Master Ability - Magic Defense
Passive
M. Def. is increased.
Warrior Ability - Boost CP
Passive
Max. CP is increased.
Wizard Ability - Anti-magic
Passive
The probability of resisting magic damage is increased.
Healer Ability - Divine Protection
Passive
Resistance to Dark/Holy attribute attacks is increased.
Knight Ability - Resist Critical
Passive
Received Critical Damage is decreased.
not used
Passive
none
Magic Obstacle
Physical
Blows away Enhanced Abnormal Conditions of the enemies around the golem.
Over-hit
Physical
Increases the golem's power more by filling him up with special fuel.
Golem Punch
Physical
Throws a powerful punch with 11205 Power that both stuns and inflicts damage to the enemy. Over-hit is possible.
Golem Tornado Swing
Physical
Spinning attack strikes enemy with 6199 Power. Over-hit is possible.
Vanguard
Physical
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a two-handed sword is equipped, but Shield Defense is decreased.
Vanguard
Physical
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a dualsword is equipped, but Shield Defense is decreased.
Vanguard
Physical
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a two-handed sword is equipped, but Shield Defense is decreased.
Vanguard
Physical
Goes forth as the advance guard and displays valor. Receives the ability to attack more freely because a dualsword is equipped, but Shield Defense is decreased.
Full Swing
Physical
Widely swings a two-handed weapon to attack nearby enemies with 4176 Power added to P. Atk. Requires a two-handed sword/two-handed blunt to be equipped. Ignores Shield Defense. Over-hit and critical hit are possible.
Blade Hurricane
Physical
Attacks nearby enemies with 4176 Power added to P. Atk. Requires a dualsword. Ignores Shield Defense. Over-hit and critical hit are possible.
Cleave
Physical
Inflicts a powerful blow on the enemy with 4640 Power added to P. Atk. Requires a two-handed sword/two-handed blunt weapon to be equipped. Ignores Shield Defense. Over-hit and Critical are possible.
Double Strike
Physical
Uses two swords to inflict a powerful blow on the enemy with 4640 Power added to P. Atk. Requires a dualsword. Ignores Shield Defense. Over-hit and Critical hit are possible.
Evasion Counter
Passive
During Evasion, counters by stunning the enemy and renders him senseless.
Evasion Chance
Passive
During Evasion, increases the rate of successfully striking the enemy's vital organs.
Evasion Haste
Passive
During Evasion, increases your Atk. Spd.
Shadow Step
Physical
Allows user to stealthily approach the enemy from behind. Target cancel is possible.
Repair Golem
Physical
Repairs the summoned golem to recover the golem's HP by 15%.
Strengthen Golem
Physical
Increases the summoned golem's P. Atk. by 15% and Atk. Spd. by 9% for 20 minutes.
Golem Reinforcement
Physical
For 20 minutes, equips a summoned golem with an additional armor plate to increase P. Def. by 15% and maximum HP by 10%.
Sharp Edge
Physical
Sharpens a bladed weapon to increase P. Atk. by 5% and Critical Rate by 20% for 20 minutes.
Spike
Physical
Adds a spike to a blunt weapon to increase P. Atk. by 5% and its weight for shock attacks by 8% for 20 minute(s).
Restring
Physical
Enhances the string of a bow or crossbow to increase P. Atk. by 5% and range by 100 for 20 minute(s).