Beradin
Released베라딘
- Rarity
- Legendary
- Element
- Crystal of Intellect
- Faction
- Geysir
- Class
- Mage (mage-line: Mage / Magician / Wizard / Frost Mage / Roy
- Voice Actor
- Kim Young-seon
- Unique Passive
- Ring of Ruin
- Exclusive Weapon
- Constella of Conspiracy
- Ultimate
- Hex Elemental Blast
- Original Korean Release Date
- 2024-01-09
- Estimated Release Date
- Live now
Unique Passive: Ring of Ruin
Passive.
| Tier | Effect |
|---|---|
| First Acquisition | When you deal damage to an enemy, you gain the Ring of Ruin 1 effect once per enemy hit. At the end of the character's turn, push adjacent enemies back by 1 tile and deal damage equal to 20% of Spell Power to enemies within 2 tiles around you. • Ring of Ruin 1 [Cannot be dispelled] (stack 9): Defense/Resistance +3%. At 9 stacks, grants an extra action. Cannot be dispelled. Removed when the extra action triggers. |
| Max Awakening | When you deal damage to an enemy, you gain the Ring of Ruin 4 effect once per enemy hit. At the end of the character's turn, push adjacent enemies back by 1 tile and deal damage equal to 30% of Spell Power to enemies within 2 tiles around you. • Ring of Ruin 4 [Cannot be dispelled] (stack 6): Defense/Resistance +6%. At 6 stacks, grants an extra action. Cannot be dispelled. Removed when the extra action triggers. |
| Max Manifestation | When you deal damage to an enemy, you gain the Ring of Ruin 7 effect once per enemy hit. Once per turn, at the end of the character's turn, push adjacent enemies back by 1 tile and deal damage equal to 45% of Spell Power to enemies within 2 tiles around you. Gain a shield equal to 25% of Spell Power for each enemy damaged, lasting 1 turn. • Ring of Ruin 7 [Cannot be dispelled] (stack 6): Defense/Resistance +12%. At 6 stacks, immediately grants an extra action. Cannot be dispelled. When the extra action triggers, recover 2 TP and remove the effect. |
Classes
Tier progression: Tier 1 Mage -> Tier 2 Magician / Wizard -> Tier 3 Frost Mage / Royal Wizard / Dark Wizard.
Mage - Tier 1 Basic class that casts elemental magic to damage enemies.
Composure
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 5%. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 10%. |
Magician - Tier 2 Mage class that empowers Spell Power with elemental magic to deal strong damage.
Magic Stack
| Lv | Effect |
|---|---|
| 1 | When you attack and damage 2 or more enemies at once, gain the Magic Stack 1 effect. (Magic Stack 1 (stack 2):: Spell Power +10%. At 2 stacks, gain 1 TP and replace with the Magic Spiral 1 effect.) (Magic Spiral 1 (duration 2):: Spell Power 25%.) |
| 2 | When you attack and damage 2 or more enemies at once, gain the Magic Stack 2 effect. (Magic Stack 2 (stack 2):: Spell Power +10%. At 2 stacks, gain 1 TP and replace with the Magic Spiral 2 effect.) (Magic Spiral 2 (duration 2):: Spell Power 30%.) |
Wizard - Tier 2 Skilled mage class that damages enemies with elemental magic and controls the battlefield.
Inspiration
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 20%, and when applying an action-control effect via a skill, gain a shield equal to 20% of Spell Power for 2 turns. |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 25%, and when applying an action-control effect via a skill, gain a shield equal to 25% of Spell Power for 2 turns. |
Frost Mage - Tier 3 Advanced mage who specializes in various ice magics for controlling enemies and avoiding danger.
Crystallization
| Lv | Effect |
|---|---|
| 1 | When using an ice skill, Spell Power increases by 20% and you gain the Frost Shield effect. When hit by a lethal attack, you enter the Crystallization state and dispel all buffs and debuffs. This effect activates only 1 time per game. (Crystallization (duration 1):: Unaffected by damage, skills, or effects; cannot act.) (Frost Shield IceCannot be dispelled (duration 2):: Defense increased by 25% of Spell Power. After being attacked, applies the Chill Slow effect to the enemy, then is removed.) (Chill Slow IceAction ControlMovement Control (stack 2 / duration 2):: Movement -1. When stacked, replaced with Freeze.) (Freeze IceAction Control (duration 1):: Cannot act.) |
| 2 | When using an ice skill, Spell Power increases by 30% and you gain the Frost Shield effect. When hit by a lethal attack, you enter the Crystallization state and dispel all buffs and debuffs. This effect activates only 1 time per game. |
Royal Wizard - Tier 3 A master of elemental magic who studied it for a long time with deep insight.
Insight
| Lv | Effect |
|---|---|
| 1 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 30%, and when applying an action-control effect via a skill, gain the Insight 1 shield equal to 30% of Spell Power for 2 turns. (Insight 1 Shield (duration 2):: Spell-Power-scaling shield. When attacking an enemy, remove 1 of the enemy's buffs.) |
| 2 | When attacking an enemy or using a skill, if there is an adjacent ally, Spell Power increases by 40%, and when applying an action-control effect via a skill, gain the Insight 2 shield equal to 40% of Spell Power for 2 turns. (Insight 2 Shield (duration 2):: Spell-Power-scaling shield. When attacking an enemy, remove 1 of the enemy's buffs.) |
Dark Wizard - Tier 3 Advanced mage who grafted the power of darkness onto elemental magic to build a unique magic system.
Confusion
| Lv | Effect |
|---|---|
| 1 | At the end of the character's turn, apply the Magic Vulnerability/Confusion effect to 1 random enemy within 3 tiles around you. (Confusion Cannot be dispelledAction Control:: Falls into confusion and flees randomly within movable range.) (Magic Vulnerability (duration 2):: Resistance -50%.) |
| 2 | At the end of the character's turn, apply the Magic Vulnerability/Confusion effect to 2 random enemies within 3 tiles around you. |
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 2 | 1-3 | 3 turns | Launch a flame ball at an enemy dealing 100% of Spell Power as fire damage, and dealing 60% of Spell Power as fire damage to adjacent enemies. Apply the Burn effect to damaged enemies for 2 turns. • Burn [Damage over Time] (duration 2): At the end of the character's turn, deal fixed fire magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod | |
| 1 | 1-3 | 2 turns | Launch an ice missile at an enemy dealing 130% of Spell Power, and apply the Chill Slow effect for 2 turns. • Chill Slow [Ice][Action Control][Movement Control] (stack 2 / duration 2): Movement -1. When stacked, replaced with Freeze. • Freeze [Ice][Action Control] (duration 1): Cannot act. • Allowed weapons: Staff, Rod | |
| 2 | 1-3 | 3 turns | Deal 80% of Spell Power to enemies within 2 tiles around you, and gain a shield equal to 40% of Spell Power for each enemy damaged, lasting 2 turns. • Allowed weapons: Staff, Rod | |
| 2 | 1-3 | 2 turns | Launch a magic spear at an enemy dealing 150% of Spell Power, and Silence for 1 turn. On defeating the 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 | |
| 3 | 1-3 | 2 turns | Designate an enemy to trigger an electric explosion, dealing 60% of Spell Power to the target and enemies within 3 tiles around it, with a 50% chance to Shock for 1 turn. • Shock [Electric][Action Control] (duration 1): Cannot counterattack. • Allowed weapons: Staff, Rod | |
| 4 | 1-3 | 3 turns | Launch Moon Light at an enemy dealing 100% of Spell Power as ice damage, and Freeze for 1 turn. Cause an explosion on the target and within 3 tiles around it, dealing an additional 50% of Spell Power as ice damage, and apply the Chill Slow effect for 2 turns. • Freeze [Ice][Action Control] (duration 1): Cannot act. • Chill Slow [Ice][Action Control][Movement Control] (stack 2 / duration 2): Movement -1. When stacked, replaced with Freeze. • Allowed weapons: Staff, Rod | |
| 2 | 1-3 | 3 turns | 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. • Ice Bind [Cold][Action Control][Movement Control][Immobile] (duration 1): Cannot move. Cannot make extra moves or extra actions. • Allowed weapons: Staff, Rod | |
| Triple Elemental Blast Fire Ice Electric Ranged | 5 | Self | 3 turns | Simultaneously use 3 magics (fire, ice, electric) on enemies within 3 tiles around you, dealing 130% of Spell Power and applying the Chill Slow, Shock, and Burn effects for 2 turns. • Chill Slow [Ice][Action Control][Movement Control] (stack 2 / duration 2): Movement -1. When stacked, replaced with Freeze. • Freeze [Ice][Action Control] (duration 1): Cannot act. • Shock [Electric][Action Control] (duration 1): Cannot counterattack. • Burn [Damage over Time] (duration 2): At the end of the character's turn, deal fixed fire magic damage equal to 15% of Spell Power. • Allowed weapons: Staff, Rod #### Unique Skill |
| Hex Elemental Blast Magic Fire Ice Electric Radiance Dark Ranged | 1 | Self \ | 5 turns • Allowed weapons: Staff, Rod | "The games end here." | Tier | Effect | | --- | --- | | Max Awakening | Simultaneously use 6 magics on enemies within 3 tiles around you, dealing 150% 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. • Chill Slow [Ice][Action Control][Movement Control] (stack 2 / duration 2): Movement -1. When stacked, replaced with Freeze. • Freeze [Ice][Action Control] (duration 1): Cannot act. • Shock [Electric][Action Control] (duration 1): Cannot counterattack. • Burn [Damage over Time] (duration 2): At the end of the character's turn, deal fixed fire magic damage equal to 15% of Spell Power. • Immortal Rest (duration 1): HP does not drop below 1. Cannot cast skills. Cannot counterattack. Cannot be dispelled. When this effect expires, the cooldown of all normal skills is reduced by 1 and gain 1 TP. | --- |
Ultimate
Hex Elemental Blast - this is Beradin's ultimate, detailed above under Unique Skill. See the Hex Elemental Blast entry for full numbers.
Exclusive Weapon
| Weapon Skill | Effect |
|---|---|
| Constella of Conspiracy - Max Awakening | • Grade: Legend | Type: Staff | Exclusive to: Beradin • Base Stats: Max HP +122, Spell Power +399 • Additional Stat: Spell Penetration +25% |
| Eternal Piercing (Beradin exclusive) | While you have a shield effect, Spell Power increases by 30%. Additionally, when you deal damage with an area skill, there is a 50% chance to gain 1 of the following effects: Range Up, Haste, or Focus. (Cooldown 3 turns) • Haste: Movement distance +2. Lasts 2 turns. • Range Up: Skill range +1. Lasts 2 turns. • Focus: Gain 1 TP at the end of your action. |
| Plan in the Dark (general skill / when used by others) | While you have a shield effect, Spell Power increases by 20%. Additionally, when you deal damage with an area skill, there is a 30% chance to gain 1 of the following effects: Range Up, Haste, or Focus. (Cooldown 3 turns) --- • Haste: Movement distance +2. Lasts 2 turns. • Range Up: Skill range +1. Lasts 2 turns. • Focus: Gain 1 TP at the end of your action. |
Awakening
Stage
| Lv | Effect |
|---|---|
| 1 | Ultimate enhancement 1; Stat enhancement 1. |
| 2 | Unique passive enhancement 1; Stat enhancement 2. |
| 3 | Ultimate enhancement 2; Artifacts acquired: Simple Protection Amulet, Meticulous Preparation, Flickering Orb. |
| 4 | Unique passive enhancement 2; Artifact enhancement 1. |
| 5 | Ultimate enhancement 3; Artifact enhancement 2. |
| 6 | Unique passive enhancement 3; Artifact enhancement 3. |
Note: Passive at Max Awakening becomes Ring of Ruin 7 / +45% spell-power AoE damage, plus a shield equal to 25% of spell power per damaged enemy for 1 turn; stack 6 grants immediate extra action, on trigger recovers 2 TP and clears. Ultimate at Max Awakening hits 150% spell power (Max Break: 165%).
Artifacts
Simple Protection Amulet
"Even a great mage borrows the amulet's power on a dangerous battlefield. Keep it close in case of a deadly threat!"
| Lv | Effect |
|---|---|
| 1 | At game start, gain shield equal to +40% of spell power. |
| 2 | At game start, gain shield equal to +60% of spell power. |
| 3 | At game start, gain shield equal to +80% of spell power. |
| 4 | At game start, gain shield equal to +100% of spell power. |
Meticulous Preparation
"Victory comes to the prepared, but people call it luck."
| Lv | Effect |
|---|---|
| 1 | At game start, recover TP 1 and gain Meticulous Preparation 1 effect. Meticulous Preparation 1: Attack/Spell power +15%. Cleared after attacking an enemy. |
| 2 | At game start, recover TP 1 and gain Meticulous Preparation 2. Meticulous Preparation 2: Attack/Spell power +20%. Cleared after attacking an enemy. |
| 3 | At game start, recover TP 1 and gain Meticulous Preparation 3. Meticulous Preparation 3: Attack/Spell power +25%. Cleared after attacking an enemy. |
| 4 | At game start, recover TP 1 and gain Meticulous Preparation 4. Meticulous Preparation 4: Attack/Spell power +30%. Cleared after attacking an enemy. |
Flickering Orb
"Resonating with the wearer's magic energy, it momentarily opens a rift in time and space. This mysterious power is unpredictable and sometimes fails to work."
| Lv | Effect |
|---|---|
| 1 | After using a skill, 30% chance to trigger; teleport to a chosen tile within 2 cells. |
| 2 | After using a skill, 50% chance to trigger; teleport to a chosen tile within 2 cells. |
| 3 | After using a skill, 70% chance to trigger; teleport to a chosen tile within 2 cells. |
| 4 | After using a skill, 90% chance to trigger; teleport to a chosen tile within 2 cells. |
Signature Gear

A staff made of uncommon material, so faintly real it seems to lack presence. The power of the universe's primordial matter pours ceaselessly from it, giving off an ominous aura.
- Stats
- Max HP +122, Spell Power +399
- Additional
- Magic Penetration +25%
Eternal Penetration (Beradin exclusive). While you have a shield, Spell Power +30%. Additionally, when you deal damage with an AoE skill, 50% chance to gain one of Range Up, Haste, or Focus (cooldown 3 turns).
- Haste: Movement +2, 2 turns.
- Range Up: Skill range +1, 2 turns.
- Focus: Gain 1 TP at end of action.
Plan in Darkness (Normal Skill). While you have a shield, Spell Power +20%. When you deal damage with an AoE skill, 30% chance to gain one of Range Up, Haste, or Focus (cooldown 3 turns).
Release Date
Original Korean release: not stated. Per version list, launched 2024/1/9.
Global status: Live now.
Guide
This is subjective NamuWiki community opinion (KR server); no explicit S/A/B tier rating is present.
- A specialist in ice/frost magic. He can use nearly every frost spell in the game up to the highest-tier spell, Moon Light. Ironically this gives him good synergy with the frost-swordplay-focused Pendragon royals: Iolin, Rashid (youth), Crow, and Ice.
- The exclusive weapon is not well regarded even after its rework: the buff randomness is too strong, and even with a high ceiling the "shield" condition is quietly annoying. On a Moon Light basis, the 3-awakening Archmage's Staff and 5-awakening Obsidian Staff (both common Legends) do similar damage to the base exclusive weapon, so the consensus is you don't need to roll the weapon-summon gacha. Worse, when a character other than Beradin holds it, the chance to gain a buff is only 15~30%, so its general utility is also poor.
- To make use of the unique passive you need to be somewhat close to enemies, and since the exclusive weapon grants a spell-power boost while holding a shield, the recommended endgame class is Royal Wizard: it easily gets a shield just by applying an action-control effect and easily meets the spell-power-boost condition. Frost Mage can learn Moon Light and its passive is even a revive, but it has no spell-power-boost option so firepower is halved, so it's not much recommended. Usually you take Moon Light from Frost Mage and settle on Royal Wizard. Before the rework, since there was no ultimate, you had to grudgingly invest in Dark Wizard (which doesn't synergize with the unique passive) just to get Triple Elemental Blast, but after the rework it became unnecessary, so Dark Wizard is now the lowest priority.
- A notable downside: when he gains an extra action, the defense buff evaporates. Even after working hard to land an AoE and earn an extra action, if the defense buff is gone and TP is also depleted, he must take enemy attacks bare-bodied. If there's an adjacent enemy he can push them with the passive to gain a defense buff, but the passive value maxes at 3 stacks so it's only up to 18%, and even in Royal Wizard state no shield is created. Pushing enemies can be seen as a kind of action-control effect, yet no shield is generated, which is a shame. Since there's no need to place a light-armor mage on the front line, treat defense buffs/shields as insurance only and aim for ordinary distance-keeping mage play. No need to place him up front just to stack Ring of Ruin via the passive. Even without doing so, since this game has short magic range and frequent melees, being a relatively defense-strong mage is a merit either way, insurance or not.
- After the rework he's mainly used in Knight Order battles. A tactic of receiving Warrant Barrier, hiding for 1 turn, then launching Hex Elemental Blast on turn 2 and stepping up as a body-tank is considered quite effective. You can even give up spell-power boost entirely and deploy him as Frost Mage to use the turn-2 Hex Elemental Blast tank tactic: 1 turn from Immortal Rest, 1 turn before revive, 1 turn after revive, roughly 3 turns of tank duty.
- From mid-2025, since Iskenderun of the Sea joined as the same blue attribute (providing shield and HP recovery, boosting magic damage, and giving -80% lightning resistance), an approach adopting lightning-type magic can now be considered. "If it's a recreation of Genesis 3 Part 2, is it a recreation?" - as a same-attribute, lightning-magic-holding melee spell-power dealer, he's the only character who can 100% utilize Iskenderun's supporting potential.
