Skills
Other Skills

























































Runes
Skills

Attacks an enemy with the ice arrows from the sky, dealing (M.Atk1500%) water M.Dmg
Aesir

Attacks an enemy with fire arrows from the sky, dealing (M.Atk1500%) fire M.Dmg and low real M.Dmg
Aesir

Deals (M.Atk*200%) water M.Dmg to the target. Has a 65% chance to freeze it for 30 sec
Aesir

Every 10 sec recovers (30 +2% Max SP) SP and increases SP granted by items by 50%

Deals (M.Atk1500%) wind M.Dmg to the target
Aesir

Blocks enemies with a fire circle wall, dealing (M.Atk50%) fire M.Dmg to enemy units who try to get through it. Lasts 15 sec. The wall could block 14 times.
Aesir

Summons holy spirits to attack, dealing (M.Atk*400%) natural M.Dmg to the target. If the target is undead, Deals 50% more damage
Aesir

All fire skills have a 50% chance to inflict Alight status on enemy units hit for 1 second(s), dealing fire M. DMG equal to 100% of M. ATK of the caster every 8 Second(s). Stacks up to 10 layers.
Aesir

In the next 30 seconds, Magic skill damage will increases by 50%. When using this skill, one of your wind/earth/water/fire damage will increases by 20%, the effect lasts 30 seconds.
Aesir

Deals M.Atk * 660% wind M.Dmg to an enemy. If there’re other enemy units around, the chain lightning will automatically seek targets and deal damage. Each bounce increases damage dealt by 10%. Bounces up to 6 times
Aesir

Deals M.Atk * 950% earth M.Dmg to enemies in range with a 20% chance to remove players’ helmets and weapons for 7s

Wind Element Damage has a 100% chance to make the enemy enter [Electrify Status], and will cause Wind True Dmg (M.Atk x100%) to all friends around every second. [Electrify Field] lasts 5 seconds.

Increase [Electrify Field] DMG by 15%. Duration +3 seconds

For wind, earth, water, fire, and ghost attacks, exclude the elemental attribute with the highest value and increase other elemental attributes by their attribute value difference *100% for 15 seconds

Every time you use ATK Skills, there’s a 50% chance of obtaining Wind, Earth, Water and Fire Elemental Orbs. Elemental Orbs can increase corresponding Element ATK by 5%

Gains elemental orb whenever an elemental (wind/earth/water/fire) skill is used (excludes origin skills). The elemental orb increases damage of the corresponding element by 10%% Auto attack deals extra (M.Atk *10%) M.Dmg of the corresponding element, lasting for 120 sec.

Cover your whole body with spiritual energy. Receive 70% Dmg Reduc., Increase M.Dmg by 10%, ignore 5% M.Def; the effect lasts 25 seconds.

Reduces Fixed Cast Time of all skills by 15%. Increases Warlock’s Attack Spd by 5%

Attacks an enemy and all enemies around it with fire ball, dealing (M.Atk*400%) fire M.Dmg
Aesir

Summon a fierce flame to Shock the target, dealing fire magic damage (magic attack 240% + 600) that ignores magic defense to the enemy and all enemies within 3 meters of it. Each layer of the burning status on the target increases the damage by an additional 80%. This skill cannot cause a burning effect.

Standing in the range of [Fire Pillar], [Flame Guardian] will continuously be added on you. M.DMG as 5 of M.Atk can be absorbed. [Flame Guardian] lasts for 2 seconds

After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.

The effect of [Fire Guardian] absorbing DMG increased by 50%

After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.

Spread chilly fog that reduces the Speed of enemies within range by 40%% and has a 40%% chance to turn Armor attribute into water. Enemies hit by Frost Misty have a 50% of being frozen for 3 sec when attacked. Frost Misty’s effects last 15 sec

Freezes air around, has a 83% chance to freeze all nearby enemies for 15 sec. Targets not froze will suffer (M.Atk*250%) water M.Dmg
Aesir

Deals Neutral M. DMG equal to 25%% of an enemy's current HP and absorbs 50%% of the damage dealt to heal the user. Meanwhile, the enemy's VIT decreases by 15, and the user's VIT increases by 15. When it is effective on MVP and Mini Monsters, the HP loss will decrease to a fixed amount, and there will be no bonus lifesteal.
Aesir

Raises the ground of the target area, dealing (M.Atk1500%) earth M.Dmg to units in it.
Aesir

Attacks the target with lightning balls, dealing (M.Atk1200%) wind M.Dmg and knocking it back for 5m (Knock back is invalid in PVP)

Summon Lighting Meteor in the designated area. Cause 2400% of M.Atk as Wind M.DMG to all enemies in range.

When hit the enemy with [Lightning Meteor], there’s a 80% chance of triggering [Chain Lightning]

Channels lightning strikes, dealing (M.Atk*800%) wind M.Dmg to all enemies in the target area and knocking them back. Has a 80% chance to blind them. The skill takes effects for up to 4 times
Aesir

Deals (M.Atk500%) Neutral Element physical Damag to the target

Form swaps in a specific range, Enemy units in the range will lose 70% moving speed, 30 AGI, and 100% Attack Spd; the effect lasts 30 seconds, and will remove enemy's all accelerating states.
Aesir

Attacks an enemy continuously with will power, dealing (M.Atk*600%) ghost M.Dmg. Has a 30% chance to curse it
Aesir

Create a quicksand vortex, and all enemies within the range take water attribute magic damage of magic attack *540% and earth attribute magic damage of magic attack *750% every 0.5 seconds, lasting for 15 seconds, with up to 2 of them at most.

Enemies in the range of [Quicksand Vortex] have 100% chance of losing Max HP when moving (invalid for Monsters).

Increase Mage's ATK Range and Casting Range by 25% and AOE M. DMG by 25%. Lasts 60 seconds.

Significantly improves caster’s understanding of magic, increasing MPen. by 20% and SP Cost by 30% for 120s After learning [Elemental Enhancement], using it will grant you wind, earth, water and fire elemental orbs
Aesir

Builds a defensive wall in the target area, reducing melee DMG taken by 100% for the whole Party in it (self included). The wall lasts 50 sec and can take up to 12 attacks. Up to 3 walls can exist at a time

Summon a sand tornado in the designated area, dealing Earth M. DMG of M. ATK * 1100% and Wind M. DMG or M. ATK * 840% to all enemy units within range. This skill lasts for 5s and can be released in the Earth Realm or Fire Rain.

[Sand Storm] deals 60% DMG to enemies in [Earth Field] and [Quicksand Vortex]

Finds hiding enemy units with fire balls. Lasts 20 sec
Aesir

Knocks back the enemy unit with Sight, dealing (M.Atk300%) fire M.Dmg to nearby enemies (Knock back is invalid in PVP)

Increases 20% Max SP. For each enemy killed, recovers (Player Level*30%) SP. Only works on single target skill.

Attack an enemy from afar with ghost power, dealing M.Atk * 1340% ghost damage. Deals double damage if target is caught by White Imprison
Aesir

Designates an enemy and the surrounding enemies within 4m to make their next skill invalid and enter CD automatically and additionally increases the Cooldown Time of this skill by 8 second(s). The skill effect lasts 12 second(s).

A blast of air that makes all creatures within range stop moving, all enemies within range are unable to use M.Dmg Skills and Auto Attack for 15 sec.

Deals 25% more damage to burning, freezing, stunned and bleeding enemy units
Aesir

Has a 60% chance to petrify all enemies in the target area (Suffers less earth Dmg/more fire Dmg). Lasts 60 sec. Every 5 sec, petrified units lose 1% HP still they have ~25% HP remaining.

Deals (M.Atk100%) M.Dmg to the target
Aesir

Creates blizzard, dealing (M. ATK *750%) water M. DMG to all enemies in the target area and knocking them back. Has a 15% chance to freeze them for 7 sec
Aesir

Cause own [Napalm Vulcan] and [Soul Expansion]'s damage increase 30% and SP Cost increase 50%, lasting 120s

Consumes 4 elemental orbs(wind, earth, water and fire) and deals high MDMG (M.Atk *1380%) of 4 different elements to an enemy. Has a 100% chance to inflict on it one of the following status effects: Burn, Freezing, Stun or Bleed. The CD cannot be reduced
Aesir

Deals (M.ATK 200%) points of M. DMG to surrounding enemies within 2m, knocking them back and stunning them. Gains the Endure effect for 1 sec at the same time.

When Arcane Master uses an ATK Skill, there is a 25% chance of skipping Skill CD and Cast Delay and obtaining four elemental balls of Wind, Earth, Water, and Fire. Each time when triggered, increases M. Pen. by 5% (same chance of triggering for Auto Attack). Lasts 10 seconds. Stacks up to 3 layers.

Reduce Max HP of a specified enemy by 20%, and M.DMG down by 10%. If the target is in [Quicksand Vortex], reduce Max HP by an extra 20%, and M.DMG down by an extra 10% for 20s. Doesn't work on MVP/Mini.

Cover the caster with thin and transparent ghost power, protecting the caster from all damage except ghost damage. Speed is reduced by 50% while in this stauts. Lasts 5 sec.

Use a thin layer of transparent Ghost power to cover 1 enemy unit, with a 70% chance to immobilize them. In this state, they won't take any DMG other than Ghost DMG. White Prison lasts 5s, after which the target loses 16% HP. When used against an MVP or Mini monster, the DMG is reduced to a fixed amount of HP loss, and it has no DMG negation effect.
Aesir

Send a huge wind blade to the front, cause Wind M.DMG (M.Atk x2160%) to all enemies in the front range. If the target is in the [Fire Pillar], the enemy will carry [Flame Route] for 3 seconds

The duration of [Flame Route] that enemy carries +3 seconds.