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Stigma Zusätzliche Klassenfähigkeiten für deinen Build, keine zweite Klasse.
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315 / 315 Einträge
GladiatorStigma
A powerful strike
BuffSchadenFlächeKontrolleSchutzDebuff
Vollständige Grundwirkung · Englisch
An attack centered on the selected target deals ordinary and mental damage.
An attack centered on the selected target deals ordinary and mental damage. A hit raises the caster's Attack and can knock enemies down; the regional reference gives a 100% knockdown chance against NPCs. Defense rises with the number of enemies hit. The translation does not define mental damage or exceptions to the NPC chance.
An attack around the caster damages enemies, lowers their Attack, and can knock them down.
An attack around the caster damages enemies, lowers their Attack, and can knock them down. The reference lists a 100% NPC knockdown chance and mentions stagger-gauge damage. Its final damage-reduction clause does not identify which damage is reduced.
After a successful block, strike an area centered on the target.
After a successful block, strike an area centered on the target. The attack deals damage and can restrain enemies; the listed restraint chance against NPCs is 100%. It also damages the stagger gauge.
Improves the caster's damage, Defense, and a third statistic rendered as hit points.
Improves the caster's damage, Defense, and a third statistic rendered as hit points. The regional wording does not establish whether that last statistic means HP or Accuracy.
Landing an attack grants Blood Absorption. Hits have a chance to restore HP, including a portion based on maximum HP. Below 50% HP, a portion of maximum HP can be restored immediately. The translation does not specify the recovery amounts or distinguish the two on-hit recovery components clearly.
Rush to the target and deal damage, gaining Combat Ready.
Rush to the target and deal damage, gaining Combat Ready. A fully charged attack deals area damage. Combat Ready improves damage, Critical Hit, and status-effect hit chance. The attack also damages the stagger gauge.
Deals extra damage when the target has the condition translated as shock or stunned.
Deals extra damage when the target has the condition translated as shock or stunned. The regional wording does not cleanly distinguish Impact effects from stagger.
Damages a knocked-down target and generates additional threat.
Damages a knocked-down target and generates additional threat. The description also gives a chance to trigger against an incapacitation-immune target and mentions stagger-gauge damage, but the translated relationship between that trigger and the gauge damage is unclear.
Damages the target, lowers its Attack, applies a temporary Bruise effect, and raises the caster's damage amplification.
Damages the target, lowers its Attack, applies a temporary Bruise effect, and raises the caster's damage amplification. A hit also enables Down Gouge temporarily. Bruise does not stack with the Templar Provocation skill's Shrinking effect. The attack damages the stagger gauge. The translation merges the Bruise and Down Gouge clauses, so their exact linkage is uncertain.
Briefly improves the damage reduction from blocking frontal attacks and guarantees a weapon block during the guard action.
Briefly improves the damage reduction from blocking frontal attacks and guarantees a weapon block during the guard action. A successful block restores MP and the resource translated as mobility; that wording may mean Stamina rather than movement speed.
Damages the target and can apply Seal. The NPC clause instead names Restraint and gives it a 100% chance, so the regional translation is inconsistent about the control effect. The attack also damages the stagger gauge.
Improves the statistics translated as Impact system and strong attack.
Improves the statistics translated as Impact system and strong attack. The regional text supplies no amounts and does not fully define these statistic names.
Each landed attack builds Murderous Aura. Reaching five stacks consumes them, damages enemies around the caster, and temporarily increases Critical Damage.
Grants three seconds of immunity to damage and status effects, followed by a temporary increase to damage resistance.
Grants three seconds of immunity to damage and status effects, followed by a temporary increase to damage resistance. Certain powerful attacks bypass its protection. While the invincibility non-stacking restriction applies, Perseverance, Rescue, and Enchantment Spell cannot be applied for 30 seconds.
Deals damage and knocks the target down. Against a target immune to incapacitation, the source says the action changes and mentions stagger-gauge damage, without clearly describing the replacement behavior.
Removes the caster's listed control conditions and grants Strong, which provides status immunity.
Removes the caster's listed control conditions and grants Strong, which provides status immunity. The list names Knockdown twice, followed by aerial restraint, Grab, Freeze, and Fear; the duplicated term leaves one condition's intended name unresolved.
A successful block temporarily increases PvE and PvP damage bonuses for the caster and party.
A successful block temporarily increases PvE and PvP damage bonuses for the caster and party. These bonuses do not stack with the Templar effect translated as Excitement.
Charge forward and damage enemies along the path, with a chance to restrain them.
Charge forward and damage enemies along the path, with a chance to restrain them. The NPC clause instead calls the control Knockdown and gives a 100% chance, so the effect name is inconsistent. The attack also damages the stagger gauge.
After Emergency Evasion, move toward the target and damage it, with a chance to knock it down.
After Emergency Evasion, move toward the target and damage it, with a chance to knock it down. The reference lists a 100% knockdown chance against NPCs. The attack also damages the stagger gauge.
Damages the target, reduces its Defense and recovery, and damages its stagger gauge.
Damages the target, reduces its Defense and recovery, and damages its stagger gauge. The translation does not specify which recovery statistic is reduced.
Damages the target. The remaining clause refers to absorption, vitality, and stagger-gauge damage but combines them ambiguously; it does not reliably establish what is absorbed or how much.
Raises status resistance. Receiving attacks involving shock, freezing, or fear also increases damage resistance and status resistance. A further clause gives 10% status resistance for five seconds when hit under breathlessness, Knockdown, aerial restraint, ice, or Fear, stacking up to ten times. These translated control labels overlap and may describe the same trigger more than once.
Hits a target already affected by a qualifying control condition and can knock it down.
Hits a target already affected by a qualifying control condition and can knock it down. The source repeats Knocked Down for both qualifying conditions, leaving their distinction unresolved. It lists a 100% knockdown chance against NPCs.
Attack an area centered on the target, dealing damage and pulling enemies in front of the caster.
Attack an area centered on the target, dealing damage and pulling enemies in front of the caster. Applies temporary Restraint and damages the stagger gauge.
A target-centered attack deals ordinary and mental damage and can Stun.
A target-centered attack deals ordinary and mental damage and can Stun. The regional reference lists a 100% Stun chance against NPCs. Defense increases according to how many enemies are hit. Mental damage is not defined by this translation.
Damage the target and pull it in front of the caster, with a chance to apply Restraint.
Damage the target and pull it in front of the caster, with a chance to apply Restraint. The listed NPC restraint chance is 100%. Also damages the stagger gauge.
After a successful block, damage enemies around the selected target and apply Weakened, reducing their Defense.
After a successful block, damage enemies around the selected target and apply Weakened, reducing their Defense. The attack also damages the stagger gauge.
Damages the target and temporarily lowers its Defense.
Damages the target and temporarily lowers its Defense. Deals more damage if the target has an Impact-type condition, and also damages its stagger gauge.
Damage enemies in an area centered on the target, with a chance to Stun.
Damage enemies in an area centered on the target, with a chance to Stun. The reference gives a 100% Stun chance against NPCs. Also damages the stagger gauge.
Being attacked builds Pain Blocking stacks. At ten stacks, consume them and gain increased damage resistance. The translation calls the resulting effect both Endurance and Patience; these may be two names for the same effect.
When a party member is hit, the caster shares some of that member's damage.
When a party member is hit, the caster shares some of that member's damage. The amount shared increases by 10% in the Abyss, battlefield, and arena; the translation does not clarify whether this means percentage points or a relative increase.
Briefly improves damage reduction against blocked frontal attacks and guarantees a shield block during the guard action.
Briefly improves damage reduction against blocked frontal attacks and guarantees a shield block during the guard action. A successful block restores MP and the resource translated as mobility, which may mean Stamina rather than movement speed.
Damages the target, generates threat, and temporarily applies Shrinking.
Damages the target, generates threat, and temporarily applies Shrinking. Player targets can additionally be provoked. Shrinking reduces the statistics translated as hit, Attack, and PvE/PvP damage difficulty. The final stagger-gauge reduction clause is ambiguous, so the exact affected damage statistics cannot be established from this translation.
Damages enemies around the caster and temporarily grants Executor.
Damages enemies around the caster and temporarily grants Executor. Executor increases the hit statistic and damage amplification. The text also mentions stagger-gauge damage, but does not clearly separate that from the buff's modifiers.
After Emergency Evasion, rush to the target and deal damage with a chance to Stun.
After Emergency Evasion, rush to the target and deal damage with a chance to Stun. The listed Stun chance against NPCs is 100%. Also damages the stagger gauge.
Rush to the target and damage it, with a chance to knock it down.
Rush to the target and damage it, with a chance to knock it down. Landing the attack grants the caster a barrier and temporarily applies Judgment to the target. The listed knockdown chance against NPCs is 100%. Also damages the stagger gauge. Judgment's separate effect is not defined here.
Removes the caster's listed control conditions: Breathe, Knockdown, aerial binding, Grab, Freeze, and Fear.
Removes the caster's listed control conditions: Breathe, Knockdown, aerial binding, Grab, Freeze, and Fear. Grants Strong, which gives status immunity. Cooldown-reduction effects do not apply. Breathe is an unresolved translated control name.
Damages a target affected by either of the two listed qualifying conditions and adds threat.
Damages a target affected by either of the two listed qualifying conditions and adds threat. Both conditions are translated as Knocked Down, so their intended distinction is unresolved.
Improves status resistance. Attacks involving shock, freezing, or fear also raise damage resistance and status resistance. Another clause grants 10% status resistance for five seconds when hit under breathlessness, Knockdown, aerial restraint, ice, or Fear, up to ten stacks. The overlapping translated condition names make the precise trigger grouping uncertain.
Gain 100 Critical Hit. On a critical hit, there is a 25% chance of a ten-second 5.5% Attack boost and a 7% chance to summon up to five clones. Each clone deals 17 damage and applies a ten-second Insignia, capped at five Insignias. Clone creation and the Attack proc each have a one-second cooldown.
Hit an enemy within 4 m for 837 damage. Airborne lasts three seconds: its normal chance is 50%, rising to 100% with five Insignias. NPC application is also listed as guaranteed. Stagger-gauge damage: 20.
Briefly guarantees evasion of incoming damage. A successful evade restores 110 MP and stamina once; the reference does not specify a separate stamina quantity.
Hit an enemy affected by Stagger or an Impact-type status to reduce its Defense by 12% and Status Effect Resist by 11% for ten seconds.
Hit an enemy affected by Stagger or an Impact-type status to reduce its Defense by 12% and Status Effect Resist by 11% for ten seconds. Trigger cooldown: twenty seconds.
Close on a stunned enemy within 10 m, deal 465 damage and knock it down for three seconds.
Close on a stunned enemy within 10 m, deal 465 damage and knock it down for three seconds. Attacking a target with incapacitation immunity instead offers a 5% trigger chance. Stagger-gauge damage: 10.
Cross to the far side of an enemy within 4 m, striking up to four enemies for 181 damage.
Cross to the far side of an enemy within 4 m, striking up to four enemies for 181 damage. Blind lasts three seconds and has a 40% application chance; the reference lists guaranteed application against NPCs. Stagger-gauge damage: 7.
After Dodge, or while airborne in flight, move behind an enemy up to 10 m away and strike for 239 damage.
After Dodge, or while airborne in flight, move behind an enemy up to 10 m away and strike for 239 damage. Blind lasts three seconds with a 50% chance; NPC application is listed as guaranteed. Stagger-gauge damage: 10.
Choose an enemy within 20 m; the blast can hit four enemies in a 4 m area around it.
Choose an enemy within 20 m; the blast can hit four enemies in a 4 m area around it. The unmarked damage listing is 604. With one, two, three, four or five Insignias, damage becomes 677, 749, 822, 894 or 967 and stun chance becomes 10%, 20%, 30%, 40% or 50%, respectively. Stun lasts three seconds; its chance doubles against NPCs. Stagger-gauge damage: 7.
For ten seconds, Heart Gore has no cooldown and damage dealt generates an additional 20% damage.
For ten seconds, Heart Gore has no cooldown and damage dealt generates an additional 20% damage. These are the caster's burst effects, not a party buff.
Gain 17% Status Effect Resist. Being hit while stunned, knocked down, airborne, frosted or feared adds a five-second 10% resistance stack, up to ten stacks, with a one-second proc cooldown. At 10% HP or below, immediately recover 35% of maximum HP; that emergency heal has a sixty-second cooldown.
Enter stealth for twenty seconds. At base rank, combat prevents activation and breaks an existing stealth effect. Stigma rank 15 adds in-combat use; do not apply that upgrade rule to an unupgraded skill.
Hit an enemy within 4 m for 832 damage, then retreat and enter stealth for three seconds.
Hit an enemy within 4 m for 832 damage, then retreat and enter stealth for three seconds. This is an attack-and-retreat skill, distinct from Shadow Walk.
Basis-Abklingzeit
45s
MP
100
Nur mit passendem Upgrade: Debuff · Kontrolle · Schutz
Clear your own Stun, Knockdown, Airborne, Grab, Frost and Fear, then gain five seconds of Tenacity, which provides status-effect immunity.
Clear your own Stun, Knockdown, Airborne, Grab, Frost and Fear, then gain five seconds of Tenacity, which provides status-effect immunity. Cooldown-reduction effects do not shorten this skill's cooldown.
Each landed attack has a 15% chance to poison the enemy for ten seconds and reduce its incoming healing by 12%.
Each landed attack has a 15% chance to poison the enemy for ten seconds and reduce its incoming healing by 12%. Poison ticks for 233 damage once per second. The application proc has a one-second cooldown.
Rush an enemy up to 20 m away, hit for 1,074 damage and remove one beneficial effect.
Rush an enemy up to 20 m away, hit for 1,074 damage and remove one beneficial effect. The reference lists 386 additional damage based on the number of buffs removed. Stagger-gauge damage: 20.
Choose an enemy within 20 m and strike up to four enemies in a 4 m area for 977 damage.
Choose an enemy within 20 m and strike up to four enemies in a 4 m area for 977 damage. Blind lasts five seconds with a 30% chance; NPC application is listed as guaranteed. Your Defense rises with the number hit, capped at 20%.
Using a rush or movement skill grants this stance for ten seconds.
Using a rush or movement skill grants this stance for ten seconds. While active, landed attacks have a 50% chance of a 152-damage extra hit. Proc cooldown: one second.
Hit one enemy from up to 20 m away for 778 damage.
Hit one enemy from up to 20 m away for 778 damage. Apply a five-second slow that cuts movement speed by 40%. Stagger-gauge damage: 15. AoE is a later upgrade, not the base effect.
A 4 m strike dealing 1,374 damage. It lengthens every skill cooldown on the victim by 5% of that cooldown's duration. Attacking from behind adds 30% damage. Stagger-gauge damage: 20.
After evading, strike an enemy within 4 m for 300 damage.
After evading, strike an enemy within 4 m for 300 damage. Turning and a three-second stun have a 40% application chance; NPC stun application is listed as guaranteed. Stagger-gauge damage: 7.
Damages the target, with increased damage while the caster has Precision.
Damages the target, with increased damage while the caster has Precision. The attack also damages the stagger gauge; the translation does not specify a separate Precision multiplier for gauge damage.
A target-centered attack deals ordinary and mental damage and can Stun.
A target-centered attack deals ordinary and mental damage and can Stun. The listed Stun chance against NPCs is 100%. Defense increases with the number of enemies hit. The translation does not define mental damage.
Temporarily raises PvE damage resistance, PvP damage resistance, and Critical Hit resistance, and grants Nature.
Temporarily raises PvE damage resistance, PvP damage resistance, and Critical Hit resistance, and grants Nature. Nature can restore HP based on damage received. Cooldown-increase effects do not apply.
Place an area trap near the caster. An approaching enemy triggers damage with a chance to Stun; the reference gives a 100% Stun chance against NPCs. Also damages the stagger gauge.
A target-centered attack deals damage and can Stun.
A target-centered attack deals damage and can Stun. The listed Stun chance against NPCs is 100%. Also damages the stagger gauge. This record shares its translated name with a different fire-damage skill.
A target-centered attack deals damage and can apply Red Flame, which inflicts periodic fire damage.
A target-centered attack deals damage and can apply Red Flame, which inflicts periodic fire damage. That continuing damage increases when the affected target moves. The attack also mentions stagger-gauge damage. This record shares its translated name with a different Stun skill.
Increases maximum mobility and temporarily increases movement speed when the caster is attacked.
Increases maximum mobility and temporarily increases movement speed when the caster is attacked. Maximum mobility may refer to a Stamina resource cap; the translation does not define it.
Improves status resistance, with further resistance when attacked under shock, freezing, or fear effects.
Improves status resistance, with further resistance when attacked under shock, freezing, or fear effects. The additional resistance decays by 10% each second. Falling below an unspecified HP threshold immediately restores HP. The source gives neither the threshold nor the recovery amount.
Centers a damaging attack on a target with Slow or Restraint and also damages enemy stagger gauges.
Centers a damaging attack on a target with Slow or Restraint and also damages enemy stagger gauges. The translation lists both conditions without establishing whether one or both must be present.
A Critical Hit triggers target-centered damage, restores MP, and applies Bleeding.
A Critical Hit triggers target-centered damage, restores MP, and applies Bleeding. Bleeding deals damage every second and lowers incoming healing. Only one healing-reduction effect from Sharp Arrow, Debilitating Blow, or Spark Fork applies. The attack also damages the stagger gauge.
Removes the caster's listed control conditions and grants Strong for status immunity.
Removes the caster's listed control conditions and grants Strong for status immunity. The list repeats Knockdown, then names aerial restraint, Grab, Freeze, and Fear, leaving one intended condition name unresolved. Cooldown-reduction effects do not apply.
Damages the target and applies a temporary condition translated as insomnia, while also mentioning stagger-gauge damage.
Damages the target and applies a temporary condition translated as insomnia, while also mentioning stagger-gauge damage. The contradictory Sleep Arrow name and insomnia wording do not reliably establish the exact control effect.
Temporarily summons a supporting sphere beside the caster.
Temporarily summons a supporting sphere beside the caster. Its shots can deal damage and absorb life force, with a 0.5-second firing cooldown. The reference gives no trigger chance or absorption amount.
Move behind the target, deal damage, and knock it back.
Move behind the target, deal damage, and knock it back. The source repeats the movement-behind clause but does not establish a second separate movement.
Damage the target, move in the chosen input direction, and temporarily gain Precision.
Damage the target, move in the chosen input direction, and temporarily gain Precision. Precision increases Critical Hit. The source also mentions stagger-gauge damage without clearly separating it from Precision's effect.
Deal target-centered water damage and apply Slow. A storm at the target's location repeatedly applies Frostbite, inflicting periodic water damage that increases when the target moves. The attack also damages the stagger gauge.
Create a fire field at the target's position. It damages enemies in its area and applies Remnant Fire, dealing periodic fire damage. The continuing damage increases when the affected target moves.
A target-centered attack deals ordinary and mental damage and can Freeze.
A target-centered attack deals ordinary and mental damage and can Freeze. The regional reference gives a 100% Freeze chance against NPCs. Defense increases with the number of targets hit. Mental damage is not defined here.
Transforms the target into a tree and lowers its fire resistance.
Transforms the target into a tree and lowers its fire resistance. The remaining text mentions backward movement, damage ending the effect, and stagger-gauge damage, but does not clearly identify who moves or which damage breaks the transformation.
A landed fire attack applies Fire Sign, lowering the target's Attack.
A landed fire attack applies Fire Sign, lowering the target's Attack. Further fire damage against a target carrying Fire Sign causes additional damage.
Deals fire damage to a target already affected by the condition translated as Stun; the source does not clarify whether that label means stun or stagger.
Deals fire damage to a target already affected by the condition translated as Stun; the source does not clarify whether that label means stun or stagger.
Deals water damage around the selected target, with a chance to Freeze enemies.
Deals water damage around the selected target, with a chance to Freeze enemies. The listed Freeze chance against NPCs is 100%. Also damages the stagger gauge.
Summon icy wind at the target's position. It deals target-centered water damage and can apply Restraint. The listed restraint chance against NPCs is 100%. Also damages the stagger gauge.
Enter a temporary hibernation state that blocks damage and status effects, except for certain powerful attacks.
Enter a temporary hibernation state that blocks damage and status effects, except for certain powerful attacks. Using Hibernation Release ends the state immediately, restores a portion of maximum HP, and moves the caster backward.
Temporarily raises damage resistance and can Freeze enemies that attack the caster.
Temporarily raises damage resistance and can Freeze enemies that attack the caster. While mental power is above 50% during the relevant period, grants Magic Replacement. The translation assigns 50% of incoming damage to HP and 10% to mental power, but does not explain the remaining share or the exact conversion calculation.
Deals water damage in an area centered on a Frozen target.
Deals water damage in an area centered on a Frozen target. The source also describes a chance to activate against an incapacitation-immune target and mentions stagger-gauge damage, but merges those clauses ambiguously.
When hit under breathlessness, Knockdown, aerial restraint, freezing, or Fear, gain 10% status resistance for five seconds, stacking up to ten times.
When hit under breathlessness, Knockdown, aerial restraint, freezing, or Fear, gain 10% status resistance for five seconds, stacking up to ten times. Immediately restores HP when health falls below an unspecified threshold. Breathlessness is an unresolved translated condition name.
Removes the caster's listed control conditions and grants Strong for status immunity.
Removes the caster's listed control conditions and grants Strong for status immunity. The list duplicates Knockdown, then names aerial restraint, Grab, Freeze, and Fear; one intended condition name remains unclear. Cooldown-reduction effects do not apply.
Deals fire damage to a target carrying Fire Mark, restores mental power, and damages the stagger gauge.
Deals fire damage to a target carrying Fire Mark, restores mental power, and damages the stagger gauge. The regional sentence combines the recovery and gauge clauses awkwardly.
Creates a temporary damage-blocking barrier. If the damage-resistance increase is removed during this period, restores 300 of the resource translated as mobility. The source does not define that resource or clearly explain the relationship between the barrier and the resistance effect.
A target-centered attack deals ordinary and mental damage and can cause Fear.
A target-centered attack deals ordinary and mental damage and can cause Fear. Landing it raises the caster's Attack; Defense increases with the number of targets hit. The listed Fear chance against NPCs is 100%. Mental damage is not defined in this translation.
The opening attack deals water damage and restores MP.
The opening attack deals water damage and restores MP. Its chained Vacuum Explosion deals wind damage and restores MP, followed by Earthquake, which deals earth damage and also restores MP.
Deal damage around the selected target and apply Corrosion, which adds periodic damage and increases damage dealt by the spirit.
Deal damage around the selected target and apply Corrosion, which adds periodic damage and increases damage dealt by the spirit. The joint attack varies by spirit: Fire deals area damage and Knockdown; Water deals single-target damage and Slow; Earth deals single-target damage and Seal; Wind and Ancient each deal area damage and Knockdown. Also damages the stagger gauge.
Deal target-centered damage and apply a temporary Curse that deals periodic damage and reduces the affected enemy's damage to the Spiritmaster.
Deal target-centered damage and apply a temporary Curse that deals periodic damage and reduces the affected enemy's damage to the Spiritmaster. A joint spirit attack follows: Fire and Ancient deal area damage; Water deals single-target damage; Earth deals single-target damage and lowers status resistance; Wind deals area damage plus damage over time. Also damages the stagger gauge.
Damage the target together with a spirit. Fire, Wind, and Ancient variants deal area damage; Water and Earth variants deal single-target damage. Also damages the stagger gauge.
Temporarily raises a summoned spirit's damage resistance and makes it share damage received by the Spiritmaster.
Temporarily raises a summoned spirit's damage resistance and makes it share damage received by the Spiritmaster. Selects the summoned spirit with higher HP, or the nearer spirit if HP is tied. Damage sharing works only while that spirit is within 25 metres. The translation alternates between Stand and avatar for this command.
Damages enemies around the target, reduces their maximum mobility, and applies periodic damage.
Damages enemies around the target, reduces their maximum mobility, and applies periodic damage. Player targets also have maximum HP reduced. The attack mentions stagger-gauge damage. Maximum mobility and the linkage of the final HP/gauge clause are not clearly translated.
Raises the caster's Critical Hit. A Critical Hit can cause damage over time, but the translated phrase does not clearly establish whether the trigger is landing or receiving that critical hit.
Summoning spirits builds elemental effects toward a four-element state.
Summoning spirits builds elemental effects toward a four-element state. Elemental Fusion is usable only with that state, damages its target, and immediately consumes the elemental effects. The translation does not clearly state how many effects each summon provides. Its final clause concerning receiving no further elemental effects or damage after reaching four elements is unresolved and must not be read as confirmed damage immunity; stagger-gauge damage is also mentioned.
Damage enemies around the selected target and remove their strengthening effects.
Damage enemies around the selected target and remove their strengthening effects. Inflict extra damage based on how many buffs were removed. Also damages the stagger gauge.
Attacks can reduce the cooldown of spirit-summoning skills.
Attacks can reduce the cooldown of spirit-summoning skills. A summoned spirit whose HP falls below an unspecified threshold receives HP restoration. The phrase maximum HP will be restored does not establish whether this is a full heal or a percentage-based heal.
Improves status resistance. When hit under breathlessness, Knockdown, aerial restraint, freezing, or Fear, gain another 10% status resistance for five seconds, stacking up to ten times. HP below 10% triggers immediate healing. Breathlessness is an unresolved translated condition name, and the healing amount is not stated.
Removes the caster's listed controls and grants Strong for status immunity.
Removes the caster's listed controls and grants Strong for status immunity. The list repeats Knockdown, followed by aerial restraint, Grab, Freeze, and Fear, so one intended condition name is uncertain. Cooldown-reduction effects do not apply.
Temporarily becomes available after a spirit-summoning skill.
Temporarily becomes available after a spirit-summoning skill. Deals target-centered damage, applies Slow to reduce enemy movement speed, restores mental power, and damages the stagger gauge.
Summons an Ancient spirit that uses a damaging skill against its target and gains four-element effects whenever it uses skills.
Summons an Ancient spirit that uses a damaging skill against its target and gains four-element effects whenever it uses skills. It then fights with normal attacks and uses its skill again after seven normal attacks. Selecting its summon icon dismisses it. Higher skill ranks increase its Attack, Defense, hit statistic, and Critical Hit. The description also mentions stagger-gauge damage, without clearly separating it from the rank-scaling sentence.
Summons an Earth spirit whose skill deals earth damage and generates threat.
Summons an Earth spirit whose skill deals earth damage and generates threat. Against a player, it can additionally apply Provocation. It continues with normal attacks, generating threat with each hit. Using the skill again dismisses it. Higher ranks improve the spirit's Attack and Defense. The description also mentions stagger-gauge damage without a clear scaling relationship.
Summons a Fire spirit that rushes to the target and uses a fire-damage skill, then continues with normal attacks.
Summons a Fire spirit that rushes to the target and uses a fire-damage skill, then continues with normal attacks. Selecting its summon icon dismisses it. Higher ranks raise the spirit's Attack and Defense. Stagger-gauge damage is also mentioned, but its relation to rank scaling is unclear.
Summons a Water spirit that uses a water-damage skill and then attacks normally.
Summons a Water spirit that uses a water-damage skill and then attacks normally. Each hit restores the Spiritmaster's mental power. Selecting the summon icon dismisses it. The rank-scaling sentence says Attack and Defense increase, but incorrectly names the Fire spirit; it also mentions stagger-gauge damage. That naming inconsistency remains unresolved.
Summons a Wind spirit whose skill deals wind damage around the selected target and heals the Spiritmaster.
Summons a Wind spirit whose skill deals wind damage around the selected target and heals the Spiritmaster. It then uses normal attacks; each hit has a chance to activate its skill and heal the Spiritmaster again. Selecting the summon icon dismisses it. Higher ranks increase the spirit's Attack and Defense. Stagger-gauge damage is also mentioned, without a clear scaling relationship.
Choose an enemy within 20 m and hit up to four enemies in a 4 m area for 891 damage.
Choose an enemy within 20 m and hit up to four enemies in a 4 m area for 891 damage. Root has a 30% application chance, listed as guaranteed against NPCs. Your Defense bonus scales with enemies hit, up to 20%; a Root duration is not supplied in this base record.
Choose an enemy within 20 m and deal 939 Earth damage to as many as four enemies in a 4 m area.
Choose an enemy within 20 m and deal 939 Earth damage to as many as four enemies in a 4 m area. Root lasts ten seconds with a 75% application chance; NPC application is listed as guaranteed. Stagger-gauge damage: 15.
A landed attack heals you and party members within 40 m for 384–461 HP.
A landed attack heals you and party members within 40 m for 384–461 HP. The healing trigger has a five-second cooldown; it is a passive proc rather than a separate healing button.
Aim within 20 m; up to four enemies in a 4 m area take 138 Earth damage.
Aim within 20 m; up to four enemies in a 4 m area take 138 Earth damage. Their PvE/PvP Damage Tolerance falls by 5%/2.5%, with 173 damage ticking each second for ten seconds. Stagger-gauge damage: 10.
Requires an enemy affected by Chain of Torment within 20 m.
Requires an enemy affected by Chain of Torment within 20 m. Deal 325 Earth damage to up to four enemies in a 4 m area around that target. Stagger-gauge damage: 7.
Basis-Abklingzeit
3s
MP
Nicht angegeben
Nur mit passendem Upgrade: Ressourcen · Debuff · Kontrolle
For ten seconds, you and party members within 40 m gain 20% PvE Damage Tolerance and 10% PvP Damage Tolerance.
For ten seconds, you and party members within 40 m gain 20% PvE Damage Tolerance and 10% PvP Damage Tolerance. Cooldown-increase effects do not affect this skill.
Recover 192–211 HP for yourself and one ally: the lowest-health party member within 40 m.
Recover 192–211 HP for yourself and one ally: the lowest-health party member within 40 m. This is smart-target healing, not a heal applied to every party member.
Place a stationary summon near yourself for five seconds.
Place a stationary summon near yourself for five seconds. It periodically attacks your selected enemy within 20 m for 394 Earth damage. It does not follow you or provide a base party buff.
Basis-Abklingzeit
30s
MP
Nicht angegeben
Nur mit passendem Upgrade: Debuff · Fläche · Kontrolle
Carry the Benevolence effect for twenty seconds. While it lasts, you and party members within 40 m recover 90–100 HP every two seconds. The effect is placed on you, but the healing benefits both you and the party.
Give yourself and nearby party members 10.5% PvE Damage Boost and Damage Tolerance, plus 5.25% for the corresponding PvP bonuses.
Give yourself and nearby party members 10.5% PvE Damage Boost and Damage Tolerance, plus 5.25% for the corresponding PvP bonuses. Its Damage Boost does not combine with the Chanter's Undefeated Mantra: the higher skill-level effect wins, and equal levels favor Undefeated Mantra.
Create a summon that follows you and attacks your chosen enemy for up to 300 seconds.
Create a summon that follows you and attacks your chosen enemy for up to 300 seconds. It deals 472 damage to an enemy within 20 m, with two seconds between its attacks. Unlike Divine Aura, this summon moves with you.
For three seconds, protect yourself against damage and status effects, except certain powerful attacks.
For three seconds, protect yourself against damage and status effects, except certain powerful attacks. Cooldown-increase effects do not affect this skill. When invincibility stacking is blocked, Tenaciousness, Salvation, Barrier Spell and Unstoppable cannot be applied for thirty seconds.
Aim within 20 m; up to four enemies in a 4 m area take 59 Wind damage.
Aim within 20 m; up to four enemies in a 4 m area take 59 Wind damage. Their PvE/PvP Damage Boost falls by 5%/2.5%, with 74 damage ticking each second for ten seconds. Stagger-gauge damage: 10.
Clear your own Stun, Knockdown, Airborne, Grab, Frost and Fear, then gain five seconds of Tenacity, which provides status-effect immunity.
Clear your own Stun, Knockdown, Airborne, Grab, Frost and Fear, then gain five seconds of Tenacity, which provides status-effect immunity. Cooldown-reduction effects do not shorten this skill's cooldown.
Aim at an enemy within 20 m to strike up to four enemies in a 4 m area.
Aim at an enemy within 20 m to strike up to four enemies in a 4 m area. Up to three charge levels produce 987–2,963 Wind damage and 20–35 stagger-gauge damage.
Your maximum HP increases by 6%. The inspected record lists a maximum-MP increase of 7 without a percent sign; that unit is not inferred or silently corrected here.
Gain 17% Status Effect Resist. Stun, Knockdown, Airborne, Frost or Fear can activate five seconds of 12% PvE and 6% PvP Damage Tolerance, with a sixty-second cooldown. Being hit under those conditions also adds a five-second 10% resistance stack, up to ten stacks, with a one-second proc cooldown.
Aim at an enemy within 20 m; up to four enemies in a 4 m area take 1,100 Earth damage.
Aim at an enemy within 20 m; up to four enemies in a 4 m area take 1,100 Earth damage. Over twenty seconds, the effect deals 2,862 damage each second and reduces incoming healing and HP-potion recovery by 60%.
A target-centered attack deals ordinary and mental damage and can Stun.
A target-centered attack deals ordinary and mental damage and can Stun. The listed Stun chance against NPCs is 100%. Defense rises with the number of targets hit. Mental damage is not defined in the regional translation.
Rush to the target, deal damage, and restore mental power.
Rush to the target, deal damage, and restore mental power. The source also mentions stagger-gauge damage, although the recovery and gauge clauses are merged in translation.
After a successful block, damage enemies around the selected target with a chance to apply Seal.
After a successful block, damage enemies around the selected target with a chance to apply Seal. The listed Seal chance against NPCs is 100%. Also damages the stagger gauge.
Temporarily improves damage reduction from blocked frontal attacks and guarantees up to two consecutive weapon blocks.
Temporarily improves damage reduction from blocked frontal attacks and guarantees up to two consecutive weapon blocks. A successful block restores MP and the resource translated as mobility, which may mean Stamina.
Quickly rush to the target, damage it, and temporarily reduce its Defense.
Quickly rush to the target, damage it, and temporarily reduce its Defense. Damage increases against a target with an Impact-type condition. Also damages the stagger gauge.
Damages targets under specified controls: the translation lists Knockdown twice and Aerial Bound.
Damages targets under specified controls: the translation lists Knockdown twice and Aerial Bound. There is also a chance to activate against an incapacitation-immune target. Stagger-gauge damage is mentioned, but the source does not clearly separate that damage from the alternate trigger.
Damages an enemy and can knock it down. The NPC clause gives a 100% chance but calls the effect Killing rather than Knockdown, an unresolved translation inconsistency. Also damages the stagger gauge; this wording does not establish an instant-kill effect.
Temporarily prevents the caster and nearby party members from falling below an unspecified HP floor.
Temporarily prevents the caster and nearby party members from falling below an unspecified HP floor. Certain powerful attacks bypass this protection. Under the invincibility non-stacking restriction, Perseverance, Rescue, and Enchantment Spell cannot be applied for 30 seconds.
Increases maximum HP and the quantity translated as natural HP, immediately restores HP, and persists through death.
Increases maximum HP and the quantity translated as natural HP, immediately restores HP, and persists through death. Natural HP likely refers to regeneration, but the source does not say so unambiguously.
Improves PvE/PvP damage and PvE/PvP damage resistance for the caster and nearby party members.
Improves PvE/PvP damage and PvE/PvP damage resistance for the caster and nearby party members. Does not stack with Light of Protection: the higher-rank skill takes precedence, and this mantra takes precedence when both ranks are equal.
Damage enemies around the selected target. A hit temporarily enables Dark Crush against that target; the source does not describe Dark Crush's separate mechanics.
Raises movement speed for the caster and nearby party members.
Raises movement speed for the caster and nearby party members. Landed attacks also have a chance to restore HP. The translation does not specify whether that triggered heal affects only the attacker or the whole group.
Temporarily raises combat speed for the caster and nearby party members and reduces skill cooldowns.
Temporarily raises combat speed for the caster and nearby party members and reduces skill cooldowns. Wind Power and the Cleric effect translated as Earth Blessing cannot be applied together for one minute.
Landed attacks temporarily lower the target's PvE and PvP damage resistance, with a ten-second cooldown.
Landed attacks temporarily lower the target's PvE and PvP damage resistance, with a ten-second cooldown. This reduction does not apply alongside the Cleric effect translated as Pain Chain; that effect takes precedence.
Landed attacks build Protective Array, with a 0.5-second stack-trigger cooldown.
Landed attacks build Protective Array, with a 0.5-second stack-trigger cooldown. Ten stacks are consumed to grant a sacred barrier to the caster and party. Reaching ten stacks while the barrier is already present refreshes it instead.
Damages enemies around the selected target and can apply Seal.
Damages enemies around the selected target and can apply Seal. Against NPCs the source gives a 100% chance but names both Seal and Restraint; it does not clearly establish whether these are separate effects or inconsistent translations.
Removes the caster's listed controls and grants Strong for status immunity.
Removes the caster's listed controls and grants Strong for status immunity. Knockdown appears twice before aerial restraint, Grab, Freeze, and Fear, leaving one intended label unresolved. Cooldown-reduction effects do not apply.
After Emergency Evasion, move toward the target and damage it with a chance to Stun.
After Emergency Evasion, move toward the target and damage it with a chance to Stun. The listed Stun chance against NPCs is 100%. Also damages the stagger gauge.
Damage enemies in front of the caster. Landing the attack temporarily increases Critical Damage amplification and healing amplification, stacking up to twice. Also damages the stagger gauge.
Damages a target with the condition translated as Qiu and knocks it down.
Damages a target with the condition translated as Qiu and knocks it down. The source does not define Qiu, so the prerequisite cannot be identified reliably.
Raises status resistance. Attacks involving shock, freezing, or fear also increase damage resistance and status resistance. A further clause gives 10% status resistance for five seconds when hit under breathlessness, Knockdown, aerial restraint, ice, or Fear, stacking up to ten times. The translated condition groups overlap and do not establish cleanly separate triggers.
Damages the target and consumes all remaining Anger.
Damages the target and consumes all remaining Anger. The PvE and PvP damage benefit grows with the amount of maximum Anger consumed, although the translation does not specify its calculation. Also damages the stagger gauge.
Rush toward the enemy and deal damage. The source describes immediate skill activation without further explaining that clause. In Rampage, Anger restoration does not apply. The attack also damages the stagger gauge.
Rush toward an enemy and damage it. In Rampage, move between targets while attacking and temporarily enable Phantom Foot against the target. Phantom Foot damages its target and pulls a target damaged by Wind Strike toward the caster. Also damages the stagger gauge. This record shares the translated name Blast with a different block-triggered skill.
After a successful block, damage the target with a chance to apply the condition translated as breathlessness.
After a successful block, damage the target with a chance to apply the condition translated as breathlessness. The listed chance against NPCs is 100%. Also damages the stagger gauge. Breathlessness is not clearly defined, and this record shares the name Blast with a different rushing skill.
Becomes available after landing a Critical Hit and damages the target.
Becomes available after landing a Critical Hit and damages the target. In Rampage, the Critical Hit requirement is removed. Also damages the stagger gauge.
Rush to the target and damage it with a chance to apply breathlessness.
Rush to the target and damage it with a chance to apply breathlessness. The listed chance against NPCs is 100%. Also damages the stagger gauge. Breathlessness is an unresolved translated condition name.
Damages the target. In Rampage, a landed hit reduces Serial Punch's cooldown. The source also mentions stagger-gauge damage without specifying whether that part is exclusive to Rampage.
Briefly improves damage reduction from blocking and guarantees the weapon's blocking state.
Briefly improves damage reduction from blocking and guarantees the weapon's blocking state. A successful block restores Anger and the resource translated as mobility, which may mean Stamina.
Raises maximum Anger and progressively reduces the Anger consumed each second in Rampage.
Raises maximum Anger and progressively reduces the Anger consumed each second in Rampage. Defeating an enemy restores some Anger, with a 0.5-second cooldown on that restoration.
Damage enemies around the selected target, with a chance to inflict breathlessness.
Damage enemies around the selected target, with a chance to inflict breathlessness. The NPC clause instead calls the effect Seal and gives a 100% chance, leaving the control name inconsistent. Also damages the stagger gauge.
Raises the caster's Impact-type hit statistic and the statistic translated as strong attacks.
Raises the caster's Impact-type hit statistic and the statistic translated as strong attacks. This differs from the other record carrying the same translated name.
Applies an unspecified shock-system condition to the target.
Applies an unspecified shock-system condition to the target. The source gives no further mechanics; this record must not be conflated with the same-named passive that raises offensive statistics.
Removes the caster's listed controls and grants Strong for status immunity.
Removes the caster's listed controls and grants Strong for status immunity. The list duplicates Knockdown, then names aerial restraint, Grab, Freeze, and Fear, so one intended condition label remains unresolved. Cooldown-reduction effects do not apply.
After Emergency Avoidance or while flying, rush toward the enemy and damage it with a chance to apply breathlessness.
After Emergency Avoidance or while flying, rush toward the enemy and damage it with a chance to apply breathlessness. The listed chance against NPCs is 100%. Also damages the stagger gauge. Breathlessness is an unresolved control name.
Enter Rage, consuming Anger each second until the resource reaches zero and the state ends.
Enter Rage, consuming Anger each second until the resource reaches zero and the state ends. During the state, combat speed and PvE/PvP damage bonuses increase, and skills use their Rampage variants. The translation uses Rage, Rampage, and berserk for this state.
When hit under breathlessness, Knockdown, aerial restraint, freezing, or Fear, gain 10% status resistance for five seconds, stacking up to ten times.
When hit under breathlessness, Knockdown, aerial restraint, freezing, or Fear, gain 10% status resistance for five seconds, stacking up to ten times. Falling below an unspecified HP threshold immediately restores HP. Breathlessness is an unresolved condition name, and no healing amount is given.
Move to the opposite direction of the target and damage it, also damaging its stagger gauge.
Move to the opposite direction of the target and damage it, also damaging its stagger gauge. Tornado Kick deals another damaging attack and pushes the target away. The regional wording does not clearly define the first movement's destination.
Converts part of maximum mental power into maximum HP, and part of passive mental-power recovery into passive HP regeneration.
Converts part of maximum mental power into maximum HP, and part of passive mental-power recovery into passive HP regeneration. The conversion rates are not provided.
Deal target-centered damage with a chance to apply a condition called inactivity in one clause and out of breath in another.
Deal target-centered damage with a chance to apply a condition called inactivity in one clause and out of breath in another. The listed NPC chance is 100%. Defense increases with the number of targets hit. The exact control name is unresolved.
Create a field at the caster's location, then return to it using Retrograde or an automatic return.
Create a field at the caster's location, then return to it using Retrograde or an automatic return. The translation repeatedly describes eight-second windows but does not clearly distinguish the manual-use deadline from automatic return timing. Returning deals damage around the field and can apply the condition translated as inactivity.
Temporarily prevents the caster's HP from dropping below an unspecified floor.
Temporarily prevents the caster's HP from dropping below an unspecified floor. Certain powerful attacks bypass it. Cooldown-increase effects do not apply. Under the invincibility non-stacking restriction, Rescue, Enchantment Spell, and Unstoppable cannot be applied for 30 seconds.