Rare Yellow Rune | Yellow Rune | Blue Rune | Red Rune | Ideal Rune |
Rune Name
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Level
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Description
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Quick Mount
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Quick Mount(+1)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 10% chance to mount instantly upon revival.
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Quick Mount(+2)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 20% chance to mount instantly upon revival.
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Quick Mount(+3)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 30% chance to mount instantly upon revival.
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Quick Mount(+4)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 40% chance to mount instantly upon revival.
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Quick Mount(+5)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 55% chance to mount instantly upon revival.
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Quick Mount(+6)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 65% chance to mount instantly upon revival.
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Quick Mount(+7)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 75% chance to mount instantly upon revival.
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Quick Mount(+8)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 90% chance to mount instantly upon revival.
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Quick Mount(+9)
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Rare Yellow Rune. Equip to get [Quick Mount] skill. Passive: Have a 100% chance to mount instantly upon revival.
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Breakdown
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Breakdown(+1)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 120% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+2)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 130% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+3)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 140% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+4)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 150% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+5)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 160% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+6)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 170% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+7)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 180% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+8)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 190% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Breakdown(+9)
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Rare Yellow Rune. Equip to get [Breakdown] skill. Passive: Adds extra 200% damage when attacking Gate, Guild Pillar, Flag, or other significant buildings in battle.
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Barrier
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Barrier(+1)
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Rare Yellow Rune. Passive: Reduces up to 3000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 3500)
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Barrier(+2)
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Rare Yellow Rune. Passive: Reduces up to 3500 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 4000)
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Barrier(+3)
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Rare Yellow Rune. Passive: Reduces up to 4000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 4500)
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Barrier(+4)
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Rare Yellow Rune. Passive: Reduces up to 4500 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 6000)
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Barrier(+5)
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Rare Yellow Rune. Passive: Reduces up to 6000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 7000)
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Barrier(+6)
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Rare Yellow Rune. Passive: Reduces up to 7000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 9000)
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Barrier(+7)
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Rare Yellow Rune. Passive: Reduces up to 9000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 11000)
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Barrier(+8)
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Rare Yellow Rune. Passive: Reduces up to 11000 damage caused by enemy`s Break based on the BP gap. (Next Level: Max Damage Reduction 20000)
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Barrier(+9)
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Rare Yellow Rune. Passive: Reduces up to 20000 damage caused by enemy`s Break based on the BP gap.
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Sanctity
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Sanctity(+1)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 1. (Next Level: [Divine Guard]`s level +2)
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Sanctity(+2)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 2. (Next Level: [Divine Guard]`s level +3)
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Sanctity(+3)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 3. (Next Level: [Divine Guard]`s level +4)
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Sanctity(+4)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 4. (Next Level: [Divine Guard]`s level +5)
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Sanctity(+5)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 5. (Next Level: [Divine Guard]`s level +6)
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Sanctity(+6)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 6. (Next Level: [Divine Guard]`s level +7)
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Sanctity(+7)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 7. (Next Level: [Divine Guard]`s level +8)
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Sanctity(+8)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 8. (Next Level: [Divine Guard]`s level +9)
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Sanctity(+9)
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Rare Yellow Rune. Passive: Upgrades the level of [Divine Guard] by 9, with a 15% chance to be triggered. Lasts for 18 sec.
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Fire Blast
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Fire Blast(+1)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 1. (Next Level: Lv.2 [Core Strike]).
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Fire Blast(+2)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 2. (Next Level: Lv.3 [Core Strike]).
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Fire Blast(+3)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 3. (Next Level: Lv.4 [Core Strike]).
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Fire Blast(+4)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 4. (Next Level: Lv.5 [Core Strike]).
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Fire Blast(+5)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 5. (Next Level: Lv.6 [Core Strike]).
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Fire Blast(+6)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 6. (Next Level: Lv.7 [Core Strike]).
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Fire Blast(+7)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 7. (Next Level: Lv.8 [Core Strike]).
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Fire Blast(+8)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 8. (Next Level: Lv.9 [Core Strike]).
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Fire Blast(+9)
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Rare Yellow Rune. Passive: Upgrade the level of [Core Strike] by 9.
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Serenity
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Serenity(+1)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 1. (Next Level: [Invisible Arrow]`s level +2)
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Serenity(+2)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 2. (Next Level: [Invisible Arrow]`s level +3)
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Serenity(+3)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 3. (Next Level: [Invisible Arrow]`s level +4)
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Serenity(+4)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 4. (Next Level: [Invisible Arrow]`s level +5)
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Serenity(+5)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 5. (Next Level: [Invisible Arrow]`s level +6)
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Serenity(+6)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 6. (Next Level: [Invisible Arrow]`s level +7)
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Serenity(+7)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 7. (Next Level: [Invisible Arrow]`s level +8)
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Serenity(+8)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 8. (Next Level: [Invisible Arrow]`s level +9)
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Serenity(+9)
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Rare Yellow Rune. Passive: Upgrade the level of [Invisible Arrow] by 9.
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Wonder
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Wonder(+1)
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Rare Yellow Rune. Passive: Have a 10% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 13%)
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Wonder(+2)
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Rare Yellow Rune. Passive: Have a 13% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 15%)
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Wonder(+3)
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Rare Yellow Rune. Passive: Have a 15% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 16%)
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Wonder(+4)
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Rare Yellow Rune. Passive: Have a 16% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 18%)
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Wonder(+5)
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Rare Yellow Rune. Passive: Have a 18% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 20%)
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Wonder(+6)
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Rare Yellow Rune. Passive: Have a 20% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 22%)
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Wonder(+7)
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Rare Yellow Rune. Passive: Have a 22% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 25%)
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Wonder(+8)
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Rare Yellow Rune. Passive: Have a 25% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply. (Next Level: Chance 30%)
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Wonder(+9)
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Rare Yellow Rune. Passive: Have a 30% chance to trigger [Block] effect. When it exists with other equipment of similar effect (including Dragon Soul and Refinery), the higher one will apply.
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Soulchant
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Soulchant(+1)
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Rare Yellow Rune. Passive: Reduces the EXP received by 20%. (Next Level: Chance 30%)
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Soulchant(+2)
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Rare Yellow Rune. Passive: Reduces the EXP received by 30%. (Next Level: Chance 40%)
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Soulchant(+3)
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Rare Yellow Rune. Passive: Reduces the EXP received by 40%. (Next Level: Chance 50%)
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Soulchant(+4)
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Rare Yellow Rune. Passive: Reduces the EXP received by 50%. (Next Level: Chance 60%)
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Soulchant(+5)
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Rare Yellow Rune. Passive: Reduces the EXP received by 60%. (Next Level: Chance 70%)
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Soulchant(+6)
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Rare Yellow Rune. Passive: Reduces the EXP received by 70%. (Next Level: Chance 80%)
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Soulchant(+7)
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Rare Yellow Rune. Passive: Reduces the EXP received by 80%. (Next Level: Chance 90%)
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Soulchant(+8)
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Rare Yellow Rune. Passive: Reduces the EXP received by 90%. (Next Level: Chance 100%)
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Soulchant(+9)
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Rare Yellow Rune. Passive: Reduces the EXP received by 100%.
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Wide Swipe
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Wide Swipe(+1)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 1%. (Next Level: Attack +2%)
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Wide Swipe(+2)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 2%. (Next Level: Attack +3%)
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Wide Swipe(+3)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 3%. (Next Level: Attack +4%)
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Wide Swipe(+4)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 4%. (Next Level: Attack +5%)
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Wide Swipe(+5)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 5%. (Next Level: Attack +6%)
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Wide Swipe(+6)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 6%. (Next Level: Attack +7%)
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Wide Swipe(+7)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 7%. (Next Level: Attack +8%)
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Wide Swipe(+8)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 8%. (Next Level: Attack +10%)
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Wide Swipe(+9)
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Rare Yellow Rune. Passive: When equipped with a 2-handed weapon, your Attack increases by 10%)
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Nirvana
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Nirvana(+1)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 5 sec. (Next Level: Revival Wait -6 sec)
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Nirvana(+2)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 6 sec. (Next Level: Revival Wait -7 sec)
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Nirvana(+3)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 7 sec. (Next Level: Revival Wait -8 sec)
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Nirvana(+4)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 8 sec. (Next Level: Revival Wait -9 sec)
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Nirvana(+5)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 9 sec. (Next Level: Revival Wait -10 sec)
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Nirvana(+6)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 10 sec. (Next Level: Revival Wait -11 sec)
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Nirvana(+7)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 11 sec. (Next Level: Revival Wait -12 sec)
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Nirvana(+8)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 12 sec. (Next Level: Revival Wait -15 sec)
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Nirvana(+9)
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Rare Yellow Rune. Passive: Reduces the waiting time for revival by 15 sec)
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Sharpness
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Sharpness(+1)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 1%. (Next Level: Attack +2%)
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Sharpness(+2)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 2%. (Next Level: Attack +3%)
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Sharpness(+3)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 3%. (Next Level: Attack +4%)
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Sharpness(+4)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 4%. (Next Level: Attack +5%)
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Sharpness(+5)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 5%. (Next Level: Attack +6%)
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Sharpness(+6)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 6%. (Next Level: Attack +7%)
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Sharpness(+7)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 7%. (Next Level: Attack +8%)
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Sharpness(+8)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 8%. (Next Level: Attack +10%)
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Sharpness(+9)
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Rare Yellow Rune. Passive: When equipped with a 1-handed weapon, your Attack increases by 10%)
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Evocation
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Evocation(+1)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 20 sec. (Next Level: Shackle Time -25 sec)
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Evocation(+2)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 25 sec. (Next Level: Shackle Time -30 sec)
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Evocation(+3)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 30 sec. (Next Level: Shackle Time -35 sec)
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Evocation(+4)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 35 sec. (Next Level: Shackle Time -40 sec)
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Evocation(+5)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 40 sec. (Next Level: Shackle Time -45 sec)
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Evocation(+6)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 45 sec. (Next Level: Shackle Time -50 sec)
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Evocation(+7)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 50 sec. (Next Level: Shackle Time -55 sec)
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Evocation(+8)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 55 sec. (Next Level: Shackle Time -65 sec)
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Evocation(+9)
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Rare Yellow Rune. Passive: Reduces the soul shackle time by 65 sec)
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Overwhelm
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Overwhelm(+1)
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Rare Yellow Rune. Passive: Attacking an enemy has a 20% chance to ignore the effect of his [Immortal Force]. (Next Level: 25% chance)
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Overwhelm(+2)
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Rare Yellow Rune. Passive: Attacking an enemy has a 25% chance to ignore the effect of his [Immortal Force]. (Next Level: 30% chance)
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Overwhelm(+3)
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Rare Yellow Rune. Passive: Attacking an enemy has a 30% chance to ignore the effect of his [Immortal Force]. (Next Level: 35% chance)
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Overwhelm(+4)
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Rare Yellow Rune. Passive: Attacking an enemy has a 35% chance to ignore the effect of his [Immortal Force]. (Next Level: 40% chance)
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Overwhelm(+5)
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Rare Yellow Rune. Passive: Attacking an enemy has a 40% chance to ignore the effect of his [Immortal Force]. (Next Level: 45% chance)
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Overwhelm(+6)
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Rare Yellow Rune. Passive: Attacking an enemy has a 45% chance to ignore the effect of his [Immortal Force]. (Next Level: 50% chance)
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Overwhelm(+7)
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Rare Yellow Rune. Passive: Attacking an enemy has a 50% chance to ignore the effect of his [Immortal Force]. (Next Level: 60% chance)
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Overwhelm(+8)
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Rare Yellow Rune. Passive: Attacking an enemy has a 60% chance to ignore the effect of his [Immortal Force]. (Next Level: 70% chance)
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Overwhelm(+9)
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Rare Yellow Rune. Passive: Attacking an enemy has a 70% chance to ignore the effect of his [Immortal Force].
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Judgment
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Judgment(+1)
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Rare Yellow Rune. Passive: Attacking a hero has a 15% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 20% chance)
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Judgment(+2)
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Rare Yellow Rune. Passive: Attacking a hero has a 20% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 25% chance)
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Judgment(+3)
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Rare Yellow Rune. Passive: Attacking a hero has a 25% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 30% chance)
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Judgment(+4)
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Rare Yellow Rune. Passive: Attacking a hero has a 30% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 35% chance)
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Judgment(+5)
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Rare Yellow Rune. Passive: Attacking a hero has a 35% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 40% chance)
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Judgment(+6)
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Rare Yellow Rune. Passive: Attacking a hero has a 40% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 45% chance)
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Judgment(+7)
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Rare Yellow Rune. Passive: Attacking a hero has a 45% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 50% chance)
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Judgment(+8)
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Rare Yellow Rune. Passive: Attacking a hero has a 50% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage. (Next Level: 60% chance)
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Judgment(+9)
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Rare Yellow Rune. Passive: Attacking a hero has a 60% chance to ignore the effect of Water Taoist`s [Azure Shield], inflicting full damage.
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Deadly Sight
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Deadly Sight(+1)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 50 pts even if you have 0 Agility. (Next Level: Hit Accuracy +60)
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Deadly Sight(+2)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 60 pts even if you have 0 Agility. (Next Level: Hit Accuracy +70)
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Deadly Sight(+3)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 70 pts even if you have 0 Agility. (Next Level: Hit Accuracy +90)
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Deadly Sight(+4)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 90 pts even if you have 0 Agility. (Next Level: Hit Accuracy +100)
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Deadly Sight(+5)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 100 pts even if you have 0 Agility. (Next Level: Hit Accuracy +120)
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Deadly Sight(+6)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 120 pts even if you have 0 Agility. (Next Level: Hit Accuracy +140)
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Deadly Sight(+7)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 140 pts even if you have 0 Agility. (Next Level: Hit Accuracy +150)
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Deadly Sight(+8)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 150 pts even if you have 0 Agility. (Next Level: Hit Accuracy +200)
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Deadly Sight(+9)
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Rare Yellow Rune. Passive: Increases your Hit Accuracy by 200 pts even if you have 0 Agility.
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Tacit Strike
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Tacit Strike(+1)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 3000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +3500)
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Tacit Strike(+2)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 3500 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +4000)
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Tacit Strike(+3)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 4000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +4500)
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Tacit Strike(+4)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 4500 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +6000)
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Tacit Strike(+5)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 6000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +7000)
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Tacit Strike(+6)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 7000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +9000)
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Tacit Strike(+7)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 9000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +11000)
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Tacit Strike(+8)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 11000 damage based on your BP gap, at most disabling [Barrier] without extra damage. (Next Level: Max DMG +15000)
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Tacit Strike(+9)
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RareYellowRune. Passive: When hitting a hero equipped with [Barrier], adds 10% Break and up to 15000 damage based on your BP gap, at most disabling [Barrier] without extra damage.
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Reverse Magic
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Reverse Magic(+1)
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Rare Yellow Rune. Passive: Being attacked has a 0.5% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 1% chance)
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Reverse Magic(+2)
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Rare Yellow Rune. Passive: Being attacked has a 1% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 1.5% chance)
|
|
Reverse Magic(+3)
|
Rare Yellow Rune. Passive: Being attacked has a 1.5% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 2% chance)
|
|
Reverse Magic(+4)
|
Rare Yellow Rune. Passive: Being attacked has a 2% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 2.5% chance)
|
|
Reverse Magic(+5)
|
Rare Yellow Rune. Passive: Being attacked has a 2.5% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 3% chance)
|
|
Reverse Magic(+6)
|
Rare Yellow Rune. Passive: Being attacked has a 3% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 3.5% chance)
|
|
Reverse Magic(+7)
|
Rare Yellow Rune. Passive: Being attacked has a 3.5% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 4% chance)
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|
Reverse Magic(+8)
|
Rare Yellow Rune. Passive: Being attacked has a 4% chance to clear the attacker`s XP energy and end his XP status. (Next Level: 5% chance)
|
|
Reverse Magic(+9)
|
Rare Yellow Rune. Passive: Being attacked has a 5% chance to clear the attacker`s XP energy and end his XP status.
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|
DivineShield
|
DivineShield(+1)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 5%. (Next Level: M-DMG Received -10%)
|
DivineShield(+2)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 10%. (Next Level: M-DMG Received -15%)
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|
DivineShield(+3)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 15%. (Next Level: M-DMG Received -20%)
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|
DivineShield(+4)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 20%. (Next Level: M-DMG Received -25%)
|
|
DivineShield(+5)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 25%. (Next Level: M-DMG Received -30%)
|
|
DivineShield(+6)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 30%. (Next Level: M-DMG Received -35%)
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|
DivineShield(+7)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 35%. (Next Level: M-DMG Received -40%)
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|
DivineShield(+8)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 40%. (Next Level: M-DMG Received -50%)
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|
DivineShield(+9)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the magic damage received by 50%.
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|
Deterrence
|
Deterrence(+1)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 1%. (Next Level: Attacker`s Chance -2%)
|
Deterrence(+2)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 2%. (Next Level: Attacker`s Chance -3%)
|
|
Deterrence(+3)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 3%. (Next Level: Attacker`s Chance -4%)
|
|
Deterrence(+4)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 4%. (Next Level: Attacker`s Chance -5%)
|
|
Deterrence(+5)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 5%. (Next Level: Attacker`s Chance -6%)
|
|
Deterrence(+6)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 6%. (Next Level: Attacker`s Chance -7%)
|
|
Deterrence(+7)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 7%. (Next Level: Attacker`s Chance -8%)
|
|
Deterrence(+8)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 8%. (Next Level: Attacker`s Chance -10%)
|
|
Deterrence(+9)
|
Rare Yellow Rune. Passive: Being attacked will reduce the attacker`s chance of triggering weapon`s passive skill by 10%.
|
|
Nature`sChant
|
Nature`sChant(+1)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 10% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +11% M-Attack)
|
Nature`sChant(+2)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 11% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +12% M-Attack)
|
|
Nature`sChant(+3)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 12% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +13% M-Attack)
|
|
Nature`sChant(+4)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 13% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +14% M-Attack)
|
|
Nature`sChant(+5)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 14% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +15% M-Attack)
|
|
Nature`sChant(+6)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 15% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +16% M-Attack)
|
|
Nature`sChant(+7)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 16% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +18% M-Attack)
|
|
Nature`sChant(+8)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 18% (Backsword&DivineBacksword proficiency should reach Lv.13). (Next Level: +20% M-Attack)
|
|
Nature`sChant(+9)
|
Rare Yellow Rune. Passive: Increases the caster`s M-Attack by 20% (Backsword&DivineBacksword proficiency should reach Lv.13).
|
|
JusticeGuard
|
JusticeGuard(+1)
|
Rare Yellow Rune. Passive: Increases M-Defense by 5%. (Next Level: +6% M-Defense)
|
JusticeGuard(+2)
|
Rare Yellow Rune. Passive: Increases M-Defense by 6%. (Next Level: +7% M-Defense)
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|
JusticeGuard(+3)
|
Rare Yellow Rune. Passive: Increases M-Defense by 7%. (Next Level: +8% M-Defense)
|
|
JusticeGuard(+4)
|
Rare Yellow Rune. Passive: Increases M-Defense by 8%. (Next Level: +9% M-Defense)
|
|
JusticeGuard(+5)
|
Rare Yellow Rune. Passive: Increases M-Defense by 9%. (Next Level: +10% M-Defense)
|
|
JusticeGuard(+6)
|
Rare Yellow Rune. Passive: Increases M-Defense by 10%. (Next Level: +12% M-Defense)
|
|
JusticeGuard(+7)
|
Rare Yellow Rune. Passive: Increases M-Defense by 12%. (Next Level: +15% M-Defense)
|
|
JusticeGuard(+8)
|
Rare Yellow Rune. Passive: Increases M-Defense by 15%. (Next Level: +20% M-Defense)
|
|
JusticeGuard(+9)
|
Rare Yellow Rune. Passive: Increases M-Defense by 20%.
|
|
SurgingForce
|
SurgingForce(+1)
|
Rare Yellow Rune. Passive: Increases Penetration by 5%. (Next Level: +6% Penetration)
|
SurgingForce(+2)
|
Rare Yellow Rune. Passive: Increases Penetration by 6%. (Next Level: +7% Penetration)
|
|
SurgingForce(+3)
|
Rare Yellow Rune. Passive: Increases Penetration by 7%. (Next Level: +8% Penetration)
|
|
SurgingForce(+4)
|
Rare Yellow Rune. Passive: Increases Penetration by 8%. (Next Level: +9% Penetration)
|
|
SurgingForce(+5)
|
Rare Yellow Rune. Passive: Increases Penetration by 9%. (Next Level: +10% Penetration)
|
|
SurgingForce(+6)
|
Rare Yellow Rune. Passive: Increases Penetration by 10%. (Next Level: +12% Penetration)
|
|
SurgingForce(+7)
|
Rare Yellow Rune. Passive: Increases Penetration by 12%. (Next Level: +15% Penetration)
|
|
SurgingForce(+8)
|
Rare Yellow Rune. Passive: Increases Penetration by 15%. (Next Level: +20% Penetration)
|
|
SurgingForce(+9)
|
Rare Yellow Rune. Passive: Increases Penetration by 20%.
|
|
MiracleTouch
|
MiracleTouch(+1)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 100%, up to 100,000 HP. (Next Level: +110% HP Recovery)
|
MiracleTouch(+2)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 110%, up to 100,000 HP. (Next Level: +120% HP Recovery)
|
|
MiracleTouch(+3)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 120%, up to 100,000 HP. (Next Level: +130% HP Recovery)
|
|
MiracleTouch(+4)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 130%, up to 100,000 HP. (Next Level: +140% HP Recovery)
|
|
MiracleTouch(+5)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 140%, up to 100,000 HP. (Next Level: +150% HP Recovery)
|
|
MiracleTouch(+6)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 150%, up to 100,000 HP. (Next Level: +160% HP Recovery)
|
|
MiracleTouch(+7)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 160%, up to 100,000 HP. (Next Level: +180% HP Recovery)
|
|
MiracleTouch(+8)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 180%, up to 100,000 HP. (Next Level: +200% HP Recovery)
|
|
MiracleTouch(+9)
|
Rare Yellow Rune. Passive: Enhances the HP recovery effect when you`re using HP potion by 200%, up to 100,000 HP.
|
|
CurseBlock
|
CurseBlock(+1)
|
Rare Yellow Rune. Passive: Has a 10% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 12% Chance)
|
CurseBlock(+2)
|
Rare Yellow Rune. Passive: Has a 12% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 14% Chance)
|
|
CurseBlock(+3)
|
Rare Yellow Rune. Passive: Has a 14% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 16% Chance)
|
|
CurseBlock(+4)
|
Rare Yellow Rune. Passive: Has a 16% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 18% Chance)
|
|
CurseBlock(+5)
|
Rare Yellow Rune. Passive: Has a 18% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 20% Chance)
|
|
CurseBlock(+6)
|
Rare Yellow Rune. Passive: Has a 20% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 22% Chance)
|
|
CurseBlock(+7)
|
Rare Yellow Rune. Passive: Has a 22% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 25% Chance)
|
|
CurseBlock(+8)
|
Rare Yellow Rune. Passive: Has a 25% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s. (Next Level: 30% Chance)
|
|
CurseBlock(+9)
|
Rare Yellow Rune. Passive: Has a 30% chance to reduce the final M-damage received by 40%, and extra 10% if the caster`s BP is higher than the target`s.
|
|
UniversalShield
|
UniversalShield(+1)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 5,000 pts, and extra 5,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -6000 & Extra -6000)
|
UniversalShield(+2)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 6,000 pts, and extra 6,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -6500 & Extra -7000)
|
|
UniversalShield(+3)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 6,500 pts, and extra 7,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -7000 & Extra -8000)
|
|
UniversalShield(+4)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 7,000 pts, and extra 8,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -7500 & Extra -9000)
|
|
UniversalShield(+5)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 7,500 pts, and extra 9,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -8000 & Extra -10000)
|
|
UniversalShield(+6)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 8,000 pts, and extra 10,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -8500 & Extra -11000)
|
|
UniversalShield(+7)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 8,500 pts, and extra 11,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -9000 & Extra -12000)
|
|
UniversalShield(+8)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 9,000 pts, and extra 12,000 pts if your BP is higher than the target`s. (Next Level: Final P-DMG Taken -10000 & Extra -15000)
|
|
UniversalShield(+9)
|
Rare Yellow Rune. Passive: Reduces your final physical damage taken by 10,000 pts, and extra 15,000 pts if your BP is higher than the target`s.
|
|
TortoiseSmasher
|
TortoiseSmasher(+1)
|
Rare Yellow Rune. Passive: Ignores 3% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 4% of target`s Tortoise Gem effect)
|
TortoiseSmasher(+2)
|
Rare Yellow Rune. Passive: Ignores 4% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 5% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+3)
|
Rare Yellow Rune. Passive: Ignores 5% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 6% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+4)
|
Rare Yellow Rune. Passive: Ignores 6% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 7% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+5)
|
Rare Yellow Rune. Passive: Ignores 7% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 8% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+6)
|
Rare Yellow Rune. Passive: Ignores 8% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 9% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+7)
|
Rare Yellow Rune. Passive: Ignores 9% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 10% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+8)
|
Rare Yellow Rune. Passive: Ignores 10% of the target`s Tortoise Gem effect while attacking. (Next Level: Ignores 12% of target`s Tortoise Gem effect)
|
|
TortoiseSmasher(+9)
|
Rare Yellow Rune. Passive: Ignores 12% of the target`s Tortoise Gem effect while attacking.
|
|
NatureShield
|
NatureShield(+1)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 5% under attack. Next level decreased rate: 10%.
|
NatureShield(+2)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 10% under attack. Next level decreased rate: 15%.
|
|
NatureShield(+3)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 15% under attack. Next level decreased rate: 20%.
|
|
NatureShield(+4)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 20% under attack. Next level decreased rate: 30%
|
|
NatureShield(+5)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 30% under attack. Next level decreased rate: 40%
|
|
NatureShield(+6)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 40% under attack. Next level decreased rate: 50%
|
|
NatureShield(+7)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 50% under attack. Next level decreased rate: 60%
|
|
NatureShield(+8)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 60% under attack. Next level decreased rate: 70%
|
|
NatureShield(+9)
|
Rare Yellow Rune. Equip to get Nature Shield skill. Passive: Decrease the rate of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb and Mortal Drag by 70% under attack.
|
|
VioletShield
|
VioletShield(+1)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 10% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 10%. Next level: -20%.
|
VioletShield(+2)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 20% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 20%. Next level: -30%.
|
|
VioletShield(+3)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 30% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 30%. Next level: -40%.
|
|
VioletShield(+4)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 40% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 40%. Next level: -50%.
|
|
VioletShield(+5)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 50% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 50%. Next level: -60%.
|
|
VioletShield(+6)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 60% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 60%. Next level: -70%.
|
|
VioletShield(+7)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 70% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 70%. Next level: -85%.
|
|
VioletShield(+8)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 85% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 85%. Next level: -100%.
|
|
VioletShield(+9)
|
Rare Yellow Rune. Equip to get the skill Violet Shield. Passive: There is a 100% chance to resist the triple damage from Dragonfang (Dagger) in Weapon Archives. When attacked by the dagger with the Smashing effect, the likelihood of suffering from Smashing is reduced by 100%.
|
|
EnormousCrusher
|
EnormousCrusher(+1)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 1 level. You can check the final effect on the Perfection interface.
|
EnormousCrusher(+2)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 2 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+3)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 3 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+4)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 4 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+5)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 5 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+6)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 6 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+7)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 7 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+8)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 8 levels. You can check the final effect on the Perfection interface.
|
|
EnormousCrusher(+9)
|
Rare Yellow Rune. Equip it to upgrade the Shield Break skill by 9 levels. You can check the final effect on the Perfection interface.
|
|
Solidness
|
Solidness(+1)
|
Rare Yellow Rune. Passive: Grants a 10% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 20% chance)
|
Solidness(+2)
|
Rare Yellow Rune. Passive: Grants a 20% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 30% chance)
|
|
Solidness(+3)
|
Rare Yellow Rune. Passive: Grants a 30% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 40% chance)
|
|
Solidness(+4)
|
Rare Yellow Rune. Passive: Grants a 40% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 50% chance)
|
|
Solidness(+5)
|
Rare Yellow Rune. Passive: Grants a 50% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 60% chance)
|
|
Solidness(+6)
|
Rare Yellow Rune. Passive: Grants a 60% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 70% chance)
|
|
Solidness(+7)
|
Rare Yellow Rune. Passive: Grants a 70% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 85% chance)
|
|
Solidness(+8)
|
Rare Yellow Rune. Passive: Grants a 85% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn. (Next Level: 100% chance)
|
|
Solidness(+9)
|
Rare Yellow Rune. Passive: Grants a 100% chance to be immune to continuous damage caused by other heroes` attacks, such as bleed and burn.
|
|
Conqueror`sBlade
|
Conqueror`sBlade(+1)
|
Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 20%. Next Level: -25% chance
|
Conqueror`sBlade(+2)
|
Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 25%. Next Level: -30% chance
|
|
Conqueror`sBlade(+3)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 30%. Next Level: -35% chance
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Conqueror`sBlade(+4)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 35%. Next Level: -40% chance
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Conqueror`sBlade(+5)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 40%. Next Level: -50% chance
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Conqueror`sBlade(+6)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 50%. Next Level: -60% chance
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Conqueror`sBlade(+7)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 60%. Next Level: -70% chance
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Conqueror`sBlade(+8)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 70%. Next Level: -80% chance
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Conqueror`sBlade(+9)
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Rare Yellow Rune. Equip it to get the Conqueror`s Blade status. When triggered, it reduces the chance of the undying effect of other heroes` skills, such as [Undying Imprinting], [Straight Life], [Absolution], [Sigil of Paper Dance], and Wavebreak, by 80% chance
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Might
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Might (+1)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 1%. (Next Level: 2%)
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Might (+2)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 2%. (Next Level: 3%)
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Might (+3)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 3%. (Next Level: 4%)
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Might (+4)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 4%. (Next Level: 5%)
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Might (+5)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 5%. (Next Level: 6%)
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Might (+6)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 6%. (Next Level: 7%)
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Might (+7)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 7%. (Next Level: 8%)
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Might (+8)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 8%. (Next Level: 10%)
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Might (+9)
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Rare Yellow Rune. Passive: If the opponent has Deterrence rune, the chance of triggering your weapon`s passive skill will increase by 10%.
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Whetted Blade
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Whetted Blade (+1)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 1% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 2%)
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Whetted Blade (+2)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 2% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 3%)
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Whetted Blade (+3)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 3% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 4%)
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Whetted Blade (+4)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 4% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 5%)
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Whetted Blade (+5)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 5% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 6%)
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Whetted Blade (+6)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 6% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 7%)
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Whetted Blade (+7)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 7% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 8%)
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Whetted Blade (+8)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 8% chance to trigger and disable the opponent`s Block for 10 seconds. (Next Level: 10%)
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Whetted Blade (+9)
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Rare Yellow Rune. Passive: If your opponent is in Block status, there is a 10% chance to trigger and disable the opponent`s Block for 10 seconds.
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Tempered Glaive
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Tempered Glaive (+1)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 55%, and to 56% the next level.
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Tempered Glaive (+2)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 56%, and to 58% the next level.
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Tempered Glaive (+3)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 58%, and to 60% the next level.
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Tempered Glaive (+4)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 60%, and to 62% the next level.
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Tempered Glaive (+5)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 62%, and to 64% the next level.
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Tempered Glaive (+6)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 64%, and to 66% the next level.
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Tempered Glaive (+7)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 66%, and to 68% the next level.
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Tempered Glaive (+8)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 68%, and to 70% the next level.
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Tempered Glaive (+9)
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Rare Yellow Rune. Equip to get Tempered Glaive skill. Improve Attack of your left-handed weapon from 50% to 70%.
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Fearless
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Fearless (+1)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 20% chance (30% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+2)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 30% chance (40% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+3)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 40% chance (50% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+4)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 50% chance (60% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+5)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 60% chance (70% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+6)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 70% chance (80% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+7)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 80% chance (90% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+8)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 90% chance (100% chance at the next level) to stop Backfire from being triggered while attacking the target.
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Fearless (+9)
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Rare Yellow Rune. Equip to get Fearless skill. Passive: Have a 100% chance to stop Backfire from being triggered while attacking the target.
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Circle of Life
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Circle of Life (+1)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 50% Enchanted effect. Next level: 60%.
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Circle of Life (+2)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 60% Enchanted effect. Next level: 80%.
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Circle of Life (+3)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 80% Enchanted effect. Next level: 100%.
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Circle of Life (+4)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 100% Enchanted effect. Next level: 120%.
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Circle of Life (+5)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 120% Enchanted effect. Next level: 140%.
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Circle of Life (+6)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 140% Enchanted effect. Next level: 160%.
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Circle of Life (+7)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 160% Enchanted effect. Next level: 180%.
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Circle of Life (+8)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 180% Enchanted effect. Next level: 200%.
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Circle of Life (+9)
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Rare Yellow Rune. Equip to get Circle of Life skill. Get extra 200% Enchanted effect.
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Shackle
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Shackle (+1)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 10% chance (20% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+2)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 20% chance (30% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+3)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 30% chance (40% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+4)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 40% chance (50% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+5)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 50% chance (60% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+6)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 60% chance (70% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+7)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 70% chance (85% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+8)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 85% chance (100% chance at the next level) to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Shackle (+9)
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Rare Yellow Rune. Equip to get Shackle skill. Passive: Have a 100% chance to get it triggered to turn sprinting into jumping if the target is battling on a mount, lasts for 12 seconds.
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Consolidation
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Consolidation(+1)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 30% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 35% for next level.
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Consolidation(+2)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 35% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 40% for next level.
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Consolidation(+3)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 40% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 45% for next level.
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Consolidation(+4)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 45% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 55% for next level.
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Consolidation(+5)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 55% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 60% for next level.
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Consolidation(+6)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 60% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 65% for next level.
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Consolidation(+7)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 65% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 70% for next level.
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Consolidation(+8)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 70% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice. The trigger chance will be increased to 80% for next level.
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Consolidation(+9)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Consolidation. Passive: There is a 80% chance to be immune to the Stamina Reduction effect brought by other skills like Frost Gaze, Water Release and Caprice.
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Slow Pace
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Slow Pace(+1)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 5%. The trigger chance will be increased to 10% for next level.
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Slow Pace(+2)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 10%. The trigger chance will be increased to 15% for next level.
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Slow Pace(+3)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 15%. The trigger chance will be increased to 20% for next level.
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Slow Pace(+4)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 20%. The trigger chance will be increased to 25% for next level.
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Slow Pace(+5)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 25%. The trigger chance will be increased to 30% for next level.
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Slow Pace(+6)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 30%. The trigger chance will be increased to 35% for next level.
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Slow Pace(+7)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 35%. The trigger chance will be increased to 40% for next level.
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Slow Pace(+8)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 40%. The trigger chance will be increased to 50% for next level.
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Slow Pace(+9)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Slow Pace. Passive: If the enemy is at Dodge status, lower the Dodge Chance by 50%.
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Adamant
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Adamant(+1)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 50% chance to decrease the damage by 30%. The trigger chance will be increased to 55% for next level.
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Adamant(+2)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 55% chance to decrease the damage by 30%. The trigger chance will be increased to 60% for next level.
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Adamant(+3)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 60% chance to decrease the damage by 30%. The trigger chance will be increased to 65% for next level.
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Adamant(+4)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 65% chance to decrease the damage by 30%. The trigger chance will be increased to 70% for next level.
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Adamant(+5)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 70% chance to decrease the damage by 30%. The trigger chance will be increased to 75% for next level.
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Adamant(+6)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 75% chance to decrease the damage by 30%. The trigger chance will be increased to 80% for next level.
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Adamant(+7)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 80% chance to decrease the damage by 30%. The trigger chance will be increased to 90% for next level.
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Adamant(+8)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 90% chance to decrease the damage by 30%. The trigger chance will be increased to 100% for next level.
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Adamant(+9)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Adamant. Passive: When received several attacks from Archer`s skill Mortal Wound and Rapid Fire, you have a 100% chance to decrease the damage by 30%.
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Front Break
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Front Break (+1)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 1% for 10 sec.
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Front Break (+2)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 2% for 10 sec.
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Front Break (+3)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 3% for 10 sec.
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Front Break (+4)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 4% for 10 sec.
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Front Break (+5)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 5% for 10 sec.
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Front Break (+6)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 6% for 10 sec.
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Front Break (+7)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 7% for 10 sec.
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Front Break (+8)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 8% for 10 sec.
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Front Break (+9)
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Rare Yellow Rune. Equip the Rare Yellow Rune to get the skill Front Break. Passive: When damaging an enemy, there is a 100% chance to increase Break chance by 10% for 10 sec.
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Impregnability
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Impregnability (+1)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 10% chance to increase Anti-break by 30% for 10s.
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Impregnability (+2)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 11% chance to increase Anti-break by 32% for 10s.
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Impregnability (+3)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 12% chance to increase Anti-break by 34% for 10s.
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Impregnability (+4)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 13% chance to increase Anti-break by 36% for 10s.
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Impregnability (+5)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 14% chance to increase Anti-break by 38% for 10s.
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Impregnability (+6)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 15% chance to increase Anti-break by 40% for 10s.
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Impregnability (+7)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 16% chance to increase Anti-break by 42% for 10s.
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Impregnability (+8)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 18% chance to increase Anti-break by 45% for 10s.
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Impregnability (+9)
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Rare Yellow Rune. Equip to get the skill Impregnability. When you are attacked, there is a 20% chance to increase Anti-break by 50% for 10s.
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Lord Impact
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Lord Impact (+1)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 1% and Lord Threat (Passive) by 1%.
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Lord Impact (+2)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 2% and Lord Threat (Passive) by 2%.
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Lord Impact (+3)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 3% and Lord Threat (Passive) by 3%.
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Lord Impact (+4)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 5% and Lord Threat (Passive) by 4%.
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Lord Impact (+5)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 7% and Lord Threat (Passive) by 5%.
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Lord Impact (+6)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 9% and Lord Threat (Passive) by 6%.
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Lord Impact (+7)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 11% and Lord Threat (Passive) by 7%.
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Lord Impact (+8)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 13% and Lord Threat (Passive) by 8%.
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Lord Impact (+9)
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Rare Yellow Rune. Equip to get the skill Lord Impact. Increases Lord Threat (Active) by 15% and Lord Threat (Passive) by 10%.
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Unswerving
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Unswerving (+1)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 10%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+2)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 20%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+3)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 30%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+4)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 40%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+5)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 50%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+6)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 60%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+7)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 70%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+8)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 80%, so your XP will not be interrupted by Reverse Magic.
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Unswerving (+9)
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Rare Yellow Rune. Equip this Rare Yellow Rune to get the Unswerving skill. Reduces the triggering probability of Reverse Magic by 100%, so your XP will not be interrupted by Reverse Magic.
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Seethrough
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Seethrough (+1)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 8% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 10%.
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Seethrough (+2)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 10% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 12%.
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Seethrough (+3)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 12% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 15%.
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Seethrough (+4)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 15% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 18%.
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Seethrough (+5)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 18% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 20%.
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Seethrough (+6)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 20% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 25%.
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Seethrough (+7)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 25% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 30%.
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Seethrough (+8)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 30% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Next level: 35%.
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Seethrough (+9)
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Rare Yellow Rune. Equip it to acquire the Seethrough skill. Passive: Receiving damage has a 35% chance to see the invicible state of the opponent`s Sand Mist/Thunderlord for 10 seconds.
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Time Reversal
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Time Reversal (+1)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 1% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+2)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 1.1% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+3)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 1.2% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+4)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 1.3% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+5)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 1.5% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+6)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 2% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+7)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 2.5% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+8)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 3% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Time Reversal (+9)
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Rare Yellow Rune. Equip it to acquire the Time Reversal skill. Passive: Dealing damage grants a 5% chance to increase the enemy`s skill cooldown by 3 seconds. Probability decreases by 1% for every point of BP difference.
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Sky Soarer
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Sky Soarer (+1)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 5% chance to increase the hit rate of Hawkeye Mythsoul by 1% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+2)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 10% chance to increase the hit rate of Hawkeye Mythsoul by 2% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+3)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 15% chance to increase the hit rate of Hawkeye Mythsoul by 3% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+4)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 20% chance to increase the hit rate of Hawkeye Mythsoul by 4% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+5)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 25% chance to increase the hit rate of Hawkeye Mythsoul by 5% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+6)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 30% chance to increase the hit rate of Hawkeye Mythsoul by 8% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+7)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 35% chance to increase the hit rate of Hawkeye Mythsoul by 10% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+8)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 40% chance to increase the hit rate of Hawkeye Mythsoul by 12% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Sky Soarer (+9)
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Rare Yellow Rune. Equip it to acquire the Sky Soarer skill. Passive: Dealing damage grants a 50% chance to increase the hit rate of Hawkeye Mythsoul by 15% for 10 seconds. (The effect also works without Hawkeye Mythsoul.)
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Stealth Dragon
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Stealth Dragon (+1)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 10% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+2)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 13% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+3)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 16% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+4)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 19% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+5)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 22% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+6)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 25% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+7)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 28% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+8)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 31% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Stealth Dragon (+9)
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Rare Yellow Rune. Equip it to acquire the Stealth Dragon skill. Passive: Dealing damage grants a 35% chance (reduces by 7% for each point of BP difference) to dispel the enemy`s Chaotic Dance state.
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Hurricane Sweep
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Hurricane Sweep (+1)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 10% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 6% for 5 seconds.
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Hurricane Sweep (+2)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants an 11% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 9% for 5 seconds.
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Hurricane Sweep (+3)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 12% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 12% for 5 seconds.
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Hurricane Sweep (+4)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 13% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 15% for 5 seconds.
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Hurricane Sweep (+5)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 14% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 18% for 5 seconds.
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Hurricane Sweep (+6)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 15% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 21% for 5 seconds.
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Hurricane Sweep (+7)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 16% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 24% for 5 seconds.
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Hurricane Sweep (+8)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants an 18% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 27% for 5 seconds.
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Hurricane Sweep (+9)
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Rare Yellow Rune. Equip it to acquire the Hurricane Sweep skill. Passive: If the opponent is in Cyclone status, dealing damage grants a 20% chance (the chance will drop by 10% for every 1 BP lower than the opponent`s) to reduce the opponent`s movement speed by 30% for 5 seconds.
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Pure Serenity | Pure Serenity (+1) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 0.5%. An additional 3% reduction is applied if your BP is higher than the opponent's. |
Pure Serenity (+2) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 1%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+3) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 1.5%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+4) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 2%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+5) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 2.5%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+6) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 3%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+7) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 3.5%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+8) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 4%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Pure Serenity (+9) | Equip to reduce the enemy's chance of clearing the Overlord Airpower by 4.5%. An additional 3% reduction is applied if your BP is higher than the opponent's. | |
Perseverance (Released on Dec. 17, 2024) |
Perseverance (+1) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 0.5%. An additional 3% reduction is applied if your BP is higher than the opponent`s. |
Perseverance (+2) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 1%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+3) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 1.5%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+4) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by2%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+5) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 2.5%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+6) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 3%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+7) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 3.5%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+8) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 5%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Perseverance (+9) | Equip to reduce the enemy`s chance of clearing the Sickle Wind by 7%. An additional 3% reduction is applied if your BP is higher than the opponent`s. | |
Celestial Rope (Released on Dec. 17, 2024) |
Celestial Rope (+1) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 15% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 20%. |
Celestial Rope (+2) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 20% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 25%. | |
Celestial Rope (+3) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 25% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 30%. | |
Celestial Rope (+4) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 30% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 35%. | |
Celestial Rope (+5) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 35% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 40%. | |
Celestial Rope (+6) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 40% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 45%. | |
Celestial Rope (+7) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 45% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 50%. | |
Celestial Rope (+8) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 50% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. Next level: 55%. | |
Celestial Rope (+9) | Equip to get the skill `Celestial Rope`. Passive: Dealing damage grants a 55% chance (reduces by 10% for each point of BP difference) to remove the opponent`s Celestial effect. |
Limited Edition Yellow Rune
Rune Name
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Level
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Description
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Strike Booster
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StrikeBooster(+9)
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A limited edition Universal Rune that Rune trial chests may offer. Passive: Increases the critical damage dealt by 30%.
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Wild Cleave
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Wild Cleave (+9)
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Equip this limited Universal Rune to gain the Wild Cleave skill that grants your attacks a 100% chance to ignore 100% of the target`s shield defense, bonus defense, and damage reduction effects from Immersion and Armed Airpower. Obtainable from temporary Rune packs.
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Rune Name
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Level
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Description
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Tortoise Breaker
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TortoiseBreaker(+1)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 164000 points of damage.
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TortoiseBreaker(+2)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 163500 points of damage.
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TortoiseBreaker(+3)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 163000 points of damage.
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TortoiseBreaker(+4)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 162500 points of damage.
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TortoiseBreaker(+5)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 162000 points of damage.
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TortoiseBreaker(+6)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 161500 points of damage.
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TortoiseBreaker(+7)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 161000 points of damage.
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TortoiseBreaker(+8)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 160500 points of damage.
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TortoiseBreaker(+9)
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Yellow Rune. Equip to get Tortoise Breaker skill. Passive: Make the Tortoise Gem of a target can only decrease 160000 points of damage.
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DrainingTouchBooster
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DrainingTouchBooster(+1)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 1 level.
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DrainingTouchBooster(+2)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 2 levels.
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DrainingTouchBooster(+3)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 3 levels.
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DrainingTouchBooster(+4)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 4 levels.
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DrainingTouchBooster(+5)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 5 levels.
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DrainingTouchBooster(+6)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 6 levels.
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DrainingTouchBooster(+7)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 7 levels.
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DrainingTouchBooster(+8)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 8 levels.
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DrainingTouchBooster(+9)
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Yellow Rune. Equip to get Draining Touch Booster skill. Passive: Increase Draining Touch by 9 levels.
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BloodSpawnBooster
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BloodSpawnBooster(+1)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 1 level.
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BloodSpawnBooster(+2)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 2 levels.
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BloodSpawnBooster(+3)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 3 levels.
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BloodSpawnBooster(+4)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 4 levels.
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BloodSpawnBooster(+5)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 5 levels.
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BloodSpawnBooster(+6)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 6 levels.
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BloodSpawnBooster(+7)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 7 levels.
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BloodSpawnBooster(+8)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 8 levels.
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BloodSpawnBooster(+9)
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Yellow Rune. Equip to get Blood Spawn Booster skill. Passive: Increase Blood Spawn by 9 levels.
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Healer
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Healer(+1)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 1000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+2)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 3000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+3)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 5000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+4)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 7000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+5)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 9000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+6)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 11000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+7)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 14000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+8)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 17000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Healer(+9)
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Yellow Rune. Equip to get Healer skill. Passive: Recover 20000 points of HP and MP every 5 seconds. It can`t coexist with the Healing Snow skill of the Windwalker.
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Sturdiness
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Sturdiness(+1)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 10% chance to be immune to negative effect.
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Sturdiness(+2)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 15% chance to be immune to negative effect.
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Sturdiness(+3)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 20% chance to be immune to negative effect.
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Sturdiness(+4)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 25% chance to be immune to negative effect.
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Sturdiness(+5)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 30% chance to be immune to negative effect.
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Sturdiness(+6)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 35% chance to be immune to negative effect.
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Sturdiness(+7)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 40% chance to be immune to negative effect.
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Sturdiness(+8)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 45% chance to be immune to negative effect.
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|
Sturdiness(+9)
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Yellow Rune. Equip to get Sturdiness skill. Passive: Have a 50% chance to be immune to negative effect.
|
|
XPKiller
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XPKiller(+1)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 1 second. (Next Level: Maximum 2-sec Reduction)
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XPKiller(+2)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 2 seconds. (Next Level: Maximum 3-sec Reduction)
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|
XPKiller(+3)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 3 seconds. (Next Level: Maximum 4-sec Reduction)
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|
XPKiller(+4)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 4 seconds. (Next Level: Maximum 5-sec Reduction)
|
|
XPKiller(+5)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 5 seconds. (Next Level: Maximum 6-sec Reduction)
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|
XPKiller(+6)
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Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 6 seconds. (Next Level: Maximum 7-sec Reduction)
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|
XPKiller(+7)
|
Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 7 seconds. (Next Level: Maximum 8-sec Reduction)
|
|
XPKiller(+8)
|
Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 8 seconds. (Next Level: Maximum 9-sec Reduction)
|
|
XPKiller(+9)
|
Yellow Rune. Passive: Reduces a target`s XP duration by 1 second per hit, up to 9 seconds.
|
|
Grabber
|
Grabber(+1)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 5%.
|
Grabber(+2)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 10%.
|
|
Grabber(+3)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 15%.
|
|
Grabber(+4)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 20%.
|
|
Grabber(+5)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 25%.
|
|
Grabber(+6)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 30%.
|
|
Grabber(+7)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 35%.
|
|
Grabber(+8)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 40%.
|
|
Grabber(+9)
|
Yellow Rune. Equip to get Grabber skill. Passive: When you defeat other heroes, the chance of getting items in their inventories is increased by 45%.
|
|
MPMaster
|
MPMaster(+1)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 10%.
|
MPMaster(+2)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 15%.
|
|
MPMaster(+3)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 25%.
|
|
MPMaster(+4)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 40%.
|
|
MPMaster(+5)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 50%.
|
|
MPMaster(+6)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 60%.
|
|
MPMaster(+7)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 75%.
|
|
MPMaster(+8)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 85%.
|
|
MPMaster(+9)
|
Yellow Rune. Equip to get MP Master skill. Passive: Decrease MP consumption of using skill by 90%.
|
|
BossKiller
|
BossKiller(+1)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 220%.
|
BossKiller(+2)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 230%.
|
|
BossKiller(+3)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 240%.
|
|
BossKiller(+4)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 250%.
|
|
BossKiller(+5)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 260%.
|
|
BossKiller(+6)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 270%.
|
|
BossKiller(+7)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 280%.
|
|
BossKiller(+8)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 290%.
|
|
BossKiller(+9)
|
Yellow Rune. Equip to get Boss Killer skill. Passive: Increase the damage to boss by 300%.
|
|
NoMercy
|
NoMercy(+1)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 5000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
NoMercy(+2)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 5500 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+3)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 6000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+4)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 6500 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+5)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 7000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+6)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 7500 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+7)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 8000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+8)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 9000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
NoMercy(+9)
|
Yellow Rune. Passive: When the Physical Damage is lower than 22000 points, up to 10000 points of Physical Damage will be added, but the Final Physical Damage won`t be more than 22000 points.
|
|
XPBooster
|
XPBooster(+1)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 1 second.
|
XPBooster(+2)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 2 seconds.
|
|
XPBooster(+3)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 3 seconds.
|
|
XPBooster(+4)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 4 seconds.
|
|
XPBooster(+5)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 5 seconds.
|
|
XPBooster(+6)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 6 seconds.
|
|
XPBooster(+7)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 7 seconds.
|
|
XPBooster(+8)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 8 seconds.
|
|
XPBooster(+9)
|
Yellow Rune. Equip to get XP Booster skill. Passive: In XP status, when hitting a target, extend the duration of XP status for 1 second, up to 9 seconds.
|
|
FreeSoulBooster
|
FreeSoulBooster(+1)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 1 level.
|
FreeSoulBooster(+2)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 2 levels.
|
|
FreeSoulBooster(+3)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 3 levels.
|
|
FreeSoulBooster(+4)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 4 levels.
|
|
FreeSoulBooster(+5)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 5 levels.
|
|
FreeSoulBooster(+6)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 6 levels.
|
|
FreeSoulBooster(+7)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 7 levels.
|
|
FreeSoulBooster(+8)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 8 levels.
|
|
FreeSoulBooster(+9)
|
Yellow Rune. Equip to get Free Soul Booster skill. Passive: Increase Free Soul by 9 levels.
|
|
Witchery
|
Witchery(+1)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 2000 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
Witchery(+2)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 2300 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+3)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 2600 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+4)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 3000 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+5)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 3500 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+6)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 4000 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+7)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 4500 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+8)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 5000 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
Witchery(+9)
|
Yellow Rune. Passive: When the Magic Damage is lower than 15000 points, up to 6000 points of extra Magic Damage will be added, but the Final Magic Damage will not be more than 15000 points.
|
|
TidalWave
|
TidalWave(+1)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 20 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 25 sec)
|
TidalWave(+2)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 25 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 30 sec)
|
|
TidalWave(+3)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 30 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 35 sec)
|
|
TidalWave(+4)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 35 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 40 sec)
|
|
TidalWave(+5)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 40 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 45 sec)
|
|
TidalWave(+6)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 45 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 50 sec)
|
|
TidalWave(+7)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 50 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 55 sec)
|
|
TidalWave(+8)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 55 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect. (Next Level: Lasts 60 sec)
|
|
TidalWave(+9)
|
Yellow Rune. Passive: Attacking a hero will increase your XP energy by 1 point every 5 sec. Lasts 60 sec. Cooldown: 60 sec. Cannot stack with [Healing Snow]`s effect.
|
|
Quench
|
Quench(+1)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 20 sec. Cooldown: 60 sec. (Next Level: Lasts 25 sec)
|
Quench(+2)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 25 sec. Cooldown: 60 sec. (Next Level: Lasts 30 sec)
|
|
Quench(+3)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 30 sec. Cooldown: 60 sec. (Next Level: Lasts 35 sec)
|
|
Quench(+4)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 35 sec. Cooldown: 60 sec. (Next Level: Lasts 40 sec)
|
|
Quench(+5)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 40 sec. Cooldown: 60 sec. (Next Level: Lasts 45 sec)
|
|
Quench(+6)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 45 sec. Cooldown: 60 sec. (Next Level: Lasts 50 sec)
|
|
Quench(+7)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 50 sec. Cooldown: 60 sec. (Next Level: Lasts 55 sec)
|
|
Quench(+8)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 55 sec. Cooldown: 60 sec. (Next Level: Lasts 60 sec)
|
|
Quench(+9)
|
Yellow Rune. Passive: Attacking a hero will reduce his XP energy by 1 point every 5 sec. Lasts 60 sec. Cooldown: 60 sec.
|
|
BloodFeast
|
BloodFeast(+1)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 10000 pts. (Next Level: +15000 HP)
|
BloodFeast(+2)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 15000 pts. (Next Level: +20000 HP)
|
|
BloodFeast(+3)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 20000 pts. (Next Level: +25000 HP)
|
|
BloodFeast(+4)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 25000 pts. (Next Level: +30000 HP)
|
|
BloodFeast(+5)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 30000 pts. (Next Level: +35000 HP)
|
|
BloodFeast(+6)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 35000 pts. (Next Level: +40000 HP)
|
|
BloodFeast(+7)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 40000 pts. (Next Level: +45000 HP)
|
|
BloodFeast(+8)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 45000 pts. (Next Level: +50000 HP)
|
|
BloodFeast(+9)
|
Yellow Rune. Passive: Launching physical attacks on an enemy has a 20% chance to restore your HP by 50000 pts.
|
|
LifeDrain
|
LifeDrain(+1)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 10000 points. (Next Level: +12000 HP)
|
LifeDrain(+2)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 12000 points. (Next Level: +14000 HP)
|
|
LifeDrain(+3)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 14000 points. (Next Level: +15000 HP)
|
|
LifeDrain(+4)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 15000 points. (Next Level: +17000 HP)
|
|
LifeDrain(+5)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 17000 points. (Next Level: +18000 HP)
|
|
LifeDrain(+6)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 18000 points. (Next Level: +20000 HP)
|
|
LifeDrain(+7)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 20000 points. (Next Level: +25000 HP)
|
|
LifeDrain(+8)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 25000 points. (Next Level: +30000 HP)
|
|
LifeDrain(+9)
|
Yellow Rune. Passive: Launching magic attacks on an enemy has a 10% chance to restore your HP by 30000 points.
|
|
Sky Veil
|
Sky Veil(+1)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 20% chance to be immune to Infinite Mist. The trigger chance will be increased to 30% for next level.
|
Sky Veil(+2)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 30% chance to be immune to Infinite Mist. The trigger chance will be increased to 40% for next level.
|
|
Sky Veil(+3)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 40% chance to be immune to Infinite Mist. The trigger chance will be increased to 50% for next level.
|
|
Sky Veil(+4)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 50% chance to be immune to Infinite Mist. The trigger chance will be increased to 60% for next level.
|
|
Sky Veil(+5)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 60% chance to be immune to Infinite Mist. The trigger chance will be increased to 70% for next level.
|
|
Sky Veil(+6)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 70% chance to be immune to Infinite Mist. The trigger chance will be increased to 80% for next level.
|
|
Sky Veil(+7)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 80% chance to be immune to Infinite Mist. The trigger chance will be increased to 90% for next level.
|
|
Sky Veil(+8)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: There is a 90% chance to be immune to Infinite Mist. The trigger chance will be increased to 100% for next level.
|
|
Sky Veil(+9)
|
Yellow Rune. Equip the Yellow Rune to get the skill Sky Veil. Passive: Be immune to Infinite Mist.
|
|
Cosmic Flash
|
Cosmic Flash (+1)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 10%.
|
Cosmic Flash (+2)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 20%.
|
|
Cosmic Flash (+3)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 30%.
|
|
Cosmic Flash (+4)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 40%.
|
|
Cosmic Flash (+5)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 45%.
|
|
Cosmic Flash (+6)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 50%.
|
|
Cosmic Flash (+7)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 55%.
|
|
Cosmic Flash (+8)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 65%.
|
|
Cosmic Flash (+9)
|
Yellow Rune. Equip this Yellow Rune to get the Cosmic Flash skill that increases your chance to dodge Archers` Scatter Fire, Nebulous Hunt, and Starburst Arrows by 80%.
|
|
Iron Bone
|
Iron Bone (+1)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 20% and restricts damage below 40000 points.
|
Iron Bone (+2)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 25% and restricts damage below 35000 points.
|
|
Iron Bone (+3)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 30% and restricts damage below 32000 points.
|
|
Iron Bone (+4)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 35% and restricts damage below 30000 points.
|
|
Iron Bone (+5)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 40% and restricts damage below 28000 points.
|
|
Iron Bone (+6)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 45% and restricts damage below 26000 points.
|
|
Iron Bone (+7)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 50% and restricts damage below 24000 points.
|
|
Iron Bone (+8)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 55% and restricts damage below 22000 points.
|
|
Iron Bone (+9)
|
Yellow Rune. Equip to get the skill `Iron Bone`, which reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 60% and restricts damage below 20000 points.
|
Rune Name
|
Level
|
Description
|
Rampage
|
Rampage(+1)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 180 secs. Next Level: 177 secs.
|
Rampage(+2)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 177 secs. Next Level: 174 secs.
|
|
Rampage(+3)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 174 secs. Next Level: 171 secs.
|
|
Rampage(+4)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 171 secs. Next Level: 168 secs.
|
|
Rampage(+5)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 168 secs. Next Level: 164 secs.
|
|
Rampage(+6)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 164 secs. Next Level: 160 secs.
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|
Rampage(+7)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 160 secs. Next Level: 155 secs.
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|
Rampage(+8)
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Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 155 secs. Next Level: 150 secs.
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|
Rampage(+9)
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Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 150 secs. Next Level: 145 secs.
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|
Rampage(+10)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 145 secs. Next Level: 140 secs.
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|
Rampage(+11)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 140 secs. Next Level: 135 secs.
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|
Rampage(+12)
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Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 135 secs. Next Level: 130 secs.
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|
Rampage(+13)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 130 secs. Next Level: 125 secs.
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|
Rampage(+14)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 125 secs. Next Level: 120 secs.
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|
Rampage(+15)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 120 secs. Next Level: 115 secs.
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|
Rampage(+16)
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Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 115 secs. Next Level: 110 secs.
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|
Rampage(+17)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 110 secs. Next Level: 105 secs.
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|
Rampage(+18)
|
Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 105 secs. Next Level: 100 secs.
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|
Rampage(+19)
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Only for Trojan. Passive: When SP is lower than 60, HP will be fully recovered immediately, HP upper limit will be increased to 250%. SP will be recovered faster for 30 secs. Cooldown: 100 secs. Next Level: 95 secs.
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|
Rampage(+20)
|
Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 95 sec. (Next Level CD: 90 sec)
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|
Rampage(+21)
|
Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 90 sec. (Next Level CD: 85 sec)
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|
Rampage(+22)
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Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 85 sec. (Next Level CD: 80 sec)
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|
Rampage(+23)
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Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 80 sec. (Next Level CD: 75 sec)
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|
Rampage(+24)
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Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 75 sec. (Next Level CD: 70 sec)
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|
Rampage(+25)
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Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 70 sec. (Next Level CD: 65 sec)
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|
Rampage(+26)
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Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 65 sec. (Next Level CD: 60 sec)
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|
Rampage(+27)
|
Only for Trojan. Passive: When SP is lower than 60, fully recover HP immediately, increase Max HP to 250%, and recover SP faster for 30 sec. Cooldown: 60 sec.
|
|
All-round
|
All-round(+1)
|
Only for Warrior. Passive: When equipping shield, increase P-Attack by 300, P-Defense by 3000 and M-Defense by 500. (Next Level: +350 P-Attack, +3100 P-Defense and +550 M-Defense)
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All-round(+2)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 350, P-Defense by 3100 and M-Defense by 550. (Next Level: +400 P-Attack, +3200 P-Defense and +600 M-Defense)
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All-round(+3)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 400, P-Defense by 3200 and M-Defense by 600. (Next Level: +450 P-Attack, +3300 P-Defense and +650 M-Defense)
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|
All-round(+4)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 450, P-Defense by 3300 and M-Defense by 650. (Next Level: +500 P-Attack, +3400 P-Defense and +700 M-Defense)
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|
All-round(+5)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 500, P-Defense by 3400 and M-Defense by 700. (Next Level: +550 P-Attack, +3500 P-Defense and +750 M-Defense)
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|
All-round(+6)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 550, P-Defense by 3500 and M-Defense by 750. (Next Level: +600 P-Attack, +3600 P-Defense and +800 M-Defense)
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|
All-round(+7)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 600, P-Defense by 3600 and M-Defense by 800. (Next Level: +650 P-Attack, +3700 P-Defense and +850 M-Defense)
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|
All-round(+8)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 650, P-Defense by 3700 and M-Defense by 850. (Next Level: +700 P-Attack, +3800 P-Defense and +900 M-Defense)
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|
All-round(+9)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 700, P-Defense by 3800 and M-Defense by 900. (Next Level: +750 P-Attack, +3900 P-Defense and +950 M-Defense)
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|
All-round(+10)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 750, P-Defense by 3900 and M-Defense by 950. (Next Level: +800 P-Attack, +4000 P-Defense and +1000 M-Defense)
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|
All-round(+11)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 800, P-Defense by 4000 and M-Defense by 1000. (Next Level: +850 P-Attack, +4100 P-Defense and +1050 M-Defense)
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|
All-round(+12)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 850, P-Defense by 4100 and M-Defense by 1050. (Next Level: +900 P-Attack, +4200 P-Defense and +1100 M-Defense)
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|
All-round(+13)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 900, P-Defense by 4200 and M-Defense by 1100. (Next Level: +950 P-Attack, +4300 P-Defense and +1150 M-Defense)
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|
All-round(+14)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 950, P-Defense by 4300 and M-Defense by 1150. (Next Level: +1000 P-Attack, +4400 P-Defense and +1200 M-Defense)
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All-round(+15)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1000, P-Defense by 4400 and M-Defense by 1200. (Next Level: +1100 P-Attack, +4500 P-Defense and +1300 M-Defense)
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All-round(+16)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1100, P-Defense by 4500 and M-Defense by 1300. (Next Level: +1200 P-Attack, +5000 P-Defense and +1400 M-Defense)
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|
All-round(+17)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1200, P-Defense by 5000 and M-Defense by 1400. (Next Level: +1300 P-Attack, +5500 P-Defense and +1500 M-Defense)
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|
All-round(+18)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1300, P-Defense by 5500 and M-Defense by 1500. (Next Level: +1400 P-Attack, +6000 P-Defense and +1600 M-Defense)
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|
All-round(+19)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1400, P-Defense by 6000 and M-Defense by 1600. (Next Level: +1500 P-Attack, +6500 P-Defense and +1800 M-Defense)
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|
All-round(+20)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1500, P-Defense by 6500 and M-Defense by 1800. (Next Level: +1600 P-Attack, +7000 P-Defense and +2000 M-Defense)
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All-round(+21)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1600, P-Defense by 7000 and M-Defense by 2000. (Next Level: +1800 P-Attack, +7500 P-Defense and +2500 M-Defense)
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|
All-round(+22)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 1800, P-Defense by 7500 and M-Defense by 2500. (Next Level: +2000 P-Attack, +8000 P-Defense and +3000 M-Defense)
|
|
All-round(+23)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 2000, P-Defense by 8000 and M-Defense by 3000. (Next Level: +2200 P-Attack, +8500 P-Defense and +3500 M-Defense)
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|
All-round(+24)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 2200, P-Defense by 8500 and M-Defense by 3500. (Next Level: +2500 P-Attack, +9000 P-Defense and +4000 M-Defense)
|
|
All-round(+25)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 2500, P-Defense by 9000 and M-Defense by 4000. (Next Level: +2700 P-Attack, +9500 P-Defense and +4500 M-Defense)
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|
All-round(+26)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 2700, P-Defense by 9500 and M-Defense by 4500. (Next Level: +3000 P-Attack, +10000 P-Defense and +5000 M-Defense)
|
|
All-round(+27)
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Only for Warrior. Passive: When equipping shield, increase P-Attack by 3000, P-Defense by 10000 and M-Defense by 5000.
|
|
Infinity
|
Infinity(+1)
|
Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 105% and Normal-Atk Damage to 105%. CD: 75 sec. (Next Level: 108% Skill Dmg 105% Normal Dmg)
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Infinity(+2)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 108% and Normal-Atk Damage to 105%. CD: 75 sec. (Next Level: 110% Skill Dmg 105% Normal Dmg)
|
|
Infinity(+3)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 110% and Normal-Atk Damage to 105%. CD: 75 sec. (Next Level: 112% Skill Dmg 105% Normal Dmg)
|
|
Infinity(+4)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 105%. Cooldown: 75 sec. (Next Level: 112% Skill Dmg 108% Normal Dmg)
|
|
Infinity(+5)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 108%. Cooldown: 75 sec. (Next Level: 112% Skill Dmg 110% Normal Dmg)
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|
Infinity(+6)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 110%. Cooldown: 75 sec. (Next Level: 112% Skill Dmg 112% Normal Dmg)
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|
Infinity(+7)
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Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 112%. Cooldown: 75 sec. (Next Level: 112% Skill Dmg 114% Normal Dmg)
|
|
Infinity(+8)
|
Only for Archer. Active: Enter the flying status for 15 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 114%. Cooldown: 75 sec. (Next Level: 112% Skill Dmg 114% Normal Dmg)
|
|
Infinity(+9)
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Only for Archer. Active: Enter the flying status for 18 sec to accelerate Attack Speed and increase Skill Damage to 112% and Normal-Atk Damage to 114%. CD: 75 sec. (Next Level: 115% Skill Dmg 116% Normal Dmg)
|
|
Infinity(+10)
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Only for Archer. Active: Enter the flying status for 18 sec to attack faster and increase Skill Damage to 115% and Normal-Atk Damage to 116%. CD: 75 sec. (Next Level: 118% Skill Dmg 116% Normal Dmg)
|
|
Infinity(+11)
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Only for Archer. Active: Enter the flying status for 18 sec to attack faster and increase Skill Damage to 118% and Normal-Atk Damage to 116%. CD: 75 sec. (Next Level: 120% Skill Dmg 118% Normal Dmg)
|
|
Infinity(+12)
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Only for Archer. Active: Enter the flying status for 18 sec to attack faster and increase Skill Dmg to 120% and Normal-Atk Dmg to 118%. CD: 75 sec. (Next Level: 120% Skill Dmg 120% Normal Dmg)
|
|
Infinity(+13)
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Only for Archer. Active: Enter the flying status for 20 sec to accelerate Attack Speed and increase Skill Damage to 120% and Normal-Atk Damage to 120%. Cooldown: 75 sec. (Next Level: 120% Skill Dmg 122% Normal Dmg)
|
|
Infinity(+14)
|
Only for Archer. Active: Enter the flying status for 20 sec to accelerate Attack Speed and increase Skill Damage to 120% and Normal-Atk Damage to 122%. Cooldown: 75 sec. (Next Level: 120% Skill Dmg 124% Normal Dmg)
|
|
Infinity(+15)
|
Only for Archer. Active: Enter the flying status for 20 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 124%. CD: 75 sec. (Next Level: 120% Skill Dmg 126% Normal Dmg)
|
|
Infinity(+16)
|
Only for Archer. Active: Enter the flying status for 22 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 126%. Cooldown: 75 sec. (Next Level: 120% Skill Dmg 128% Normal Dmg)
|
|
Infinity(+17)
|
Only for Archer. Active: Enter the flying status for 22 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 128%. CD: 73 sec. (Next Level: 120% Skill Dmg 130% Normal Dmg)
|
|
Infinity(+18)
|
Only for Archer. Active: Enter the flying status for 24 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 130%. CD: 73 sec. (Next Level: 120% Skill Dmg 132% Normal Dmg)
|
|
Infinity(+19)
|
Only for Archer. Active: Enter the flying status for 26 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 132%. Cooldown: 73 sec. (Next Level: 120% Skill Dmg 134% Normal Dmg)
|
|
Infinity(+20)
|
Only for Archer. Active: Enter the flying status for 26 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 134%. Cooldown: 70 sec. (Next Level: 120% Skill Dmg 136% Normal Dmg)
|
|
Infinity(+21)
|
Only for Archer. Active: Enter the flying status for 26 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 136%. CD: 68 sec. (Next Level: 120% Skill Dmg 138% Normal Dmg)
|
|
Infinity(+22)
|
Only for Archer. Active: Enter the flying status for 28 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 138%. CD: 68 sec. (Next Level: 120% Skill Dmg 140% Normal Dmg)
|
|
Infinity(+23)
|
Only for Archer. Active: Enter the flying status for 28 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 140%. CD: 65 sec. (Next Level: 120% Skill Dmg 142% Normal Dmg)
|
|
Infinity(+24)
|
Only for Archer. Active: Enter the flying status for 30 sec to attack faster and increase Skill Damage to 120% and Normal-Atk Damage to 142%. CD: 65 sec. (Next Level: 122% Skill Dmg 144% Normal Dmg)
|
|
Infinity(+25)
|
Only for Archer. Active: Enter the flying status for 30 sec to attack faster and increase Skill Damage to 122% and Normal-Atk Damage to 144%. Cooldown: 65 sec. (Next Level: 122% Skill Dmg 146% Normal Dmg)
|
|
Infinity(+26)
|
Only for Archer. Active: Enter the flying status for 30 sec to attack faster and increase Skill Damage to 122% and Normal-Atk Damage to 146%. CD: 60 sec. (Next Level: 125% Skill Dmg 150% Normal Dmg)
|
|
Infinity(+27)
|
Only for Archer. Active: Use to enter the flying status for 30 sec to attack faster and increase Skill Damage to 125% and Normal-Atk Damage to 150%. Cooldown: 60 sec.
|
|
Absolution
|
Absolution(+1)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 105 seconds.
|
Absolution(+2)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 100 seconds.
|
|
Absolution(+3)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 98 seconds.
|
|
Absolution(+4)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 96 seconds.
|
|
Absolution(+5)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 94 seconds.
|
|
Absolution(+6)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 92 seconds.
|
|
Absolution(+7)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 90 seconds.
|
|
Absolution(+8)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 88 seconds.
|
|
Absolution(+9)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 86 seconds.
|
|
Absolution(+10)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 84 seconds.
|
|
Absolution(+11)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 82 seconds.
|
|
Absolution(+12)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 80 seconds.
|
|
Absolution(+13)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 78 seconds.
|
|
Absolution(+14)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 76 seconds.
|
|
Absolution(+15)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 74 seconds.
|
|
Absolution(+16)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 72 seconds.
|
|
Absolution(+17)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 70 seconds.
|
|
Absolution(+18)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 68 seconds.
|
|
Absolution(+19)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 66 seconds.
|
|
Absolution(+20)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 64 seconds.
|
|
Absolution(+21)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 62 seconds.
|
|
Absolution(+22)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 60 seconds.
|
|
Absolution(+23)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 58 seconds.
|
|
Absolution(+24)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 55 seconds.
|
|
Absolution(+25)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 52 seconds.
|
|
Absolution(+26)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 50 seconds.
|
|
Absolution(+27)
|
Only for Ninja. Passive: Exempt from death once, fully restore HP and get invisible for 20 seconds, only can be seen by Water Taoist. Get visible if attacking or taking potions. Cooldown: 45 seconds.
|
|
IronShield
|
IronShield(+1)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 55 sec. (Next Level CD: 53 sec)
|
IronShield(+2)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 53 sec. (Next Level CD: 52 sec)
|
|
IronShield(+3)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 52 sec. (Next Level CD: 51 sec)
|
|
IronShield(+4)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 51 sec. (Next Level CD: 50 sec)
|
|
IronShield(+5)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 50 sec. (Next Level CD: 49 sec)
|
|
IronShield(+6)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 49 sec. (Next Level CD: 48 sec)
|
|
IronShield(+7)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 48 sec. (Next Level CD: 47 sec)
|
|
IronShield(+8)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 47 sec. (Next Level CD: 45 sec)
|
|
IronShield(+9)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 250000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 260000 points)
|
|
IronShield(+10)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 260000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 270000 points)
|
|
IronShield(+11)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 270000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 280000 points)
|
|
IronShield(+12)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 280000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 290000 points)
|
|
IronShield(+13)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 290000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 300000 points)
|
|
IronShield(+14)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 300000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 310000 points)
|
|
IronShield(+15)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 310000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 320000 points)
|
|
IronShield(+16)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 320000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 330000 points)
|
|
IronShield(+17)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 330000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 340000 points)
|
|
IronShield(+18)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 340000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 350000 points)
|
|
IronShield(+19)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 350000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 360000 points)
|
|
IronShield(+20)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 360000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 370000 points)
|
|
IronShield(+21)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 370000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 380000 points)
|
|
IronShield(+22)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 380000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 390000 points)
|
|
IronShield(+23)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 390000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level Damage Absorbed: 410000 points)
|
|
IronShield(+24)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 410000 points of damage for 25 sec. Cooldown: 45 sec. (Next Level: absorb 430000 points of damage, 40-sec CD)
|
|
IronShield(+25)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 430000 points of damage for 25 sec. Cooldown: 40 sec. (Next Level: absorb 450000 points of damage, 35-sec CD)
|
|
IronShield(+26)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 450000 points of damage for 25 sec. Cooldown: 35 sec. (Next Level: absorb 500000 points of damage, 30-sec CD)
|
|
IronShield(+27)
|
Only for Monk/Saint. Active: Use to get a shield that can absorb 500000 points of damage for 25 sec. Cooldown: 30 sec.
|
|
Slayer
|
Slayer(+1)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 180 sec. (Next Level CD: 175 sec)
|
Slayer(+2)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 175 sec. (Next Level CD: 170 sec)
|
|
Slayer(+3)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 170 sec. (Next Level CD: 165 sec)
|
|
Slayer(+4)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 165 sec. (Next Level CD: 160 sec)
|
|
Slayer(+5)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 160 sec. (Next Level CD: 155 sec)
|
|
Slayer(+6)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 155 sec. (Next Level CD: 150 sec)
|
|
Slayer(+7)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 150 sec. (Next Level CD: 145 sec)
|
|
Slayer(+8)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 200%, and Skill Attack Damage to 110% for 25 sec. CD: 145 sec. (Next Level: 202% Normal-Dmg, 140-sec CD)
|
|
Slayer(+9)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 202%, and Skill Attack Damage to 110% for 25 sec. CD: 140 sec. (Next Level: 204% Normal-Dmg, 135-sec CD)
|
|
Slayer(+10)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 204%, and Skill Attack Damage to 110% for 25 sec. CD: 135 sec. (Next Level: 206% Normal-Dmg, 130-sec CD)
|
|
Slayer(+11)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 206%, and Skill Attack Damage to 110% for 25 sec. CD: 130 sec. (Next Level: 208% Normal-Dmg, 125-sec CD)
|
|
Slayer(+12)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 208%, and Skill Attack Damage to 110% for 25 sec. CD: 125 sec. (Next Level: 210% Normal-Dmg, 120-sec CD)
|
|
Slayer(+13)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 210%, and Skill Attack Damage to 110% for 25 sec. CD: 120 sec. (Next Level: 212% Normal-Dmg, 115-sec CD)
|
|
Slayer(+14)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 212%, and Skill Attack Damage to 110% for 25 sec. CD: 115 sec. (Next Level: 214% Normal-Dmg, 110-sec CD)
|
|
Slayer(+15)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 214%, and Skill Attack Damage to 110% for 25 sec. CD: 110 sec. (Next Level: 216% Normal-Dmg, 105-sec CD)
|
|
Slayer(+16)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 216%, and Skill Attack Damage to 110% for 25 sec. CD: 105 sec. (Next Level: 218% Normal-Dmg, 100-sec CD)
|
|
Slayer(+17)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 218%, and Skill Attack Damage to 110% for 25 sec. CD: 100 sec. (Next Level: 220% Normal-Dmg, 95-sec CD)
|
|
Slayer(+18)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 220%, and Skill Attack Damage to 110% for 25 sec. CD: 95 sec. (Next Level: 222% Normal-Dmg, 90-sec CD)
|
|
Slayer(+19)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 222%, and Skill Attack Damage to 110% for 25 sec. CD: 90 sec. (Next Level: 224% Normal-Dmg, 85-sec CD)
|
|
Slayer(+20)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 224%, and Skill Attack Damage to 110% for 25 sec. CD: 85 sec. (Next Level: 226% Normal-Dmg, 80-sec CD)
|
|
Slayer(+21)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 226%, and Skill Attack Damage to 110% for 25 sec. CD: 80 sec. (Next Level: 228% Normal-Dmg, 75-sec CD)
|
|
Slayer(+22)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 228%, and Skill Attack Damage to 110% for 25 sec. CD: 75 sec. (Next Level: 230% Normal-Dmg, 70-sec CD)
|
|
Slayer(+23)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 230%, and Skill Attack Damage to 110% for 25 sec. CD: 70 sec. (Next Level: 235% Normal-Dmg, 65-sec CD)
|
|
Slayer(+24)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 235%, and Skill Attack Damage to 110% for 25 sec. CD: 65 sec. (Next Level: 240% Normal-Dmg, 60-sec CD)
|
|
Slayer(+25)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 240%, and Skill Attack Damage to 110% for 25 sec. CD: 60 sec. (Next Level: 245% Normal-Dmg, 55-sec CD)
|
|
Slayer(+26)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 245%, and Skill Attack Damage to 110% for 25 sec. CD: 55 sec. (Next Level: 250% Normal-Dmg, 50-sec CD)
|
|
Slayer(+27)
|
Only for Pirate. Passive: Kill one hero to enter the Slayer mode. Raise Normal Attack Damage to 250%, and Skill Attack Damage to 110% for 25 sec. Cooldown: 50 sec.
|
|
CounterPunch
|
CounterPunch(+1)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 30% to human targets.
|
CounterPunch(+2)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 30% to human targets.
|
|
CounterPunch(+3)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 30% to human targets.
|
|
CounterPunch(+4)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 30% to human targets.
|
|
CounterPunch(+5)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 30% to human targets. (Next Level: 40% Normal-Dmg to human)
|
|
CounterPunch(+6)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 40% to human targets.
|
|
CounterPunch(+7)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 40% to human targets.
|
|
CounterPunch(+8)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 40% to human targets.
|
|
CounterPunch(+9)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 40% to human targets.
|
|
CounterPunch(+10)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 40% to human targets. (Next Level: 50% Normal-Dmg to human)
|
|
CounterPunch(+11)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 50% to human targets.
|
|
CounterPunch(+12)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 50% to human targets.
|
|
CounterPunch(+13)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 50% to human targets.
|
|
CounterPunch(+14)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 50% to human targets.
|
|
CounterPunch(+15)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 50% to human targets. (Next Level: 60% Normal-Dmg to human)
|
|
CounterPunch(+16)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 60% to human targets.
|
|
CounterPunch(+17)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 60% to human targets.
|
|
CounterPunch(+18)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 60% to human targets.
|
|
CounterPunch(+19)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 60% to human targets.
|
|
CounterPunch(+20)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 60% to human targets. (Next Level: 65% Normal-Dmg to human)
|
|
CounterPunch(+21)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 65% to human targets.
|
|
CounterPunch(+22)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 65% to human targets.
|
|
CounterPunch(+23)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 65% to human targets.
|
|
CounterPunch(+24)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 65% to human targets.
|
|
CounterPunch(+25)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 65% to human targets. (Next Level: 70% Normal-Dmg to human)
|
|
CounterPunch(+26)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 70% to human targets. (Next Level: 80% Normal-Dmg to human)
|
|
CounterPunch(+27)
|
Only for Dragon Warrior. Passive: When attacked within 2 paces, counterattack and inflict 800% Normal Attack Damage to monsters and 80% to human targets.
|
|
FineRain
|
FineRain(+1)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 100000 for 35 sec. CD: 200 sec. Extra Max HP decreases with time.
|
FineRain(+2)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 104000 for 35 sec. CD: 197 sec. Extra Max HP decreases with time.
|
|
FineRain(+3)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 108000 for 35 sec. CD: 194 sec. Extra Max HP decreases with time.
|
|
FineRain(+4)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 112000 for 35 sec. CD: 191 sec. Extra Max HP decreases with time.
|
|
FineRain(+5)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 116000 for 35 sec. CD: 188 sec. Extra Max HP decreases with time.
|
|
FineRain(+6)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 120000 for 35 sec. CD: 184 sec. Extra Max HP decreases with time.
|
|
FineRain(+7)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 124000 for 35 sec. CD: 180 sec. Extra Max HP decreases with time.
|
|
FineRain(+8)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 124000 for 35 sec. CD: 175 sec. Extra Max HP decreases with time.
|
|
FineRain(+9)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 128000 for 35 sec. CD: 170 sec. Extra Max HP decreases with time.
|
|
FineRain(+10)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 132000 for 35 sec. CD: 165 sec. Extra Max HP decreases with time.
|
|
FineRain(+11)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 136000 for 35 sec. CD: 160 sec. Extra Max HP decreases with time.
|
|
FineRain(+12)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 140000 for 35 sec. CD: 155 sec. Extra Max HP decreases with time.
|
|
FineRain(+13)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 144000 for 35 sec. CD: 150 sec. Extra Max HP decreases with time.
|
|
FineRain(+14)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 148000 for 35 sec. CD: 145 sec. Extra Max HP decreases with time.
|
|
FineRain(+15)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 148000 for 35 sec. CD: 140 sec. Extra Max HP decreases with time.
|
|
FineRain(+16)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 152000 for 35 sec. CD: 135 sec. Extra Max HP decreases with time.
|
|
FineRain(+17)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 156000 for 35 sec. CD: 130 sec. Extra Max HP decreases with time.
|
|
FineRain(+18)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 160000 for 35 sec. CD: 125 sec. Extra Max HP decreases with time.
|
|
FineRain(+19)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 188000 for 35 sec. CD: 120 sec. Extra Max HP decreases with time.
|
|
FineRain(+20)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 192000 for 35 sec. CD: 115 sec. Extra Max HP decreases with time.
|
|
FineRain(+21)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 196000 for 35 sec. CD: 110 sec. Extra Max HP decreases with time.
|
|
FineRain(+22)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 200000 for 35 sec. CD: 105 sec. Extra Max HP decreases with time.
|
|
FineRain(+23)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 204000 for 35 sec. CD: 100 sec. Extra Max HP decreases with time.
|
|
FineRain(+24)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 208000 for 35 sec. CD: 95 sec. Extra Max HP decreases with time.
|
|
FineRain(+25)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 212000 for 35 sec. CD: 90 sec. Extra Max HP decreases with time.
|
|
FineRain(+26)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 220000 for 35 sec. CD: 85 sec. Extra Max HP decreases with time.
|
|
FineRain(+27)
|
Only for Water Taoist. Active: Fully restore the HP of you and your teammates on the same screen instantly, and raise extra Max HP by 240000 for 35 sec. CD: 80 sec.
|
|
FireCurse
|
FireCurse(+1)
|
Only for Fire Taoist. Passive: Deals extra 500 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 1500 pts on every additional hit when casting [Flame Lotus].
|
FireCurse(+2)
|
Only for Fire Taoist. Passive: Deals extra 550 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 1800 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+3)
|
Only for Fire Taoist. Passive: Deals extra 600 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 1900 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+4)
|
Only for Fire Taoist. Passive: Deals extra 700 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 2100 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+5)
|
Only for Fire Taoist. Passive: Deals extra 800 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 2300 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+6)
|
Only for Fire Taoist. Passive: Deals extra 900 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 2500 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+7)
|
Only for Fire Taoist. Passive: Deals extra 1000 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 2800 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+8)
|
Only for Fire Taoist. Passive: Deals extra 1100 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 3000 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+9)
|
Only for Fire Taoist. Passive: Deals extra 1200 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 3200 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+10)
|
Only for Fire Taoist. Passive: Deals extra 1300 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 3500 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+11)
|
Only for Fire Taoist. Passive: Deals extra 1400 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 3800 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+12)
|
Only for Fire Taoist. Passive: Deals extra 1500 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 4000 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+13)
|
Only for Fire Taoist. Passive: Deals extra 1700 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 4300 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+14)
|
Only for Fire Taoist. Passive: Deals extra 1900 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 4600 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+15)
|
Only for Fire Taoist. Passive: Deals extra 2100 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 5000 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+16)
|
Only for Fire Taoist. Passive: Deals extra 2300 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 5300 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+17)
|
Only for Fire Taoist. Passive: Deals extra 2500 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 5600 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+18)
|
Only for Fire Taoist. Passive: Deals extra 2700 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 5900 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+19)
|
Only for Fire Taoist. Passive: Deals extra 2900 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 6300 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+20)
|
Only for Fire Taoist. Passive: Deals extra 3100 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 6700 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+21)
|
Only for Fire Taoist. Passive: Deals extra 3300 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 7000 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+22)
|
Only for Fire Taoist. Passive: Deals extra 3500 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 7400 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+23)
|
Only for Fire Taoist. Passive: Deals extra 3800 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 7800 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+24)
|
Only for Fire Taoist. Passive: Deals extra 4100 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 8200 pts on every additional hit when casting [Flame Lotus].
|
|
FireCurse(+25)
|
Only for Fire Taoist. Passive: Deals extra 4400 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 8500 pts on every additional hit when casting [Flame Lotus].
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FireCurse(+26)
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Only for Fire Taoist. Passive: Deals extra 4700 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 9000 pts on every additional hit when casting [Flame Lotus].
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FireCurse(+27)
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Only for Fire Taoist. Passive: Deals extra 5000 pts of dmg on every additional hit, up to 10000 pts, when casting [Fire of Hell], or extra 10000 pts on every additional hit when casting [Flame Lotus].
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WildWind
|
WildWind(+1)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 100% to human targets. Require Fans in both hands. Cooldown: 30 sec. (Next Level: 105% Normal-Dmg to human, 29-sec CD)
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WildWind(+2)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 105% to human targets. Require Fans in both hands. Cooldown: 29 sec. (Next Level CD: 28 sec)
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WildWind(+3)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 105% to human targets. Require Fans in both hands. Cooldown: 28 sec. (Next Level CD: 27 sec)
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WildWind(+4)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 105% to human targets. Require Fans in both hands. Cooldown: 27 sec. (Next Level CD: 26 sec)
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WildWind(+5)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 105% to human targets. Require Fans in both hands. Cooldown: 26 sec. (Next Level CD: 25 sec)
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WildWind(+6)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 105% to human targets. Require Fans in both hands. Cooldown: 25 sec. (Next Level: 110% Normal-Dmg to human, 24-sec CD)
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WildWind(+7)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 110% to human targets. Require Fans in both hands. Cooldown: 24 sec. (Next Level CD: 23 sec)
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WildWind(+8)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 110% to human targets. Require Fans in both hands. Cooldown: 23 sec. (Next Level CD: 22 sec)
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WildWind(+9)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 110% to human targets. Require Fans in both hands. Cooldown: 22 sec. (Next Level CD: 21 sec)
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WildWind(+10)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 110% to human targets. Require Fans in both hands. Cooldown: 21 sec. (Next Level CD: 20 sec)
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WildWind(+11)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 110% to human targets. Require Fans in both hands. Cooldown: 20 sec. (Next Level: 115% Normal-Dmg to human)
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WildWind(+12)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 115% to human targets. Require Fans in both hands. Cooldown: 20 sec.
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WildWind(+13)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 115% to human targets. Require Fans in both hands. Cooldown: 20 sec.
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WildWind(+14)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 115% to human targets. Require Fans in both hands. Cooldown: 20 sec.
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WildWind(+15)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 115% to human targets. Require Fans in both hands. Cooldown: 20 sec.
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WildWind(+16)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 115% to human targets. Require Fans in both hands. Cooldown: 20 sec. (Next Level: 120% Normal-Dmg to human)
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WildWind(+17)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 120% to human targets. Require Fans in both hands. Cooldown: 20 sec. (Next Level CD: 19 sec)
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WildWind(+18)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 120% to human targets. Require Fans in both hands. Cooldown: 19 sec. (Next Level CD: 18 sec)
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WildWind(+19)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 120% to human targets. Require Fans in both hands. Cooldown: 18 sec. (Next Level CD: 17 sec)
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WildWind(+20)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 120% to human targets. Require Fans in both hands. Cooldown: 17 sec. (Next Level CD: 16 sec)
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WildWind(+21)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 120% to human targets. Require Fans in both hands. Cooldown: 16 sec. (Next Level: 125% Normal-Dmg to human, 15-sec CD)
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WildWind(+22)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 125% to human targets. Require Fans in both hands. Cooldown: 15 sec. (Next Level CD: 14 sec)
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WildWind(+23)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 125% to human targets. Require Fans in both hands. Cooldown: 14 sec. (Next Level CD: 13 sec)
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WildWind(+24)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 125% to human targets. Require Fans in both hands. Cooldown: 13 sec. (Next Level CD: 12 sec)
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WildWind(+25)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 125% to human targets. Require Fans in both hands. Cooldown: 12 sec. (Next Level CD: 11 sec)
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WildWind(+26)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 125% to human targets. Require Fans in both hands. Cooldown: 11 sec. (Next Level: 130% Normal-Dmg to human, 10-sec CD)
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WildWind(+27)
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Only for Windwalker. Active: Inflict 600% Normal Attack Damage to monsters and 130% to human targets. Require Fans in both hands. Cooldown: 10 sec.
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DoubleThunder
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DoubleThunder(+1)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 100% damage for 25 sec. (Next Level: 102% Damage)
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DoubleThunder(+2)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 102% damage for 25 sec. (Next Level: 104% Damage)
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DoubleThunder(+3)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 104% damage for 25 sec. (Next Level: 106% Damage)
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DoubleThunder(+4)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 106% damage for 25 sec. (Next Level: 108% Damage)
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DoubleThunder(+5)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 108% damage for 25 sec. (Next Level: 110% Damage)
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DoubleThunder(+6)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 110% damage for 25 sec. (Next Level: 112% Damage)
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DoubleThunder(+7)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 112% damage for 25 sec. (Next Level: 114% Damage)
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DoubleThunder(+8)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 114% damage for 25 sec. (Next Level: 116% Damage)
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DoubleThunder(+9)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 116% damage for 25 sec. (Next Level: 118% Damage)
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DoubleThunder(+10)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 118% damage for 25 sec. (Next Level: 120% Damage)
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DoubleThunder(+11)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 120% damage for 25 sec. (Next Level: 122% Damage)
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DoubleThunder(+12)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 122% damage for 25 sec. (Next Level: 124% Damage)
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DoubleThunder(+13)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 124% damage for 25 sec. (Next Level: 126% Damage)
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DoubleThunder(+14)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 126% damage for 25 sec. (Next Level: 128% Damage)
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DoubleThunder(+15)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 128% damage for 25 sec. (Next Level: 130% Damage)
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DoubleThunder(+16)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 130% damage for 25 sec. (Next Level: 132% Damage)
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DoubleThunder(+17)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 132% damage for 25 sec. (Next Level: 134% Damage)
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DoubleThunder(+18)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 134% damage for 25 sec. (Next Level: 136% Damage)
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DoubleThunder(+19)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 136% damage for 25 sec. (Next Level: 138% Damage)
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DoubleThunder(+20)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 138% damage for 25 sec. (Next Level: 140% Damage)
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DoubleThunder(+21)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 140% damage for 25 sec. (Next Level: 142% Damage)
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DoubleThunder(+22)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 142% damage for 25 sec. (Next Level: 144% Damage)
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DoubleThunder(+23)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 144% damage for 25 sec. (Next Level: 146% Damage)
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DoubleThunder(+24)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 146% damage for 25 sec. (Next Level: 148% Damage)
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DoubleThunder(+25)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 148% damage for 25 sec. (Next Level: 150% Damage)
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DoubleThunder(+26)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 150% damage for 25 sec. (Next Level: 155% Damage)
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DoubleThunder(+27)
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For Windwalker only. Passive: After casting [Thundercloud], randomly generate a smaller thundercloud nearby to deal 155% damage for 25 sec.
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CrackStar
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CrackStar(+1)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 9 sec.
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CrackStar(+2)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 9 sec.
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CrackStar(+3)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 9 sec.
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CrackStar(+4)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 9 sec.
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CrackStar(+5)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 9 sec.
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CrackStar(+6)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 12 sec.
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CrackStar(+7)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 15 sec.
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|
CrackStar(+8)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 18 sec.
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|
CrackStar(+9)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 21 sec.
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|
CrackStar(+10)
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Only for Stomper. Active: Generates 2 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 21 sec.
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|
CrackStar(+11)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 20% area damage of current HP 5 sec later. Lasts for 21 sec. (Next Level: Area Damage 25%)
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CrackStar(+12)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 21 sec.
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|
CrackStar(+13)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 24 sec.
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|
CrackStar(+14)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 26 sec.
|
|
CrackStar(+15)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 28 sec.
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|
CrackStar(+16)
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Only for Stomper. Active: Generates 3 Stars to deal 100% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Damage 102%)
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|
CrackStar(+17)
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Only for Stomper. Active: Generates 3 Stars to deal 102% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Damage 104%)
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CrackStar(+18)
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Only for Stomper. Active: Generates 3 Stars to deal 104% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Damage 106%)
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|
CrackStar(+19)
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Only for Stomper. Active: Generates 3 Stars to deal 106% P-damage on enemies nearby, and 25% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 108%, A-Dmg 28%)
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CrackStar(+20)
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Only for Stomper. Active: Generates 3 Stars to deal 108% P-damage on enemies nearby, and 28% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 110%, A-Dmg 31%)
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|
CrackStar(+21)
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Only for Stomper. Active: Generates 3 Stars to deal 110% P-damage on enemies nearby, and 31% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 112%, A-Dmg 33%)
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|
CrackStar(+22)
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Only for Stomper. Active: Generates 3 Stars to deal 112% P-damage on enemies nearby, and 33% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 114%, A-Dmg 35%)
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|
CrackStar(+23)
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Only for Stomper. Active: Generates 3 Stars to deal 114% P-damage on enemies nearby, and 35% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: Range Dmg 40%)
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|
CrackStar(+24)
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Only for Stomper. Active: Generates 3 Stars to deal 114% P-damage on enemies nearby, and 40% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 116%, A-Dmg 45%)
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|
CrackStar(+25)
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Only for Stomper. Active: Generates 3 Stars to deal 116% P-damage on enemies nearby, and 45% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 118%, A-Dmg 50%)
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|
CrackStar(+26)
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Only for Stomper. Active: Generates 3 Stars to deal 118% P-damage on enemies nearby, and 50% area damage of current HP 5 sec later. Lasts for 30 sec. (Next Level: P-Dmg 120%, A-Dmg 55%)
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|
CrackStar(+27)
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Only for Stomper. Active: Generates 3 Stars to deal 120% P-damage on enemies nearby, and 55% area damage of current HP 5 sec later. Lasts for 35 sec.
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|
ShadowFist
|
ShadowFist(+1)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 100% Dmg. (Next Level: 105% Dmg)
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ShadowFist(+2)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 105% Dmg. (Next Level: 110% Dmg)
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ShadowFist(+3)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 110% Dmg. (Next Level: 115% Dmg)
|
|
ShadowFist(+4)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 115% Dmg. (Next Level: 120% Dmg)
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|
ShadowFist(+5)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 120% Dmg. (Next Level: 125% Dmg)
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|
ShadowFist(+6)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 125% Dmg. (Next Level: 130% Dmg)
|
|
ShadowFist(+7)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 130% Dmg. (Next Level: 135% Dmg)
|
|
ShadowFist(+8)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 135% Dmg. (Next Level: 140% Dmg)
|
|
ShadowFist(+9)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 140% Dmg. (Next Level: 145% Dmg)
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ShadowFist(+10)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 145% Dmg. (Next Level: 150% Dmg)
|
|
ShadowFist(+11)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 150% Dmg. (Next Level: 155% Dmg)
|
|
ShadowFist(+12)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 155% Dmg. (Next Level: 160% Dmg)
|
|
ShadowFist(+13)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 160% Dmg. (Next Level: 165% Dmg)
|
|
ShadowFist(+14)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 165% Dmg. (Next Level: 170% Dmg)
|
|
ShadowFist(+15)
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Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 170% Dmg. (Next Level: 175% Dmg)
|
|
ShadowFist(+16)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 175% Dmg. (Next Level: 180% Dmg)
|
|
ShadowFist(+17)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 180% Dmg. (Next Level: 185% Dmg)
|
|
ShadowFist(+18)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 185% Dmg. (Next Level: 190% Dmg)
|
|
ShadowFist(+19)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 190% Dmg. (Next Level: 195% Dmg)
|
|
ShadowFist(+20)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 195% Dmg. (Next Level: 200% Dmg)
|
|
ShadowFist(+21)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 200% Dmg. (Next Level: 205% Dmg)
|
|
ShadowFist(+22)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 205% Dmg. (Next Level: 210% Dmg)
|
|
ShadowFist(+23)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 210% Dmg. (Next Level: 215% Dmg)
|
|
ShadowFist(+24)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 215% Dmg. (Next Level: 220% Dmg)
|
|
ShadowFist(+25)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 220% Dmg. (Next Level: 225% Dmg)
|
|
ShadowFist(+26)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 225% Dmg. (Next Level: 230% Dmg)
|
|
ShadowFist(+27)
|
Only for Dragon Warrior. Passive: When [Dragon Punch] is triggered by normal attacks, a fan-shaped shockwave may be released behind the last target attacked to deal 230% Dmg.
|
|
Retaliation
|
Retaliation(+1)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 9000. (Next Level: Damage Cap +10000)
|
Retaliation(+2)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 10000. (Next Level: Damage Cap +10500)
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|
Retaliation(+3)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 10500. (Next Level: Damage Cap +11000)
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|
Retaliation(+4)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 11000. (Next Level: Damage Cap +11500)
|
|
Retaliation(+5)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 11500. (Next Level: Damage Cap +12000)
|
|
Retaliation(+6)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 12000. (Next Level: Damage Cap +12500)
|
|
Retaliation(+7)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 12500. (Next Level: Damage Cap +13000)
|
|
Retaliation(+8)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 13000. (Next Level: Damage Cap +13500)
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|
Retaliation(+9)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 13500. (Next Level: Damage Cap +14000)
|
|
Retaliation(+10)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 14000. (Next Level: Damage Cap +14500)
|
|
Retaliation(+11)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 14500. (Next Level: Damage Cap +15000)
|
|
Retaliation(+12)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 15000. (Next Level: Damage Cap +15500)
|
|
Retaliation(+13)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 15500. (Next Level: Damage Cap +16000)
|
|
Retaliation(+14)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 16000. (Next Level: Damage Cap +16500)
|
|
Retaliation(+15)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 16500. (Next Level: Damage Cap +17000)
|
|
Retaliation(+16)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 17000. (Next Level: Damage Cap +17500)
|
|
Retaliation(+17)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 17500. (Next Level: Damage Cap +18000)
|
|
Retaliation(+18)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 18000. (Next Level: Damage Cap +18500)
|
|
Retaliation(+19)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 18500. (Next Level: Damage Cap +19000)
|
|
Retaliation(+20)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 19000. (Next Level: Damage Cap +19500)
|
|
Retaliation(+21)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 19500. (Next Level: Damage Cap +20000)
|
|
Retaliation(+22)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 20000. (Next Level: Damage Cap +20500)
|
|
Retaliation(+23)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 20500. (Next Level: Damage Cap +21000)
|
|
Retaliation(+24)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 21000. (Next Level: Damage Cap +22000)
|
|
Retaliation(+25)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 22000. (Next Level: Damage Cap +23000)
|
|
Retaliation(+26)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 23000. (Next Level: Damage Cap +25000)
|
|
Retaliation(+27)
|
Only for Warrior. Passive: Increases counterattack chance to 20% and damage cap by 25000.
|
|
StarRaid
|
StarRaid(+1)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 5 targets.
|
StarRaid(+2)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 5 targets.
|
|
StarRaid(+3)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 5 targets.
|
|
StarRaid(+4)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 5 targets.
|
|
StarRaid(+5)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 5 targets. (Next Level: 6 Targets)
|
|
StarRaid(+6)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 6 targets. (Next Level: 7 Targets)
|
|
StarRaid(+7)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 7 targets. (Next Level: 8 Targets)
|
|
StarRaid(+8)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 8 targets. (Next Level: 9 Targets)
|
|
StarRaid(+9)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 9 targets. (Next Level: 10 Targets)
|
|
StarRaid(+10)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+11)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+12)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+13)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+14)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+15)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+16)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+17)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+18)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+19)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+20)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+21)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+22)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+23)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+24)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+25)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets.
|
|
StarRaid(+26)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 10 targets. (Next Level: 12 Targets)
|
|
StarRaid(+27)
|
Only for Archer. Passive: Dealing damage with [Scatter Fire] or [Blistering Wave] may trigger [Kinetic Spark] which hits up to 12 targets.
|
|
Duel
|
Duel(+1)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
Duel(+2)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+3)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+4)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+5)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+6)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+7)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+8)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+9)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+10)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+11)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+12)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec.
|
|
Duel(+13)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 40% for 20 sec. (Next Level: 45% reduction)
|
|
Duel(+14)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+15)
|
Only for Ninja. Active: Chains up a target for 20 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+16)
|
Only for Ninja. Active: Chains up a target for 22 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+17)
|
Only for Ninja. Active: Chains up a target for 25 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+18)
|
Only for Ninja. Active: Chains up a target for 28 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+19)
|
Only for Ninja. Active: Chains up a target for 30 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+20)
|
Only for Ninja. Active: Chains up a target for 32 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+21)
|
Only for Ninja. Active: Chains up a target for 35 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec.
|
|
Duel(+22)
|
Only for Ninja. Active: Chains up a target for 38 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 45% for 20 sec. (Next Level: 50% reduction)
|
|
Duel(+23)
|
Only for Ninja. Active: Chains up a target for 40 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 50% for 20 sec. (Next Level: 55% reduction)
|
|
Duel(+24)
|
Only for Ninja. Active: Chains up a target for 40 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 55% for 20 sec.
|
|
Duel(+25)
|
Only for Ninja. Active: Chains up a target for 40 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 55% for 20 sec.
|
|
Duel(+26)
|
Only for Ninja. Active: Chains up a target for 40 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 55% for 20 sec. (Next Level: 60% reduction)
|
|
Duel(+27)
|
Only for Ninja. Active: Chains up a target for 40 sec at most. When chain breaks, clears his XP, disables Stamina recovery and reduces healing effect by 60% for 20 sec.
|
|
Neptune`sCurse
|
Neptune`sCurse(+1)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
Neptune`sCurse(+2)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+3)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+4)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+5)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+6)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+7)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+8)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+9)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+10)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+11)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+12)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+13)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+14)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec.
|
|
Neptune`sCurse(+15)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 20 sec. (Next Level: Lasts for 22 sec)
|
|
Neptune`sCurse(+16)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 22 sec. (Next Level: Lasts for 25 sec)
|
|
Neptune`sCurse(+17)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 25 sec. (Next Level: Lasts for 25 sec)
|
|
Neptune`sCurse(+18)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 25 sec. (Next Level: Lasts for 27 sec)
|
|
Neptune`sCurse(+19)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+20)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+21)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+22)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+23)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+24)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+25)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec.
|
|
Neptune`sCurse(+26)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 27 sec. (Next Level: Lasts for 30 sec)
|
|
Neptune`sCurse(+27)
|
Only for Pirate. Passive: Enter into `Neptune` status after death to be immune to all damage, remove [Eagle Eye]`s CD and reduce the hit target`s HP to as low as 1 point. Lasts for 30 sec.
|
|
SpaceLeap
|
SpaceLeap(+1)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 140-sec cooldown. (Next Level: 135-sec Cooldown))
|
SpaceLeap(+2)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 135-sec cooldown. (Next Level: 130-sec Cooldown))
|
|
SpaceLeap(+3)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 130-sec cooldown. (Next Level: 125-sec Cooldown))
|
|
SpaceLeap(+4)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 125-sec cooldown. (Next Level: 120-sec Cooldown))
|
|
SpaceLeap(+5)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 120-sec cooldown. (Next Level: 115-sec Cooldown))
|
|
SpaceLeap(+6)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 115-sec cooldown. (Next Level: 110-sec Cooldown))
|
|
SpaceLeap(+7)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 110-sec cooldown. (Next Level: 105-sec Cooldown))
|
|
SpaceLeap(+8)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 105-sec cooldown. (Next Level: 100-sec Cooldown))
|
|
SpaceLeap(+9)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 100-sec cooldown. (Next Level: 95-sec Cooldown))
|
|
SpaceLeap(+10)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 95-sec cooldown. (Next Level: 90-sec Cooldown))
|
|
SpaceLeap(+11)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 90-sec cooldown. (Next Level: 85-sec Cooldown))
|
|
SpaceLeap(+12)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 85-sec cooldown. (Next Level: 80-sec Cooldown))
|
|
SpaceLeap(+13)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 80-sec cooldown. (Next Level: 75-sec Cooldown))
|
|
SpaceLeap(+14)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 75-sec cooldown. (Next Level: 70-sec Cooldown))
|
|
SpaceLeap(+15)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 70-sec cooldown. (Next Level: 65-sec Cooldown))
|
|
SpaceLeap(+16)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 65-sec cooldown. (Next Level: 60-sec Cooldown))
|
|
SpaceLeap(+17)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 60-sec cooldown. (Next Level: 55-sec Cooldown))
|
|
SpaceLeap(+18)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 55-sec cooldown. (Next Level: 50-sec Cooldown))
|
|
SpaceLeap(+19)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 50-sec cooldown. (Next Level: 45-sec Cooldown))
|
|
SpaceLeap(+20)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 45-sec cooldown. (Next Level: 40-sec Cooldown))
|
|
SpaceLeap(+21)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 40-sec cooldown. (Next Level: 35-sec Cooldown))
|
|
SpaceLeap(+22)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 35-sec cooldown. (Next Level: 30-sec Cooldown))
|
|
SpaceLeap(+23)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 30-sec cooldown. (Next Level: 25-sec Cooldown))
|
|
SpaceLeap(+24)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 25-sec cooldown. (Next Level: 20-sec Cooldown))
|
|
SpaceLeap(+25)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 20-sec cooldown. (Next Level: 15-sec Cooldown))
|
|
SpaceLeap(+26)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 15-sec cooldown. (Next Level: 10-sec Cooldown))
|
|
SpaceLeap(+27)
|
Only for Water Taoist. Active: Generates a magic portal with 5 HP by which all your teammates will get teleported to you. 10-sec cooldown.
|
|
RiseofTaoism
|
RiseofTaoism(+1)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
RiseofTaoism(+2)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+3)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+4)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+5)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+6)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+7)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+8)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+9)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+10)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+11)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+12)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+13)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec.
|
|
RiseofTaoism(+14)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7000 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +7500 M-Damage)
|
|
RiseofTaoism(+15)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +7500 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +8000 M-Damage)
|
|
RiseofTaoism(+16)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +8000 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +8500 M-Damage)
|
|
RiseofTaoism(+17)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +8500 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +9000 M-Damage)
|
|
RiseofTaoism(+18)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +9000 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +9500 M-Damage)
|
|
RiseofTaoism(+19)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +9500 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +10000 M-Damage)
|
|
RiseofTaoism(+20)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +10000 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +10300 M-Damage)
|
|
RiseofTaoism(+21)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +10300 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +10500 M-Damage)
|
|
RiseofTaoism(+22)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +10500 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +10800 M-Damage)
|
|
RiseofTaoism(+23)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +10800 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +11000 M-Damage)
|
|
RiseofTaoism(+24)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +11000 magic damage dealt, and be immune to [Immortal Force] for 30 sec. (Next Level: +11500 M-Damage)
|
|
RiseofTaoism(+25)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +11500 magic damage dealt, and be immune to [Immortal Force] for 32 sec. (Next Level: +12000 M-Damage)
|
|
RiseofTaoism(+26)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +12000 magic damage dealt, and be immune to [Immortal Force] for 35 sec. (Next Level: +13000 M-Damage)
|
|
RiseofTaoism(+27)
|
Only for Fire Taoist. Active: Enter Fire Creator status to get +50000 HP, +13000 magic damage dealt, and be immune to [Immortal Force] for 40 sec.
|
|
FuryStrike
|
FuryStrike(+1)
|
For Monk/Saint. Active: Get +50000 HP and +4% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 180s. (Next: Weapon ATK +5%; CD: 170s)
|
FuryStrike(+2)
|
For Monk/Saint. Active: Get +50000 HP and +5% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 170s. (Next: Weapon ATK +6%; CD: 160s)
|
|
FuryStrike(+3)
|
For Monk/Saint. Active: Get +50000 HP and +6% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 160s. (Next: Weapon ATK +7%; CD: 150s)
|
|
FuryStrike(+4)
|
For Monk/Saint. Active: Get +50000 HP and +7% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 150s. (Next: Weapon ATK +8%; CD: 140s)
|
|
FuryStrike(+5)
|
For Monk/Saint. Active: Get +50000 HP and +8% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 140s. (Next: Weapon ATK +9%; CD: 130s)
|
|
FuryStrike(+6)
|
For Monk/Saint. Active: Get +50000 HP and +9% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 130s. (Next: Weapon ATK +10%; CD: 120s)
|
|
FuryStrike(+7)
|
For Monk/Saint. Active: Get +50000 HP and +10% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 120s. (Next: Weapon ATK +11%; CD: 110s)
|
|
FuryStrike(+8)
|
For Monk/Saint. Active: Get +50000 HP and +11% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 110s. (Next: Weapon ATK +12%; CD: 105s)
|
|
FuryStrike(+9)
|
For Monk/Saint. Active: Get +50000 HP and +12% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 105s. (Next: Weapon ATK +13%; CD: 100s)
|
|
FuryStrike(+10)
|
For Monk/Saint. Active: Get +50000 HP and +13% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 100s. (Next: Weapon ATK +14%; CD: 90s)
|
|
FuryStrike(+11)
|
For Monk/Saint. Active: Get +50000 HP and +14% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +15%)
|
|
FuryStrike(+12)
|
For Monk/Saint. Active: Get +51000 HP and +15% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +16%)
|
|
FuryStrike(+13)
|
For Monk/Saint. Active: Get +52000 HP and +16% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +17%)
|
|
FuryStrike(+14)
|
For Monk/Saint. Active: Get +53000 HP and +17% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +18%)
|
|
FuryStrike(+15)
|
For Monk/Saint. Active: Get +54000 HP and +18% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +19%)
|
|
FuryStrike(+16)
|
For Monk/Saint. Active: Get +55000 HP and +19% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +20%)
|
|
FuryStrike(+17)
|
For Monk/Saint. Active: Get +58000 HP and +20% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +21%)
|
|
FuryStrike(+18)
|
For Monk/Saint. Active: Get +60000 HP and +21% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +22%)
|
|
FuryStrike(+19)
|
For Monk/Saint. Active: Get +62000 HP and +22% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +23%)
|
|
FuryStrike(+20)
|
For Monk/Saint. Active: Get +65000 HP and +23% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +24%)
|
|
FuryStrike(+21)
|
For Monk/Saint. Active: Get +68000 HP and +24% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +25%)
|
|
FuryStrike(+22)
|
For Monk/Saint. Active: Get +70000 HP and +25% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +26%)
|
|
FuryStrike(+23)
|
For Monk/Saint. Active: Get +75000 HP and +26% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +27%)
|
|
FuryStrike(+24)
|
For Monk/Saint. Active: Get +78000 HP and +27% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +28%)
|
|
FuryStrike(+25)
|
For Monk/Saint. Active: Get +80000 HP and +28% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +29%)
|
|
FuryStrike(+26)
|
For Monk/Saint. Active: Get +90000 HP and +29% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s. (Next: Weapon ATK +30%)
|
|
FuryStrike(+27)
|
For Monk/Saint. Active: Get +100000 HP and +30% Weapon ATK (cannot jump or cast skills except Soul Shackle, Serenity, and Tranquility, but normal attack). CD: 90s
|
|
FlashShield
|
FlashShield(+1)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 5000 pts. Next Level: 6000 pts.
|
FlashShield(+2)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 6000 pts. Next Level: 7000 pts.
|
|
FlashShield(+3)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 7000 pts. Next Level: 7500 pts.
|
|
FlashShield(+4)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 7500 pts. Next Level: 8000 pts.
|
|
FlashShield(+5)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 8000 pts. Next Level: 8500 pts.
|
|
FlashShield(+6)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 8500 pts. Next Level: 9000 pts.
|
|
FlashShield(+7)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 9000 pts. Next Level: 9500 pts.
|
|
FlashShield(+8)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 9500 pts. Next Level: 10000 pts.
|
|
FlashShield(+9)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 10000 pts. Next Level: 11000 pts.
|
|
FlashShield(+10)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 11000 pts. Next Level: 11500 pts.
|
|
FlashShield(+11)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 11500 pts. Next Level: 12000 pts.
|
|
FlashShield(+12)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 12000 pts. Next Level: 12500 pts.
|
|
FlashShield(+13)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 12500 pts. Next Level: 13000 pts.
|
|
FlashShield(+14)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 13000 pts. Next Level: 13500 pts.
|
|
FlashShield(+15)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 13500 pts. Next Level: 14000 pts.
|
|
FlashShield(+16)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 14000 pts. Next Level: 14500 pts.
|
|
FlashShield(+17)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 14500 pts. Next Level: 15000 pts.
|
|
FlashShield(+18)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 15000 pts. Next Level: 15500 pts.
|
|
FlashShield(+19)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 15500 pts. Next Level: 16000 pts.
|
|
FlashShield(+20)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 16000 pts. Next Level: 16500 pts.
|
|
FlashShield(+21)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 16500 pts. Next Level: 17000 pts.
|
|
FlashShield(+22)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 17000 pts. Next Level: 17500 pts.
|
|
FlashShield(+23)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 17500 pts. Next Level: 18000 pts.
|
|
FlashShield(+24)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 18000 pts. Next Level: 18500 pts.
|
|
FlashShield(+25)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 18500 pts. Next Level: 19000 pts.
|
|
FlashShield(+26)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 19000 pts. Next Level: 20000 pts.
|
|
FlashShield(+27)
|
For Thunderstriker. Passive: Increase upper limit of damage that Lightning Shield can absorb by 20000 pts.
|
|
BloodTide
|
BloodTide(+1)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured hits 35000, your Max HP raises accordingly (+70000 at most) for 30 sec, with HP and XP fully recovered.
|
BloodTide(+2)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+80000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+3)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+85000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+4)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+90000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+5)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+95000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+6)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+100000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+7)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+105000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+8)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+110000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+9)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+115000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+10)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+120000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+11)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+125000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+12)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+130000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+13)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+135000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+14)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+140000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+15)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+145000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+16)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+150000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+17)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+155000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+18)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+160000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+19)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+165000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+20)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+170000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+21)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+175000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+22)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+180000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+23)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+185000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+24)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+190000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+25)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+195000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+26)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+200000 at most) for 30 sec, with HP and XP fully recovered.
|
|
BloodTide(+27)
|
For Trojan. Passive: 10% chance to capture other`s Max HP by dealing dmg. When the HP captured reaches 35000, your Max HP raises accordingly (+250000 at most) for 30 sec, with HP and XP fully recovered.
|
|
SoulReap
|
SoulReap(+1)
|
Only for Water Taoist. Active: Hooks one hero to steal 10% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
SoulReap(+2)
|
Only for Water Taoist. Active: Hooks one hero to steal 12% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+3)
|
Only for Water Taoist. Active: Hooks one hero to steal 14% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+4)
|
Only for Water Taoist. Active: Hooks one hero to steal 16% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+5)
|
Only for Water Taoist. Active: Hooks one hero to steal 18% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+6)
|
Only for Water Taoist. Active: Hooks one hero to steal 20% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+7)
|
Only for Water Taoist. Active: Hooks one hero to steal 22% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+8)
|
Only for Water Taoist. Active: Hooks one hero to steal 24% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+9)
|
Only for Water Taoist. Active: Hooks one hero to steal 26% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+10)
|
Only for Water Taoist. Active: Hooks one hero to steal 28% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+11)
|
Only for Water Taoist. Active: Hooks one hero to steal 30% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+12)
|
Only for Water Taoist. Active: Hooks one hero to steal 32% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+13)
|
Only for Water Taoist. Active: Hooks one hero to steal 34% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+14)
|
Only for Water Taoist. Active: Hooks one hero to steal 36% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+15)
|
Only for Water Taoist. Active: Hooks one hero to steal 38% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+16)
|
Only for Water Taoist. Active: Hooks one hero to steal 39% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+17)
|
Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 65s
|
|
SoulReap(+18)
|
Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 62s
|
|
SoulReap(+19)
|
Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 60s
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SoulReap(+20)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 3s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 58s
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SoulReap(+21)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 55s
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|
SoulReap(+22)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 52s
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|
SoulReap(+23)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 50s
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|
SoulReap(+24)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 48s
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SoulReap(+25)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 45s
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|
SoulReap(+26)
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Only for Water Taoist. Active: Hooks one hero to steal 40% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 40s
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SoulReap(+27)
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Only for Water Taoist. Active: Hooks one hero to steal 50% of his/her current HP every 2s until beyond 12 paces or the caster/target dies. Ineffective on the target with Firm Faith for 10s. CD: 35s
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ShieldofTruth
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ShieldofTruth(+1)
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Only for Monk/Saint. Active: Grants one teammate a 10% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+2)
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Only for Monk/Saint. Active: Grants one teammate a 12% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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|
ShieldofTruth(+3)
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Only for Monk/Saint. Active: Grants one teammate a 14% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+4)
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Only for Monk/Saint. Active: Grants one teammate a 16% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+5)
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Only for Monk/Saint. Active: Grants one teammate a 18% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+6)
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Only for Monk/Saint. Active: Grants one teammate a 19% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+7)
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Only for Monk/Saint. Active: Grants one teammate a 20% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+8)
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Only for Monk/Saint. Active: Grants one teammate a 21% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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|
ShieldofTruth(+9)
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Only for Monk/Saint. Active: Grants one teammate a 22% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
|
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ShieldofTruth(+10)
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Only for Monk/Saint. Active: Grants one teammate a 23% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
|
|
ShieldofTruth(+11)
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Only for Monk/Saint. Active: Grants one teammate a 24% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+12)
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Only for Monk/Saint. Active: Grants one teammate a 25% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+13)
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Only for Monk/Saint. Active: Grants one teammate a 26% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+14)
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Only for Monk/Saint. Active: Grants one teammate a 27% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+15)
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Only for Monk/Saint. Active: Grants one teammate a 28% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
|
|
ShieldofTruth(+16)
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Only for Monk/Saint. Active: Grants one teammate a 29% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+17)
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Only for Monk/Saint. Active: Grants one teammate a 30% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+18)
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Only for Monk/Saint. Active: Grants one teammate a 31% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+19)
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Only for Monk/Saint. Active: Grants one teammate a 32% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+20)
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Only for Monk/Saint. Active: Grants one teammate a 34% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+21)
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Only for Monk/Saint. Active: Grants one teammate a 36% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+22)
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Only for Monk/Saint. Active: Grants one teammate a 38% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+23)
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Only for Monk/Saint. Active: Grants one teammate a 40% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+24)
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Only for Monk/Saint. Active: Grants one teammate a 42% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+25)
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Only for Monk/Saint. Active: Grants one teammate a 45% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+26)
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Only for Monk/Saint. Active: Grants one teammate a 50% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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ShieldofTruth(+27)
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Only for Monk/Saint. Active: Grants one teammate a 60% chance to dodge attacks until beyond 12 paces or the caster dies. When it ends, wait 10 seconds to recast it on the same target. CD: 35 seconds
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Caprice
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Caprice (+1)
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For Archers only. Equip to get Caprice skill. It has a 5% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+2)
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For Archers only. Equip to get Caprice skill. It has a 7% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+3)
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For Archers only. Equip to get Caprice skill. It has a 9% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+4)
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For Archers only. Equip to get Caprice skill. It has a 11% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+5)
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For Archers only. Equip to get Caprice skill. It has a 13% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+6)
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For Archers only. Equip to get Caprice skill. It has a 15% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+7)
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For Archers only. Equip to get Caprice skill. It has a 17% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+8)
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For Archers only. Equip to get Caprice skill. It has a 19% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+9)
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For Archers only. Equip to get Caprice skill. It has a 21% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+10)
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For Archers only. Equip to get Caprice skill. It has a 23% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+11)
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For Archers only. Equip to get Caprice skill. It has a 25% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+12)
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For Archers only. Equip to get Caprice skill. It has a 27% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+13)
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For Archers only. Equip to get Caprice skill. It has a 29% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+14)
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For Archers only. Equip to get Caprice skill. It has a 31% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+15)
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For Archers only. Equip to get Caprice skill. It has a 33% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+16)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 5 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+17)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 7 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+18)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 9 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+19)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 11 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+20)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 13 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+21)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 15 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+22)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 17 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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|
Caprice (+23)
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For Archers only. Equip to get Caprice skill. It has a 35% chance to be triggered and you`ll steal 20 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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|
Caprice (+24)
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For Archers only. Equip to get Caprice skill. It has a 38% chance to be triggered and you`ll steal 20 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
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Caprice (+25)
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For Archers only. Equip to get Caprice skill. It has a 40% chance to be triggered and you`ll steal 20 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
|
|
Caprice (+26)
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For Archers only. Equip to get Caprice skill. It has a 42% chance to be triggered and you`ll steal 20 SP from the target, remove a speed-up status from the target or add 1 seconds to the skill cooldown randomly (only one effect at a time).
|
|
Caprice (+27)
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For Archers only. Equip to get Caprice skill. It has a 45% chance to be triggered and you`ll steal 20 SP from the target, remove a speed-up status from the target or add 2 seconds to the skill cooldown randomly (only one effect at a time).
|
|
Wavebreak
|
Wavebreak (+1)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 105s
|
Wavebreak (+2)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 100s
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|
Wavebreak (+3)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 96s
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|
Wavebreak (+4)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 94s
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|
Wavebreak (+5)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 92s
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|
Wavebreak (+6)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 90s
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|
Wavebreak (+7)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 88s
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|
Wavebreak (+8)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 86s
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|
Wavebreak (+9)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 84s
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|
Wavebreak (+10)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 82s
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|
Wavebreak (+11)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 80s
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|
Wavebreak (+12)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 78s
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|
Wavebreak (+13)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 76s
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|
Wavebreak (+14)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 74s
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|
Wavebreak (+15)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 72s
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|
Wavebreak (+16)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 70s
|
|
Wavebreak (+17)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 68s
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|
Wavebreak (+18)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 66s
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|
Wavebreak (+19)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 64s
|
|
Wavebreak (+20)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 62s
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|
Wavebreak (+21)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 60s
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|
Wavebreak (+22)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 59s
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|
Wavebreak (+23)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 57s
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|
Wavebreak (+24)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 55s
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|
Wavebreak (+25)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 52s
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|
Wavebreak (+26)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 50s
|
|
Wavebreak (+27)
|
A rare Rune for Pirates. Equip it to get the Wavebreak skill. Passive: Enters the Bravery status for 20s, getting cooldown reduction of 1s on three awakened Pirate skills, 100% bonus damage on constructions, 250% bonus damage on bosses, and immunity to fatal damage once (unavailable in Arena). Cooldown: 45s
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|
Megaquake
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Megaquake (+1)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 1% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+2)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 2% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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|
Megaquake (+3)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 3% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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|
Megaquake (+4)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 4% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+5)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 5% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+6)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 6% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+7)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 7% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+8)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 8% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+9)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 9% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+10)
|
Equip this Rare Blue Rune to get the Megaquake skill. Has a 10% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
|
|
Megaquake (+11)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 12% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+12)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 14% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+13)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 16% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+14)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 18% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+15)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 20% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+16)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 22% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+17)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 24% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+18)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 26% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+19)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 28% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+20)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 30% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+21)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 33% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+22)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 36% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+23)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 39% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+24)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 42% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+25)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 45% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+26)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 50% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Megaquake (+27)
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Equip this Rare Blue Rune to get the Megaquake skill. Has a 55% chance to cause damage normally when attacking an enemy who possesses an absolute physical defense skill (e.g., Ninja`s Shuriken Vortex, Warrior`s Maniac Dance).
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Rune Name
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Description
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Frost Arrows
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Only for Archer. Active: Have a chance to decrease the SP recovery speed of all targets within the range to 0 for 8 seconds. Cooldown: 20 seconds.
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Assassin
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Only for Ninja. Equip to get Assassin skill. Passive: Inflict extra 30000 points of Physical Damage when attacking targets in the auto-hunting or sitting status.
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Acalanatha
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Only for Monk/Saint. Equip to get Acalanatha skill. Passive: Have a 55% chance to be immune to control effect.
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Swinging Tail
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Only for Dragon Warrior. Passive: When using Dragon Swing, increase the dodge rate to Pirate`s Eagle Eye and Blackbeard`s Rage and Archer`s and Oriental Assassin`s normal attack by 30%.
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Sacrifice
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Only for Water Taoist. Active: Consume up to 40% HP upper limit to turn into extra Final Physical Damage by 1:1.3. It can`t be used when equipping Archer or Throwing Knife.
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Burning Sky
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Only for Fire Taoist. Equip to get Burning Sky skill. Passive: Inflict extra 30000 pts of Magic Damage to targets immune to Physical Damage, and 30000 pts of Magic Damage to targets in the air.
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Revenge Gale
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Only for Windwalker. Equip to get Revenge Gale skill. Passive: There is no limit to number of times when using Revenge Tail.
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Tide Trap
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Only for Pirate. Equip to get Tide Trap skill. Passive: No movement after using Blade Tempest. After hitting a target, it generates a tide trap to re-inflict damage to the target within the range.
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Comprehension
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Only for Trojan. Equip to get Comprehension skill. Passive: Select a Passive from Phoenix, Rage and Penetration as the Passive of the current weapon.
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Pitching
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Only for Warrior. Active: After hitting a target, have a chance to terminate the target`s XP status. The bigger the battle power gap, the lower the chance. Cooldown: 90 seconds.
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Chained Storm
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Thunderstriker. Activate Windstorm Battleaxe when using Undying Imprinting. Lasts 30 more seconds if the status is activated.
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Fighting Will
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Rare Rune for Thunderstriker. Passive: Increases the upper limit of Undying Imprinting by 1 and enables you to resist fatal attack once in the XP status.
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Rune Name
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Description
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Tough Steel (+9)
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Universal Ideal Rune. Equip to get skills `Conqueror`s Blade` and `Fearless`. Conqueror`s Blade: Decreases the chance of the revival effect of some skills (such as Undying Imprinting, Straight Life, Absolution, Sigil of Paper Dance, Wavebreak, etc.) by 80%. Fearless: Grants you a 100% chance to disable Backfire while attacking Warriors with Backfire status. Cannot be equipped with Conqueror`s Blade or Fearless at the same time and taken out from Rune Warehouse.
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Unbreakable (+9)
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Universal Ideal Rune. Equip it to acquire the Miracle Touch and Solidness skills. Miracle Touch: Restores HP by 200% when using healing potions. Solidness: There is a 100% chance to be immune to the continuous damage effect caused by other heroes, such as bleeding, burned, etc. Cannot be equipped simultaneously with Miracle Touch or Seethrough, or taken out from the Rune Warehouse.
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Shadow Flow (+9)
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Universal Ideal Rune. Equip it to acquire the Overwhelm and Seethrough skills. Overwhelm: Attacking an enemy has a 70% chance to ignore the opponent`s Immortal Force effect. Seethrough: Receiving damage has is a 35% chance to see the Invincible state of the opponent`s Sand Mist/Thunderlord for 10 seconds. Cannot be equipped simultaneously with Overwhelm or Seethrough, or taken out from the Rune Warehouse.
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Invincible Resolve (+9)
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Universal Ideal Rune. Equip to gain the skills `Unswerving` and `Iron Bone`. Unswerving: Reduces the trigger rate of Reverse Magic by 100%, so your XP will not be interrupted by Reverse Magic. Iron Bone: Reduces the damage of Starburst Arrows (bleeding effect), Nebulous Hunt (extra damage), Fire Curse, Weep Storm, Flame of Destruction, and Water Shockwave by 60% and restricts damage below 20,000. This Rune cannot be equipped with Unswerving or Iron Bone at the same time, and cannot be taken out from the Rune Bag.
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Supreme Armor (+9)
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Universal Ideal Rune. Equip to gain the skills `Wonder` and `Circle of Life`. Wonder: Grants a 30% chance to trigger Shield Block. Does not stack with the Block chance of gear (including Artifact and Refinery); only the higher chance applies. Circle of Life: Increases the enchantment effect by 200%. This Rune cannot be equipped with Wonder or Circle of Life at the same time, and cannot be taken out from the Rune Bag.
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Cosmic Balance (+9) |
Equip to gain the skills Sharpness and Nature`s Chant. Sharpness: Improves Attack of your 1-handed weapon by 10%. Nature`s Chant: Increases your own M-Attack by 20% (the proficiency of Backsword or Epic Backsword needs to reach L13). This Rune cannot be equipped with Sharpness or Nature`s Chant at the same time, and cannot be taken out from the Rune Bag.
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Indestructible Balance (+9) |
Equip to gain the skills Nature Shield and Universal Shield. Nature Shield: When you are attacked, equip it to reduce the chance of being controlled by Whirlwind Kick, Star Arrow, Gale Bomb, and Mortal Drag by 70%.
Universal Shield: Equip to be immune from 10000 points of Final P-Damage. If your BP is higher than the target, you are immune from extra 10000 points of Final P-Damage.
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