Reference / Article
Talents
Talent requirements, weapon and elemental modifiers, and passive effects.
Talent choices unlock at displayed levels 5 and 40, for a maximum of 2 talents.
Talent combinations are choices rather than fixed character classes. See Character Development for stat allocation and stat effects.
Starting a new rebirth restarts stat allocation but preserves the selected talents. Which talent benefits are active still follows the displayed-level and rebirth rules in Rebirth. The normal talent-unlearning request consumes an unlearning ticket and removes spells no longer provided by a selected talent.
The figures below distinguish base/stat multipliers from final damage. Chance percentages are rounded where the integer random threshold differs slightly from the nominal input; modifiers to a chance input are not unconditional chances per attempted attack.
Short Sword
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Short-sword noncritical hit | Can generate critical points. The chance input depends on effective Short Sword skill; extra points can only be spent with short swords. |
| All weapons | Faster natural critical regeneration, but not exactly 2 times as frequent. |
| Passive | +8 percentage points to nominal Crush chance input. |
| Passive | Combo damage additions are +1, +3, +5 in sequence. |
| Passive | Defense Ratio multiplier −5%. |
Calculation details
On a short-sword noncritical hit, nominal critical-point input is , where is effective Short Sword skill.
Natural critical regeneration halves the counter threshold; the test is strict.
Long Sword
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Long-sword dash | Nominal dash-animation speed +42%. |
| Passive | +5 percentage points to nominal Crush chance input and +5 percentage points to the physical Crush damage factor. |
| Passive | +5% Physical Hit Ratio factor. |
Calculation details
Action-speed integer truncation applies to the dash-animation modifier.
Fencing
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Fencing attacks | Up to 2 extra targets on an ordinary attack, or 3 on a critical. Extra attacks start from 75% of the primary attack's early base damage, not its final damage. |
| Passive | +8% Physical Hit Ratio and +8% Magical Hit Ratio factors; Defense Ratio multiplier −5%. |
| Fencing weapon | Can cast with a shield equipped while using a fencing weapon. |
Calculation details
Extra attack base is , where is the primary attack’s early base value, not its final damage.
Axe
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Axe attacks | Checks 2 adjacent positions for foes. Extra attacks start from two-thirds of the primary attack's early base damage, not its final damage. |
| Passive | +15 percentage points to nominal Crush chance input and +15 percentage points to the physical Crush factor. |
Calculation details
Each extra attack starts from of the primary early base , not exactly 66% of final damage.
Hammer
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Hammer weapon | Armor absorption scales with remaining armor endurance. Monster absorption has a health-dependent reduction approaching 75% as remaining health approaches zero. |
| Passive physical attacks | Ignores 8% of the armor absorption fraction in the applicable physical branch; +6 percentage points to the physical damage factor. |
| Passive | Adds 0.35% of struck equipment maximum endurance to wear. Critical attacks then double the accumulated wear. |
Calculation details
The endurance-based wear addition is truncated to an integer before the critical multiplier.
Archery
| Scope | Modifier or effect |
|---|---|
| Matching weapon | +15% base-damage multiplier. |
| Bow attacks | Nominal 75% per intermediate path tile enables a path attack, otherwise a side-target search if the path tile is empty. At most 1 side target is chosen on that tile, not one on each side. |
| Bow attacks | 50% chance to attempt an extra attack against the primary monster when previous path attacks yielded no XP; this is not a guarantee of two successful hits. Arrow consumption separately has a 50% chance to be skipped. |
| Passive / bow | +5% Physical Hit Ratio factor; bow attacks add 5 percentage points to the nominal stun-ratio input. |
Earth
| Scope | Modifier or effect |
|---|---|
| Matching elemental damage | +10% matching elemental damage factor. |
| Passive | +8 Earth Absorption points; −8 Fire Absorption points. |
| Talent spell | Earth Shock Wave, requiring 190 effective INT to cast. |
| Earth spells | Drain player stamina when the talent and target conditions permit it. |
Lightning
| Scope | Modifier or effect |
|---|---|
| Matching elemental damage | +10% matching elemental damage factor. |
| Passive | +8 Lightning Absorption points; −8 Earth Absorption points. |
| Talent spell | Fury of Thor, requiring 182 effective INT to cast. |
| Lightning spells | Nominal cast-animation speed +20%; recovery multiplier −40%. |
| Other spells | Nominal cast-animation speed +10%; recovery multiplier −25%. |
Fire
| Scope | Modifier or effect |
|---|---|
| Matching elemental damage | +10% matching elemental damage factor. |
| Passive | +8 Fire Absorption points; −8 Ice Absorption points. |
| Talent spell | Hellfire, requiring 200 effective INT to cast. |
| Fire spells | Burn can stack up to 3 times. |
| Fire spell vs player | Reduces effective MA and positive Fire Absorption by 20% at their respective stages. |
| Other elements / monsters | For other elements against players, reduces effective MA and positive elemental absorption by 15% at their respective stages. Monster MA uses 15% for all elements. |
| Passive | +10 percentage points to nominal Crush chance input; +4 percentage points to physical Crush factor. The magic Crush factor receives half that increment plus a separate +8 percentage points. |
Ice
| Scope | Modifier or effect |
|---|---|
| Matching elemental damage | +10% matching elemental damage factor. |
| Passive | +8 Ice Absorption points; −8 Lightning Absorption points. |
| Talent spell | Blizzard, requiring 195 effective INT to cast. |
| Already-frozen targets | Ice spell base damage receives +15% against players or +35% against monsters. The target must already be frozen before this cast; this modifier is not exclusive to casters with Ice talent. |
| Passive / Ice spells | +5% Magical Hit Ratio factor globally, plus another +5% for Ice spells. |
| Ice spells | Can freeze enemies if their freeze resistance and target conditions allow it. |
Calculation details
Ice spell base damage after the already-frozen modifier is rounded to the nearest integer.
Holy
Replaces Hunger with Faith.
| Scope | Modifier or effect |
|---|---|
| Healing spells | +100% healing; overhealing can raise HP to 20% above ordinary maximum. |
| Stamina recovery spells | +100% restored stamina. |
| Exclusive spells | Divine Touch: 20 INT, 100 Faith, 13% maximum-MP base cost. Mass Heal: 60 INT, up to 3 allies in a 5×5 area. Meditation: 40 INT, 20% caster-max-MP cost, 30% caster-max-MP refund, 15% caster-max-MP stock (or larger existing stock) for next eligible mana regeneration, 66 base healing with Holy. |
| Passive | Nominal cast-animation speed +10%; recovery multiplier −20%; activation cooldown contribution −25%. |
| Hold/Paralyze spells | Extends ordinary duration by 5 seconds; against tier 7+ monsters or guards, adds 1 second to the special short-duration branch. |
Calculation details
The overhealing limit uses integer truncation. Meditation's mana stock is rounded down.
Poison
Poison gains a current-health-dependent damage component. Existing poison can receive an extra damage tick when the relevant reapplication succeeds.
| Scope | Modifier or effect |
|---|---|
| Reapplication to poisoned target | Nominal 25% input for an extra tick, after poison-resistance checks. This is not restricted to poisoning weapons; spell reapplication can reach the same path. |
| When physically hit | Adds 25 percentage points to nominal chance of shortening paralysis by 1 second. |
The client shows a Poison-talent resistance bonus that does not apply on the server. Other resistance sources still apply.
Tank
Increases monster aggro.
| Scope | Modifier or effect |
|---|---|
| Passive | Adds 15 Vitality plus 1 for every 14 displayed levels. |
| Passive | +30 percentage points to HP-recovery bonus. |
| When physically hit | Adds 25 percentage points to nominal chance of shortening paralysis by 1 second. |
| Physical hits and spells | Physical stun chance input is reduced by 25%. Spells also have a nominal 25% stun-removal input, including player-cast spells. |
| Facing attacker with shield | Adds 7 points to shield PA when the shield block applies, and 7 to raw MA before MA conversion. These are not guaranteed final absorption percentages. |
Calculation details
Adds Vitality, using displayed level .
Xelima
| Scope | Modifier or effect |
|---|---|
| Passive | +25 percentage points to nominal Crush chance input and +15 percentage points to physical Crush factor. |
| Passive | +8 percentage points to physical damage factor; +12% magical damage multiplier; +15 Physical and Magical Hit Ratio before percentage factors. |
| Passive | Nominal own cast-animation speed increases 0.05% per effective MAG; recovery multiplier decreases 0.1% per effective MAG. |
| Passive | Maximum HP −20%; HP regeneration −20%; HP potions −25%; Defense Ratio −8%; Magic Resistance −8%, at their respective stages. |
Calculation details
Recovery rounds to animation frames.
Merien
Increases attack speed.
| Scope | Modifier or effect |
|---|---|
| Passive | Nominal own cast-animation speed increases 0.1% per effective MAG; recovery multiplier decreases 0.2% per effective MAG. Activation cooldown contribution −25%. |
| Passive | +15 Strength and +15 Magic. |
| Player targets | −14% magical damage multiplier and −7 percentage points to physical damage factor against player targets, not monsters. |
| Talent spells | Transfer Criticals; Meditation with 40 INT, 20% caster-max-MP cost, 30% caster-max-MP refund, 15% caster-max-MP stock (or larger existing stock) for next eligible mana regeneration and 33 base healing without Holy. |
Calculation details
Meditation's mana stock is rounded down.
See Spells for the complete catalogue.
