Vincent Bernstein
Released빈센트 번스타인
- Rarity
- Legendary
- Element
- Shadow of Desire
- Faction
- Geysir
- Class
- Spearman / Spear, Spear-Shield (based on weapons: , /
- Voice Actor
- Kwak Yoon-sang
- Unique Passive
- Iron-Blooded Commander
- Exclusive Weapon
- Veteran's Poise
- Ultimate
- None listed (absent - no name given, entry blank)
- Original Korean Release Date
- 2024-01-09
- Estimated Release Date
- Live now
Unique Passive: Iron-Blooded Commander
| Tier | Effect |
|---|---|
| First Acquisition | In battle, attack power increases by 15% of defense, and when an ally defeats an enemy adjacent to Vincent, gain 1 TP. Allies adjacent to himself, if their health is 50% or below, gain 15% increased defense and resistance and cannot be flanked. |
| Max Awakening | In battle, attack power increases by 15% of defense, and when an ally defeats an enemy adjacent to Vincent, gain 1 TP. Allies adjacent to himself, if their health is 50% or below, gain 15% increased defense and resistance and cannot be flanked. |
| Max Manifestation | Guards allies within 2 tiles and counterattack range increases by 1. Defense/resistance increases by 30%, and attack power increases by 30% of defense. At end of action, applies Focused Lockdown effect to one arbitrary adjacent enemy. Holds Master's Salvation / Master's Command effects. • Master's Salvation [Cannot be removed]: Applies Crisis Response effect to other adjacent allies. • Crisis Response [Cannot be removed]: If health is 50% or below, defense/resistance +30%, cannot be flanked. • Master's Command [Cannot be removed]: When casting a Shout, gains an extra attack or skill use. Applies Engagement Order effect to other allies who start their turn or end their action on an adjacent tile. • Engagement Order [Cannot be removed] (duration 2): Attack power/spell power +30%. • |
Classes
Tier table:
- Tier 1: Soldier
- Tier 2: Guard, General
- Tier 3: Royal Guard, Earthquaker, Marshal
Common Classes
Soldier - Tier 1 Basic class wielding spear and shield, holding a range advantage over other melee weapons and defending against enemies.
Allied Defense
| Lv | Effect |
|---|---|
| 1 | If an adjacent ally exists, defense increases by 10%. Adjacent tiles give allies Cover and become a Control Zone that restricts enemy movement. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | If an adjacent ally exists, defense increases by 15%. Adjacent tiles give allies Cover and become a Control Zone. |
Guard - Tier 2 The team's shield, wielding spear and shield, solidly blocking enemy attacks with high health and defense.
Defense Mastery
| Lv | Effect |
|---|---|
| 1 | If an adjacent ally exists, defense increases by 25% and chance of being critically hit decreases by 25%. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | If an adjacent ally exists, defense increases by 30% and chance of being critically hit decreases by 30%. Adjacent tiles give allies Cover and become a Control Zone. |
General - Tier 2 A battlefield commander skilled in group combat, long trained in advanced spearmanship and formal tactics.
Tactical Command
| Lv | Effect |
|---|---|
| 1 | When using an area skill, gains an aura for 1 turn, granting the Tactical Command 1 effect to allies within 3 tiles. |
| 1 | Area skill damage +10%. After using an area skill, restore health equal to 10% of total health. |
| 2 | When using an area skill, gains an aura for 1 turn, granting the Tactical Command 2 effect to allies within 3 tiles. |
| 2 | Area skill damage +15%. After using an area skill, restore health equal to 15% of total health. |
Royal Guard - Tier 3 An advanced knight who firmly blocks and suppresses enemy attacks on the front line. Uses spear and shield as weapons.
Solid Defense
| Lv | Effect |
|---|---|
| 1 | If an adjacent ally exists, defense/resistance increases by 20% and chance of being critically hit decreases by 20%. At end of the character's turn, restore health equal to 30% of defense. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.) |
| 2 | If an adjacent ally exists, defense/resistance increases by 30% and chance of being critically hit decreases by 30%. At end of the character's turn, restore health equal to 50% of defense. Adjacent tiles give allies Cover and become a Control Zone. |
Earthquaker - Tier 3 An advanced knight who ceaselessly harasses and confuses enemies from the center of the battlefield. Uses a spear as a weapon.
Tactical Check
| Lv | Effect |
|---|---|
| 1 | At end of the character's turn, holds an aura until the start of the next turn, granting the Tactical Check 1 effect to enemies within 2 tiles. Damage taken from attacks outside the aura range is reduced by 5%. Adjacent tiles give allies Cover and become a Control Zone. (Cover: Cannot be critically hit by enemy directional attacks; glancing blows occur, reducing damage taken by 50%.) (Control Zone: Enemies cannot pass through a controlled tile in a single turn.) (Tactical Check 1 Cannot be removed: Attack power/spell power/defense/resistance -20%.) |
| 2 | At end of the character's turn, holds an aura until the start of the next turn, granting the Tactical Check 2 effect to enemies within 2 tiles. Damage taken from attacks outside the aura range is reduced by 10%. Adjacent tiles give allies Cover and become a Control Zone. (Tactical Check 2 Cannot be removed: Attack power/spell power/defense/resistance -25%.) |
Marshal - Tier 3 An advanced commander with the leadership to encourage allies and lead the battle to victory, equipped with advanced spearmanship.
Tactics Master
| Lv | Effect |
|---|---|
| 1 | When using an area skill, gains an aura for 1 turn, granting the Tactics Master 1 effect to allies within 3 tiles. |
| 1 | Area skill damage +20%. After using an area skill, restore health equal to 20% of total health. |
| 2 | When using an area skill, gains an aura for 1 turn, granting the Tactics Master 2 effect to allies within 3 tiles. |
| 2 | Area skill damage +25%. After using an area skill, restore health equal to 25% of total health. |
Note: No separate unique class section present; only common classes listed.
Skills
| Skill | TP | Range | CD | Effect |
|---|---|---|---|---|
| 1 | Self | 3 turns | Applies Comrade Protection effect to allies within 2 tiles until the start of the next turn, and takes a Defensive Stance himself. • | |
| 2 | 1-1 | 2 turns | Attacks an enemy dealing 130% of attack power as damage. Enemies behind the target take an additional 50% of attack power as damage. Applies Armor Break to damaged enemies for 2 turns. • Armor Break (duration 2): Defense -50%. | |
| 2 | 1-1 | 2 turns | Charges in a designated direction, pushing away the character at that point. If the target was an enemy, deals fixed physical damage equal to 60% of defense. After charging, taunts enemies within 1 ring around and reduces damage taken from those enemies by 20%. • Taunt [Action Control] (duration 1): On its own turn, the taunted target is forced to attack. Damage dealt by the caster -20% (when caster attacks). | |
| 2 | Self | 2 turns | Gains the Hold Position effect until the start of the next turn. • | |
| 2 | Self | 3 turns | Applies the Fighting Spirit effect to allies within 3 tiles around for 2 turns. • Fighting Spirit (duration 2): Attack power/spell power increased by +20%. | |
| 2 | 1-1 | 2 turns | Strikes an enemy with the shield dealing fixed physical damage equal to 100% of defense and Stuns them. • Stun [Action Control] (duration 1): Cannot act. | |
| 3 | Self | 3 turns | Removes all buffs from enemies within 3 tiles around and applies the Morale Drop effect for 2 turns. • Morale Drop [Weaken] (duration 2): Attack power/spell power/critical chance -25%. | |
| 3 | 1-1 | 3 turns | 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. • Armor Break (duration 2): Defense -50%. --- |
Manifestation
Inner Cube progression:
| Stage | Upgrades |
|---|---|
| 1 | Ultimate Enhancement 1, Stat Enhancement 1 |
| 2 | Unique Passive Enhancement 1, Stat Enhancement 2 |
| 3 | Ultimate Enhancement 2, Artifact Acquisition |
| 4 | Unique Passive Enhancement 2, Artifact Enhancement 1 |
| 5 | Ultimate Enhancement 3, Artifact Enhancement 2 |
| 6 | Unique Passive Enhancement 3, Artifact Enhancement 3 |
Artifacts
Chalice of Blood
"He who drinks blood gains the cursed power to make wounded enemies groan in eternal agony."
Chalice of Blood
| Lv | Effect |
|---|---|
| 1 | Bleed damage +20% increased. Bleed damage additionally increases by half of the critical damage increase amount. On attack hit, if the target is not in a Bleed state, applies Bleed effect. (Bleed: At end of turn, deals defense-ignoring damage equal to 30% of caster's attack power. If hit by a slash or penetration attribute critical attack, the Excessive Bleed effect triggers, dealing defense-ignoring damage equal to 30% of attack power. Lasts 3 turns. Damage over time. Bleed.) |
| 2 | Bleed damage +30% increased. On attack hit, if the target is not in a Bleed state, applies Bleed effect. |
| 3 | Bleed damage +40% increased. On attack hit, if the target is not in a Bleed state, applies Bleed effect. |
| 4 | Bleed damage +50% increased. On attack hit, if the target is not in a Bleed state, applies Bleed effect. |
Phalanx Tactics Manual
"Pierce ahead, trust your flank. No spear alone forms a rampart."
Phalanx Tactics Manual
| Lv | Effect |
|---|---|
| 1 | Counterattack damage +30%. Physical penetration +20%. Holds the Allied Counter effect. At end of turn, if an adjacent ally exists, restore health equal to 30% of the higher of attack power or defense. (Allied Counter: When attacked in combat, per adjacent ally (max 2), counterattack damage +10%. Damage taken -5%. Cannot be removed.) |
| 2 | Counterattack damage +35%. Physical penetration +25%. Holds the Allied Counter effect. At end of turn, if an adjacent ally exists, restore health equal to 40% of the higher of attack power or defense. (Allied Counter: When attacked in combat, per adjacent ally (max 2), counterattack damage +15%. Damage taken -6.5%. Cannot be removed.) |
| 3 | Counterattack damage +40%. Physical penetration +30%. Holds the Allied Counter effect. Holds an aura granting the Allied Defense Formation effect to adjacent allies. At end of turn, if an adjacent ally exists, restore health equal to 50% of the higher of attack power or defense. (Allied Counter: When attacked in combat, per adjacent ally (max 2), counterattack damage +20%. Damage taken -8%. Cannot be removed.) (Allied Defense Formation: Area damage taken -5%. Cannot be removed.) |
| 4 | Counterattack damage +50%. Physical penetration +40%. Holds the Allied Counter effect. Holds an aura granting the Allied Defense Formation effect to adjacent allies. At end of turn, if an adjacent ally exists, restore health equal to 60% of the higher of attack power or defense. (Allied Counter: When attacked in combat, per adjacent ally (max 2), counterattack damage +25%. Damage taken -10%. Cannot be removed.) (Allied Defense Formation: Area damage taken -10%. Cannot be removed.) |
Flash Combo Secret Manual
"One thrust pierces three lines, and wherever the spear tip grazed, the war cries vanished."
Flash Combo Secret Manual
| Lv | Effect |
|---|---|
| 1 | Attack power/physical penetration/critical chance +10%. After using a melee area skill, gain the Focus effect (cooldown 1). |
| 2 | Attack power/physical penetration/critical chance +13%. After using a melee area skill, gain the Focus effect (cooldown 1). |
| 3 | Attack power/physical penetration/critical chance +16%. After using a melee area skill, gain the Focus effect (cooldown 1). |
| 4 | Attack power/physical penetration/critical chance +20%. After using a melee area skill, gain the Focus effect (cooldown 1). |
Ultimate
None. No ultimate is listed for this unit.
Exclusive Weapon
| Weapon Skill | Effect |
|---|---|
| Veteran's Poise - Max Awakening | "Wargear granted to the Empire's finest valiant general. It boasts destructive power threatening enough to sweep through enemy ranks in an instant, and tough durability. When Bernstein equips it, he can draw out the weapon's potential." • Rarity: Legendary • Type: Spear-Shield • Exclusive character: Vincent Bernstein |
Stats:
- Max Health: +143
- Attack Power: +339
- Defense: +30
Additional Stats:
- Defense: +15%
- Damage taken: +5% reduced
| Weapon Skill | Effect |
|---|---|
| Battlefield Command (Bernstein-exclusive) | The wearer and allies within 2 tiles gain 15% increased attack power/spell power, and if those allies' health exceeds 50%, defense/resistance increases by 15%. |
| Battlefield Fury (general skill) | The wearer's attack power increases by 15%. If health exceeds 50%, defense and resistance increase by 15%. --- |
Awakening
Each awakening stage grants one effect from the Break track and one from the Inner Cube 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 |
Note: The exact numeric values for each stage's ult/passive/stat enhancement are not listed in this source (only the enhancement type per stage is given). The Passive's "Maximum Break" state is described in the base kit: escorts allies within 2 tiles, counterattack range +1, DEF/RES +30%, ATK increased by 30% of DEF, and on turn end applies Focus Lock to one adjacent enemy.
Artifacts
Chalice of Blood
Flavor: "He who drinks the blood gains the cursed power to make wounded enemies moan in eternal agony."
Chalice of Blood
| Lv | Effect |
|---|---|
| 1 | Bleed damage +20%. Bleed damage additionally increases by half of the crit damage increase amount. On hit, if the target is not in Bleed state, applies Bleed. Bleed: at turn end, defense-ignoring damage equal to 30% of caster's ATK. If hit by a slash or pierce attribute critical attack, Excess Bleed triggers for defense-ignoring damage equal to 30% of ATK. Lasts 3 turns. Damage over time. Bleed. |
| 2 | Bleed damage +30%. On hit, if target not in Bleed state, applies Bleed. |
| 3 | Bleed damage +40%. On hit, if target not in Bleed state, applies Bleed. |
| 4 | Bleed damage +50%. On hit, if target not in Bleed state, applies Bleed. |
Phalanx Tactics Manual
Flavor: "Thrust forward, trust your flank. No spear alone can form a rampart."
Phalanx Tactics Manual
| Lv | Effect |
|---|---|
| 1 | Counterattack damage +30%. Physical penetration +20%. Gains Allied Counter. At turn end, if there is an adjacent ally, heals HP equal to 30% of the higher of ATK or DEF. Allied Counter: when hit by a combat attack, per adjacent ally (max 2) counterattack damage +10%, damage taken -5%. Cannot be dispelled. |
| 2 | Counterattack damage +35%. Physical penetration +25%. Gains Allied Counter. At turn end, if adjacent ally exists, heals 40% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +15%, damage taken -6.5%. Cannot be dispelled. |
| 3 | Counterattack damage +40%. Physical penetration +30%. Gains Allied Counter. Holds an aura granting Allied Defense Formation to adjacent allies. At turn end, if adjacent ally exists, heals 50% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +20%, damage taken -8%. Cannot be dispelled. Allied Defense Formation: area damage taken -5%. Cannot be dispelled. |
| 4 | Counterattack damage +50%. Physical penetration +40%. Gains Allied Counter. Holds aura granting Allied Defense Formation to adjacent allies. At turn end, if adjacent ally exists, heals 60% of the higher of ATK or DEF. Allied Counter: per adjacent ally (max 2) counterattack damage +25%, damage taken -10%. Cannot be dispelled. Allied Defense Formation: area damage taken -10%. Cannot be dispelled. |
Flash Combo Secret Manual
Flavor: "One thrust pierced three ranks, and wherever the spear tip grazed, the war cries fell silent."
Flash Combo Secret Manual
| Lv | Effect |
|---|---|
| 1 | ATK / physical penetration / crit chance +10%. After using a melee area skill, gains Focus effect (cooldown 1). |
| 2 | ATK / physical penetration / crit chance +13%. After using a melee area skill, gains cooldown 1. |
| 3 | ATK / physical penetration / crit chance +16%. After using a melee area skill, gains cooldown 1. |
| 4 | ATK / physical penetration / crit chance +20%. After using a melee area skill, gains cooldown 1. |
Release Date
Original Korean release: 2024-01-09. The Overview states he "joined at launch as a Legendary-grade Dark-attribute spear unit" but does not restate the date itself.
Global status: Live now.
Guide
The following is subjective NamuWiki community opinion (KR server):
His damage is not much to expect, but if set up well he is extremely tanky, so using Defensive Stance learned from Soldier he can be used as a tank protecting allies, or, like Randam who also overlaps two classes, as a kind of buffer. In that case the exclusive weapon, which grants an attack buff to adjacent allies, is useful.
Compared to that rival Randam, the biggest difference is Royal Guard vs Royal Lancer: Royal Lancer learns God-Slaying Spear, whereas Royal Guard at most has only Crushing Strike, a melee stun skill. Even though the stun skill is good, Randam can also act twice while Bernstein has nothing like that and no ultimate either, so calling him a Dark-attribute inferior version of Randam is not entirely wrong. On top of that, since he is not an escort tank but a tank that shares half the damage, mistakenly taking Shakhbari's Mugeuk Jingwangseom can cause a disaster where both ascend (die). Since high awakening only raises the numbers, there is not much merit, so overall he is not a recommended character. With even Randam falling out of the first team, the need to field Bernstein (who is worse than Randam) is really low. Like Irus, he was left neglected without an ultimate or promo video, and was in the same boat awaiting only a rework.
With the Inner Break awakening, Bernstein at 2+ Break has come to boast performance rivaling Isabel, at least in PvE. In the case of Engagement Order, which is exclusive to Inner Break, at full Break he can grant ATK / Spell power +30% held undispellable for 2 turns, so at full Break it also became possible to use him as a "cheer squad leader" in PvP.
The exclusive weapon Master's Dignity is a spear/shield weapon that provides DEF and damage-taken-reduction as additional stats, and has a weapon skill that raises DEF and RES when HP is above 50% while also raising the wearer's ATK. When Bernstein equips it, the exclusive effect provides the ATK increase not only to the wearer but also to adjacent allies, so it is considered an essential weapon if you intend to use Bernstein.
Note: No S/A/B tier letter rating is stated in the source.
