisdom of Shadows II.
Summons a shotgun that fires a fan-shaped blast with enough power to knock you back. Enemies closer to the blast take more damage. Impervious to Knockback while casting. Required Skill: Muscle Memory II Lv. 1
Level
1
MP Cost: 21, Max Enemies Hit: 6, Number of Attacks: 7 Close Range Damage: 257% Mid Range Damage: 206% Long Range Damage: 180% Cooldown: 5 sec
20
MP Cost: 30, Max Enemies Hit: 6, Number of Attacks: 7 Close Range Damage: 390% Mid Range Damage: 320% Long Range Damage: 275% Cooldown: 5 sec
Summons 2 daggers to instantly slash upward. If used while airborne, you will remain in the air until the attack is finished. Enemies struck by the blade are Terrified for a set time. Required Skill: Muscle Memory II Lv. 1
Level
1
MP Cost: 26, Damage: 125%, Max Enemies Hit: 4, Number of Attacks: 8. Enemies struck will have a 100% chance to become Terrified for 30 sec, reducing their Defense by 11%. Cooldown: 10 sec
20
MP Cost: 35, Damage: 315%, Max Enemies Hit: 4, Number of Attacks: 8. Enemies struck will have a 100% chance to become Terrified for 30 sec, reducing their Defense by 30%. Cooldown: 10 sec
Jumps backwards while releasing a series of explosives. When used while airborne, the bombs are dropped at your current location. The bombs explode after a set time and are unaffected by attack reflection. Dark Sight is not deactivated from use and explosion. Required Skill: Muscle Memory II Lv. 1
Level
1
Places a bomb that explodes after 1 sec. MP Cost: 21, Damage: 187%, Max Enemies Hit: 8, Number of Attacks: 6 Cooldown: 8 sec
20
Places a bomb that explodes after 1 sec. MP Cost: 40, Damage: 415%, Max Enemies Hit: 8, Number of Attacks: 6 Cooldown: 8 sec
Your continued training and familiarity with your weapons enhances their deadliness. Overrides the effects of Muscle Memory, except for the passive bonus to Summoned Weapon skill damage, which is stacked. Required Skill: Muscle Memory Lv. 10 Lv. 10 required to learn Muscle Memory III
Level
1
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +7% per stack, for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing or incrementing this buff stack inflicts additional hits. [Bonus Hits] Damage: 110%, Max Enemies Hit: 6, Number of Attacks: 3 Cooldown for Bonus Hits: 0.2 sec #[Passive Effects - Damage for Summon Scimitar, Claw, Shuriken +10% points]
10
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +7% per stack, for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing or incrementing this buff stack inflicts additional hits. [Bonus Hits] Damage: 200%, Max Enemies Hit: 6, Number of Attacks: 3 Cooldown for Bonus Hits: 0.2 sec #[Passive Effects - Damage for Summon Scimitar, Claw, Shuriken +100% points]
Summons a huge brick and jumps forward, using your chains to bring it crashing down. Jumps farther when activated while pressing the up arrow key. Impervious to Knockback while casting. Required Skill: Muscle Memory III Lv. 1
Level
1
MP Cost: 31, Damage: 303%, Max Enemies Hit: 7, Number of Attacks: 7 Cooldown: 8 sec
30
MP Cost: 45, Damage: 535%, Max Enemies Hit: 7, Number of Attacks: 7 Cooldown: 8 sec
Summons a spiked bat that crashes down on foes. Usable three times consecutively. You can move during use by pressing the directional keys. Using another skill before activating the 3rd hit will trigger the skill's cooldown. Enemies struck by the spiked bat are Confused. Impervious to Knockback while casting. Required Skill: Muscle Memory III Lv. 1
Level
1
MP Cost: 40, #[First Hit]# Damage: 205%, Max Enemies Hit: 8, Number of Attacks: 8 [2nd Hit] Damage: 350%, Number of Attacks: 9, Max Enemies Hit: 8 #[3rd Hit]# Damage: 625%, Max Enemies Hit: 10, Number of Attacks: 10 Enemies struck have a 100% chance to be confused. [Confusion] Duration: 30 sec., Enemy Attack: -20% Cooldown: 12 sec.
30
MP Cost: 40, #[First Hit]# Damage: 495%, Max Enemies Hit: 8, Number of Attacks: 8 [2nd Hit] Damage: 640%, Number of Attacks: 9, Max Enemies Hit: 8 #[3rd Hit]# Damage: 915%, Max Enemies Hit: 10, Number of Attacks: 10 Enemies struck have a 100% chance to be confused. [Confusion] Duration: 30 sec., Enemy Attack: -20% Cooldown: 12 sec.
Swing your chain to create a brutal vortex of steel, drawing in and demolishing nearby foes. Immediately after use, the chain is swung for a short period and prevents you from receiving any damage. This skill isn't affected by cooldown reset effects.
Level
1
MP Cost per attack: 21, Invincibility Duration: 2 sec Damage: 397%, Max Enemies Hit: 12, Number of Attacks: 2, Attack Duration: 6 sec, Can use directional keys to move while holding the skill key. Cooldown: 45 sec
30
MP Cost per attack: 25, Invincibility Duration: 2 sec Damage: 600%, Max Enemies Hit: 12, Number of Attacks: 2, Attack Duration: 6 sec, Can use directional keys to move while holding the skill key. Cooldown: 45 sec
Whips your chain out far and fast, binding the enemy within range with the chain. Chain Arts: Beatdown binds the enemy with the highest max HP first. After being bound for a set time, the enemy is struck fast enough to leave afterimages. The power of the strike differs based on the number of additional hits by Muscle Memory activated during this time. Grants a full stack of Muscle Memory. Not affected by cooldown reset effects. Foes hit cannot be Stunned again for 90 sec by Chain Arts: Beatdown or other skills.
Level
1
MP Cost: 297, Max Enemies Hit: 8, Damage: 213%, Attacks: 2, Stun Duration: 10 sec. Increases stun duration up to 100% based on inflicted damage. For 5 sec after casting, depending on the number of additional hits activated by Muscle Memory, follow-up attack power is divided into 3 levels. If the number of activations isn't met within this time, Strike occurs at the minimum level. Strike: When Muscle Memory number of activations is 0/3/5, respectively, attacks the group in their location based on the level with 480%/503%/555% damage, respectively, 15 time(s), and activates a final attack that attacks 10 enemies with 250%/350%/500% damage, respectively, 10 time(s) During the consecutive attacks, activates a shockwave that attacks up to 10 enemies with 455% damage 4 time(s). Additional DEF ignored: +80%. Cooldown: 178 sec.
30
MP Cost: 255, Max Enemies Hit: 8, Damage: 300%, Attacks: 2, Stun Duration: 10 sec. Increases stun duration up to 100% based on inflicted damage. For 5 sec after casting, depending on the number of additional hits activated by Muscle Memory, follow-up attack power is divided into 3 levels. If the number of activations isn't met within this time, Strike occurs at the minimum level. Strike: When Muscle Memory number of activations is 0/3/5, respectively, attacks the group in their location based on the level with 770%/880%/990% damage, respectively, 15 time(s), and activates a final attack that attacks 10 enemies with 250%/350%/500% damage, respectively, 10 time(s) During the consecutive attacks, activates a shockwave that attacks up to 10 enemies with 600% damage 4 time(s). Additional DEF ignored: +80%. Cooldown: 120 sec.
Temporarily increases the stats of all party members. Does not stack with Maple Warrior, Call of Cygnus, Nova Warrior, President's Orders, Anima Warrior, or Rhinne's Protection.
Level
1
MP Cost: 10, Increases all stats assigned APs by 1% for 30 sec
30
MP Cost: 70, Increases all stats assigned APs by 15% for 900 sec
Hone your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects and combat orders will still get through.
Your continued training and familiarity with your weapons further enhances their deadliness. Triggering additional hits causes you to temporarily enter Dark Sight state, and activates a Protective Shield that disappears quickly. Overrides the effects of Muscle Memory II, except for the passive bonus to Summoned Weapon skill damage, which is stacked. Required Skill: Muscle Memory II Lv. 10 Lv. 10+ required to learn Hyper Skill 'Veteran Shadowdealer' and 5th Skill 'Muscle Memory Finale'
Level
1
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +10% for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing or incrementing this buff stack inflicts additional hits. [Bonus Hits] Damage: 215%, Max Enemies Hit: 7, Number of Attacks: 4, Cooldown: 0.2 sec When bonus hit triggers, Dark Sight Duration: 2 sec, Protective Shield: blocks 7% of Max HP Protective Shield can accumulate as much as 25% of Max HP, and consumes 30% + 50 of the current Protective Shield per sec [Passive Effect: Damage for Summon Scimitar, Claw, Shuriken, Shotgun, Daggers, and Decoy Bomb are all increased by +107% points]
10
Triggers upon switching summoned weapons. [Stack Bonus] Attack Skill Final Damage +10% for 30 sec. Stacks up to the number of weapon summon skills you possess (excluding Chain Arts). Refreshing or incrementing this buff stack inflicts additional hits. [Bonus Hits] Damage: 350%, Max Enemies Hit: 7, Number of Attacks: 4, Cooldown: 0.2 sec When bonus hit triggers, Dark Sight Duration: 2 sec, Protective Shield: blocks 7% of Max HP Protective Shield can accumulate as much as 25% of Max HP, and consumes 30% + 50 of the current Protective Shield per sec [Passive Effect: Damage for Summon Scimitar, Claw, Shuriken, Shotgun, Daggers, and Decoy Bomb are all increased by +170% points]
Delivers a deadly blow against weakened opponents. Your attacks against enemies affected by abnormal statuses have a chance to cause enemies to Bleed. Overrides Cheap Shot. Required Skill: Cheap Shot Lv. 10
Level
1
Damage Against Normal Monsters: +1% Your attacks against enemies affected by Abnormal Statuses gain Critical Rate +2% and Critical Damage +6%. Applies up to 10 Abnormal Statuses. Bleed Chance: 31%, Bleed Duration: 30 sec., Bleed Damage: 72% over 1 sec.
20
Damage Against Normal Monsters: +10% Your attacks against enemies affected by Abnormal Statuses gain Critical Rate +2% and Critical Damage +10%. Applies up to 10 Abnormal Statuses. Bleed Chance: 50%, Bleed Duration: 30 sec., Bleed Damage: 110% over 1 sec.
Call upon your continued training as a Shadowdealer to further enhance your combat prowess. Stacks with the bonuses of Wisdom of Shadows. Required Skill: Wisdom of Shadows Lv. 10
Increases damage of the linked attack made immediately after Chain Arts: Thrash's 1st hit. The Final Damage bonus to the skill used immediately after the 1st hit of Chain Arts: Thrash is additive.
Level
1
Final Damage of skills used immediately after 1 hit of Chain Arts: Thrash +5% (excludes Chain Arts: Thrash).
Your continued weapons training has made you adept in many types of combat. Enhances the effects of Muscle Memory and grants attack skills to trigger bonus hits. Not affected by cooldown reset. Required Skill: Muscle Memory III Lv. 10
Level
1
MP Cost: 500, Duration: 30 sec, Multiplies the effects of Muscle Memory by 2 Whenever you summon a weapon or land a hit on an enemy, creates an explosion that deals 255% damage 3 times to up to 6 enemies. Cooldown: 180 sec
Temporarily increases all of your skill levels. Only 4th Job Skills can be increased beyond master level while other skills can only be increased to master level. Exceptions: Some special skills, Beginner Skills, Combat Orders, Decent Combat Orders, Hyper Skills, and 5th Job Skills cannot be increased. Does not stack with Combat Orders.
Level
1
HP Cost: 5% of Max HP, Duration: 183 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +1]
25
HP Cost: 5% of Max HP, Duration: 255 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +5]
30
HP Cost: 5% of Max HP, Duration: 270 sec, All Skills: +1 Cooldown: 180 sec [Passive Effect - Abnormal Status Resistance: +6]
Teleport to a random location on the map. You can float and move slowly for a fixed time, instead of using Vapor Blade, by holding the key down while in mid-air.
Level
1
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 3 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +1]
25
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 4.6 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +25]
30
HP Cost: 3% of Max HP. Teleport to a random location on the map. Float for up to 5 sec. if you hold the key in the air Cooldown: 20 sec. [Passive Effect - Attack Power & Magic ATT: +30]
Collect Erda from within yourself and from the surrounding area, then detonate it around your enemies. The Erda of attacked enemies will become disrupted, which will bind their movements. Can deal damage to enemies even when they are under Attack Ignore. Also ignores Attack Reflection.
Level
1
HP Cost: 15% of Max HP, Damage: 156%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 216 sec.
25
HP Cost: 15% of Max HP, Damage: 300%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 120 sec.
30
HP Cost: 15% of Max HP, Damage: 330%, Max Enemies Hit: 10, Number of Attacks: 5, Bind Duration: 10 sec. Bind Duration increases by up to 100% based on damage inflicted with Erda Nova. Cooldown: 100 sec.
Hones your resolve to ignore certain abnormal status effects. Immune to most abnormal status effects for 3 sec after use. Certain abnormal status effects will still get through.
Fires a blast of compressed Erdas at nearby enemies. Using the skill with the down arrow key summons Erda Fountain, which is an object filled with pure Erda.
Level
1
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 465%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 465%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
25
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 825%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 825%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
30
HP Cost: 3000 Erdas Shower Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 6, Cooldown reduced by 2 sec per attacked enemy Cooldown: 40 sec Erda Fountain Object Summon Duration: 60 sec. Every time enemies in a map with the summoned object are defeated, the Erda released from the enemies condenses around the object. Defeating 12 or more will release the gathered Erda, Max Enemies Hit: 10, Damage: 900%, Number of Attacks: 4 Cooldown: 60 sec Cooldown shared with Erdas Shower and Erda Fountain.
The collapsing space between the Mirror World and reality become linked with Will's Erda, causing the spider within the mirror to temporarily materialize in reality.
Level
1
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 468%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 182% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 900%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 350% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Spatial Collapse - Max Enemies Hit: 15, Damage: 990%, Number of Attacks: 15, Once complete, summons True Arachnid Reflection. True Arachnid Reflection - Duration: 50 sec, Goes into attack mode at set intervals. During attack mode, uses spider legs 10 times to deal 385% damage 8 times. If the spider legs attack one target 5 consecutive times, attack mode will end immediately. 3 sec cooldown after attack mode ends. Cooldown: 250 sec
Mitra's power manifests the searing heat of the sun as a blazing inferno. The flame emblem is unaffected by attack reflection and disappears when you change maps.
Level
1
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 780% damage up to 15 enemies 12 times. Flame Emblem: deals 208% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 286% damage if striking a single enemy. Cooldown: 250 sec
25
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1500% damage up to 15 enemies 12 times. Flame Emblem: deals 400% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 550% damage if striking a single enemy. Cooldown: 250 sec
30
HP Cost: 15% of Max HP Mitra's Fire: summons a Flame Emblem after dealing 1650% damage up to 15 enemies 12 times. Flame Emblem: deals 440% damage to up to 2 enemies 6 times every 2.1 sec for 51 sec. Deals 605% damage if striking a single enemy. Cooldown: 250 sec
Calls upon the deities of the Nova for the power to punish your enemies. Might of the Nova does not stack with Heaven's Door, and Heaven's Door takes precedence.
Level
1
HP Cost: 20% of Max HP, Max Enemies Hit: 15, Damage: 2080%, Number of Attacks: 10 Buff: After use, you are protected from fatal blows for 612 sec. Cooldown: 1200 sec
25
HP Cost: 20% of Max HP, Max Enemies Hit: 15, Damage: 4000%, Number of Attacks: 10 Buff: After use, you are protected from fatal blows for 900 sec. Cooldown: 1200 sec
30
HP Cost: 20% of Max HP, Max Enemies Hit: 15, Damage: 4400%, Number of Attacks: 10 Buff: After use, you are protected from fatal blows for 960 sec. Cooldown: 1200 sec
The goddess of Grandis has a different appearance for each of her child races, and she grants a different blessing to each race. Not affected by effects which reduce cooldown.
Level
1
HP Cost: 800, Duration: 40 sec. Nova: Skills have a 40% chance to bypass cooldown as many as 3 time(s). Damage: +6% Kaiser receives an additional 5% Damage increase for each Morph Gauge stage. Flora: Excluding your weapon, 42% of your equipment's Attack Power & Magic ATT, whichever you do not use, is converted to the one you do use. Any set effects do not apply. The converted bonus cannot exceed 150% of the weapon's base Attack Power or Magic ATT, whichever one you use. Attack Power and Magic ATT: +13 Anima: Damage: +11% Hoyoung: Talisman and Scroll Energy Charge: + 46%, Lara: Increases Final Damage Increase to 6% upon activating Dragon Vein Echo. Grandis Goddess's Blessing is ready every 240 sec, and can bless up to 2 times.
25
HP Cost: 800, Duration: 40 sec. Nova: Skills have a 52% chance to bypass cooldown as many as 5 time(s). Damage: +30% Kaiser receives an additional 10% Damage increase for each Morph Gauge stage. Flora: Excluding your weapon, 90% of your equipment's Attack Power & Magic ATT, whichever you do not use, is converted to the one you do use. Any set effects do not apply. The converted bonus cannot exceed 150% of the weapon's base Attack Power or Magic ATT, whichever one you use. Attack Power and Magic ATT: +85 Anima: Damage: +35% Hoyoung: Talisman and Scroll Energy Charge: + 70%, Lara: Increases Final Damage Increase to 10% upon activating Dragon Vein Echo. Grandis Goddess's Blessing is ready every 240 sec, and can bless up to 2 times.
30
HP Cost: 800, Duration: 40 sec. Nova: Skills have a 55% chance to bypass cooldown as many as 6 time(s). Damage: +35% Kaiser receives an additional 11% Damage increase for each Morph Gauge stage. Flora: Excluding your weapon, 100% of your equipment's Attack Power & Magic ATT, whichever you do not use, is converted to the one you do use. Any set effects do not apply. The converted bonus cannot exceed 150% of the weapon's base Attack Power or Magic ATT, whichever one you use. Attack Power and Magic ATT: +100 Anima: Damage: +40% Hoyoung: Talisman and Scroll Energy Charge: + 75%, Lara: Increases Final Damage Increase to 11% upon activating Dragon Vein Echo. Grandis Goddess's Blessing is ready every 240 sec, and can bless up to 2 times.
Causes the poison inflicting nearby enemies to burst and spread.
Level
1
MP Cost: 300. Consumes all active Damage-Over-Time stacks on up to 12 poisoned enemies in range, and instantly inflicts 100% of their remaining damage, plus an additional 520% damage 6 times. Additional damage is +15% per remaining second of consumed DoT stacks, up to 5 Afterwards, spreads the original DoT damage across up to 10 nearby enemies Cooldown: 8 sec. [Passive Effects - Bonus DoT Chance: 50% to deal 166% damage every 1 sec. for 8 sec.]
25
MP Cost: 300. Consumes all active Damage-Over-Time stacks on up to 12 poisoned enemies in range, and instantly inflicts 100% of their remaining damage, plus an additional 1000% damage 6 times. Additional damage is +15% per remaining second of consumed DoT stacks, up to 5 Afterwards, spreads the original DoT damage across up to 10 nearby enemies Cooldown: 8 sec. [Passive Effects - Bonus DoT Chance: 50% to deal 310% damage every 1 sec. for 8 sec.]
30
MP Cost: 300. Consumes all active Damage-Over-Time stacks on up to 12 poisoned enemies in range, and instantly inflicts 100% of their remaining damage, plus an additional 1100% damage 6 times. Additional damage is +15% per remaining second of consumed DoT stacks, up to 5 Afterwards, spreads the original DoT damage across up to 10 nearby enemies Cooldown: 8 sec. [Passive Effects - Bonus DoT Chance: 50% to deal 340% damage every 1 sec. for 8 sec.]
You vow to destroy your enemies at any cost. You can renew your vow to empower its effects by using the skill again while it's active. Using the skill with the down arrow key will immediately renew your vow. With Action Customization enabled, you can renew your vow by pressing its key again, without use of the arrow keys. Right-click to toggle Action Customization ON/OFF
Level
1
HP Cost: 10% of Max HP, reduces Avoidability (including Bonus Evasion) and increases Final Damage for 30 sec, Hit Damage increased if attacked within a certain percentage of your max HP. Enters 2nd Stage with remaining duration being reduced to 50% when skill is used again during 1st Stage, skill ends when used again during 2nd Stage. 1st Stage - Avoidability: -20%, Hit Damage: +10%, Final Damage: +10% 2nd Stage - Avoidability: -90%, Hit Damage: +40%, Final Damage: +30% Cooldown: 90 sec [Passive Effect - ATT Power: +1]
25
HP Cost: 10% of Max HP, reduces Avoidability (including Bonus Evasion) and increases Final Damage for 30 sec, Hit Damage increased if attacked within a certain percentage of your max HP. Enters 2nd Stage with remaining duration being reduced to 50% when skill is used again during 1st Stage, skill ends when used again during 2nd Stage. 1st Stage - Avoidability: -20%, Hit Damage: +10%, Final Damage: +12% 2nd Stage - Avoidability: -90%, Hit Damage: +40%, Final Damage: +35% Cooldown: 78 sec [Passive Effect - ATT Power: +25]
30
HP Cost: 10% of Max HP, reduces Avoidability (including Bonus Evasion) and increases Final Damage for 30 sec, Hit Damage increased if attacked within a certain percentage of your max HP. Enters 2nd Stage with remaining duration being reduced to 50% when skill is used again during 1st Stage, skill ends when used again during 2nd Stage. 1st Stage - Avoidability: -20%, Hit Damage: +10%, Final Damage: +13% 2nd Stage - Avoidability: -90%, Hit Damage: +40%, Final Damage: +36% Cooldown: 75 sec [Passive Effect - ATT Power: +30]
Throws your chains with such intensity that they tear through the fabric of space and time, wreaking havoc on your foes. Can inflict damage even on enemies with attack ignore and attack reflection. Right-click to toggle the gray background ON/OFF
Level
1
MP Cost: 1000, Duration: 51 sec. Creates giant chains that travel along an arbitrary path inflicting 260% damage 6 times to up to 10 enemies. Chain Cooldown: 0.6 sec Cooldown: 209 sec
25
MP Cost: 1000, Duration: 75 sec. Creates giant chains that travel along an arbitrary path inflicting 500% damage 6 times to up to 10 enemies. Chain Cooldown: 0.6 sec Cooldown: 185 sec
30
MP Cost: 1000, Duration: 80 sec. Creates giant chains that travel along an arbitrary path inflicting 550% damage 6 times to up to 10 enemies. Chain Cooldown: 0.6 sec Cooldown: 180 sec
Summons an ancient Nova weapon reforged by the Shadowdealers. The cannon draws in energy, and eventually fires. Does not trigger Attack Reflection. The cannon's amassed attack and fired projectile doesn't deactivate Dark Sight.
Level
1
MP Cost: 1000. The cannon gathers energy for 10 sec., periodically inflicting 234% damage 5 times to up to 8 enemies at set intervals. Amasses up to 38 times, and increases the cannon's duration if it's not fully amassed. After amassing enough energy, it creates a supernova that deals 780% damage 8 times to up to 15 enemies. Cooldown: 25 sec.
25
MP Cost: 1000. The cannon gathers energy for 10 sec., periodically inflicting 450% damage 5 times to up to 8 enemies at set intervals. Amasses up to 38 times, and increases the cannon's duration if it's not fully amassed. After amassing enough energy, it creates a supernova that deals 1500% damage 8 times to up to 15 enemies. Cooldown: 25 sec.
30
MP Cost: 1000. The cannon gathers energy for 10 sec., periodically inflicting 495% damage 5 times to up to 8 enemies at set intervals. Amasses up to 38 times, and increases the cannon's duration if it's not fully amassed. After amassing enough energy, it creates a supernova that deals 1650% damage 8 times to up to 15 enemies. Cooldown: 25 sec.
Whip chains at high speed to create a maelstrom that will strike fear into the hearts of all your enemies. There can only be 1 maelstrom, and it is unaffected by attack reflection. Chain Arts: Can only use as a combo after using 2 Thrash hits. You can also use it by pressing the down key+[Attack Key]. Required Skill: Chain Arts: Thrash IV Lv. 10+
Level
1
MP Cost: 250, Deals damage for 8 sec at a certain interval. Damage: 312%, Max Enemies Hit: 8, Number of Attacks: 4. Upon attack, 100% chance to Slow enemies for 6 sec Attack speed gradually decreases based on time
25
MP Cost: 250, Deals damage for 8 sec at a certain interval. Damage: 600%, Max Enemies Hit: 8, Number of Attacks: 4. Upon attack, 100% chance to Slow enemies for 6 sec Attack speed gradually decreases based on time
30
MP Cost: 250, Deals damage for 8 sec at a certain interval. Damage: 660%, Max Enemies Hit: 8, Number of Attacks: 4. Upon attack, 100% chance to Slow enemies for 6 sec Attack speed gradually decreases based on time
Push the limits of weapon mastery to inflict additional hits with even greater power. Unaffected by attack reflection and doesn't deactivate Dark Sight. Preparation time is reduced when a specific attack skill hits. Required Skill: Muscle Memory III Lv. 10
Level
1
MP Cost: 450, activates in location of nearby enemy upon hitting Muscle Memory additional hit 4 times Additional Hit Activation: 4, Max Enemies Hit: 7, Damage: 260%, Number of Attacks: 7 Muscle Memory Finale is prepared 1 each per 11 sec up to 3 Preparation time reduces by 2 sec when Chain Arts: Reign of Chains/Chain Arts: Beatdown/Chain Arts: Crush hits, reduces by 1 sec when Chain Arts: Void Strike hits
25
MP Cost: 450, activates in location of nearby enemy upon hitting Muscle Memory additional hit 4 times Additional Hit Activation: 4, Max Enemies Hit: 7, Damage: 500%, Number of Attacks: 7 Muscle Memory Finale is prepared 1 each per 11 sec up to 3 Preparation time reduces by 2 sec when Chain Arts: Reign of Chains/Chain Arts: Beatdown/Chain Arts: Crush hits, reduces by 1 sec when Chain Arts: Void Strike hits
30
MP Cost: 450, activates in location of nearby enemy upon hitting Muscle Memory additional hit 4 times Additional Hit Activation: 4, Max Enemies Hit: 7, Damage: 550%, Number of Attacks: 7 Muscle Memory Finale is prepared 1 each per 11 sec up to 3 Preparation time reduces by 2 sec when Chain Arts: Reign of Chains/Chain Arts: Beatdown/Chain Arts: Crush hits, reduces by 1 sec when Chain Arts: Void Strike hits
Enhancements
The maximum level for Enhancements / Boost Nodes is 50 (60 with Matrix Points).
Mobilizes all available weapons to completely demolish any who oppose you. All attacks of Chain Arts: Grand Arsenal activate Muscle Memory, which is at max stacks upon casting. Chain Arts: Grand Arsenal is unaffected by the Final Damage bonus of Chain Arts: Thrash.
Press the Attack Key to whip your chain forward, then bring it crashing down. Enemies hit by the 2nd strike are pushed back. Foes struck by the chain are slowed for a short time. Other attacks can be used between the 1st and 2nd strikes to inflict enhanced damage. Periodically bring down the chain with even more force to cause a shockwave where it hits. The shockwave activates only when an enemy is struck by the 2nd strike. Can be used while using your other skills. Required Skill: Chain Arts: Thrash Lv. 10
Level
1
MP Cost: 15 1st hit - Max Enemies Hit: 4, Damage: 155%, Number of Attacks: 2 2nd hit - Max Enemies Hit: 8, Damage: 415%, Number of Attacks: 5, Slow Chance: 100%, Slow Duration: 5 sec Enhanced 2nd hit - Preparation Duration: every 10 sec, Max Uses: 3 Max Enemies Hit: 8, Damage: 415%, Number of Attacks: 5, Shockwave Damage: 468%, Number of Shockwave Attacks: 10 Skills used immediately after 1st hit gain +11% Final Damage (Excludes Chain Arts: Thrash).
30
MP Cost: 20 1st hit - Max Enemies Hit: 4, Damage: 300%, Number of Attacks: 2 2nd hit - Max Enemies Hit: 8, Damage: 560%, Number of Attacks: 5, Slow Chance: 100%, Slow Duration: 5 sec Enhanced 2nd hit - Preparation Duration: every 10 sec, Max Uses: 3 Max Enemies Hit: 8, Damage: 560%, Number of Attacks: 5, Shockwave Damage: 990%, Number of Shockwave Attacks: 10 Skills used immediately after 1st hit gain +25% Final Damage (Excludes Chain Arts: Thrash).
Enhancements
Enhancements require the corresponding V Skill to be leveled to max and equipped. Final Damage bonuses from Enhancements increase linearly each level, with a jump at levels 10, 20, and 30.
Passive
Chain Arts: Void Strike Boost
Master Level
30
Description
Boosts Chain Arts: Void Strike.
Level
1
Chain Arts: Void Strike Final Damage: +11%
9
Chain Arts: Void Strike Final Damage: +19%
10
Chain Arts: Void Strike Final Damage: +25%
19
Chain Arts: Void Strike Final Damage: +34%
20
Chain Arts: Void Strike Final Damage: +40%
29
Chain Arts: Void Strike Final Damage: +49%
30
Chain Arts: Void Strike Final Damage: +60%
Passive
Apocalypse Cannon Boost
Master Level
30
Description
Boosts Apocalypse Cannon.
Level
1
Apocalypse Cannon Final Damage: +11%
9
Apocalypse Cannon Final Damage: +19%
10
Apocalypse Cannon Final Damage: +25%
19
Apocalypse Cannon Final Damage: +34%
20
Apocalypse Cannon Final Damage: +40%
29
Apocalypse Cannon Final Damage: +49%
30
Apocalypse Cannon Final Damage: +60%
Passive
Chain Arts: Maelstrom Boost
Master Level
30
Description
Boosts Chain Arts: Maelstrom.
Level
1
Chain Arts: Maelstrom Final Damage: +11%
9
Chain Arts: Maelstrom Final Damage: +19%
10
Chain Arts: Maelstrom Final Damage: +25%
19
Chain Arts: Maelstrom Final Damage: +34%
20
Chain Arts: Maelstrom Final Damage: +40%
29
Chain Arts: Maelstrom Final Damage: +49%
30
Chain Arts: Maelstrom Final Damage: +60%
Passive
Muscle Memory Finale Boost
Master Level
30
Description
Boosts Muscle Memory Finale.
Level
1
Muscle Memory Finale Final Damage: +11%
9
Muscle Memory Finale Final Damage: +19%
10
Muscle Memory Finale Final Damage: +25%
19
Muscle Memory Finale Final Damage: +34%
20
Muscle Memory Finale Final Damage: +40%
29
Muscle Memory Finale Final Damage: +49%
30
Muscle Memory Finale Final Damage: +60%
References
↑Boosts Chain Arts: Thrash, Muscle Memory, and Chain Arts: Reign of Chains