Dunamis Rembrandt
Released듀나미스 램브란트
- Rarity
- Legendary
- Element
- Flame of Freedom
- Faction
- Pandragon
- Class
- Defender (Tier 1 base class); Tier 3 classes: White Knight /
- Voice Actor
- An Young-mi
- Unique Passive
- Liberated Spirit
- Exclusive Weapon
- Last Phantasm
- Ultimate
- Consecration Interval Rending Wave
- Original Korean Release Date
- 2024-04-30
- Estimated Release Date
- Live now
Unique Passive: Liberated Spirit [Passive]
| Tier | Effect |
|---|---|
| First Acquisition | Defense +20% and, if HP is 70% or higher, Guards adjacent allies. At the end of the character's turn, pulls 1 debuff each from allies within 1 ring of the surroundings onto self, and recovers HP equal to 20% of Defense per debuff on self. At the start of the turn, if an action-control or skill-control effect is applied, it is removed and the character gains the Liberated Spirit 1 effect for 2 turns. • Guard [Cannot Be Removed]: If a Guarded ally is attacked, fights in their place. Cannot be removed. • Liberated Spirit 1 (Duration 2): Immune to action-control and skill-control effects. When taking debuff damage, recovers HP equal to 30% of the damage taken. |
| Max Awakening | Defense +40% and, if HP is 40% or higher, Guards adjacent allies. At the end of the character's turn, pulls 3 debuffs each from allies within 1 ring of the surroundings onto self, and recovers HP equal to 40% of Defense per debuff on self. At the start of the turn, if an action-control or skill-control effect is applied, it is removed and the character gains the Liberated Spirit 4 effect for 2 turns. • Liberated Spirit 4 (Duration 2): Immune to action-control and skill-control effects. When taking debuff damage, recovers HP equal to 60% of the damage taken. |
| Max Manifestation | Defense and Resistance +50% and chance of being hit by a critical attack reduced by 50%. Guards adjacent allies, and while Guarding, Attack increases by 50% of Defense. At the end of the character's turn, pulls 3 debuffs each from allies within 2 rings of the surroundings onto self, and recovers HP equal to 70% of Defense per debuff on self. At the start of the turn, if an action-control or skill-control effect is applied, it is removed and the character gains the Liberated Spirit 7 effect for 2 turns. • Liberated Spirit 7 (Duration 2): Immune to action-control and skill-control effects. When taking debuff damage, recovers HP equal to 75% of the damage taken. |
Classes
Tier table: Tier 1 = Defender; Tier 2 = Armor Knight, Paladin; Tier 3 = White Knight, Inquisitor, Ascetic.
Common Classes
Defender - Tier 1 Basic class that wields a sword and shield in melee to perform a defensive role.
Defense Boost
| Lv | Effect |
|---|---|
| 1 | When attacked by an adjacent enemy, Defense increases by 10%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. |
| 2 | When attacked by an adjacent enemy, Defense increases by 15%. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Not hit by criticals from enemy directional attacks; glancing hits occur, reducing damage taken by 50%.) (Control Zone: Enemy cannot pass through a controlled tile in one turn (cannot move).) |
Armor Knight - Tier 2 Wields a sword and shield; the team's shield that absorbs enemy attacks with high HP and Defense.
Indomitable Defense
| Lv | Effect |
|---|---|
| 1 | When attacked by an adjacent enemy, Defense increases by 20% and resists movement-impairing effects with 50% chance. Adjacent tiles give allies Cover and become a Control Zone. |
| 2 | When attacked by an adjacent enemy, Defense increases by 30% and resists movement-impairing effects with 50% chance. Adjacent tiles give allies Cover and become a Control Zone. |
- (Cover: 50% damage reduction; Control Zone: cannot pass in one turn.)
Paladin - Tier 2 A holy paladin who wields a sword and shield to fight in melee and supports allies with radiance magic.
Faith
| Lv | Effect |
|---|---|
| 1 | Has an aura that gives the Faith 1 effect to allies within 2 tiles including self, and Spell Power increases by 40% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. (Faith 1: Resistance / healing received +15%.) |
| 2 | Has an aura that gives the Faith 2 effect to allies within 2 tiles including self, and Spell Power increases by 50% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. (Faith 2: Resistance / healing received +20%.) |
- (Cover: 50% damage reduction; Control Zone: cannot pass in one turn.)
Inquisitor - Tier 3 An advanced paladin who upholds the will of god, wields a holy sword and shield, and judges enemies with aggressive skills.
Judgment
| Lv | Effect |
|---|---|
| 1 | When attacked by an enemy, Resistance increases by +25%, and when hit by a combat attack, after combat deals magic fixed damage to the enemy equal to 70% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. |
| 2 | When attacked by an enemy, Resistance increases by +30%, and when hit by a combat attack, after combat deals magic fixed damage to the enemy equal to 100% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. |
- (Cover: 50% damage reduction; Control Zone: cannot pass in one turn.)
Unique Classes
White Knight - Tier 3 An upper class that wields a sword and shield to protect allies while also supporting them to fight well.
Full Support
| Lv | Effect |
|---|---|
| 1 | Defense and Resistance increase by (number of adjacent allies * 15%). If there is exactly one adjacent ally, that target gains Defense and Resistance +20% and becomes immune to action-control and skill-control effects. Adjacent tiles give allies Cover and become a Control Zone. |
| 2 | Defense and Resistance increase by (number of adjacent allies * 20%). If there is exactly one adjacent ally, that target gains Defense and Resistance +30% and becomes immune to action-control and skill-control effects. Adjacent tiles give allies Cover and become a Control Zone. |
- (Cover: 50% damage reduction; Control Zone: cannot pass in one turn.)
Ascetic - Tier 3 An advanced paladin armed with fanatical willpower through the atoning discipline of inflicting pain on oneself.
Salvation
| Lv | Effect |
|---|---|
| 1 | If an ally within 2 tiles is attacked and their remaining HP is 40% or lower, recovers HP equal to 10% of total HP and gains the Penance effect for 2 turns. Attack and Spell Power increase by 20% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. |
| 2 | If an ally within 2 tiles is attacked and their remaining HP is 60% or lower, recovers HP equal to 10% of total HP and gains the Penance effect for 2 turns. Attack and Spell Power increase by 30% of Resistance. Adjacent tiles give allies Cover and become a Control Zone. (Penance (Stack 3 / Duration 2): When this effect expires, deals magic fixed damage equal to 10% of total HP per stack. Max 3 stacks. Removed when an enemy is defeated. Lasts 2 turns.) |
- (Cover: 50% damage reduction; Control Zone: cannot pass in one turn.)
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 1-1 | 2 turns | Deals damage equal to 130% of Attack to an enemy and applies Bind for 1 turn. • Bind Action ControlMovement ControlCannot Move (Duration 1): Cannot move. Lasts 1 turn. | |
| 2 | 1-1 | 2 turns | 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. | |
| 3 | 1-3 | 2 turns | 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 ControlMovement Control (Duration 1): Movement -1. | |
| 3 | Self | 3 turns | 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%. | |
| 3 | Self | 3 turns | Immediately after using the skill, can additionally attack 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 the target and adjacent enemies. Recovers HP of allies within 2 tiles of self equal to 30% of Spell Power. | |
| 3 | 1-1 | 3 turns | 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. #### Unique Skills | |
| 1 | Self | 3 turns | 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. | |
| 2 | 1-1 | 3 turns | 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. --- |
Ultimate
Consecration Interval Rending Wave [Ultimate] [Strike] [Ranged]
Quote: "I, in a place like this... if there is something even I can do...! Haah!!"
| Tier | Effect |
|---|---|
| Max Awakening | Deals damage equal to 120% of Defense to enemies within 3 tiles of the surroundings. Damage increases by 10% of Defense per debuff on self. After using the skill, removes all debuffs on self and the Guard range increases to 2 tiles. |
| Max Manifestation | Deals damage equal to 150% of Defense to enemies within 3 tiles of the surroundings. Damage increases by 10% of Defense per debuff on self. After using the skill, removes all debuffs on self and the Guard range increases to 2 tiles. • Cost: TP 5 | Range: Self | Area: AoE | Cooldown: 5 turns |
Notes on Absent Data
- The Manifestation / Inner Break section (Inner Cube stages 1-6) and its Artifacts appear in the source. Artifacts included below for completeness (not in required section list):
- Optimal Condition 1-4: Max HP +4%/+6%/+8%/+10%; if HP was 100% before being attacked, crit damage taken -10%/-15%/-20%/-25%; at turn start, if not at max HP, recover 9%/11%/13%/15% of Max HP (tiers 3-4 double the recovery when HP is 35% or lower).
- Vow of Retribution 1-4: On being hit by a melee combat attack, immune to action-control; counter damage +40%/+60%/+80%/+100%.
- Resonance of the Sword 1-4: Single-target skill damage +10%/+15%/+20%/+25% per other unit within 2 tiles.
- No sections are missing; all required sections (Stats, Unique Passive, Classes, Skills, Ultimate, Exclusive Weapon) are present and populated.
Awakening
Progression track:
Stage
| Lv | Effect |
|---|---|
| 1 | Ultimate Enhancement 1; Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1; Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2; Artifact Acquired |
| 4 | Unique Passive Enhancement 2; Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3; Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3; Artifact Enhancement 3 |
Artifacts
Peak Condition: In a state where body and mind are at their peak, no threat can bring the wearer down in a single blow.
Peak Condition
| Lv | Effect |
|---|---|
| 1 | Max HP +4%. If HP is 100% before being attacked, critical damage taken -10%. At turn start, if not at max HP, recover 9% of max HP. |
| 2 | Max HP +6%. If HP is 100% before being attacked, critical damage taken -15%. At turn start, if not at max HP, recover 11% of max HP. |
| 3 | Max HP +8%. If HP is 100% before being attacked, critical damage taken -20%. At turn start, if not at max HP, recover 13% of max HP. Below 35% HP, recovery is doubled. |
| 4 | Max HP +10%. If HP is 100% before being attacked, critical damage taken -25%. At turn start, if not at max HP, recover 15% of max HP. Below 35% HP, recovery is doubled. |
Oath of Retribution: I will never retreat in fear! This oath makes enemies who point a blade pay the price for their arrogance.
Oath of Retribution
| Lv | Effect |
|---|---|
| 1 | When hit by a melee combat attack, immune to action-control effects. Counter damage +40%. |
| 2 | When hit by a melee combat attack, immune to action-control effects. Counter damage +60%. |
| 3 | When hit by a melee combat attack, immune to action-control effects. Counter damage +80%. |
| 4 | When hit by a melee combat attack, immune to action-control effects. Counter damage +100%. |
Resonance of the Sword: Condenses and gathers the energy echoing across the battlefield into one, drawing out the wearer's potential to the limit.
Resonance of the Sword
| Lv | Effect |
|---|---|
| 1 | Per other unit within 2 tiles, single-target skill damage +10%. |
| 2 | Per other unit within 2 tiles, single-target skill damage +15%. |
| 3 | Per other unit within 2 tiles, single-target skill damage +20%. |
| 4 | Per other unit within 2 tiles, single-target skill damage +25%. |
Signature Gear

Paladin-order arms reworked by some artisan. The blade is not especially keen, yet an ominous aura is felt from both sword and shield.
- Stats
- Max HP +145, Attack +339, Defense +29, Max HP +15%, damage taken -5%
Absolute Taboo Syndrome (Dunamis exclusive). The wearer's Attack increases by 25% of Defense. At turn end, heal 5% of Max HP for each debuff on the wearer. Additionally, at turn start, if the wearer has no debuff, apply Anxiety for 2 turns (cooldown 4 turns).
- Anxiety: Feeling the pressure that they must do something.
Pain Adaptation (base). The wearer's Attack increases by 20% of Defense. Additionally, at turn end, heal 3% of Max HP for each debuff on the wearer.
Release Date
Original Korean release: 2024-04-30. Version-list also shows 2024/4/30 (1.9).
Global status: Live now.
Guide
Note: The following is NamuWiki community assessment (KR server), subjective community opinion, translated faithfully. No explicit S/A/B tier letter rating is present.
Performance: Base class is Defender. Tier 3 classes are White Knight / Inquisitor / Ascetic. Ultimate is Consecration Interval Rending Wave. The unique passive "Liberated Spirit" is a broken passive with everything a tanker needs rolled in. As awakening rank rises, defense increases unconditionally at a large multiplier; when HP is healthy, Escort triggers, but when in danger the Escort effect turns off automatically. It pulls all debuffs onto itself and heals HP per debuff count, and auto-cleanses action/skill control, after which DoT damage is also halved. Because the numeric scaling by awakening level is very large, high awakening is recommended; conversely this means it is underwhelming at the base stage.
Classes: The three Tier 3 classes are defense-specialized White Knight, resistance-based strong magic counter Inquisitor, and the aggressive Ascetic (self-heal, resistance-based attack scaling). All of Dunamis's classes have a passive granting adjacent allies Cover and creating a Control Zone.
- White Knight: learns "Torch of Glory", takes the Armor Knight -> White Knight dedicated tree. Passive "Full Support" increases DEF and RES by adjacent ally count x20%; if only 1 ally is adjacent, that ally gets +30% DEF and RES and immunity to action/skill control. The easy pick for tanking use; can be an escort tank via passive and a taunt tank via Armor Knight's Taunting Shout. Torch of Glory also gives a RES buff so it is strong vs magic.
- Inquisitor: learns "Guts Charge". When attacked, RES +up to 30%; when hit by a combat attack, after combat deals magic fixed damage equal to 100% of RES to the enemy. Focused on resistance-based counter damage. Counter damage scales at 100% of RES; passive gives +30% and greaves can bring it to +15%, so e.g. at 1000 RES counter damage reaches 1500. Downside: passive has no DEF increase, which needs compensating for.
- Ascetic: learns dedicated skill "Deep Blaze Flash". RES up to 30% converts to ATK and SPI; if an ally within 2 tiles is attacked and drops to 60% HP or below, recover 10% of total HP and gain "Penance" debuff. "Penance" is a 2-turn debuff stacking up to 3, dealing 10% of total HP as magic damage when it expires, but can be removed by killing an enemy. Most attack-focused of the Tier 3 classes; effectively borrowing HP from your future self. Want to build RES since it raises ATK.
- Recommended default: go White Knight first (highest DEF/RES gain, learns taunt and mobility). Inquisitor has no DEF gain and needs RES investment for judgment damage; Ascetic leans attack over tanking.
Key skills & Ultimate:
- Charge Slash: TP 2. Deals physical fixed damage = 80% DEF, pushes enemy 2 tiles hard; if pushed into a wall/enemy, stun + rush for extra damage = 30% ATK. Cooldown 2 turns. Precious DEF-based attack for the tanker; also usable as a stun/mobility skill.
- Double Impact Wave: TP 3. Designate 1 tile within 3 tiles; character jumps and slams, dealing physical fixed damage = 60% DEF to enemies within 8 surrounding tiles and applying "Slowed" for 2 turns. Cooldown 2 turns. DEF-based AoE that also works as mobility; can leap over terrain/obstacles.
- Taunting Shout: TP 3. Applies "Taunt" to enemies within 2 tiles for 1 turn, and damage taken from targets -20%. Taunt blocks other actions for 1 turn and forces only basic attacks on the caster; caster's damage dealt -20%, for a combined 40% reduction. Ideal tanker skill.
- Torch of Glory: TP 1. For 2 turns gives allies within 2 tiles RES 20% and HP recovery = 50% of AoE damage taken, plus grants extra movement. Covers AoE damage she cannot tank, and gives mobility (tanker move is only 3). A must-have. Cooldown 3 turns.
- Deep Blaze Flash: TP 2. Deals damage = 160% ATK and applies "Suppression" for 2 turns (ATK/SPI/crit chance -25%, class passive cannot trigger). Cooldown 3 turns. High multiplier plus a top-tier debuff; almost feels wasted on Dunamis who values DEF/RES over ATK.
- Ultimate Consecration Interval Rending Wave: AoE dealing 90
120% DEF to enemies within 3 tiles, +510% DEF damage per debuff on self; after use removes all debuffs on self and Escort range increases to 2 tiles. Since her passive absorbs allies' debuffs, damage is easy to scale; the widened Escort range is also nice.
Recommended Equipment:
- Weapon: Last Fantasm, legendary sword/shield; bonus stats HP and damage-taken reduction. Weapon skill gives ATK +10
15% of DEF and heals 35% HP per debuff; for Dunamis, ATK gain becomes 15~25% of DEF and heal fixed at 5%. At turn start, if she has no debuff, gains an effect-less unremovable debuff "Unease" for 2 turns (cooldown 4 turns). Fits her well since debuff count boosts her passive recovery and ultimate damage, though from a pure tanking view some use other weapons. - Armor: go all-in on DEF and RES. Full RES investment gives excellent counter damage (reports of 3000 damage). Use Reversal 2, +13% DEF and RES plus another 2-set heavy armor. Choose one of Endurance 2, +20% HP, +10% DEF/+10% HP, or +15% DEF.
- Accessories vary by playstyle: legendary/hero greaves (DEF+RES staple); Golden Apple Hairpin, reduces crit damage taken, one HP recovery per stage below a threshold; Healing Censer, legendary, heals below 50% HP, boosts HP/DEF/RES, helps meet Escort's HP condition; Cursed Eye, applies "Weakening Curse" pre-combat cutting ATK/SPI for 2 turns; recommended for escort tank; Ancient Hero's Ring, ATK + crit-damage reduction, recovers 25~50% of damage once per turn on crit hit; but very rare and needed by dealers.
Evaluation: Rated as one of the strongest legendary tankers, considered to have no substitute after Isabel Riffine, surpassing her "older brother". Not only protects allies but absorbs all debuffs while healing per debuff count and gaining immunity to act despite them; with Torch of Glory can even recover from AoE. Passive is strong enough to be said to have every tanker function; with just DEF and RES built, all 3 classes are usable, making her one of the most actively build-researched legendary characters. Somewhat underwhelming at name-card stage, but enhancement-stage efficiency is very good, so high awakening pays off. Downside: below a certain HP Escort stops triggering, so she cannot perfectly protect a single ally, but this also raises her own survival odds, a give-and-take. After the 2025 Inner Break update, enhancing the passive removes the HP condition on Escort, and awakening skills further raise HP and toughness, making her even sturdier with investment. Testimony includes: paired with Jebi, players "don't know how to kill" Dunam-i; someone tried Black Prince against her and instead the Black Prince collapsed from Inquisitor judgment damage.
