Silver
Released실버
- Rarity
- Legendary
- Element
- Tree of Vitality
- Faction
- Unaffiliated
- Class
- Piercing-type Ranger
- Voice Actor
- Kim Yeon-woo
- Unique Passive
- Silver Conviction
- Exclusive Weapon
- Pirate King's Treasure Sword
- Ultimate
- JJ!
- Original Korean Release Date
- 2025-02-04
- Estimated Release Date
- Live now
Unique Passive: Silver Conviction
Passive.
| Tier | Effect |
|---|---|
| First Acquisition | At the start of an ally turn, if you have no movement-control debuff, gain the Silver Conviction effect with a 50% chance and grant the Free Wind effect to all other allies with Movement 1 or less. At end of turn, if you have the Silver Conviction effect, gain one additional action once per turn. • Silver Conviction Cannot Be Removed (Duration 1): Attack Power +5% / Critical Rate +20% per 1 Movement. Removed after a combat attack. • Free Wind (Duration 1): Not affected by movement reduction values. |
| Max Awakening | At the start of an ally turn, if you have no movement-control debuff, gain the Silver Conviction effect with an 80% chance and grant the Free Wind effect to all other allies with Movement 1 or less. At end of turn, if you have the Silver Conviction effect, gain one additional action once per turn. |
| Max Manifestation | At the start of an ally turn, if you have no movement-control debuff, gain the Silver Conviction effect and grant the Free Wind effect to all other allies with Movement 2 or less. At end of turn, if you have the Silver Conviction effect, gain one additional action once per turn. When making a combat attack with the additional action, you are not counterattacked. |
Classes
Tier List:
- Tier 1: Ranger
- Tier 2: Scout, Corsair
- Tier 3: High Master, Captain, Falconer
Common Classes
Ranger - Tier 1 A basic class that wields a one-handed sword and engages enemies up close with agile movement.
Swiftness
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving, and take 15% less counterattack damage when making a combat attack against an Isolated enemy. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) (Isolated:: State of having no other allies on adjacent tiles.) |
| 2 | Ignore the enemy's Control Zone when moving, and take 30% less counterattack damage when making a combat attack against an Isolated enemy. |
Scout - Tier 2
A battlefield scout who identifies enemy weaknesses and engages up close with agile movement.
Swiftness
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict See-Through 1 on 1 random enemy for 2 turns. (See-Through 1: (Duration 2): Attack Power / Spell Power / Defense -10%.) |
| 2 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict See-Through 2 on 1 random enemy for 2 turns. (See-Through 2: (Duration 2): Attack Power / Spell Power / Defense -15%.) |
High Master - Tier 3
An advanced class that uses a one-handed sword and reads the enemy with a wide field of view to lead the battlefield favorably.
Mind's Eye
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict Mind's Eye 1 on 2 random enemies for 2 turns. (Mind's Eye 1: WeakenDuel (Duration 2): Attack Power / Spell Power / Defense -20%. Chance to receive a critical hit from the caster +25%.) |
| 2 | Ignore the enemy's Control Zone when moving. At the end of the character's turn, if there is an enemy within 3 tiles around, inflict Mind's Eye 1 on 2 random enemies for 2 turns. (Mind's Eye 2: WeakenDuel (Duration 2): Attack Power / Spell Power / Defense -25%. Chance to receive a critical hit from the caster +30%.) |
Unique Classes
Corsair - Tier 2
A class that uses a one-handed sword and a rapier to strike enemy openings with nimble movement.
Lawless Wave
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. When attacking, if there are no allies within 1 ring around, Attack Power increases by 15%. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | Ignore the enemy's Control Zone when moving. When attacking, if there are no allies within 1 ring around, Attack Power increases by 20%. |
Captain - Tier 3
An advanced class that uses a one-handed sword and a rapier to dominate the battlefield with lethal attacks and control.
Naval Blockade
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. Tiles within 1 ring around you become a Control Zone that restricts enemy movement, and damage taken is reduced by (number of enemies in the zone * 20%) (max 60%). When attacking, if there are no allies within 1 ring around, Attack Power increases by 20%. (Control Zone:: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | Ignore the enemy's Control Zone when moving. Tiles within 1 ring around you become a Control Zone that restricts enemy movement, and damage taken is reduced by (number of enemies in the zone * 20%) (max 60%). When attacking, if there are no allies within 1 ring around, Attack Power increases by 25%. |
Falconer - Tier 3 An advanced class that uses a one-handed sword and a rapier and fights alongside a companion in the sky.
Sky Watcher
| Lv | Effect |
|---|---|
| 1 | Ignore the enemy's Control Zone when moving. Attack Power increases by 20%. When an enemy ends its action within 2 tiles around, the Sky Watcher 1 effect triggers. (Sky Watcher 1: Cannot Be Removed: JJ, patrolling the air, rapidly descends to attack, dealing damage equal to 30% of Attack Power.) |
| 2 | Ignore the enemy's Control Zone when moving. Attack Power increases by 20%. When an enemy ends its action within 2 tiles around, the Sky Watcher 2 effect triggers. (Sky Watcher 2: Cannot Be Removed: JJ, patrolling the air, rapidly descends to attack, stealing 1 TP and dealing damage equal to 30% of Attack Power.) |
Skills
Common Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | 1-1 | 2 turns | 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 | |
| 2 | 1-1 | 2 turns | 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. | |
| 1 | Self | 2 turns | Recover 30% of your Health and gain the | |
| 2 | 1-1 | 2 turns | 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 RemovedHeal Block (Duration 2): Healing effect -100%. • Allowed weapons: Sword, Greatsword, Rapier | |
| 3 | 1-1 | 2 turns | 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 RemovedHeal Block (Duration 2): Healing effect -100%. • Allowed weapons: Sword, Greatsword, Rapier #### Unique Skills | |
| 1 | 1-1 | 1 turn | 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%. | |
| 2 | 1-1 | 1 turn | Deal damage equal to 140% of Attack Power to an enemy, and on critical hit get TP returned. | |
| 1 | 3-7 | 3 turns | 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%. --- |
Ultimate: JJ!
UltimateSlashRangedDirectionalTP RemovalCombat "There it comes. Go, JJ!!"
| Tier | Effect |
|---|---|
| First Acquisition | Steal all of the enemy's TP and deal damage equal to 160% of Attack Power. This skill cannot be counterattacked or guarded against. |
| Max Awakening | Steal all of the enemy's TP and deal damage equal to 190% of Attack Power. This skill cannot be counterattacked or guarded against. |
| Max Manifestation | Steal all of the enemy's TP and deal damage equal to 220% of Attack Power. This skill cannot be counterattacked or guarded against. • Cost: TP 5 | Range: 1-5 | Area: Single | Cooldown: 5 turns |
Exclusive Weapon: Pirate King's Treasure Sword
- Rarity: Legendary | Type: Rapier | Exclusive Character: Silver
- Stats: Max Health +147, Attack Power +334
- Additional Stats: Attack Power +15%
| Weapon Skill | Effect |
|---|---|
| Unfair Trade (Silver exclusive): Critical Rate increases by 10%. At the start of an ally turn, gain Unfair Trade 6 (Cooldown 2 turns). | • Unfair Trade 6: In combat, give all of your removable debuffs to the target and steal all of the target's removable buffs. Cannot be removed. Removed on combat. |
| Sharp Sense (normal skill): Critical Rate increases by 10%. | Awakening tiers of Unfair Trade (from performance notes): --- • Base: In combat, give 1 removable debuff on yourself to the enemy and remove Unfair Trade. Cooldown 3 turns. • 2 Awaken: Give 2 removable debuffs to the enemy and remove Unfair Trade. Cooldown 3 turns. • 3 Awaken: Give ALL removable debuffs on yourself to the enemy and remove Unfair Trade. Cooldown 3 turns. • 4 Awaken: Give ALL removable debuffs on yourself to the enemy, steal 1 removable buff the target holds, and remove Unfair Trade. Cooldown 2 turns. • 5 Awaken: Give ALL removable debuffs on yourself to the enemy, steal 2 removable buffs the target holds, and remove Unfair Trade. Cooldown 2 turns. • 6 Awaken: Give ALL removable debuffs on yourself to the enemy, steal ALL removable buffs the target holds, and remove Unfair Trade. Cooldown 2 turns. |
Manifestation Artifacts
Wind Step: Makes the wearer's footsteps light as the wind, improving movement speed and making enemy critical attacks miss.
Wind Step
| Lv | Effect |
|---|---|
| 1 | On action end, gain the Wind Step 1 effect. Effect: Movement +1 (does not stack). Critical rate received -10%. Critical damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | On action end, gain the Wind Step 2 effect. Effect: Movement +1 (does not stack). Critical rate received -15%. Critical damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | On action end, gain the Wind Step 3 effect. Effect: Movement +1 (does not stack). Critical rate received -20%. Critical damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | On action end, gain the Wind Step 4 effect. Effect: Movement +1 (does not stack). Critical rate received -25%. Critical damage +10%. Max 2 stacks. Removed after being attacked. |
Warrior's Essence: A true warrior fights while looking the enemy in the eye!
Warrior's Essence
| Lv | Effect |
|---|---|
| 1 | When using a melee skill, Attack Power +15%. |
| 2 | When using a melee skill, Attack Power +20%. |
| 3 | When using a melee skill, Attack Power +25%. Physical Penetration +10%. |
| 4 | When using a melee skill, Attack Power +30%. Physical Penetration +15%. |
Pulse of Life: Grants the wearer endless regenerative power amid the heat of battle.
- Pulse of Life 1 (trigger): At end of turn, if there are no other allies within 1 ring around and you have no shield, gain a Pulse of Life 1 shield equal to 4% of total Health per remaining TP for 2 turns.
- Pulse of Life 1 (effect): Shield of 10% of max Health + 2% of max Health per remaining TP. If an enemy ends its turn within 2 tiles around, recover Health equal to 2% of total Health per remaining TP. Cannot be removed. Shield.
- Pulse of Life 2 (trigger): At end of turn, if there are no other allies within 1 ring around and you have no shield, gain a Pulse of Life 2 shield equal to 6% of total Health per remaining TP for 2 turns.
- Pulse of Life 2 (effect): Shield of 15% of max Health + 3% of max Health per remaining TP. If an enemy ends its turn within 2 tiles around, recover Health equal to 3% of total Health per remaining TP. Cannot be removed. Shield.
- Pulse of Life 3 (trigger): At end of turn, if there are no other allies within 1 ring around and you have no shield, gain a Pulse of Life 3 shield equal to 8% of total Health per remaining TP for 2 turns.
- Pulse of Life 3 (effect): Shield of 20% of max Health + 4% of max Health per remaining TP. If an enemy ends its turn within 2 tiles around, recover Health equal to 4% of total Health per remaining TP. Cannot be removed. Shield.
- Pulse of Life 4 (trigger): At end of turn, if there are no other allies within 1 ring around and you have no shield, gain a Pulse of Life 4 shield equal to 10% of total Health per remaining TP for 2 turns.
- Pulse of Life 4 (effect): Shield of 25% of max Health + 5% of max Health per remaining TP. If an enemy ends its turn within 2 tiles around, recover Health equal to 5% of total Health per remaining TP. Cannot be removed. Shield.
Awakening
The awakening progression has two tracks: Awakening and Inner Cube.
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 |
Ultimate scaling: Initial 160% -> Max Awakening 190% -> Max Manifestation 220% ATK. Unique passive scaling: Initial 50% chance / move 1 range; Max Awakening 80% chance; Max Manifestation 100% (implied, no % shown), grants Free Wind to allies with move 2 or less, and no counterattack on extra-action combat attacks.
Artifacts
Wind Step: Makes the wearer's steps light as wind, increasing move speed and making enemy critical attacks miss. Gains its buff at end of action.
| Lv | Effect |
|---|---|
| 1 | Move +1 (does not stack). Received crit chance -10%. Crit damage +5%. Max 2 stacks. Removed after being attacked. |
| 2 | Move +1 (does not stack). Received crit chance -15%. Crit damage +6.5%. Max 2 stacks. Removed after being attacked. |
| 3 | Move +1 (does not stack). Received crit chance -20%. Crit damage +8%. Max 2 stacks. Removed after being attacked. |
| 4 | Move +1 (does not stack). Received crit chance -25%. Crit damage +10%. Max 2 stacks. Removed after being attacked. |
Warrior's Essence: "A true warrior fights looking the enemy in the eye!"
| Lv | Effect |
|---|---|
| 1 | When using melee skill, ATK +15%. |
| 2 | When using melee skill, ATK +20%. |
| 3 | When using melee skill, ATK +25%. Physical penetration +10%. |
| 4 | When using melee skill, ATK +30%. Physical penetration +15%. |
Pulse of Life: Grants the wearer ceaseless regenerative power amid the heat of battle. At end of turn, if no other ally within 1 ring and holding no shield, gains a shield for 2 turns based on remaining TP.
| Lv | Effect |
|---|---|
| 1 | Shield trigger = remaining-TP x 4% of total HP. Shield = 10% of max HP + 2% of max HP per remaining TP. When enemy ends turn within 2 tiles, heal 2% of total HP per remaining TP. Cannot be removed. Shield. |
| 2 | Shield trigger = 6% per TP. Shield = 15% max HP + 3% per remaining TP. Heal 3% per remaining TP. Cannot be removed. Shield. |
| 3 | Shield trigger = 8% per TP. Shield = 20% max HP + 4% per remaining TP. Heal 4% per remaining TP. Cannot be removed. Shield. |
| 4 | Shield trigger = 10% per TP. Shield = 25% max HP + 5% per remaining TP. Heal 5% per remaining TP. Cannot be removed. Shield. |
Release Date
Original Korean release: 2025-02-04 (announced/joined via the February 4, 2025 update as a green-attribute penetration-type Legendary Ranger). The overview also notes the login-reward event ran until 2025-02-18.
Global status: Live now.
Guide
(NamuWiki community assessment, KR server. Subjective community opinion.)
Performance/Overview: Base class Ranger; Tier 2 has the exclusive class Corsair; Tier 3 classes are Highmaster/Captain/Falconier. Ultimate is JJ! (throwing pet hawk J.J.). Unique passive Silver Conviction: at ally turn start with no move-control debuff, 50%~80% chance to gain a 1-turn unremovable buff granting ATK +5% and crit chance +20% per 1 move range. If held at end of action, grants one extra action per turn (removed after a combat attack). Silver's base move is 4, so conditionally once per turn she can gain ATK +20% and crit +80%; since removal is only on combat attacks, using an area skill keeps the buff and yields crit + extra action, making it a very strong passive. Free Wind nullifying move-reduction debuffs for the whole team also has future potential. However Silver Conviction is very RNG-heavy: unlike the old norm where 5-star gave a guarantee, even 6-star tops out at 80%, and only Awakening stage 4's unique skill makes it guaranteed.
Classes: Three Tier 3 classes: Highmaster (weakens 2 random nearby enemies each turn), Captain (focused on solo action), Falconier (focused on ATK and TP steal). All classes have control-zone-ignoring movement. Highmaster learns Single-Point Breaker and can only use "sword"-type weapons, so it cannot use the exclusive weapon (like Ranger Mary who also has a rapier exclusive weapon); it runs a separate Scout-Highmaster tree and its Single-Point Breaker is low priority, so it gets pushed back. Captain learns Whirlwind Blade, has the Naval Blockade passive (ATK up to +25% when no ally within 8 tiles, generates control zone, damage taken reduced by enemy count x20%, max 60%); a tanking-oriented class, differentiated from Valkyries by generating a control zone while also having control-zone-ignore movement; Captain is recommended for priority leveling due to its strong single-target skill. Falconier learns Sky Path, gains up to +25% ATK unconditionally, and its Sky Watcher triggers when an enemy ends action within 2 tiles (steal 1 TP, deal up to 30% ATK damage); good turret-like use with auto-attack + TP steal + ATK up, but has no DEF buff so use carefully, pairing with a guard-capable tank. Green attribute lacked a guard tank, solved by adding Isabelle Lippine; light-attribute tanks like Duran/Joan can also guard.
Exclusive skills and Ultimate: TP 1: charge skill, low damage but low TP cost; being an area skill it does not remove Silver Conviction, so guaranteed extra action after use; 1-turn cooldown plus control-zone-ignore lets her roam enemy lines; low damage is a balance choice for the passive; blade buff being RNG is a downside. TP 2: 140% single-target melee, TP payback on crit; low multiplier but TP payback; crit is easy since Silver Conviction gives +80% crit; 1-turn cooldown; note it is a "combat attack" so it consumes the extra action. TP 1: strong mobility + penetration-support skill; because she rides J.J., ignores obstacles/terrain, one of the best movement skills in the game (can trivialize position-hold clear conditions like Brave's Grave floor 53 or Ice Dragon Castle); applies a debuff (+30% penetration damage taken), can gain extra action with Silver Conviction; absurdly good for a TP 1 skill, but 3-turn cooldown is fairly long. Ultimate JJ! steals all of one enemy's TP within 5 tiles and deals 160%~190% (up to 220% with awakening) uncounterable/unguardable single-target damage; long range and Silver's many TP sources make it usable; refills her own TP, good utility and post-use tempo.
Exclusive weapon and recommended gear: Exclusive weapon Pirate King's Treasure Sword; extra stat ATK up; weapon skill is unconditional crit chance up; exclusive effect grants unremovable buff Unfair Trade at ally turn start, scaling greatly with weapon awakening level:
- Base: give 1 removable debuff on self to enemy in combat, remove Unfair Trade. Cooldown 3 turns.
- 2 Awaken: give 2 removable debuffs. Cooldown 3 turns.
- 3 Awaken: give all removable debuffs on self to enemy. Cooldown 3 turns.
- 4 Awaken: give all removable debuffs, steal 1 removable buff from target. Cooldown 2 turns.
- 5 Awaken: give all removable debuffs, steal 2 removable buffs. Cooldown 2 turns.
- 6 Awaken: give all removable debuffs, steal all removable buffs. Cooldown 2 turns.
At 6 Awaken it becomes insane, dumping all debuffs on the enemy and stealing all their buffs (including shields/defensive buffs) before attacking, so a 4 Awaken+ Silver's attack effectively hits the enemy bare. Unconditional crit up is also good, buff-ignoring attacks possible, buff-lottery possible; but low awakening is somewhat mediocre. Non-exclusive recommended weapon: Moonlight Sword, since +0.1% ATK per 1% crit means Silver's +80% crit yields +8% ATK, so the damage ceiling is Moonlight Sword (rapiers have low ATK). Armor depends on build: base crit is so high that crit can exceed 100% needlessly, so rather than crit/crit-dmg sets, prefer ATK/crit-dmg Assassin set (Hanzo motif), Nangcheon motif, phys penetration + flat ATK, or Windstorm set (G.S motif) for tanking. Accessory also varies: Arrowhead for damage ceiling, or balanced Solitary Shadow Plate for both tanking and damage.
Evaluation: A nimble, sturdy pirate lady who steals things even better than a thief. Extra actions from her passive plus her skills give excellent mobility, good at hit-and-run yet usable as a tank; TP steal/payback on skills and ultimate enable tricky play. With a vigor buff, combos like TP1 enter -> extra action -> TP2 refund -> vigor -> TP1 retreat or the reverse are possible. Multipliers look low but with the exclusive weapon, the basic Silver Thunder Flash -> extra-action Whirlwind Blade combo lands Whirlwind Blade as a guaranteed crit on a de-buffed target; using Sky Path -> Silver Thunder Flash -> Whirlwind Blade, if RNG hits you can also apply +50% penetration damage taken. Even better with an Arknight-type ally nullifying the class passive. However, since the enter-the-enemy Captain class learns the damage skill while the offense-heavy Falconier learns the movement skill, you must level both classes to use her properly; guaranteed passive activation is at Awakening stage 4 and the exclusive weapon favors high awakening, so she needs significant investment. Also the AI rarely uses the Silver Thunder Flash-Whirlwind Blade combo, so manual control is needed for full potential. Surprisingly capable of sniping Black Prince: the 2 TP skill Latent Heat Flash applies a 2-turn heal-block on crit, and Silver with the Crow 4-set can crit almost guaranteed after Silver Conviction activates, suppressing Black Prince's extreme recovery.
(No explicit S/A/B tier rating is stated in the text.)
