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Genesis War Mobile: Asura Project

Skills

A single canonical entry for every one of the 314 skills across all units. 73 are shared by more than one unit — open any skill to see the full roster that uses it. Skill names in a unit's kit link here.

Chain Flash

21 units
MeleeBattle

Deals damage equal to 130% of attack power to an enemy, and if counterattacked, a follow-up strike triggers dealing damage equal to 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Peerless Piercing

18 units
MeleeHealingMovement AttackCombat

Deal damage equal to 170% of Attack Power to an enemy, and when a critical hit triggers, restore HP equal to 50% of Attack Power. Upon killing an enemy, advance to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Dash

15 units
Slash

Immediately after using the skill, gains an additional action, and critical hit chance increases by 15% for this turn.

Flame Ball

10 units
FireRangedDirectional

Hurls a flame ball at an enemy dealing Fire damage equal to 100% of spell power, and deals Fire damage equal to 60% of spell power to adjacent enemies. Applies Burn to damaged enemies for 2 turns. Burn [Damage over Time] (Duration 2): At the end of the character's turn, deals fixed Fire magic damage equal to 15% of spell power. Allowed weapons: Staff, Rod

Ice Missile

10 units
IceRangedDirectionalCombat

Hurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. Cold Slow [Ice][Action Control][Movement Control] (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. Freeze [Ice][Action Control] (Duration 1): Unable to act. Allowed weapons: Staff, Rod

Mana Blade

10 units
Ranged

Deals damage equal to 80% of spell power to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. Allowed weapons: Staff, Rod

Danwolseom

9 units
RangedDirectionalBattle

Launches a crescent moon flash at an enemy, dealing damage equal to 150% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield

Magic Spear

8 units
RangedDirectionalCombat

Hurls a magic spear at an enemy dealing 150% of Spell Power as damage and Silencing for 1 turn. On killing an enemy, gain a shield that blocks damage equal to 60% of Spell Power for 2 turns. Silence [Skill Control][Silence] (duration 1): Cannot use skills. Lasts 1 turn. Allowed weapons: Staff, Rod

Shout of Vigor

8 units
Shout

Applies the Vigor effect to self and adjacent allies for 2 turns. **Vigor** [Shout] (Duration 2): After a melee attack, you can additionally use an attack or skill. Removed when triggered.

Sprint

8 units

Immediately after using the skill, gains an Additional Action and critical hit chance increases by 15% during this turn.

Double Down

6 units
RangedDirectionalCombat

Consumes 2 bullets. Fire the gun at an enemy to deal damage equal to 80% of attack power. Fire one more shot to deal damage equal to 50% of attack power.

Pungyeolseom

6 units
Melee

Sweeps with the sword, dealing damage equal to 110% of Attack Power to enemies within 1 tile radius and applying the Rupture effect for 2 turns. Rupture [Damage over time][Bleed] (Duration 2 turns): At the end of the character's turn, deals physical fixed damage equal to 5% of Attack Power per 1 tile of distance moved. Allowed weapons: Sword, Greatsword

Suppressing Fire

6 units
RangedDirectionalCombat

Consumes 1 bullet. Fire the gun at an enemy to deal damage equal to 120% of attack power and apply **Suppression** for 1 turn. **Suppression** [Skill Control] (stacks 1): Cannot gain TP.

Armor-Piercing Reload

5 units

Immediately after using the skill, can attack or use a skill again. Empty all remaining ammo and reload Armor-Piercing Rounds to max. Armor-Piercing Rounds: If consumed to deal damage, deal additional physical fixed damage equal to 25% of Attack to that target and remove 1 TP. Can attack or use skills even with no ammo.

Cursebound Soul

5 units
DarkRangedBlood MagicCombat

Launch Cursebound Soul at an enemy dealing 80% of spell power as damage and apply Cursed Soul for 2 turns. Cursed Soul [Dark][Healing Block][Damage over Time] (Duration 2): Healing effects received -50%. At character's end of turn, deal fixed dark damage equal to 50% of spell power and 30% chance to Stun. Stun [Stun][Action Control] (Duration 1): Cannot act.

Dark Blast

5 units
DarkRangedCombat

Launch Dark Blast at an enemy dealing 100% of spell power as damage and apply Dark Bomb for 1 turn. Dark Bomb [Dark] (Duration 1): Defense/Resistance -15%. When this effect expires it explodes, dealing fixed damage equal to 40% of the caster's spell power within 1 tile around the target.

Dark Embrace

5 units
MagicDarkRangedDirectionalPosition Control

Designating a direction, deals defense-ignoring damage equal to 50% of attack power to enemies within 4 tiles ahead and pulls them to the nearest possible tile while dealing defense-ignoring damage equal to 50% of attack power. If the enemy target was pulled, applies the Stun effect. After using the skill, gains an additional skill or attack opportunity.

Ecstasy

5 units
DarkBlood Magic

Cast blood magic on a designated ally, granting Ecstasy for 2 turns. Ecstasy (Duration 2): Attack/Spell power +20%. After a combat attack, if you dealt damage to an enemy, recover health equal to 20% of max health.

Moon Light

5 units
IceRanged

Hurls a moon light at an enemy dealing 100% of Spell Power as Frost damage and Freezing for 1 turn. Triggers an explosion on the target and within 3 tiles around, dealing an additional 50% of Spell Power as Frost damage and applying the Cold Slow effect for 2 turns. Freeze [Frost][Action Control] (duration 1): Unable to act. Cold Slow [Frost][Action Control][Movement Control] (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. Allowed weapons: Staff, Rod

Rapid Fire

5 units
RangedDirectionalCombat

Consumes 1 round. When using the skill, if ammo is at maximum, critical hit chance increases by 20%, and if it is the last round, critical hit chance increases by 35%. Fire the gun at an enemy to deal 120% of attack power as damage. This skill cannot be counterattacked and cannot be guarded/escorted.

Thunderbolt

5 units
ElectricRangedDirectional

Designates a direction and uses magic to deal 60% of Spell Power as Lightning damage to enemies within range and Electrocute for 1 turn. With 50% chance, deals an additional 50% of Spell Power as fixed Lightning damage to enemies adjacent to the hit enemy and Electrocutes them for 1 turn. Electrocute [Lightning][Action Control] (duration 1): Cannot counterattack. Allowed weapons: Staff, Rod

Bullseye

4 units
RangedDirectionalCombat

Consumes 3 rounds. Fire the gun at an enemy to deal 130% of attack power as damage and the effects of all consumed rounds activate. On enemy defeat, empty all remaining ammo and load Magic Bullet to maximum. Magic Bullet: If consumed to deal damage, deal 25% of attack power as additional magic damage to that target. Can attack or use skills even without ammo.

Chain Spear

4 units
MeleeDirectional

Designate a direction and deal damage equal to 110% of attack power to enemies within 2 tiles ahead. Allowed weapons: Spear, Spear/Shield

Gale Strike

4 units
MeleeDirectionalPosition Control

Designate a direction and deal damage equal to 80% of attack power to enemies within 3 tiles ahead and knock them back 1 tile. Allowed weapons: Spear, Spear/Shield

Heal

4 units
RadianceHealing

Designate an ally and recover HP equal to 100% of Spell Power.

Heal Wind

4 units
RadianceHealing

Designate an ally and recover HP for the target and allies within 3 tiles around equal to 70% of Spell Power, and increase Resistance by 20% for 2 turns.

Hoeryunseom

4 units
MeleeHealingTP Removal

Sweeps with the sword, dealing damage equal to 60% of attack power to enemies within 1 tile around and lowering their TP by 1 each. Recovers HP equal to 10% of attack power per enemy that took damage. Allowed weapons: Sword, Greatsword, Sword/Shield

Max Awakening:

4 units

Designates a direction and deals damage ignoring defense equal to 150% of attack power to enemies within 5 tiles ahead while moving through the enemies to the farthest empty tile. Recovers TP equal to the number of enemies damaged and applies the **Rupture** effect for 2 turns to the enemies damaged. **Rupture** [Damage over Time]: At the end of the character's turn, deals fixed physical damage equal to 5% of attack power per 1 tile of distance moved. Lasts 2 turns.

Power Up

4 units
Radiance

Target an ally and grant the Power Up effect for 2 turns. Power Up (duration 2): Attack/Magic Power +30%. On combat attack, remove 1 enemy buff.

Silent Cloud

4 units
DarkRanged

Create a Silent Cloud within 3 tiles around you, dealing 60% of spell power as damage to enemies within 2 tiles around the tile and Silencing them for 1 turn. Silence [Skill Control][Silence] (Duration 1): Cannot use skills. Lasts 1 turn.

Spear Shot

4 units
RangedDirectionalPosition ControlCombat

Fire a spear shot at an enemy, dealing damage equal to 170% of attack power and forcefully knocking it back up to 2 tiles. If the knocked-back enemy collides with a wall or another enemy, Stun it for 1 turn. Stun [Action Control] (Duration 1): Cannot act. Allowed weapons: Spear, Spear/Shield

Wonseompa

4 units
StrikeMeleePosition Control

Strikes adjacent enemies dealing 60% of attack power as damage and forcefully knocks them back up to 2 tiles. If a knocked-back enemy collides with a wall or another enemy, they are Stunned for 1 turn. **Stun** [Action Control]: Unable to act. Lasts 1 turn. Allowed weapons: Sword, Greatsword, Sword/Shield

Electric Wave

3 units
ElectricRanged

Designates an enemy and triggers an electric explosion, dealing damage equal to 60% of spell power to the target and enemies within 3 tiles around, with a 50% chance to Electrocute for 1 turn. Electrocute [Electric][Action Control] (Duration 1): Cannot counterattack. Allowed weapons: Staff, Rod

Fang Flash

3 units
MeleeCombat

Deals 170% of attack as damage to an enemy. On attacking, crit rate increases by 30%. After combat, gains the Gale effect for 2 turns. **Gale** (Duration 2): On basic attack, 50% chance to trigger a follow-up strike dealing 30% of attack. Allowed weapons: Sword, Greatsword, Sword/Shield

Gongaseom

3 units
MeleeCombat

Deals 170% of attack power as damage to an enemy. Critical hit chance increases by 30% when attacking. After combat, gains the Gale effect for 2 turns. **Gale** (Duration 2): On a basic attack, a 50% chance to trigger a follow-up attack dealing 30% of attack power. Allowed weapons: Sword, Greatsword, Sword/Shield

Max Manifestation:

3 units

Simultaneously use 6 magics on enemies within 3 tiles around you, dealing 165% of Spell Power and applying the Chill Slow, Shock, and Burn effects plus a random debuff for 2 turns. Restore HP to allies within range equal to 100% of Spell Power and apply a random buff. Gain the Immortal Rest effect for 1 turn. Allowed weapons: Staff, Rod ---

Pungpayeolseom

3 units
MeleeDirectionalMovement Attack

Designate a direction and deal damage equal to **80%** of Attack to enemies within **4** tiles ahead while moving through them to the farthest empty tile. After moving, swing the weapon again, dealing damage equal to **80%** of Attack to enemies within a surrounding **1**-tile radius. Allowed weapons: Sword, Greatsword

Single Moon Flash

3 units
RangedDirectionalCombat

Launch a Single Moon Flash at the enemy, dealing 150% of attack power as damage. Allowed weapons: Sword, Greatsword, Sword/Shield

Stealth

3 units
Penetration

Become Stealthed for 2 turns and gain additional movement. Stealth: Cannot be targeted. Critical hit chance +20% when attacking enemies. State is removed if there is an adjacent enemy at the end of the character's action turn or if you deal/take damage. On defeating an enemy, re-enter Stealth and gain additional movement.

Tactical Round Reload

3 units

Immediately after using the skill, you can additionally attack or use a skill. Empty all remaining bullets and choose one of 3 types, **Shock Round**, **Blaze Round**, **Chill Round**, to load to maximum. **Shock Round** [Cannot be removed][Electric]: If consumed to deal damage, deal additional magic damage equal to 35% of attack power to that target and apply **Shock**. Can attack or use skills even without bullets. **Blaze Round** [Cannot be removed][Fire]: If consumed to deal damage, deal additional magic damage equal to 30% of attack power to that target and apply **Blaze**. Can attack or use skills even without bullets. **Chill Round** [Cannot be removed][Fire]: If consumed to deal damage, deal additional magic damage equal to 20% of attack power to that target and apply **Chill Slow**. Can attack or use skills even without bullets.

Triple Elemental Blast

3 units
FireIceElectricRanged

Uses all 3 magics (Flame, Frost, Lightning) simultaneously on enemies within 3 tiles around yourself, dealing 130% of Spell Power as damage and applying the Cold Slow, Electrocute, and Burn effects for 2 turns. Cold Slow [Frost][Action Control][Movement Control] (stacks 2 / duration 2): Movement -1. On stacking, replaced by Freeze. Freeze [Frost][Action Control] (duration 1): Unable to act. Electrocute [Lightning][Action Control] (duration 1): Cannot counterattack. Burn [Damage Over Time] (duration 2): At the character's turn end, take fixed Flame magic damage equal to 15% of Spell Power. Allowed weapons: Staff, Rod

Warrant Barrier

3 units
RadianceShield

Target an ally to grant **Warrant Barrier**, which blocks damage equal to 120% of Spell Power, for 2 turns, and increase TP by 1.

Archer's Mark

2 units

Designates an enemy to apply **Mark** for 2 turns and additionally attacks or uses a skill. Archer's Mark (Duration 2): Chance of being hit by critical attacks +30%. Does not stack with other Mark effects.

Armor of Punishment

2 units
MagicRadianceRanged

Deal damage equal to 60% of Spell Power and Defense to enemies within 2 tiles around you, and gain a shield equal to 20% of total HP per enemy damaged for 2 turns. Allowed weapons: Spear, Spear/Shield

Barrage

2 units
RangedDirectionalCombat

Consumes all ammo. Designate a direction and deal damage equal to 80% of Attack to enemies in range, pushing them back 1 tile each. The ammo effect activates once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count.

Battle Stance

2 units

Gain the Battle Stance effect until the next turn start. If you did not attack an enemy with Battle Stance, gain the Vigor effect that lasts 1 turn at the start of the next ally turn. Battle Stance [Cannot be removed]: Set a control zone, and attack an enemy that ends its turn within 1-ring range, dealing 150% damage and removing the effect. While the effect is maintained, chance to be hit by critical -50%, damage taken -20%. Removed at the start of the ally turn. Vigor [Shout] (Duration 1): After a melee attack, can additionally attack or use a skill. Removed on activation.

Chain Slash

2 units
MeleeCombat

Attack an enemy dealing damage equal to 100% of attack power, and if the enemy's HP is 50% or below, an extra hit triggers dealing damage equal to 80% of attack power. Allowed weapon: Dual daggers

Charge Taunt

2 units
StrikeClose-rangePosition Control

Designates a direction and charges, knocking back the character at that spot. If the target was an enemy, deals physical fixed damage for 60% of Defense. After charging, Taunts enemies within 1 ring around and damage received from those enemies is reduced by 20%. Allowed weapons: Spear/Shield

Cry of Command

2 units
Shout

Grant the Fighting Spirit effect to allies within 3 tiles around yourself for 2 turns. Fighting Spirit (Duration 2): Attack power / spell power +20%. Allowed weapons: Spear, Spear/Shield

Dark Shadow Flash

2 units
MeleeCombatMovement Attack

Teleports to a tile adjacent to the designated enemy, then attacks for **130%** of attack power as damage. Allowed weapon: Dual Daggers

Defensive Stance

2 units
Penetration

Grants the Comrade Protection effect to allies within 2 tiles around until the start of the next turn, and takes a Defensive Stance itself. Allowed weapons: Spear, Spear/Shield

Enchant Sword

2 units
Slash

Immediately after using this skill, can attack again or use a skill. Gains the Enchant Sword effect for 2 turns. **Enchant Sword** (Duration 2): On combat attack, deals additional damage equal to 30% of spell power to enemies adjacent to the target. Recovers HP of allies within 2 tiles around self equal to 30% of spell power.

Erotic Scar

2 units

**TP cost 1.** Deal 1 damage to 1 ally; in exchange, that ally's movement increases by 1 and, for 1 time only, their next combat attack becomes a guaranteed critical hit, applying the "Erotic Scar" buff which is removed after the crit occurs. **Range 2.**

First Aid

2 units
Healing

Recover 30% of your own HP and gain the First Aid effect for 3 turns. First Aid [Cannot be removed] (duration 3): At the end of the character's turn, recover HP equal to 15% of total HP. Lasts 3 turns.

God Blessing

2 units
Radiance

Grant allies within 2 tiles around you the God Blessing effect for 2 turns. God Blessing (Duration 2): Immune to healing-obstruction effects. Chance to be hit by a critical attack -25%. At the end of action, recover HP equal to 25% of total HP. Allowed weapons: Spear, Spear/Shield

Heavy Slam

2 units
MeleeCombat

Weakness Exposure [Exposure] (Stack 3 / Duration 2): Damage taken +10%. Chance to be hit by critical +10%. Does not stack with other Exposure effects.

Hold Position

2 units

Gains the Hold Position effect until the start of the next turn. Allowed weapons: Spear, Spear/Shield

Holy Blow

2 units
RadianceRangedDirectionalHealingCombat

Fires Holy Blow at an enemy, dealing Radiance damage equal to 130% of Spell Power, and restores HP of 1 ally with the lowest HP ratio within 2 tiles around equal to 50% of Spell Power. Allowed weapons: Staff, Rod

Hook Throw

2 units
PiercingRangedDirectionalPosition Control

Throw a hook at enemies in a straight line dealing damage equal to 80% of attack power, and pull them until blocked by an obstacle. If an enemy is pulled to an adjacent tile, make an additional attack dealing physical damage equal to 30% of attack power. This skill cannot be guarded (escorted).

Just Challenge

2 units
MeleePosition Control

Designate an enemy within 2 tiles, drag it to an adjacent tile, apply Just Challenge, and attack for 100% attack power damage. Cannot be used on large monsters.

Latent Heat Flash

2 units
MeleeCombat

Deals damage equal to 160% of Attack Power to an enemy, and on a critical hit, inflict the Cannot Heal effect for 2 turns. Cannot Heal [Cannot be removed][Heal Block] (duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier

Lightning Blade

2 units
Electric

Immediately after using, can attack again or use a skill. Gain Lightning Blade effect for 2 turns. (Lightning Blade, lasts 2: immune to action-control and skill-control effects; when dealing damage to an enemy, convert 1 of the enemy's buffs into a debuff.)

Meteor Shower

2 units
Ranged

Designates an enemy and deals 60% of attack power as damage to enemies within 3 tiles around the target, with a 30% chance to **Slow** for 1 turn. Slow [Action Control][Movement Control] (Duration 1): Movement -2. Cannot make additional moves or additional actions. Allowed weapons: Bow, Crossbow

Noejeon Pokyeolcham

2 units
MagicElectricRangedDirectionalCombat

Fire Noejeon-pokyeol-cham at an enemy, dealing 170% of attack as electric damage, and dealing 70% of attack as electric damage to adjacent enemies. Apply the Electrocute effect to damaged enemies for 1 turn. Electrocute [Action Control] (Duration 1): Cannot counterattack. Allowed weapons: Sword, Greatsword

Reverse Scale Flash

2 units
MeleeBattle

Deals damage equal to 170% of Attack Power to an enemy and applies the Weakness Grasp effect for 2 turns. Weakness Grasp [Duel] (Duration 2): Chance to suffer critical damage when in battle with the caster +20%. Damage dealt when in battle with the caster -30%. Allowed weapons: Sword, Greatsword

Roar

2 units
Shout

Remove all buffs from enemies within 3 surrounding tiles and apply the **Morale Drop** effect for 2 turns. Morale Drop [Weaken] (duration 2): Attack/Magic/critical chance -25%. Allowed weapons: Spear/Shield

Single Point Break

2 units
MeleeDirectional

Designate a direction and deal damage equal to 100% of Attack Power to enemies within 3 tiles ahead, and inflict the Cannot Heal effect for 2 turns. Cannot Heal [Cannot be removed][Heal Block] (duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier

Spiral Spear

2 units
PenetrationClose-rangeDirectionalCombat

Attacks an enemy for 130% of Attack as damage. Deals an additional 50% of Attack as damage to the enemy behind the target. Applies the Armor Break effect to damaged enemies for 2 turns. Allowed weapons: Spear, Spear/Shield

Sun Light

2 units
MagicRadianceRangedHealing

Causes a burst of radiance within 3 tiles around self, dealing 100% of spell power as damage to enemies and removing 2 buffs each. Recovers the HP of allies in range by 100% of spell power and removes 2 debuffs each. Note: No Unique Skills section exists in the source; all skills listed are Common Skills. ---

Tactical Maneuver

2 units
TP Removal

Designate a direction and move up to the farthest empty tile within 4 tiles ahead, stealing TP along the way. If the stolen TP is 0, get TP back and this skill's cooldown is reduced by 1. Immediately after using the skill, you can additionally attack or use a skill.

Taunting Shout

2 units
Shout

Taunts enemies within 2 tiles around self for 1 turn, and damage taken from the target is reduced by 20%. **Taunt** [Action Control] (Duration 1): On its own turn, the target is forced to attack the one who taunted it. When the caster attacks, damage dealt -20%.

Wind Rupture Flash

2 units
MeleeDirectionalMovement Attack

Designate a direction and deal damage equal to 80% of Attack Power to enemies within 4 tiles ahead while breaking through enemies and moving to the farthest empty tile. After moving, swings the weapon again to deal damage equal to 80% of Attack Power to enemies within 1 tile radius. Allowed weapons: Sword, Greatsword

Xavier Breath

2 units
MagicIceDirectional

Designates a direction and deals 90% of attack as ice magic damage to enemies in range, and applies Chill Slow and Frostbite states for 2 turns. Chill Slow [Ice][Action Control][Movement Control] (Stack 2 / Duration 2): Movement -1. When stacked, replaced by Freeze. Freeze [Ice][Action Control] (Duration 1): Cannot act. Frostbite [Ice] (Duration 2): Chance to be hit by a critical attack +10%.

Abydos Circle

RadianceHealing

Cast Abydos Circle within 3 tiles around, restoring HP of allies within 2 tiles around the tile equal to 50% of Magic Power, and grant the Light of Abydos effect for 2 turns. Light of Abydos (duration 2): Chance to be hit by critical -20%. At the character's turn end, restore HP equal to 20% of total HP.

Advance Flash

StrikeMeleeMovement AttackPosition ControlCombat

Deals physical fixed damage equal to 80% of Defense to an enemy and knocks it back 2 tiles strongly. If the knocked-back enemy collides with a wall or another enemy, stuns it for 1 turn. When stunned, quickly approaches and deals additional damage equal to 30% of Attack. Stun [Action Control] (Duration 1): Cannot act.

Alert Shot

Take a guard stance in a designated direction; if an enemy ends its action within range, deal 80% of attack power damage and apply Weakness Detection for 2 turns. Cannot counterattack while in guard stance. Allowed weapons: bow, crossbow Weakness Detection (lasts 2): +20% chance to take critical damage when in combat with the caster; -30% damage dealt when in combat with the caster.

Armor-Piercing Round Load

Immediately after using the skill, can additionally attack or use a skill. Empty all remaining ammo and load Armor-Piercing Rounds to maximum. Armor-Piercing Round: If consumed to deal damage, deal 25% of attack power as additional physical fixed damage to that target and remove 1 TP. Can attack or use skills even without ammo.

Armor-Piercing Spear

MeleeDirectional

Designate a direction and deal 100% of Attack as damage to enemies within 4 tiles ahead. Apply the **Armor Break** effect to damaged enemies for 2 turns. Armor Break (duration 2): Defense -50%. Allowed weapons: Spear, Spear/Shield

Artifacts

Ascending Kiss

RangedDirectionalCombat

Consumes 1 bullet. Deal damage equal to 60% of attack power to enemies in a straight line, with additional damage equal to 60% of attack power per stack of **Focused Sniping**, and gain the Focused Sniping effect. **Focused Sniping** [Cannot be removed] (stacks 3/duration 1): Movement -1 per stack.

Assassin's Mark

Forbidden Technique

Designates an enemy to apply the **Assassin's Mark** effect, then additionally attacks or uses a skill.

Astral Blade

ElectricRangedDirectional

Choose a direction and deal 90% of attack power to enemies in range and inflict Shock. Additionally apply 1 random effect from Collapse, Daze, Suppress, or Banish. **Collapse** [Darkness] (duration 2): When attacked, explode dealing dark fixed damage equal to 25% of caster's attack power within a 1-tile radius. **Shock** [Action Control][Electric] (duration 2): Cannot counter. **Daze** [Action Control][Movement Control] (duration 2): Movement -2. Cannot take additional movement or additional actions. Cannot guard. **Suppress** [Skill Control] (duration 1): Cannot gain TP. Lasts 1 turn. **Banish** [Cannot be removed][Action Control][Banish] (duration 1): Unaffected by normal damage, skills, or effects, and cannot act.

Atomic Blast

MagicDarkRanged

Designate a tile within 3 surrounding tiles and deal 50% of attack power plus 15% of attack power per buff as physical fixed damage to enemies within 2 tiles around the target. Additionally, remove all buffs and apply Despair. Additionally, deal 30% of attack power per removed buff as damage to enemies adjacent to the target whose buffs were removed.

Banish

Stuns the target enemy and applies the Banish effect. The target has all buff effects removed, and when the Banish effect expires the Dark Bomb effect is applied. While this skill is equipped, if you take lethal damage, once per game you gain the Phase Escape effect and Phase Barrier effect and remove all debuffs. Allowed weapons: Staff, Rod

Banwolcham

RangedDirectionalPosition ControlCombat

Launches a Banwolcham at an enemy, dealing damage equal to 150% of Attack and pushing them back 1 tile. Allowed weapons: Sword, Greatsword, Rapier

Battle Shout

SlashShout

Grant the Battle Stance effect to allies within 3 tiles for 2 turns. Battle Stance: Attack power +25%. Defense/Resistance +20%.

Bigongseomin

PiercingMeleeCombat

Deals damage equal to 130% of Attack to an enemy. If the enemy dies, get 2 TP back and this skill's cooldown is reduced by 2. If the enemy does not die, an extra hit triggers, piercing through and moving past the enemy while dealing damage equal to 30% of Attack and Stunning the target. Allowed weapons: Sword, Greatsword, Rapier

Binggyeokseom

SlashIceMelee

Designate an empty tile 4 spaces away in a straight line in any direction, move there, then deal 70% of attack power damage to enemies along the path. If the target has a frost-type debuff, applies the **Freeze** effect; if no frost-type debuff, applies the **Cold Slow** effect. **Cold Slow** [Frost][Action control][Movement control] (stack 2 / duration 2): Movement -1. When stacked, replaced by **Freeze**. **Freeze** [Frost][Action control] (duration 1): Cannot act. Allowed weapons: Sword, Greatsword

Biyeoncham

UltimateSlashFireMeleeDirectionalMovement Attack

"This is as far as you go. Ha! Prepare yourself!!"

Biyeong Tuhon

MeleeDirectionalMovement Attack

Designate a direction and deal 80% of attack power as damage to enemies within 4 tiles ahead, moving through the enemies to the farthest empty tile. Apply Weakness Exposed to the damaged enemies for 2 turns, and apply an additional Weakness Exposed to enemies dealt critical damage. Weakness Exposed [Exposed] (Stacks 3 / Duration 2): Damage taken +10%. Chance to be hit by critical attacks +10%. Does not stack with other Exposed effects.

Black Shadow Shift

Melee

Swap positions with an allied character within 3 cells around you and can additionally attack or use a skill. If the swapped character is a character you summoned or a character that summoned you, apply Black Shadow Kill Formation to enemies within 2 rings around and recover 1 TP. This skill cannot be used on large monsters. Black Shadow Kill Formation [Action Control] (duration 2): Cannot make additional movement or additional action. Cannot counterattack. Allows the caster to make a preemptive strike in combat.

Blade and Gun

SlashMeleePosition ControlCombat

Deal 110% of attack power as damage to an enemy and push them back strongly, applying Electrocution Stagger for 3 turns. If distance opens with the pushed-back enemy, fire the gun to deal 50% of attack power as damage, and consume ammo if available. Electrocution Stagger [Lightning, Action Control] (stack 2 / duration 3): Cannot counterattack. At 2 stacks, stun and remove it. Stun [Action Control] (duration 1): Cannot act.

Blade Rush

MeleeCombat

Deals damage equal to 140% of Attack Power and gains the Weapon Block effect. Weapon Block [Cannot be dispelled] (Duration 1): In combat, 70% chance to block the enemy's attack and take 50% less damage. Blocked damage cannot be a critical hit. Lasts 1 turn.

Blade Strike Flash

MeleeTP RemovalCombat

Attacks an enemy for **130%** of attack power as damage and steals **1** TP. On critical hit, steals **2** TP. Allowed weapon: Dual Daggers

Blasphemous

Radiance

Targets an enemy within 3 tiles around, dealing damage equal to 90% of Spell Power to enemies within 2 tiles around the target and applying the "Cannot Heal" effect.

Blizzard Sanctuary

MagicIceRanged

Deals 100% of attack as ice-cold damage to enemies within 3 tiles around yourself and applies Cold Slow. Grants a Glacial Veil shield equal to 100% of attack to allies within range for 2 turns. When attacked by an enemy, the TP cost required to use this skill is permanently reduced by 1. (Max 3 times) **Cold Slow** [Cold][Action Control][Movement Control] (Stacks 2 / Duration 2): Movement -1. On stack, replaced by Freeze. **Freeze** [Cold][Stun][Action Control] (Duration 1): Cannot act. **Glacial Veil** [Shield] (Duration 2): Attack-proportional shield. Cold resistance +50%. Immune to cold-attribute debuffs.

Blizzard Storm

UltimateMagicIceRanged

"I won't let a single one escape. Prepare yourself! Blizzard Storm!!" **Chill Slow** [Ice/Frost][Action Control][Movement Control] (Stack 2 / Duration 2): Movement -1. When stacked, replaced by Freeze. **Freeze** [Ice/Frost][Action Control] (Duration 1): Unable to act. ---

Boiling Blood

Dark

Casts a Blood Magic targeting an ally, applying the Boiling Blood effect and the Recklessness effect for 2 turns.

Bold Offensive

Immediately after using the skill, gain an extra action. Remove all your own debuffs and gain the Bold Offensive effect for 2 turns. Bold Offensive [Cannot be removed] (Duration 2): Immune to Weaken effect. Movement +1. Gain an aura increasing critical rate and critical damage of allies within 3 tiles by 10%.

Boundless Flash Soul

MeleeDirectionalMovement Attack

Choose a direction and deal damage equal to 80% of Attack Power to enemies within 4 tiles ahead, moving through the enemies to the farthest empty tile. Applies the Weakness Detection effect to the damaged enemies for 2 turns. Weakness Detection [Duel] (Duration 2): When in combat with the caster, chance to take critical damage +20%. When in combat with the caster, damage dealt -30%. Lasts 2 turns.

Byeongnyeokseom

SlashRangedCombat

Gains the Will to Fight effect for 2 turns and deals 170% of attack as damage to an enemy. This skill is not affected by cover. Will to Fight (Duration 2): Attack/Magic +20%. Allowed weapons: sword, greatsword

Ceremonial Blaze

MeleeHealingCombat

Deals damage equal to 130% of Attack Power to an enemy and recovers HP equal to 50% of Attack Power. Allowed weapons: Sword, Greatsword, Rapier

Charge Assault

MeleeDirectionalMovement AttackPosition ControlCombat

Deal damage equal to 100% of attack power to an enemy while advancing one tile, and forcefully knock the target back 4 tiles, dealing additional damage equal to 20% of attack power per tile knocked back. If the knocked-back enemy collides with a wall or another enemy, Stun it for 1 turn and also Stun the enemy it collided with. After the attack, if the target is not in a Stun state, you can spend 1 TP to use the skill once more. (Max 4 times) Stun [Action Control] (Duration 1): Cannot act.

Charge Flash

StrikeMeleeMovement AttackPosition ControlCombat

Deals physical fixed damage equal to 80% of Defense to an enemy and strongly knocks them back 2 tiles. If the knocked-back enemy collides with a wall or another enemy, Stuns them for 1 turn. When it stuns, quickly approaches and deals additional damage equal to 30% of Attack. Stun [Action Control] (Duration 1): Cannot act.

Charge Strike

StrikeMeleeMovement AttackPosition ControlCombat

Deals physical fixed damage equal to 80% of defense and strongly knocks the enemy back 2 tiles. If the knocked-back enemy collides with a wall or another enemy, stuns them for 1 turn. On stun, quickly approaches and deals 30% of attack power as additional damage. **Stun** [Action Control] (Duration 1): Cannot act.

Chiral Phantasm

DarkRanged

Designate an enemy, summon a Chiral Phantasm around the target, and apply Confusion to the target. The Chiral Phantasm's turn ends immediately upon creation and it disappears after use. This skill cannot be used on large monsters and cannot be guarded. Confusion [cannot be removed] [Action Control]: Falls into confusion and randomly flees within movement range. Chiral Phantasm [cannot be removed]: Mimics the target, copying identical base stats and its active skills except for TP and ultimate. Disappears after 1 turn of use. Cannot mimic large monsters. ---

Cinder Veil

Fire

Designate tiles in a straight line to create a Cinder Veil in a horizontal row from the tile for 2 turns. Deals 50% of spell power as damage to enemies within range and applies Burn. Cinder Veil [Cannot be removed]: Upon entering or ending an action on it, take 50% of spell power as fire damage. That tile becomes a control zone for enemies. Burn [Fire][Damage over time]: At the character's turn end, fixed fire magic damage equal to 15% of spell power.

Combat Command

Select and use one of the Inspire, Secure Retreat, or Focused Combat skills. On skill use, gains an extra action (ignores "extra action cannot be gained"). This skill is not affected by cooldown-control or cooldown-reduction effects. Allowed weapons: Spear, Spear/Shield

Combo Slash

MeleeCombat

Attacks an enemy for **100%** of attack power as damage, and if the enemy's HP is **50%** or below, a follow-up attack triggers dealing **80%** of attack power as damage. Allowed weapon: Dual Daggers

Command Shout

Shout

Grant the **Fighting Spirit** effect to allies within 3 surrounding tiles for 2 turns. Fighting Spirit (duration 2): Attack/Magic +20%. Allowed weapons: Spear, Spear/Shield

Crescent Phantom Slash

UltimatePenetrationMeleeCombat

"Even a crescent moon casts a shadow. Sinwol Hwanyeongcham!" Initial Acquisition: Teleport to a tile adjacent to the designated enemy, then attack dealing 190% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. Max Awakening: Teleport to a tile adjacent to the designated enemy, then attack dealing 220% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. Max Manifestation: Teleport to a tile adjacent to the designated enemy, then attack dealing 250% of attack as damage. This attack cannot be guarded and cannot be counterattacked. Can return to the original position after combat. ---

Crisis Response

Crisis Response 1: On ally death, recover HP equal to 40% of attack. Crisis Response 2: On ally death, recover HP equal to 60% of attack. Crisis Response 3: On ally death, recover HP equal to 80% of attack. Crisis Response 4: On ally death, recover HP equal to 1000% of attack. ---

Crown Protector

Slash

Designate an ally within 2 tiles around and apply the Crown Protector effect, making them guard you for 2 turns. Crown Protector [Cannot be dispelled] (Duration 2): Damage taken -10%. When the caster takes a combat attack, guard. The caster must be within 2 tiles for the effect to be maintained. ---

Crushing Vacuum Wave

MeleeMovement Attack

Move to a designated empty tile within 3 tiles nearby, dealing 50% of Attack Power damage to adjacent enemies and Taunting them for 1 turn. Damage taken from Taunted enemies is reduced by 20%. Taunt [Action Control] (Duration 1): On its own turn, the target is forced to attack the one who applied the taunt. Damage dealt by the caster -20%. ---

Cry of Provocation

Shout

Taunts enemies within 2 tiles of the surroundings for 1 turn, and damage received from the target(s) is reduced by 20%. Taunt [Action Control] (Duration 1): On its own turn, forced to attack the one who applied the taunt. Damage dealt by the taunted attacker -20%.

Cry of Vigor

Shout

Grant the Vigor effect to self and adjacent allies for 2 turns. Vigor [Shout] (duration 2): After a melee attack, you may make an additional attack or use a skill. Removed on activation.

Cry of Vitality

Shout

Applies the **Vitality** effect to self and adjacent allies for 2 turns. **Vitality** [Shout] (duration 2): After a melee attack, can additionally use an attack or skill. Removed when triggered.

Curse of Incapacitation

DarkRanged

Designates a tile and casts a Curse skill that removes the Ward effect of enemies within a 2-tile range and applies the Curse of Incapacitation effect. ---

Dark Blade Dance

RangedDirectionalMovement AttackCombat

Launch a dark blade at an enemy dealing damage equal to 130% of attack power. If the enemy is killed, teleport instantly to the enemy's former position and may make an additional attack or use a skill. Allowed weapon: Dual daggers

Dark Light Kill Slash

SlashMeleeCombat

Critical hit chance increases by the ratio of lost HP. Deals 130% of attack power as Absolute Damage to an enemy, or 180% of attack power as Absolute Damage if the target has a shield. Absolute Damage is unaffected by all elemental matchups and cannot be reduced or deflected. When this skill deals lethal damage to an enemy, instead of killing, it Removes the target. If the enemy does not die from this skill, it Banishes for 1 turn, and if the caster is Black Prince, gain Limit Expansion. If the enemy killed by this skill is a summon, recover TP by 2 and reduce cooldown by 3. Allowed weapons: Sword, Greatsword

Deadly Charm

Ranged

Designates an enemy and applies Deadly Charm for 2 turns. This skill cannot be used on large monsters and cannot be guarded. After using the skill, can instantly teleport to an ally's adjacent tile within 7 tiles around. Deadly Charm [Action Control][Movement Control] (Duration 2): Movement -1. Forced to move toward the caster on its own turn. If it ends its action on a tile adjacent to the caster, this effect is removed and it gains Lingering Attachment for 1 turn. Lingering Attachment [Cannot be removed] (Duration 1): Cannot counterattack. Damage dealt when attacking the caster -80%. Allowed weapons: Staff, Rod

Deadly Scorch

RangedMovement Attack

Consumes all ammo. Move to a designated tile within 3 tiles around you, then deal 60% of attack power as damage to enemies within 2 tiles around you and load 1 Magic Bullet. Deal double damage to enemies at 50% HP or below. The ammo effect triggers once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count. ---

Death Rise

MagicShadow

Summon one Servant Knight on an empty tile within 2 tiles around. Only one identical summon can be maintained. Allowed weapons: Staff, Rod

Deep Blaze Flash

MeleeCombat

Deals damage equal to 160% of Attack to an enemy and applies Suppression for 2 turns. Suppression [Skill Control] (Duration 2): Attack / Spell Power / critical rate -25%. Class passive cannot activate. ---

Despair Zone

DarkRanged

Create a Despair Zone within 3 tiles around you, dealing 60% of spell power as damage to enemies within 2 tiles around the tile and applying Magic Vulnerability for 2 turns to damaged enemies. Magic Vulnerability (Duration 2): Resistance -50%.

Dimensional Cut

RangedDirectional

Designates a direction to deal damage equal to 100% of Spell Power to enemies within a 3x4 area. On use, applies the Call of the Void effect to yourself, this attack can hit enemies in a Banished state, and when the target has a barrier or is in a Banished or Action-Controlled state it deals stronger damage of 130%.

Divine Edge Flash

PenetrationMeleeCombat

Attack an enemy dealing 150% of attack as damage; if not counterattacked, an additional hit activates dealing 30% of attack as physical fixed damage. Allowed weapon: Dual daggers

Divine Extension Kill Flash

MeleeCombat

Attack an enemy dealing damage equal to 150% of attack power, and if not counterattacked, an extra hit triggers dealing physical fixed damage equal to 30% of attack power. Allowed weapon: Dual daggers

Divine Slaying Spear

MeleeDirectionalCombat

Deal 130% of Attack as damage to an enemy ignoring Defense, and deal 100% of Attack as damage to the enemy behind the target. Allowed weapons: Spear, Spear/Shield

Division Control

For 2 turns, create a zone within 2 rings around; the inner tiles become a **Control Zone** for enemies. Within the zone, on combat attack, attack power and crit chance increase by 15% and you gain a **Mind Sword** effect. The caster, within the zone, at the end of the character's turn may teleport to any desired tile within 3 tiles around and gains a **Mind Sword** effect.

Double Impact Wave

StrikeMeleeMovement Attack

Moves to a designated tile within 3 tiles of the surroundings and deals physical fixed damage equal to 80% of Defense to enemies within 1 ring, applying Slow for 2 turns. Slow [Action Control][Movement Control] (Duration 1): Movement -1.

Dragon Strike

RangedPosition Control

Designates a tile and deals 60% of spell power as damage to enemies within a 3x3 range from the tile, knocking them back 1 tile each. Summons Mystic Soldiers in a horizontal line from the selected tile for 2 turns. Mystic Soldiers [Undispellable]: Adjacent tiles become a controlled zone giving allies cover and restricting enemy movement. Has Hold Position effect and dies if the summoner dies. This summon does not have an action turn. Hold Position [Undispellable]: Immune to movement disruption and position control effects. When an enemy ends its character turn within 1 tile around, attacks for 80% of attack power. Undispellable.

Dread March

Shout

Apply the Loss of Morale effect to enemies within 2 tiles around and inflict Confusion. Loss of Morale [Darkness][Skill Control] (Duration 2): Lasts 2 turns. Attack power / spell power / critical hit chance -25%. Cannot take additional movement or additional action. Cannot trigger class passives. Confusion [Cannot be removed][Action Control]: Flees randomly within movable range.

Dual Command

Magic

Activate one of 3 choices: Fire Breath Mk.2, Ice Breath Mk.2, Double Breath. Fire Breath Mk.2 [Cannot be removed]: Designate a direction; deals 90% of Spell Power as fire damage to enemies within a 3x3 area in front, applying Burn and Healing Reduction for 2 turns. Ice Breath Mk.2 [Cannot be removed]: Designate a direction; deals 80% of Spell Power as frost damage to enemies in a 3x3 area in front, applying Cold Slow for 2 turns. Creates Ice Zone on tiles in the area with a 20% chance, lasting 2 turns. Double Breath [Cannot be removed]: Designate a direction; deals 70% of Spell Power as fire and frost damage to enemies in a 3x3 area in front, applying Burn and Cold Slow for 2 turns. If the enemy's HP is 50% or below, deals an additional 40% of Spell Power damage.

Dual Impact Wave

StrikeMeleeMovement Attack

Moves to a designated tile within 3 tiles around and deals physical fixed damage equal to 80% of Defense to enemies within 1 ring around, applying Slow for 2 turns. Slow [Action Control][Movement Control] (Duration 1): Movement -1.

Dual Mode

Magic

After using the skill, gains an extra attack or skill use. Activate one of 3 choices: Star Cast, Moon Cast, Dual Cast. Star Cast [Cannot be removed]: Gain 2 stacks of Starlight and basic attack changes to Fire Arrow. Fire Arrow [Cannot be removed]: Hurls a fire arrow, dealing 100% of Spell Power damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, deals an additional 50% of Spell Power as resistance-ignoring damage. Moon Cast [Cannot be removed]: Gain 2 stacks of Moonlight and basic attack changes to Crystal Fist. Crystal Fist [Cannot be removed]: Hurls a crystal fist, dealing 140% of Spell Power damage and applying Cold Slow for 2 turns. If the enemy is not dead and there is remaining TP, an extra hit triggers, consuming 1 TP and dealing an additional 50% of Spell Power as resistance-ignoring damage. Dual Cast [Cannot be removed]: Gain 1 stack each of Starlight and Moonlight, and basic attack changes to Double Stellar. Double Stellar [Cannot be removed]: Hurls a double stellar, dealing 80% of Spell Power damage and applying Burn and Cold Slow for 2 turns. If the enemy has both a fire-type and an ice-type debuff, deals an additional 70% of Spell Power as resistance-ignoring damage.

Echo Knife

RangedDirectionalCombat

Throws a dagger at an enemy, dealing **75%** of attack power as damage, and if the skill does not kill the target, gains the **Withdraw** effect. If the skill lands as a critical hit, a follow-up attack triggers dealing an additional **75%** damage.

Ectoplasm

SlashDark

---

Elemental Command

Choose one of 3 options (Prominence, Frozen Wave, Thunder Storm) to activate. **Prominence** [Cannot be removed]: Deals 70% of spell power as fire damage to enemies within 3 tiles around you and applies Burn. **Frozen Wave** [Cannot be removed]: Deals 60% of spell power as damage to enemies within 3 tiles around you and applies Cold Slow. After using the skill, at turn end, you enter the Frozen Shield state until the start of the next turn. **Thunder Storm** [Cannot be removed]: Removes all of your debuffs and gain the Thunder Storm effect. Deals 70% of spell power as electric damage to enemies within 3 tiles around you, and on hitting with a critical hit, additionally applies Shock/Slow effects.

Emergency Treatment

Healing

Recover 30% of your Health and gain the **Emergency Treatment** effect for 3 turns. **Emergency Treatment** [Cannot Be Removed] (Duration 3): At the end of the character's turn, recover Health equal to 15% of total Health. Lasts 3 turns.

Empress's Banner

When used, reduce the cooldown of all normal skills of allies within 2 tiles by 1. Plant Empress's Banner on the tile you are standing on, granting an aura effect to allies within 2 tiles, and gain an additional move. The banner is removed when Empress's Banner is recast or when an enemy ends its action on the tile where Empress's Banner is placed. **Empress's Banner** [Cannot be removed]: Per 1 basic attack range, crit chance/crit damage +5%.

Energy Storm

MagicElectricRanged

Target an ally to remove all action-control and skill-control effects and grant Energy Storm for 2 turns. Deal 80% spell power lightning damage to enemies within 3 tiles around the target; on crit hit, additionally apply Shock/Slowed. Energy Storm [Lightning] (lasts 2): immune to action-control and skill-control; when an enemy within 3 tiles ends its turn, take 70% caster spell power lightning damage. Shock [Shock] (stack 3/lasts 2): lightning resistance -10%; cannot stack with other Shock. Slowed [Action Control][Move Control] (lasts 2): move -1. Allowed weapons: Staff, Rod

Essence Drain

DarkRangedBlood MagicShieldCombat

Hurl Essence Drain at an enemy to deal damage equal to 100% of Spell Power and gain the **Blood Pact** effect equal to 50% of Spell Power for 2 turns. Allowed weapons: Staff, Rod

Eumpaseomin

MeleeDirectionalMovement Attack

Designates a direction and deals damage equal to 80% of Attack to enemies within 5 tiles ahead, piercing through enemies and moving to the farthest empty tile. Among the enemies damaged, those at 50% HP or below are afflicted with Stiffness for 1 turn. **Stiffness** [Action Control] (Duration 1): Cannot counterattack. Lasts 1 turn.

Eunroe Ilseom

PiercingMeleeDirectional

Designate a direction and deal damage equal to 50% of Attack Power to enemies within 3 tiles ahead while piercing through them to the farthest empty tile. Also, with a 70% chance, gain the **Sharp Blade** effect for 2 turns. **Sharp Blade** (Duration 2): Piercing damage dealt +20%.

Exort Spirit

MagicShadowRangedCombat

Deal damage equal to 40% of Spell Power to an enemy and Banish the target for 1 turn. If the target is banished or killed by this attack, summon a Corrupted Spirit around it. When the target returns from banishment, the Corrupted Spirit vanishes. If the Corrupted Spirit dies, the banishment is immediately lifted. This skill is not affected by cover and cannot be guarded. Allowed weapons: Staff, Rod

Explosion

MagicFireRanged

Throw explosion dealing 100% spell power fire damage; cause a blast within 3 tiles around target for additional 60% spell power fire damage. 30% chance to Stun hit enemies for 1 turn. Stun [Action Control] (lasts 1): cannot act. Allowed weapons: Staff, Rod

Fang-Tooth Flash

MeleeCombat

Deals 170% of attack power as damage to the enemy. Critical hit chance increases by 30% when attacking. After combat, gains Gale for 2 turns. Allowed weapons: Sword, Greatsword, Sword/Shield

Final Verdict

RadianceRanged

Designate an ally and deal 80% of spell power as radiance damage to enemies within 2 rings around the target. Restore health of allies within the range by 80% of spell power. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code. Destruction Code [Cannot be removed]: When it self-destructs, deals 50% of spell power as radiance damage to enemies within 2 spaces around it while ignoring resistance, and applies the Crack effect. This effect vanishes after activating. Crack [Radiance] (stack 3 / duration 2): Radiance resistance -10%. Single-target attack skill damage -10%.

Flame Blade

UltimatePenetrationFireRanged

"This is the end. Flame Blade!!" Flame Zone [Cannot Be Removed]: At the end of the character's turn, takes damage equal to 10% of max HP. Does not exceed the caster's attack power. Allowed weapons: Bow, Crossbow

Flash Sever

Close-rangeCombat

Deals 130% of attack power as damage; if counterattacked, an additional hit triggers dealing 30% of attack power as damage. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Flash Slash

MeleeCombat

Deals 130% of attack power as damage to the enemy, and if counterattacked, an extra hit triggers dealing 30% of attack power as damage. Allowed weapons: Sword, Greatsword, Sword/Shield, Gunslicer, Axe

Flying Sky Falling Sword

Ranged

Designate an enemy within 3 tiles around and deal 50% of attack power as damage to enemies within the ring around the target. Gain a **Mind Sword** effect per enemy damaged.

Flying Void Flash Blade

PiercingMeleeCombat

Deal 130% attack power damage; if the enemy dies, recover 2 TP and this skill's cooldown is reduced by 2. If the enemy does not die, an extra hit triggers, moving through the enemy and dealing 30% attack power damage and Stunning the target. Allowed weapons: sword, greatsword, rapier

Forbidden Elixir

Selects and uses a **Forbidden Elixir**, and can then attack or use a skill. ---

Frenzy Slash

MeleeDirectional

Consume all TP; physical penetration increases by 10% per TP. Choose a direction and deal 100% of attack plus 25% of attack per consumed TP as damage to enemies within the frontal 3x1 area, and apply Bind. Bind [Action Control][Movement Control][Immobile] (Duration 2): Cannot move.

Frost Fire

MagicFireIceRangedDirectionalCombat

Attacks the enemy, dealing 140% of Spell Power damage. If the target has a fire-type debuff, deals an additional 30% of Spell Power damage and applies Blaze effect. If the target has an ice-type debuff, deals an additional 30% of Spell Power damage and applies Severe Cold effect. Blaze (duration 2) [Fire][Action Control]: Cannot attack. Cannot counterattack. Severe Cold (duration 2) [Cold][Skill Control]: Class passive cannot activate.

Frozen Pillar

IceRanged

Designate tiles in a straight line in all four directions to create an ice pillar that lasts 2 turns. Enemies within range take 50% of Spell Power as ice damage and enter the Ice Bind state for 1 turn. Allowed weapons: Staff, Rod

Fury Spore

RangedDirectionalCombat

Attacks an enemy dealing damage equal to 150% of spell power, and if the caster has a debuff, triggers an additional hit dealing damage equal to 100% of spell power. If the target is a male character, triggers an additional hit dealing damage equal to 50% of spell power. Allowed weapons: Staff, Rod

Gale Fang Fang

SlashMeleeCombat

Deal 50% attack power damage; on kill, gain an extra action. If the enemy does not die, an extra hit triggers dealing an additional 100% attack power damage. Allowed weapons: sword, greatsword, rapier

Gale Phantom Slash

MeleeDirectionalMovement AttackTP Removal

Deal damage equal to 90% of Attack Power to enemies within a 3x4 range and move. Remove 1 TP from damaged enemies.

Geompungseom

SlashRangedDirectionalCombat

Fire a Geompungseom at an enemy, dealing damage equal to 170% of attack power, and gain the Gale effect for 2 turns. Gale: On a basic attack, 50% chance to trigger an extra hit dealing 30% of attack power. Allowed weapons: sword, greatsword

Ghost Kill

RangedDirectionalCombat

Fire Ghost Kill at an enemy dealing 150% of attack power damage. On kill, gains Ghost Kill effect for 2 turns. Allowed weapons: bow, crossbow Ghost Kill (lasts 2): +100% critical chance on combat attacks. Removed on trigger.

Ghost Slayer

RangedDirectionalCombat

Fires Ghost Slayer at an enemy, dealing 150% of attack power as damage. On enemy kill, gains the **Ghost Slay** effect for 2 turns. Ghost Slay (Duration 2): Critical Rate +100% on combat attack. Removed on trigger. Allowed weapons: Bow, Crossbow

Ghost-Blast Rending Wave

StrikeMelee

Bursts sword energy to deal 80 (?) of attack power as damage to enemies within 1 ring around, and applies Suppress for 1 turn. Allowed weapons: Sword, Greatsword ---

Ghost-Strike Flash

RangedCombat

Hurls a Ghost-Strike Flash at the enemy, dealing 150% of attack power as damage, then selects a tile within 3 tiles around and teleports. This skill is not affected by cover effects. Allowed weapons: Sword, Greatsword

God Hammer

RadianceRanged

Summons a Holy Hammer in a 3x3 area at the target point, applying Slow effect to enemies and dealing 140% of Attack damage while removing 2 buffs. Targets not affected by Slow take stronger damage of 200%. Creates a Sanctified Zone within the area with 60% chance. Sanctified Zone [Radiance][Cannot be removed][Persistent Damage]: When a character enters or ends its turn, if an enemy, deals physical fixed damage equal to 30% of the caster's Attack and removes 1 buff. If an ally, recovers 30% of Attack and removes 1 debuff. Lasts 2 turns. Slow [Action Control][Movement Control] (Duration 1): Movement -1.

God-Slaying Spear

MeleeDirectionalCombat

Deal 130% of ATK as damage to an enemy ignoring DEF, and deal 100% of ATK as damage to the enemy behind the target. Allowed weapons: Spear, Spear/Shield

Gong-a Chain Flash

MeleeCombat

Gain the **Fighting Spirit** effect and deal damage equal to 160% of Attack Power to an enemy.

Ground Crush

StrikeClose-range

Designates a direction, removes 2 buffs from enemies within a 3X4 area, deals physical fixed damage for 110% of Defense, and applies the Incapacitate / Slow effects for 2 turns. Not affected by Cover effects. Deals 3 damage to installations. Removes single-tile effects created by characters. Allowed weapons: Spear, Spear/Shield

Guts Charge

StrikeMeleeDirectionalMovement AttackPosition Control

Designates a direction and deals physical fixed damage equal to 80% of Defense to enemies in the area, knocking enemies back while charging up to 3 tiles.

Half-Moon Slash

RangedDirectionalPosition ControlCombat

Fires a half-moon slash at an enemy, dealing damage equal to 150% of Attack Power and knocking them back 1 tile. Allowed weapons: Sword, Greatsword, Rapier

Heat Blade

MeleeMovement AttackCombat

Deal 130% attack power damage and step back one tile. This skill cannot be counterattacked. Allowed weapons: sword, greatsword, rapier

Heat Finale

FireRangedDirectionalCombat

Consumes 1 bullet. Throws a bomb and fires the gun to deal 80% of Attack Power as damage to an enemy and cause an explosion dealing 30% of Attack Power as fire damage to enemies within 2 tiles around the target. This skill cannot be countered and cannot be guarded/escorted. After using the skill, empties all remaining bullets and reloads Blazing Round to maximum. ---

Heat Round

RangedDirectionalPosition Control

Fires Heat Round at an enemy, dealing 100% of attack power as damage. If the enemy is not killed (?), pushes it back 1 tile and triggers an explosion on the target, dealing 30% additional damage to all enemies adjacent to the target. This skill cannot be guarded. Allowed weapons: Bow, Crossbow

Heat-Charge Round

RangedDirectionalPosition Control

Fire Heat-Charge Round at an enemy dealing 100% of attack power damage. If the enemy did not [deal damage] (?), push it back 1 tile and trigger an explosion on the target, dealing 30% additional damage to all enemies adjacent to the target. This skill cannot be guarded. Allowed weapons: bow, crossbow Unique skills:

Heat-Slaying Flash

SlashMeleeCombat

Critical hit chance increases in proportion to the ratio of HP lost, and consumes all TP to deal damage equal to 110% of attack power plus added damage equal to 25% of attack power per TP consumed. On critical hit, gains the Fighting Spirit effect for 2 turns and teleports to a selected tile within 4 tiles around. Allowed weapons: Sword, Greatsword

Heaven-and-Earth Rending Dance

UltimateStrikeFireRanged

Allowed weapons: Sword, Greatsword

Hex Elemental Blast

MagicFireIceElectricRadianceDarkRanged

"The games end here."

High Flight

Gain the High Flight effect for 2 turns. High Flight [Cannot be removed]: Lasts 2 turns. Damage taken from melee attacks -50%. Can move through enemies. When making a combat attack, is not counterattacked and is not pincer-attacked by enemies.

Iljeomgeukpa

MeleeDirectional

Designate a direction and deal damage equal to 100% of Attack Power to enemies within 3 tiles ahead, and inflict **Cannot Heal** for 2 turns. **Cannot Heal** [Cannot Be Removed][Heal Block] (Duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier

Immobile Flash

MeleeCombat

Deals damage equal to 130% of Attack to an enemy and applies Bind for 1 turn. Bind [Action Control][Movement Control][Cannot Move] (Duration 1): Cannot move. Lasts 1 turn.

Immovable Flash

MeleeCombat

Deals damage equal to 130% of Attack to an enemy and applies Bind for 1 turn. Bind [Action Control][Movement Control][Immobilize] (Duration 1): Cannot move. Lasts 1 turn.

Immovable Island

MeleeCombat

Deals 130% of attack power as damage to the enemy and applies Bind for 1 turn. **Bind** [Action Control][Movement Control][Immobile] (Duration 1): Cannot move. Lasts 1 turn.

Immovable Myo-o Sword

SlashMeleeCombat

"I'll finish this in one strike! Immovable Myo-o Sword!!" Allowed weapons: Sword, Greatsword ---

Indiscriminate Fire

RangedDirectional

Consumes all ammo. Empty all remaining ammo and reload Magic Bullet to max. Fire at a random targetable enemy in range dealing 25% of Attack. Repeat until all ammo is consumed or an enemy is defeated.

Ingenious

SlashMeleeCombat

Can select and use one of 3 random Sword/Greatsword attack skills. This skill's cooldown follows the cooldown of the skill used.

Ironwall Advance

Moves to an ally-adjacent tile within range. Deals physical fixed damage for 50 of Defense (?) to enemies within 1 ring around the target point and applies the Slow effect. Additionally gains the Ironwall Advance effect equal to the number of adjacent allies at the arrival point, and applies the Guardian Line effect to allies within a 2-tile range. On skill use, Guards allies within a 2-tile range for 2 turns. Removes all movement-control effects and restores HP equal to 40% of Max HP. ---

Jamyeolseom

MeleeCombat

Deal damage equal to 160% of Attack Power to an enemy, and on critical hit inflict **Cannot Heal** for 2 turns. **Cannot Heal** [Cannot Be Removed][Heal Block] (Duration 2): Healing effect -100%. Allowed weapons: Sword, Greatsword, Rapier

Jeshigyeon

MeleeHealingCombat

Deal damage equal to 130% of Attack Power to an enemy and recover Health equal to 50% of Attack Power. Allowed weapons: Sword, Greatsword, Rapier

Jincheonyeolpa

SlashMeleeDirectionalMovement AttackPosition Control

Designates an empty tile within 4 tiles along a straight line in any of the four directions and teleports there, then deals 40% of attack as damage to enemies within the surrounding 1 ring while pushing them outward 1 tile each. On skill use, recovers TP equal to the number of enemies damaged.

Kyoacham

UltimatePiercingMeleeDirectionalPosition ControlCombat

Life Tap

DarkHealing

Casts a spell within 3 tiles around, casting a Blood Magic that recovers the HP of allies within 2 tiles around the tile by 80% of Spell Power and applies the Life Tap effect for 2 turns.

Light-Purge Round

PiercingRadianceRangedTP RemovalCombat

Fire Light-Purge Round at an enemy dealing 70% of attack power damage and removing all of the target's TP. Deals radiance fixed damage equal to (removed TP x 20% of attack power) to enemies adjacent to the target and inflicts Suppress for 1 turn. This skill ignores cover effects. Allowed weapons: bow, crossbow Suppress [skill control]: Cannot gain TP. Lasts 1 turn.

Linked Fang Whirlwind

Melee

Deal 60% attack power damage to enemies within 1 ring around; on kill, deal 30% attack power damage to enemies within the area. Allowed weapons: sword, greatsword, rapier

Manggeuk Yurin

**TP cost 2.** Designate a direction and pull enemies within a 3x5 range to the nearest possible tile, dealing defense-ignoring damage equal to 50% of attack power. Directional / ranged / position-control attribute. **Cooldown 3.**

Mark of Slaughter

Mark of Slaughter 1: On defeating an enemy, gain Mark of Slaughter 1 (Attack +10%. Max 4 stacks). Mark of Slaughter 2: On defeating an enemy, gain Mark of Slaughter 2 (Attack +15%. Max 4 stacks). Mark of Slaughter 3: On defeating an enemy, gain Mark of Slaughter 3 (Attack +20%. Max 4 stacks). Mark of Slaughter 4: On defeating an enemy, gain Mark of Slaughter 4 (Attack +25%. Max 4 stacks).

Mass Hypnosis

Ranged

Designates a tile within 3 tiles around, applies Hypnosis for 1 turn to enemies within 2 tiles around that tile and sets 1 skill on cooldown as if it had been used. For male characters, the duration of the Hypnosis effect is increased by 1. Hypnosis [Action Control] (Duration 1): Falls into hypnosis and cannot act. Removed if damaged. Cannot recover TP. Allowed weapons: Staff, Rod

Mediation's Edict

Slash

Grants the Mediation's Shield effect to a target ally, dispels all action-control effects, and gains an extra skill-use or attack opportunity. When the skill is equipped, the Mediation's Edict persistent effect is applied. Mediation's Edict [Cannot be dispelled]: Grants the Mediation's Edict aura effect to allies within 2 tiles. When using a skill on an ally, dispel 1 debuff on the target. When using a skill on an enemy, extend the duration of the target's non-action-control debuffs by +1. Mediation's Edict [Cannot be dispelled]: When attacked, ranged damage taken -15% to -35% (increases with distance; max effect at 4 tiles distance). Permanent duration. Mediation's Shield [Shield] (Duration 2): Shield equal to 80% of Attack Power. If HP ratio is 50% or below, shield increases by 50%. Damage-over-time taken -50%. When attacking or being attacked while holding a debuff, Attack Power +20%. Lasts 2 turns.

Mental Collapse

DarkRanged

Casts a spell at an enemy, dealing 70% of Spell Power as dark magic damage, dealing 50% dark fixed damage to enemies within 1 tile around the target, and removing Ward effects. Hit targets move randomly and are afflicted with the Fear effect.

Meteor Annihilating Flash

MeleeDirectionalMovement Attack

Designates a direction and deals 60% of attack as damage to enemies within 4 tiles ahead while moving through them to the farthest empty tile. When a critical hit triggers on a pierced enemy, can spend 1 TP to use the skill once more.

Mind Control

MagicShadowRanged

Target an enemy and cast Mind Control until the next ally turn. If domination succeeds, control the enemy for 1 turn to attack or use skills. This skill cannot be guarded. Allowed weapons: Staff, Rod

Mingming Sanctuary

Create a Mingming Sanctuary on tiles within 3 tiles around you for 2 turns, and on empty tiles within 2 tiles around you, with a 50% chance, create an Ionization Zone that lasts 2 turns. When an ally inside the zone is attacked by an enemy outside the zone, damage taken is reduced by 50%. Ionization Zone [Cannot be removed]: On entering or ending action, gain the Ionization effect for 2 (turns). Ionization [Shock] (Duration 2): Electric Resistance -80%.

Miracle Recover

Radiance

Targets an ally within 3 tiles around, restoring HP equal to 100% of Spell Power and applying the "Miracle Recover" effect. Note: "Fanatic Boon" is referenced in the performance/analysis prose as an Autocrat unique skill, but it has no dedicated skill entry in the skill list section, so its formal skill block is not present in the source.

Mist Bomb

DarkRanged

Throws a bomb at the target point, dealing **100%** of attack power as damage to a **3x3** area at a **30%** increased penetration rate. Removes **Single Tile Effects** created by characters, and for **2** turns creates a **Darkness Zone** applying effects to targets within the area. Additionally applies the **Slow** effect to damaged targets.

Moonlit Traceless

MeleeMovement AttackCombat

Teleport to a tile adjacent to the designated enemy, then attack dealing 130% of attack power as damage. If you have **Mind Sword**, an additional strike triggers dealing 50% of attack power as damage and consuming 1 **Mind Sword**. After combat, you may return to your original position. Allowed weapons: Sword, Greatsword

Mugeuk Ilseomhon

MeleeDirectionalMovement Attack

Designate a direction and deal damage equal to 80% of Attack Power to enemies within 4 tiles ahead while piercing through them to the farthest empty tile. Inflict **Weakness Detection** on the enemies hit for 2 turns. **Weakness Detection** [Duel] (Duration 2): Chance to take a critical hit when in combat with the caster +20%. Damage dealt when in combat with the caster -30%. Lasts 2 turns.

Mugeuk Jingwangseom

MeleeCombat

Consume all TP, increasing critical rate by 10% per TP consumed. Deal damage to an enemy equal to 120% of attack power plus 10% of total HP per TP consumed [1], ignoring defense additionally, and recover HP equal to the additional damage dealt in proportion to TP. HP cannot be reduced below 1 by this skill.

Nakildo

MeleeCombat

Gain the Fighting Spirit effect for 2 turns and deal 210% of attack as damage to an enemy. This attack always has a fixed 1% critical hit chance. On enemy kill, grant the Fighting Spirit effect to other allies within 1 tile for 2 turns. **Fighting Spirit** (Duration 2): Attack/Spellpower +20%. Allowed weapons: Sword, Greatsword

Nanyeong Geommu

Melee

Designates an ally, deals damage equal to 80% of Attack to enemies within 1 ring around them, and swaps places with that ally. Allowed weapons: Sword, Greatsword, Rapier

No Way!

Designate an enemy to apply the No Way! effect for 1 turn, then attack or use a skill again.

Nova Ray

RadianceRangedHealing

Fire holy light in all directions around yourself, dealing radiance damage equal to 80% of Spell Power to enemies touched by the light, and restoring HP equal to 80% of Spell Power to allies.

Null Spread

RangedDirectional

Consumes all bullets. Empty all remaining bullets and load Magic Bullet to max. Choose a direction and fire at any targetable enemy in a straight line within range, dealing 30% of attack power as damage. Repeat until all bullets are consumed or the enemy is killed. ---

Omega Swing

SlashMeleeMovement Attack

Choose a direction and advance 3 tiles, attacking enemies within a 1-radius four times. Each hit deals damage equal to 30% of Attack. Cannot advance through terrain or units. On use, gain Inertia effect. Inertia (duration 1): Defense +30%. Critical rate taken -30%.

Override Field

Immediately after using this skill, you can take an additional attack or use a skill. Gain the Override Field effect for 2 turns. **Override Field** [Cannot be removed] (duration 2): Ignore elemental advantage/disadvantage. Ignore attack/defense-type advantage/disadvantage. Damage you deal to all enemies increases by 50% as if you had advantage, and damage you take decreases by 50%.

Overwatch Shot

Takes an overwatch stance in the designated direction. If an enemy ends its action within range, deals 80% of attack power as damage and applies the **Weakness Detection** effect for 2 turns. Cannot counterattack while in overwatch stance. Weakness Detection (Duration 2): Chance of taking critical damage in combat with the caster +20%. Damage dealt in combat with the caster -30%. Allowed weapons: Bow, Crossbow

Passion of Thorns

RangedDirectional

Gains the Passion of Thorns effect until the start of the next turn. ---

Passive 'Wild Instinct':

Damage taken reduced 20% Cannot be manually controlled Damage taken reduced 10% When it takes lethal damage, it is not killed but un-summoned instead Shares 15% of damage with the summoner within 4 tiles On attack, applies 'Weakness Exposure' to the target

Peerless Cleave

MeleeHealingMovement AttackCombat

Deals 170% of attack power as damage to an enemy, and on critical hit recovers HP equal to 50% of attack power. On killing the enemy, advance to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Peerless Piercing Blow

MeleeHealingMovement AttackCombat

Deals 170% of attack power as damage to the enemy, and when a critical hit triggers, recovers HP equal to 50% of attack power. When defeating an enemy, advances to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gunslicer, Axe

Peerless Piercing Break

MeleeHealingMovement AttackBattle

Deals damage equal to 170% of Attack Power to an enemy, and on a critical hit recovers HP equal to 50% of Attack Power. On killing an enemy, advances to the spot the enemy was in. Allowed weapons: Sword, Greatsword, Sword/Shield, Gunslicer, Axe

Phantom Clone

Immediately after using the skill, you may make an additional attack or use a skill. Gain the **Phantom Clone** effect for 2 turns.

Phantom Kill Formation

UltimatePiercing

*"Fight me and you'll find out."*

Phantom Walk

MagicShadowRanged

Move to a designated tile within 3 tiles around, then deal damage equal to 40% of Spell Power to enemies within 2 tiles around and inflict Confusion, making them flee randomly within their movable range. Then Banish enemies within 2 tiles around for 1 turn. Allowed weapons: Staff, Rod ---

Planeshift

Melee

Designates an enemy character and swaps positions with an allied character within 3 tiles, dealing 100% of spell power as damage. This skill cannot be used on large monsters. ---

Po di Empress

Taunt enemies within 2 tiles around you for 1 turn and gain the Po di Empress effect for 2 turns. Taunt [Action Control] (Duration 1): On their own turn, the target is forced to attack the caster of the taunt. Damage dealt by the caster when attacking -20%. Po di Empress [Cannot be removed] (Duration 2): Lasts 2 turns. Defense/Resistance/Counterattack Damage +50%. Immune to movement-hindering and positional-control effects. Adjacent tiles grant cover to allies and the surrounding 1 tile becomes a control zone.

Position Hold

Piercing

Gain the **Position Hold** effect until the start of the next turn. Position Hold [Cannot Remove]: Damage taken -20%. Immune to movement obstruction and position control effects. When an enemy within 2 surrounding tiles ends the character's turn, attack for 100% of Attack as damage. The base attack damage increase amount is added to the damage. Allowed weapons: Spear, Spear/Shield

Precision Shot

RangedDirectionalCombat

Consumes 1 ammo. Fire your gun at an enemy to deal damage equal to 130% of attack power, and on killing the enemy you can attack or use a skill again. If the enemy did not die, recover 1 TP and apply Daze for 2 turns. **Daze** [Action Control] [Movement Control] (Duration 2): Movement -2. Cannot make additional moves or additional actions. Cannot guard.

Prism Shield

You can choose and use one of 3 random shield skills, and the TP cost of the shield skill is reduced by 1. This skill's cooldown follows the cooldown of the skill used. Attack-power-scaling shields instead grant a shield at a value scaling with spell power.

Prominence

Fire

Deal Fire damage equal to 70% of Spell Power to enemies within 3 tiles around self and apply Burn. Burn [Damage over Time] (Duration 2): At character's turn end, fixed Fire magic damage equal to 15% of Spell Power. Allowed weapons: Staff, Rod

Punga Yeolgongcham

UltimateSlashMeleeCombat

Quote: "I won't lose! Hyah! Hah! Haap! Punga Yeolgongcham!!" Allowed weapons: Sword, Greatsword, Rapier ---

Pungaseom

PiercingMeleeDirectionalCombat

Deals damage equal to 130% of Attack to an enemy, and additionally deals damage equal to 80% of Attack to enemies up to 2 tiles behind the target. Allowed weapons: Sword, Greatsword, Rapier

Pyeoninmu

**TP cost 2.** Choose to activate either Gyeon-pyeoninmu or Tan-pyeoninmu; effectively 2 skills that share a cooldown. The key difference is whether the enemy is pulled or Gamma approaches; otherwise they are largely the same. This skill cannot be guarded/escorted. **Gyeon-pyeoninmu:** Attack enemies in a straight line for 80% of attack power. Also drags the enemy until blocked by an obstacle; if the enemy is dragged to within 2 tiles of Gamma, deals an additional attack for 40% of attack power. Then applies Heal Reversal (healing enters as half damage) for 2 turns. **Tan-pyeoninmu:** Attack enemies in a straight line for 80% of attack power. Also Gamma advances until blocked by an obstacle; if Gamma closes to within 2 tiles of the enemy, deals an additional attack for 40% of attack power. Then applies Heal Reversal for 2 turns. (Note: the evaluation prose mentions this skill's multiplier as "only 120%" (?), while the skill descriptions above list 80% + 40%.)

Rain of Fire

RangedDirectionalCombat

Consumes all ammo. Designate a direction to deal 80% of attack power as damage to enemies within range and push them back 1 tile each. The ammo effect triggers once on each enemy damaged, and if there are many enemies, the number of enemies receiving the effect is limited to the ammo count.

Rapid Shot

RangedDirectionalCombat

Consumes 1 bullet. When using the skill, if bullets are at maximum, Critical Rate +20%; if it is the last bullet, Critical Rate +35%. Fires at an enemy to deal 120% of Attack Power as damage. This skill cannot be countered and cannot be guarded/escorted.

Recall

RadianceHealing

Target another ally within 4 tiles around, move them to a tile within 2 tiles around, and restore HP equal to 80% of Magic Power.

Recovery

RadianceHealing

Designate an ally and recover HP equal to 100% of Spell Power and remove 2 debuffs.

Refuse Barrier

Shield

Immediately after using this skill, can additionally attack or use a skill. Gain the Refuse Barrier shield, which blocks damage equal to 100% of attack power for 2 turns, for 2 turns. Refuse Barrier [Shield] (Duration 2): Attack-power-based shield. While the shield persists, grant other allies within 2 tiles around a shield that blocks damage equal to 20% of their total HP when in combat.

Replication Protocol

Designates another allied player character to create a Replica. The Replica, after creation, receives a buff or debuff based on Critical Rate; if you have the Xenomancer class it does not receive the Replication Debuff.

Resolve of Protection

Designates an ally, Guards them for 2 turns, and gains a shield equal to 70% of Defense. Allowed weapons: Spear, Spear/Shield

Ritual Blaze

MeleeHealingCombat

Deals damage equal to 130% of Attack Power to an enemy and restores HP equal to 50% of Attack Power. Allowed weapons: Sword, Greatsword, Rapier

Royal Execution

**TP cost 4.** Deal damage equal to 140% of attack power to enemies within 3 tiles around; hit targets move randomly within their movable range, then gain the "Fear" effect. **Cooldown 3.** **Fear:** Unable to act. Crit chance received +10%. Lasts 1 turn. Action-control / fear attribute.

Sadu Geumnapyeon

**TP cost 2.** Teleport to a tile adjacent to 1 designated enemy within 1~3 tiles around, then attack, dealing damage equal to 150% of attack power and applying the "Heal Reversal" effect for 2 turns. **Cooldown 3.** **Heal Reversal:** Healing received is converted into damage equal to 50% of the heal amount. Cannot be dispelled. Duration 2 turns.

Saildo

MeleeCombat

Gain the Fighting Spirit effect for 2 turns and consume all TP to deal 130% of attack plus an added 25% of attack per TP as damage to an enemy. This attack always triggers a critical hit with a 1% chance. Fighting Spirit (Duration 2): Attack/Spell Power +20%. Allowed weapons: Sword, Greatsword

Sanctuary of Thirteen Wings

Sanctuary of Thirteen Wings [Undispellable]: When a critical hit occurs on allies inside the area, the cooldown of the skill with the longest cooldown is reduced by -1 (cooldown 1). At the end of the turn, heal 10% of max HP and grant Sanctuary Shield. Enemies inside the area: received critical hit chance / received critical hit damage +10%, radiance resistance -10%. Sanctuary Shield [Shield] (duration 1): Shield proportional to max HP. Sanctuary of Thirteen Wings [Undispellable]: When a critical hit occurs on allies inside the area, the cooldown of the skill with the longest cooldown is reduced by -1 (cooldown 1). At the end of the turn, heal 15% of max HP and grant Sanctuary Shield. If not an Outer One or Collaboration character, penetration resistance +15%. Enemies inside the area: received critical hit chance / received critical hit damage +20%, radiance resistance -30%. If an Outer One or Collaboration character, received damage +20%. Sanctuary Shield [Shield] (duration 1): Shield proportional to max HP.

Sanctum Spear

MagicRadianceRanged

Create a Sanctum Spear on a tile within 3 tiles around you, dealing Magic and DEF x 80% as damage to enemies within 1 tile around the tile and Slowing them for 1 turn. Allies within range gain the Light of Abydos effect for 2 turns. Slow [Action Control][Movement Control] (Duration 1): Movement -2. Cannot make additional moves or additional actions. Light of Abydos (Duration 2): Chance to be hit by critical attacks -20%. At end of character turn, restore HP equal to 20% of total HP. Lasts 2 turns. Allowed weapons: Spear, Spear/Shield

Sealing Strike

MeleeCombat

Applies the Power Seal effect to an enemy and attacks, dealing damage equal to 90% of Attack Power. Also deals 50% of Attack Power as additional fixed damage to enemies within 1 tile radius of the target. Power Seal [Action Control] (Duration 1): Cannot attack. Cannot counterattack. Lasts 1 turn.

Second Wind

RadianceHealing

Designate another ally within 2% (?) tiles around and recover HP equal to 80% of Spell Power; if the target has ended its turn, allow it to act once more.

Seolhwa Nangyeok

SlashIceMelee

Move to a designated tile within 3 spaces around, then deal damage equal to 180% of attack power to enemies within 1 tile around, split according to the number of struck characters, and apply **Ice Bind**. **Ice Bind** [Frost][Action control][Movement control][Cannot move] (duration 1): Cannot move. Cannot take additional movement or additional actions. Allowed weapons: Sword, Greatsword

Seonpung Nangeom

PiercingMeleeCombat

Deal damage equal to 140% of Attack Power to an enemy, and on critical hit get TP returned.

Shadow Assault

MeleeMovement Attack

Teleport to a designated tile within a 3-tile radius, deal damage equal to 120% of Attack Power to enemies within 1 tile radius, and gain the Shadow Veil effect. If holding the Break-In class passive, this skill's damage is reduced by 50%. Shadow Veil [Cannot be dispelled] (Duration 2): Critical rate received -20%. Lasts 2 turns.

Shadow Flash

MeleeCombatMovement Attack

Teleport instantly to a tile adjacent to a designated enemy, then attack, dealing damage equal to 130% of attack power. Allowed weapon: Dual daggers

Shadowless Sword

MeleeHealingCombat

Deals 150% of attack as damage to the enemy; on defeating the enemy, sweeps with the sword dealing 30% of attack as damage to enemies within 1 tile around. If the enemy is not killed, after combat recovers HP equal to 50% of attack. Allowed weapons: Sword, Greatsword ---

Shattering Strike

StrikeMeleeCombat

Strikes an enemy with the shield dealing fixed physical damage equal to 100% of defense and Stuns them.

Shield of Retribution

Radiance

On skill use, gains Aura of Punishment / Shield of Retribution barrier effect. One random adjacent ally also receives the Shield of Retribution barrier effect. Gains a re-action after using the skill. Aura of Punishment [Cannot be removed] (Duration 3): Attack +30%. Guards allies within 2 tiles. After being attacked by / after a single attack on / after a joint attack on an enemy within 4 tiles, delivers Strike of Punishment to the target. Strike of Punishment [Cannot be removed]: Deals defense-ignoring damage equal to 60% of Attack. Counterattack damage increase is additionally applied to the damage. Guard [Cannot be removed]: When a guarded allied player is attacked, fights in their place. Shield of Retribution barrier [Radiance] (Duration 2): Barrier equal to 100% of Attack.

Shout of Advance

Shout

Remove all action-control effects from allies within 3 tiles and grant the Resistance Advance effect for 2 turns. **Resistance Advance** (Duration 2): Immune to action-control effects. Movement +1. When attacking an enemy, attack increases by 4% proportional to distance moved, then this effect is removed.

Shout of Battle

SlashShout

Grant the Battle Stance effect to allies within 3 tiles for 2 turns. **Battle Stance** (Duration 2): Attack +25%. Defense/Resistance +20%.

Shout of Vitality

Shout

Grant the Vitality effect to self and adjacent allies for 2 turns. Vitality [Shout]: After a melee attack, may make an additional attack or use a skill. Removed on trigger.

Single Shadow Slash

MeleeCombat

Attack an enemy dealing 130% of attack as damage and apply Phantom Pain for 1 turn. If the target already has Phantom Pain, deal 170% of attack as damage instead. Phantom Pain [Dark] (duration 1): When attacked, take additional dark physical damage equal to 30% of the caster's attack. Allowed weapon: Dual daggers

Single Strike Shot

RangedDirectionalCombat

Critical rate increases by 30% and fires Single Strike Shot at an enemy, dealing 130% of attack power as damage. Allowed weapons: Bow, Crossbow

Sky Path

Move to a tile within 3-7 tiles around you (outside 3 tiles, within 7 tiles) and grant the **Sharp Gaze** effect to enemies within 2 tiles around for 2 turns. **Sharp Gaze** (Duration 2): Piercing damage received +30%. ---

Sleep Arrow

RangedDirectionalCombat

Fire Sleep Arrow at an enemy dealing 60% of attack power damage and inflicting Sleep for 2 turns. This skill does not trigger follow-up attacks and allies do not join in a pincer attack. Allowed weapons: bow, crossbow Sleep [action control] (lasts 2): Falls asleep, unable to act. When it expires and wakes, gains Sleep Resistance for 2 turns. Sleep Resistance (lasts 2): Cannot be inflicted with Sleep.

Sleep Shot

RangedDirectionalCombat

Fires Sleep Shot at an enemy, dealing 60% of attack power as damage and applying **Sleep** for 2 turns. This skill does not trigger additional hits and allies do not join in a pincer attack. Sleep [Action Control] (Duration 2): Falls asleep and cannot act. When the effect expires and they wake, gains **Sleep Resistance** for 2 turns. Sleep Resistance (Duration 2): Cannot be afflicted with Sleep. Allowed weapons: Bow, Crossbow

Soul Flash

RangedDirectional

Choose one of two options, Soul Chain Flash or Soul Flash Wave, to activate. **Soul Chain Flash** [Cannot be removed]: Hurls a Soul Chain Flash at an enemy dealing 30% of attack as damage, then attacks 3 additional times, growing progressively stronger with damage and physical penetration each increasing by 10% per hit. Each time damage is dealt, removes 1 removable buff from the target. This attack cannot be guarded. **Soul Flash Wave** [Cannot be removed]: Gains the Fighting Spirit effect for 2 turns. Deals 100% of attack as damage to enemies within 4 tiles in the designated forward direction and removes 1 removable buff each.

Soul-Crushing Strike

MeleeMovement AttackPosition ControlCombat

Deal 80% of attack as damage to the enemy and forcefully knock back up to 3 tiles, dealing an additional 20% of attack as damage per tile knocked back. Then move in front of the target and additionally attack, dealing 80% of attack as damage to enemies within 1 ring around self.

Spear Barrage

MeleeDirectional

Deals 100% of attack power as damage to enemies within 4 tiles in a designated forward direction. Applies Armor Break to damaged enemies for 2 turns. ---

Spear Throw

RangedDirectionalCombat

Throw a spear at an enemy dealing 100% of ATK as damage. Deal an additional 10% of ATK as damage for each 1 tile moved this turn. Cannot counterattack for 1 turn. Stiffen [Action Control] (Duration 1): Cannot counterattack. Allowed weapons: Spear, Spear/Shield

Spiral Thrust

MeleeDirectional

Designate a direction and deal damage equal to 100% of attack power to enemies within 4 tiles ahead. Apply the Armor Break effect to damaged enemies for 2 turns. Armor Break (Duration 2): Defense -50%. Allowed weapons: Spear, Spear/Shield

Spirit-Particle Absorption

ShadowRangedBlood MagicTP RemovalCombat

Steals 1 buff and 1 TP from the target enemy, and deals 130% of Spell Power as damage. On hit, applies the Exhaustion effect, and if the enemy is killed you gain an additional action. Allowed weapons: Staff, Rod

Stealth Movement

Remove all of your debuffs, enter Stealth Movement state for 2 turns, and gain additional movement. Stealth Movement (duration 2): Cannot be targeted. When attacking or casting a skill, remove Stealth Movement and gain the Opening Spotted effect. State is removed if there is an adjacent enemy at the end of the character's action turn or if damage is taken. Opening Spotted [Cannot be removed] (duration 1): Attack +15%.

Sterilize

RadianceRangedDirectionalHealing

Designate a direction and deal radiance damage equal to 70% of Spell Power to enemies within a 3X4 forward area. Recover HP for allies within the area and self equal to 70% of Spell Power and remove 1 debuff each. Allowed weapons: Staff, Rod ---

Struggle Mind

Slash

Can select and use one of 3 random Shout skills, and the TP cost of the Shout skill is reduced by 1. This skill's cooldown follows the cooldown of the skill used. TP - | Self | Area | Cooldown - turns

Summon Gate

Consumes all TP to open a Summon Gate on an empty tile within 2 spaces around you. Depending on the TP consumed, one of Bat, Goblin Rogue, Scorpion, Thunder Harpy, or Orc Shaman is summoned. Only one instance of the same summon can be maintained.

Summon Genie

Electric

Summons one Genie on an empty tile within 2 tiles around self. Only one of the same summon can be maintained.

Summon Meltzel

Summons one Green Meltzel entity on an empty tile within 2 spaces around you. Only one instance of the same summon can be maintained.

Summon Radiant Gatekeeper

Radiance

Summons a Radiant Gatekeeper at the target point that lasts 3 turns. Radiant Gatekeeper: Provides adjacent-tile Cover / guards allied players / holds a Control Zone. Has Sanctum Healer / Sanctum Avenger effects. Applies 70% of the summoner's base stats (excluding Magic Power). Does not take action turns; dies when the summoner dies. Immune to buffs/debuffs. Immune to movement control. Sanctum Avenger [Radiance]: Deals defense-ignoring damage equal to 100% of Attack to an enemy that ends its action within 2 tiles. Sanctum Healer [Radiance]: On summon, heals 2 random allies within 2 tiles for 100% of Attack. When an ally ends its turn within 2 tiles, heals that ally for 50% of Attack.

Sun Lance

RadianceRangedDirectionalCombat

Attacks an enemy, dealing 170% of spell power as damage while ignoring resistance.

Surge Sphere

MagicRangedDirectionalCombat

Fire a surge sphere at an enemy, dealing 130% of Spell Power as damage and applying the Ionization effect. If you have a shield, deal additional damage equal to 50% of Spell Power within 1 ring around the target and apply the Ionization effect. On the tiles within the damaged area, with a 50% chance, create an Ionization Zone that lasts 2 turns, and lose one shield. Ionization Zone [Cannot be removed]: On entering or ending action, gain the Ionization effect for 2 (turns). Ionization [Shock] (Duration 2): Electric Resistance -80%. Allowed weapons: Spear, Spear/Shield

Terminal Protocol

RangedCombat

Consumes 1 bullet. Deal 140% of attack power to an enemy, plus an additional 20% of attack power per buff the target has. This skill is not affected by cover and cannot be guarded against. If the enemy is not killed by this skill, banish it for 1 turn. **Banish** [Cannot be removed][Action Control][Banish] (duration 1): Unaffected by normal damage, skills, or effects, and cannot act.

The Judgment

UltimateMagicRadianceRanged

"The time has come. Receive judgment!!" Max Awakening: Designate a tile within 3 spaces around you and deal 115% of spell power as radiance damage to enemies within 3 rings around the tile. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code. Max Manifestation: Designate a tile within 3 spaces around you and deal 140% of spell power as radiance damage to enemies within 3 rings around the tile. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code.

Thorn Barrier

For 2 turns, guards allies within 2 tiles and gains the Thorn Barrier effect. Thorn Barrier [Cannot be dispelled] (Duration 2): After suffering a melee attack, deals physical fixed damage equal to 50% of Defense to the attacking enemy.

Threatening Roar

SlashShout

Threaten enemies within a 2-tile range, inflicting Tremor of Fear and Confusion effects. Tremor of Fear [Weaken] (duration 2): Damage taken +15%. Attack/Spell Power -25%. Confusion [Cannot be removed][Action Control]: Flees randomly within the movable range.

Thunderer

MagicElectricRanged

Deal 70% spell power lightning damage to enemies in a fan-shaped area in a chosen direction; Electrocute for 1 turn. Electrocute [Lightning][Action Control] (lasts 1): cannot counterattack. Allowed weapons: Staff, Rod

Tide Barrier

Designate an ally and grant them Tide Barrier, which blocks damage equal to 100% of Spell Power and Resistance, for 2 turns. Tide Barrier [Shield] (Duration 2): Spell Power and Resistance-proportional shield. While the shield lasts, movement increases by 1 and magic damage taken by the target when attacked by enemies +30%. Allowed weapons: Spear, Spear/Shield

Torch of Glory

Slash

For 2 turns, holds an aura that gives the Torch of Glory effect to allies within 2 tiles of the surroundings, and gains additional movement. Torch of Glory [Cannot Be Removed]: Resistance +20%. When hit by area damage, recovers HP equal to 50% of the damage taken.

Trance

Radiance

Enter the Trance state for 2 turns. Trance [Cannot be removed] (duration 2): Immune to action-control effects. When an ally ends their turn, restore the target's HP equal to 50% of Magic Power.

Transfusion

DarkHealing

Casts a Blood Magic targeting an ally, recovering HP equal to 80% of Spell Power and applying the Transfusion effect.

Trimode

After using the skill, gain an additional attack or skill use. Choose one of 3 options (Ember Cast, Icy Cast, Sparkle Cast) to activate. **Ember Cast** [Cannot be removed]: Gain one Ember Gem and basic attack changes to Fire Arrow. **Fire Arrow** [Cannot be removed]: Launches a Fire Arrow at an enemy, dealing 100% of spell power as damage and applying Burn for 2 turns. If the enemy has a fire-type debuff, additionally deals damage ignoring 50% of spell power worth of resistance. **Icy Cast** [Cannot be removed]: Gain one Icy Gem and basic attack changes to Crystal Fist. **Crystal Fist** [Cannot be removed]: Launches a Crystal Fist at an enemy, dealing 140% of spell power as damage and applying Cold Slow for 2 turns. If the enemy is not dead and you have remaining TP, an additional hit activates, consuming 1 TP and dealing damage ignoring an additional 50% of spell power worth of resistance. **Sparkle Cast** [Cannot be removed]: Gain one Sparkle Gem and basic attack changes to Ball Lightning. **Ball Lightning** [Cannot be removed]: Deals 130% of spell power as electric damage to an enemy, consumes all TP and deals additional fixed damage equal to 20% of spell power per TP within 2 tiles around the target. Additionally applies Shock/Slow effects to enemies hit.

Twin-Impact Wave

StrikeMeleeMovement Attack

Moves to a designated tile within 3 tiles around and deals physical fixed damage equal to 80% of defense to enemies within 1 ring around, and applies Slow for 2 turns. **Slow** [Action Control][Movement Control] (Duration 1): Movement -1.

Ultimate Flash Soul

MeleeDirectionalMovement Attack

Designate a direction and deal damage equal to 80% of Attack Power to enemies within 4 tiles ahead while pushing through enemies and moving to the farthest empty tile. Inflict the Weakness Detection effect on damaged enemies for 2 turns. Weakness Detection [Duel] (duration 2): Chance to take critical damage when fighting the caster +20%. Damage dealt when fighting the caster -30%. Lasts 2 turns.

Ultimate Meteor

Ranged

Choose one of 3 options to activate: Flare Meteor, Glacial Meteor, Jupiter Meteor. Flare Meteor [Cannot be removed]: Deal Fire damage equal to 110% of Spell Power to enemies within 3 tiles around the target and self, and apply Burn effect for 2 turns. Glacial Meteor [Cannot be removed]: Deal Ice damage equal to 90% of Spell Power to enemies within 3 tiles around the target and self, and apply Cold Slow effect for 2 turns. Jupiter Meteor [Cannot be removed]: Deal Lightning damage equal to 110% of Spell Power to enemies within 3 tiles around the target and self, and apply Shock effect for 2 turns. Allowed weapons: Staff, Rod

Unmatched Piercing Strike

MeleeHealingMovement AttackCombat

Deals damage equal to 170% of attack power to an enemy, and on critical hit recovers HP equal to 50% of attack power. On killing an enemy, advances to the spot where the enemy was. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Unrivaled Piercing

MeleeHealingMovement AttackCombat

Deal 170% of attack power as damage; on crit, recover HP equal to 50% of attack power. On defeating an enemy, advance to the tile the enemy occupied. Allowed weapons: Sword, Greatsword, Sword/Shield, Gun Slicer, Axe

Vacuum Asura Blade

RangedDirectionalBanished-State Attack

Designate a direction and launch a sword aura. You can adjust the applied range and damage with **Vacuum Asura Blade - Horizontal Slash** and **Vacuum Asura Blade - Vertical Slash**. The more targets hit and the greater the distance, the more the damage decreases.

Vacuum Asura Slash

UltimateStrikeRanged

"Woohahahaha! I'll sweep you all away at once!!" Max Awakening: On use, physical penetration increases by 30%. Deal 185% of attack as damage to enemies within 2 rings around self. Max Manifestation: On use, physical penetration increases by 30%. Deal 210% of attack as damage to enemies within 2 rings around self.

Veil of Chaos

Dark

Gain the **Veil of Chaos** effect and gain an additional attack and skill-use opportunity.

Vigor Roar

Shout

Grants Vigor to self and adjacent allies for 2 turns.

Void Rend Wave

SlashRangedDirectional

Designates a direction and deals physical fixed damage equal to 100% of defense to enemies in range, and gains a shield equal to 100% of defense for 2 turns. Deals 3 damage to installations and removes tile effects within range.

Wave-Break Advance Flash

StrikeMeleeCombat

Deals damage equal to 70% of Attack to an enemy and additional damage equal to 50% of Attack to enemies adjacent to the target. Applies Weakness Exposure for 2 turns to the damaged enemies. Weakness Exposure [Exposure] (Stacks 3 / Duration 2): Damage taken +10%. Chance to be critically hit +10%. Does not stack with other Exposure effects.

Wave-Break Strike

StrikeMeleeCombat

Deals 70% of attack power as damage to the enemy and deals 50% of attack power as additional damage to enemies adjacent to the target. Applies Weakness Exposure for 2 turns to damaged enemies. **Weakness Exposure** [Exposure] (Stacks 3 / Duration 2): Damage taken +10%. Chance to be critically hit +10%. Does not stack with other Exposure effects.

Weakness Exposure:

Damage taken +10%. Chance of being crit +10% Does not stack with other 'Exposure' attribute effects Max 3 stacks. Duration 2 turns Exposure attribute Removed when the summoner dies

Whip Blade Dance

StrikeRangedDirectional

Select one of two options, Pull Whip Dance or Shot Whip Dance, to activate. Heal Reversal [Cannot be removed][Heal Block] (duration 2): Healing effect received is converted into damage equal to 50% of the healing amount.

Whirl Wheel Flash

MeleeHealingTP Removal

Sweep with the sword, dealing damage equal to 60% of attack power to enemies within a 1-tile radius and lowering their TP by 1 each. Recover HP equal to 10% of attack power per enemy damaged. Allowed weapons: Sword, Greatsword, Sword/Shield

Whirling Eight Blades

PiercingRanged

Scatter 8 daggers at enemies within 2 tiles around yourself, dealing damage equal to 70% of attack power. For 3 turns, recover daggers remaining on tiles and throw them at enemies who end their action within 2 tiles around, dealing damage equal to 50% of attack power.

Whirling Love Hammer

StrikeRangedDirectionalCombat

Attack an enemy with the whip, dealing damage equal to 80% of Attack Power, and a follow-up attack activates dealing damage equal to 80% of Attack Power. This skill cannot be counterattacked.

Wind Blaze Flash

Melee

Sweep with the sword to deal damage equal to 110% of Attack to enemies within a 1-radius around you, and inflict Rupture effect for 2 turns. Rupture [Damage over time][Bleed] (duration 2): At character's turn end, deal physical fixed damage equal to 5% of Attack per 1 tile moved. Allowed weapons: Sword, Greatsword

Wind Circle Arrow

PiercingRangedDirectionalCombat

Fire Wind Circle Arrow at an enemy dealing 50% of attack power damage; on kill, attack again or use a skill. If the enemy did not die, a follow-up attack triggers dealing 80% additional attack-power damage. Allowed weapons: bow, crossbow

Wind Fang Flash

PiercingMeleeDirectionalCombat

Deal 130% attack power damage, and deal additional 80% attack power damage to enemies up to 2 tiles behind the target. Allowed weapons: sword, greatsword, rapier

Wind Step

Wind Step 1: On action end, gain Wind Step 1 effect. Wind Step 1: Movement +1 (does not stack). Received critical hit chance -10%. Max 2 stacks. Removed after being attacked. Wind Step 2: On action end, gain Wind Step 2 effect. Wind Step 2: Movement +1 (does not stack). Received critical hit chance -15%. Max 2 stacks. Removed after being attacked. Wind Step 3: On action end, gain Wind Step 3 effect. Wind Step 3: Movement +1 (does not stack). Received critical hit chance -20%. Max 2 stacks. Removed after being attacked. Wind Step 4: On action end, gain Wind Step 4 effect. Wind Step 4: Movement +1 (does not stack). Received critical hit chance -25%. Max 2 stacks. Removed after being attacked.

Wolf 'Kal' - Summon

The wolf summon that appears alongside Liddell Hart via the passive. Acts after Liddell Hart finishes acting. Freely ignores control zones and traps when moving. **Summon stats:** A summon with 70% of the summoner's base stats (excluding spell power), the summoner's physical penetration, and 100% of the summoner's crit rate.

Wolf Kal's skills:

Bond Seal: When hit by a physical-damage attack from a playable character or 'Wolf Kal', gain stacks. At max stacks, grants 'Bond Vigor' to Liddell Hart and resets stacks. Cannot stack with 'Resonance Seal' effect. Bond Vigor: Grants an extra action before end of turn and reduces stacks. Duration infinite. Unremovable. Fighting Spirit: Attack power and spell power +20%. Duration 2 turns.

Yeoglinseom

SlashMeleeBattle

Deals damage equal to 170% of attack power to an enemy and applies the **Weakness Detection** effect for 2 turns. Allowed weapons: Sword, Greatsword

Yeolgongin

MeleeMovement AttackCombat

Deals damage equal to 130% of Attack to an enemy and steps back one tile. This skill cannot be counterattacked. Allowed weapons: Sword, Greatsword, Rapier

Yeonhongseom

MagicFireRangedDirectionalCombat

Fire Crimson Flash at an enemy, removing 2 of your own debuffs and 2 of the enemy's buffs, and deal fire magic damage equal to 150% of attack power. Allowed weapons: Sword, Greatsword