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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 S/100×0.25, where S 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 ⌊75D/100⌋, where D 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 ⌊2D/3⌋ of the primary early base D, 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 15+⌊L/14⌋ Vitality, using displayed level L.

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.

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