Soul Reaper

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Pt Soul Reaper.png Soul Reaper
SoulReaper.png
Job Bonuses
STR AGI VIT INT DEX LUK
3 7 5 11 11 0

The Soul Reaper is the class upgrade to the Soul Linker. Their base level cap is increased to 175 and their job level maxes out at 60. Continuing on from Linkers, the Soul Reaper's skills include stat-boosting buffs, HP and SP regeneration, as well as enemy debuffs and additional element endowable magic attacks. New to the Soul Reaper is Soul Energy, a sphere-type management system that the Reaper must generate to use for their skills.

Builds

Caster

Caster Soul Reapers focus on using their magic skills 469.png Esma, 2602.png Espa and 2604.png Eswhoo to destroy enemies. With 425.png Warm Wind endowing properties on the aforementioned spells, Reaper can hit the most enemy weakpoints of all magic-type damage dealers in the game.

The main drawback is that Soul Energy management is extremely tricky. The only attack spells available that do not cost Soul Energy are 469.png Esma which is single-target and 2600.png Curse Explosion which is Dark property and has extremely terrible coverage against the normally Undead and Dark infested PVM endgames. Mastering 2609.png Soul Collect, 2611.png Soul Energy Research and 2607.png Soul Reaper is almost mandatory to help with Soul Energy generation, which is a heavy skill point investment and leaves you with fewer points left for the remaining team support skills. Furthermore, proper enemy mobbing is critical to maximize Soul Energy efficiency so that 2602.png Espa -> 2604.png Eswhoo's Soul Energy costs can be mitigated.

Like most other magic type builds, a caster Soul Reaper should focus on their INT and DEX stats to help improve cast time, MATK, and SP pool. LUK can also improve MATK further. AGI should be increased enough that, with solo buffs, ASPD should reach around 175~176 to allow for 2 casts a second, as most Reaper attack skills have a cast delay of 0.5s. If you expect to play with a Minstrel / Soul-Linked Wanderer with a perfect 321.png Poem of Bragi, or you equip gear to reduce cast delay, you can opt for more AGI. VIT is always handy to have for Stun immunity and survivability. STR is not important unless it's for additional carry weight.

In terms of gear, Soul Reaper should optimize fixed cast time reductions, MDEF piercing, and all forms of MATK increases.

Melee

Melee Soul Reapers focus on autoattacking enemies at maximum ASPD and destroying them with the autospell effects on their equipment, critical hits or a combination of both. The primary advantage of this is the number of skill points saved in the Reaper line, allowing for a lot more flexibility in being able to buff allies. In addition, Soul Energy management is far easier as the rapid attack pace of a proper autoattack build can generate Soul Energy much more easily than a caster type build. With leeching equipment and the Ka- line of Soul Linker skills (most notably, 462.png Kaizel and 463.png Kaahi), melee attackers can have a surprising amount of survivability.

The main drawback is the lack of reliable area damage, often meaning that the Reaper is reduced to hunting single enemies at a time. Moreover, the available damage output of a melee Soul Reaper is far below other available autoattacking builds, such as Rune Knights and Guillotine Crosses. In addition, it can be hard to fight against boss enemies that change aggro to random melee targets as opposed to staying on the tank, such as the bosses of Temple of the Demon God, or against enemies with extreme damage output as in the Tomb of the Fallen.

As there are many options available to a melee Soul Reaper, the exact stats to focus on can change heavily. However, all melee builds should focus heavily on AGI for the ASPD. Autospellers will require DEX to hit the target, while CRIT types can rely on heavy LUK investment. STR will increase the damage baseline for most builds, but autospellers will likely desire a lot of INT to get the most out of their procs.

For gear, autospellers will want to decide which autospell type equipment and card effects they want and then build around that. CRIT type builds should focus on equipment that provides more CRIT, critical damage, and then the usual physical ATK based increases such as percentage ATK effects, enemy type bonuses and DEF piercing.

Stats

Caster

Generally, building the caster's stats is the same as most other classes. Fully equip yourself, add buffs you would normally expect, and then follow a flow similar to this.

  1. Start with base 120 DEX (Temporal DEX Boots bonus).
  2. Go for base 110~120 INT. 120 INT is if you want to use Temporal INT Boots on occasion. Otherwise, you can save some status points by decreasing the amount of INT you have.
  3. Total AGI to 100 for Sleep immunity
  4. Total VIT to 100 for Stun immunity
  5. Either the rest into AGI for ASPD or LUK for a bit more MATK.
  6. Any remainder goes into STR.

You can adjust as you prefer (less VIT because you don't expect to face Stunning attacks, more VIT because you want to tank a bit better for emergencies, etc.).

Melee

Gameplay

Soul Links

Soul Links are a unique type of buff granted only by Soul Linker type classes. The Soul Linker's Spirit skills grant very specific bonuses to the TaeKwon, Super Novice and base classes, which can include inherent bonuses, power ups for specific skills, and/or granting additional skills. Contrasting that, the Reaper's Soul buffs are generic and can be applied to any character regardless of class. All of the Reaper Souls can target the caster, but the 461.png Soul Linker Spirit can only be used on an ally.

You cannot stack both a Reaper Soul and a Soul Linker Spirit on one target, as they both count as a soul link buff. Any attempt to cast a different soul link on a soul linked target will fail immediately without consuming any SP or Soul Energy. The only exception is if you cast an identical Reaper Soul on a Reaper Soul linked target, where the new soul link is equivalent to or overpowers the existing one (eg, casting Lv5 2596.png Golem Soul on a target that has Lv1 2596.png Golem Soul active). In this instance, the duration of the soul link will be refreshed. Attempting to cast an identical weaker Reaper Soul on a Reaper Soul linked target will fail.

If an ally wishes to change the type of their active soul link, a Reaper can use 2608.png Soul Revolve to dispel the existing soul link before casting the new one.

While the Soul Linker's Spirits are dispelled by 421.png Flying Side Kick, the Reaper's Soul buffs are not.

Soul Energy

Soul Energy is a sphere type management system for Soul Reaper. Each active Soul Energy is displayed as a ghostly fire circling the Reaper. A Soul Reaper by default can hold up to 5 Soul Energy, but can increase their capacity with the 2611.png Soul Energy Research skill, up to a maximum of 20. You will only ever see at most 5 fires circling the Reaper, but they will change size and colour for every 5 Soul Energy. Each active Soul Energy will increase the Soul Reaper's MATK by 3 (this is not displayed on the stat screen).

Soul Energy is a common requirement for many of the Soul Reaper's skills. When a skill consumes Soul Energy, it is done before the skill is cast. For example, if 2604.png Eswhoo is cast while the Reaper has 2 Soul Energy, 2604.png Eswhoo will not receive the MATK bonus of those 2 Soul Energy.

2609.png Soul Collect and 2607.png Soul Reaper are the skills used to gain Soul Energy. While 2609.png Soul Collect is merely a toggle-and-wait, 2607.png Soul Reaper will allow you to gain Soul Energy quickly if you can attack at a rapid pace, or attack several enemies at once. A magic-based Reaper can make use of 2600.png Curse Explosion for recharging, which costs no Soul Energy and deals area damage. Also note that 2607.png Soul Reaper's triggers include reflects and autospells, so autoattacking Reaper builds can use those methods for recharging as well as their usual attacks.

Survivability as a Reaper is more critical than most classes, as 2607.png Soul Reaper's cool down is equal to its duration. This means if you die in the middle of the duration, you can't re-trigger the skill for quite some time. Notably, 462.png Kaizel will not assist in 2607.png Soul Reaper uptime, as death still occurs and the buff will expire before the automatic resurrection.

Furthermore, Soul Energy is lost upon death, so even if you're immediately resurrected (by 462.png Kaizel or otherwise), you must wait a minimum of 40 seconds with a Lv5 2609.png Soul Collect in order to cast 2607.png Soul Reaper again, which can be a very long period of time for most content where speed is desired.

Skill Analysis and Selection

Tae Kwon

425.png Mild Wind is absolutely mandatory to master, as it grants you access to Holy which is perfect against the common Undead and Dark property monsters. 425.png Mild Wind alone is responsible for a great deal of a Soul Reaper's offensive versatility, no matter the build choice.

420.png Tumbling is a good skill to have to help avoid damage at random times. While the animation delay of it can be annoying against multiple enemies, it can be a lifesaver more often than not.

426.png High Jump is a decent mobility skill that lets you access certain locations much faster if you know how to abuse certain map layouts. You can use this to escape bad situations or just to travel to certain maps more quickly. Please remember that this skill does not work in War of Emperium.

411.png Running is an all right mobility skill. Not being able to turn hampers it a good deal, but it's definitely faster than walking unless the map has a lot of turns. Melee type Reaper builds can make use of the Spurt status for additional STR and improvement to 420.png Tumbling.

423.png Happy Break is nice to use when you're bored while waiting for an instance's dialogue sequence to progress and you want to have some extra SP regeneration. However, it's definitely not any sort of priority.

Do not take any of the kick or stance skills (except 421.png Flying Side Kick for the 420.png Tumbling pre-requisite), for the obvious reason that you can no longer use them upon changing class.

With the above in mind, here is an example skill build:

TaeKwon Reaper Build.PNG

Soul Linker

Soul Linker skill selection can be daunting at first, as there are many to pick from. Before anything else, you should know what your build is focused on (party support with Spirits, damage-casting with Es- skills, or self-buffing / occasional party-buffing with Ka- skills).

Useful Soul Links
These soul link skills have a high chance of being helpful when partied up.

461.png Soul Linker Spirit grants allies the ability to provide powerful Ka- type buffs to every other party member, making this very strong to help support the team. Kaizel alone can do wonders for a party's survivability.

455.png Bard and Dancer Spirit can make your party have no more need of a Wanderer, as Minstrels will gain access to 330.png Service for You. However, while it also gives Wanderer's access to 321.png A Poem of Bragi, note that the Wanderer requires 250 INT to remove cast delay over the Minstrel's requirement of 150 INT.

448.png Tae Kwon Spirit grants very powerful offensive bonuses to the Star Emperor. The harsh health drain can normally be offset by leeching gears and the party's Arch Bishop.

456.png Rogue Spirit is almost a necessity for Shadow Chasers in War of Emperium and is exceptionally strong in Battlegrounds. Dispel immunity will greatly increase their survivability and prevents them from losing their copied skills.

Niche Soul Links
These soul links are more useful when you know who you will be teaming up with and their chosen builds ahead of time.

449.png Sage Spirit can help increase the power of Spell Fist Sorcerer builds. However, these are not taken into parties very often as they are normally played as solo builds.

458.png Blacksmith Spirit gives the target a very good ASPD boosting party buff, but the usability of this soul link is diminished by the fact that Madogear Mechanics are the more popular build. Mechanics cannot use Full Adrenaline Rush while riding a Madogear.

451.png Super Novice Spirit greatly enhances the functionality of a Super Novice, but those classes are an extremely rare sight. Be sure that the Super Novice is aware of having a Soul Reaper on the party ahead of time so that they can prepare the proper equipment to wear.

453.png Wizard Spirit is handy to help a Warlock be more cost-effective. However, note that many of their gemstone based skills are disruption and control effects, and generally not related to damage. This has a bit more use in War of Emperium and Battlegrounds, granting Warlocks insurance if the enemy team risks reflecting magic using Kaite.

445.png Alchemist Spirit is a great downtime skill to help for item manufacturing. While its combat bonuses are less impressive, Berserk Pitcher can be useful to help classes who cannot drink Berserk Potions. Potion Pitcher is generally always going to be an inferior healing skill compared to anything an Arch Bishop can do.

Bad Soul Links
These soul links have effects that are too outdated to be useful.

447.png Monk Spirit gives little benefit to Sura, since all effects are centred around Monk skills that Sura has largely replaced. The only possible benefit is allowing SP recovery during Fury, but even then the usage of that is very limited.

454.png Priest Spirit powers up Holy Light, which is inferior to Arch Bishop's newer and stronger Holy magic spells.

457.png Assassin Spirit powers up Sonic Blow, which is an inferior skill compared to Cross Impact. Furthermore, most Guillotine Crosses are either Rolling Cutter or critical builds.

450.png Crusader Spirit powers up Shield Boomerang and while no new Royal Guard skill specifically obsoletes it, the damage of it is far below most other melee Royal Guard attacks.

452.png Knight Spirit grants access to a one-handed ASPD increase, but all current offensive builds of Rune Knight use two-handed weaponry. Dragon Breath builds may use a one-handed weapon, but Dragon Breath also has a limited number of uses per second due to its animation delay, which makes maximum ASPD not a priority.

460.png Hunter Spirit gives additional bonuses when fighting Brute enemies, but there aren't very many powerful Brute enemies. Moreover, the Beast Strafing skill will likely be overpowered by both autoattacking and Aimed Bolt builds.

494.png 1st Transcendent Spirit offers little to no functionality, especially on Nova's increased EXP rates.

Es- Skills

469.png Esma is the only true offensive damage skill available to Soul Linkers. If you are planning a magic damage Reaper, this is a must master; its power will continue to increase beyond base level 99 and can assist with Soul Energy generation, or at least provide an attack option when you are out of Soul Energy.

467.png Estin and 468.png Estun are both required to learn Esma, so these two end up being mastered to fill the pre-requisite. Their low damage output makes them only useful to be the starting step of using Esma.

472.png Eska is a situational skill. The best time to use it is if you have allies who can totally ignore DEF (eg, Star Gladiator's Union skill) and/or MDEF (eg, Wickebine's Black Cat Ears) on a target. If total DEF/MDEF ignorance is available, then the result of this effect is only to slow the ASPD and movement speed of the target which can make managing its damage much easier.

471.png Eske is a situational skill. Your allies need to be physical fighters, and your tank needs to avoid damage entirely (eg, White Imprison) for this to be both safe and useful to use on a target.

470.png Eswoo doesn't have very many situations where it can be very useful. The only scenario is escaping an MVP after the tank has lost control of its attention.

Ka- Skills

462.png Kaizel is a powerful insurance card. With a Soul Linker Spirit, this will make it very unlikely that your party will ever wipe.

463.png Kaahi is a very useful sustainment tool, especially when combined with Soul Unity. However, it has heavy SP drain to anyone who is attacked rapidly. If you are supplying this buff to allies, be sure that they also have some SP restoratives for emergencies, or they may find themselves unable to fight back against a mob after being hit too many times.

464.png Kaupe is a handy defensive bonus. With proper stats and Temporal DEX Boots, it is possible to make the cast time instant, thereby making it possible to tank enemies through rapid repeated casting of Kaupe. If this strategy is attempted, be sure to watch your SP.

465.png Kaite has very little PVM functionality in the long run due to its boss monster and level restrictions. It can be useful during player combat, but the drawback of taking extra physical damage makes it very difficult to use effectively.

466.png Kaina is a decent passive to help with SP management. However, most of its functionality can be replaced by having SP restoring consumables. As a result, the most this skill does is help you spend less on SP healing items.

Soul Reaper

2607.png Soul Reaper is almost a definite master for every Reaper build. This is easily the fastest and most reliable method of Soul Energy generation.

2611.png Soul Energy Research is another top pick, as having a lot of Soul Energy on-hand will let you react to situations much more quickly. If you find you rarely use all 20 Soul Energy, you can opt to not max this skill out to save skill points for more ally buffs. However, be sure you can handle lower capacities.

2609.png Soul Collect is the last of the Soul Energy management skills. Its passive restoration is not very useful in emergencies, but it improves your startup time after a logging in or respawning. Consider that the skill Soul Reaper costs 2 Soul Energy to use. A Lv5 Soul Collect makes that waiting time 40 seconds, while a Lv1 Soul Collect would be a 120 second wait.

Soul Reaper's soul links are generic self and ally targeted boosts that do not overlap with Soul Linker's Spirit soul link skills. Consider which one would be most beneficial for your Reaper personally, as well as your usual teammates and decide which Reaper soul links you want to keep on-hand.

2599.png Fairy Soul is a definite pick for caster type Reapers and it can help your magic-based allies as well.

2597.png Shadow Soul is a definite pick for melee Reapers. Note that its ASPD bonus is exceptionally strong, and almost every damage-focused ally will benefit from its high increase.

2598.png Falcon Soul is another pick for melee Reapers. A generic ATK boost is appreciated by all physical damage builds, so many allies will either favour this or Shadow Soul.

2596.png Golem Soul is an exceptionally useful skill to have on both your supports and your tank party members. Extra survivability is always very handy.

2604.png Eswhoo is the strongest attack available to caster Reapers, and its ability to switch elements using 425.png Mild Wind cannot be understated. This skill must be mastered for magic Reapers.

2602.png Espa is a necessary step before casting Eswhoo and can be very strong in its own right for single targets. It should be mastered as well as for maximum Soul Energy efficiency.

2600.png Curse Explosion, as an attack that costs no Soul Energy and deals area damage, is useful to recharge Soul Energy. However, its Dark-property holds it back in PVM, where Undead and Dark property monsters are common. Magic Reapers should still take this solely for the utility of recharging Soul Energy.

2601.png Curse of Wicked Soul is a setup attack for Curse Explosion, and should be maxed out if the Reaper wishes to use Curse Explosion as a primary attack. However, if Curse Explosion is being learned solely for the utility alone, then this skill can stay at Lv3 to fill pre-requisites.

2605.png Soul Unity is a powerful regeneration buff. However, its area of effect for granting the effect to allies and its subsequent "leash" length can be rather stringent on the party's mobility. Leaving it at Lv5 solely for pre-requisites may be the better decision than maxing it out.

2612.png Kaute can be handy to help recharge your allies' SP. However, its high resource costs make it an inferior option to a Sorcerer's 374.png Soul Change for party SP restoration. As with Soul Unity it may be better to leave at Lv3 solely for pre-requisites.

2608.png Soul Revolve is good when you need to swap the type of soul link active on an ally. However, Soul Revolve receives few benefits for being at Lv3 versus Lv2. It would not be very worthwhile to spend the extra skill point for a bit more SP.

2606.png Soul Division and 2610.png Soul Explosion are both PVP only skills and should not be taken for PVM builds. For PVP, these are both extremely powerful single-target denials and should always be considered.

2603.png Esha's movement slow can be handy on specific types of monsters (chiefly, maggot type swarms in Old Glast Heim and Tomb of the Fallen) but otherwise its low damage output and Soul Energy cost make this not as large of a priority.

With the above thoughts in mind, here is an example PVM caster-type Soul Reaper skill build:

ExampleCasterSoulReaperSkillBuild.png

Equipment

Item Location Acquisition Additional Notes
Drooping Neko Crew [1] Upper Summer Festival: Plushie Claw The most powerful generic upper headgear for MATK fighters. Has both MATK bonuses and MDEF pierce.
Zaha Doll Hat [1] Upper Siege Merchant The only hat that can potentially remove the fixed cast time of many skills. Admittedly, Reaper has few options to proc this as quickly as other caster-type classes, but it should still be considered when Bragi is available.
Wickebine's Black Cat Ears Upper Custom Headgear Quest Total MDEF ignorance can greatly boost damage.
Feather Beret Upper Feather Beret Quest The most common hat for PVPing when gearing for reductions.
Black Frame Glasses [1] Mid Nova Shop Must slot using Spiritual Auger , sold in the Nova Shop

The only mid piece to both have a slot and provide a bonus to an offensive stat.

Blush of Groom Mid Nova Shop The most common mid headgear for PVPing when gearing for reductions.
Challenger's Blindfold Mid General Sotaro An upgrade you can create from the Blush of Groom by partaking in War of Emperium.
Rainbow Scarf Lower Nova Shop The strongest lower headgear option for magic damage builds.
Gentleman's Pipe Lower Nova Shop The most common lower headgear for PVPing when gearing for reductions.
Handkerchief In Mouth Lower General Sotaro An upgrade you can create from the Gentleman's Pipe by partaking in War of Emperium.
Flattery Robe [1] Armour Honor Token Exchange The standard armour choice for magic damage builds. Use it only at +7 or higher. For enchants, try and obtain Spellbound Nives or Dextrous Nives .
WoE Robe [1] Armour Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard reductions gear for PVP/Battlegrounds/War of Emperium. Use +6 or higher.
Mad Bunny [1] Shield Nova Shop The only offensive shield currently in Nova. Its reflect effect is also extremely useful, giving you a chance to gain Soul Energy when being attacked.
Valkyrja's Shield [1] Shield Drop: Valkyrie The standard general purpose reductions shield.
Immune Shield [1] Shield Valor Badge Exchange

Monster Hunter Exchange

Gold Coin Exchange

An alternative reductions shield, but requires refines to get the most out of it.
Heroic Backpack [1] Garment Valor Badge Exchange

Monster Hunter Exchange

Gold Coin Exchange

A standard garment for most classes. Try and get a +9 to use any time you aren't using Fire, Earth or Water property damage.
Giant Snake Skin [1] Garment Faceworm's Nest As it's easier to get high refines on this garment instead of Heroic Backpack, use this when dealing Fire, Earth or Water property damage with the appropriate magic element card slotted in. For enchants, try for INT or DEX stat bonuses with either Special INT or Special DEX .
WoE Muffler [1] Garment Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard garment for reductions in PVP/Battlegrounds/War of Emperium.
Temporal Boots of Dexterity [1] Footwear Old Glast Heim The reason most casters run 120 DEX is to get the Fixed Cast Time reduction effect on these boots. Go for +7 or +9 to get the most out of the Nightmare Verit Card. For enchants, use Spell 5 and try for Runaway Magic or Lucky Day if the SP loss from Runaway Magic is too heavy.
Temporal Boots of Intelligence [1] Footwear Old Glast Heim Boots more suited for burst damage. Go for +7 or +9 to get the most out of the Nightmare Verit Card. For enchants, use Spell 5 and try for Runaway Magic or Lucky Day if the SP loss from Runaway Magic is too heavy.
WoE Shoes [1] Footwear Valor Badge Exchange

Thanks Invest Ticket Exchange

The standard shoes for reductions in PVP/Battlegrounds/War of Emperium.
Magic Intensifier Ring [1] Accessory Geffen Magic Tournament The standard accessory for magic damage builds. For enchant options, try and obtain double MATK +3%. The other effects can also be suitable depending on your desires.
Glorious Ring Accessory Valor Badge Exchange The standard accessory for reductions in PVP/Battlegrounds/War of Emperium, but can also be useful when tanking in PVM.
Black Rosary [1] Accessory Drop: Wraith Dead

Drop: Wraith Dead (Nightmare)

An alternative tanking accessory that gives you a card slot, which you can use to slot in a utility skill like Teleport, Status Recovery or Hiding.
Waterdrop Brooch [1] Accessory Drop: Aqua Elemental An alternative tanking accessory that gives you a card slot. Unlike the Black Rosary, this increases Water resistance which can be used for avoiding Crystallization from Diamond Dust.
Crimson Rod [2] Weapon - One-Handed Staff Drop: Bathory

Drop: Laurell Weinder

One of the strongest options available for one-handed weaponry. However, it only starts becoming powerful at +12 or higher. Slot in racial magic defence bypass cards and/or racial magic damage increases.
Vicious Mind Rod [1] Weapon - One-Handed Staff Drop: Immortal Cursed Zombie An alternative to the Crimson Rod if you're able to highly refine a Vicious Mind Rod with good enchant options. Look for those with racial magic bonuses against Demon, Undead or DemiHuman race.
Vicious Mind Two-Handed Staff [1] Weapon - Two-Handed Staff Drop: Immortal Cursed Zombie Has the potential of being the most powerful magic weapon in the game with good enchant options and high refine.
Vellum Arc Wand Weapon - Two-Handed Staff Hall of Abyss Treasure Chests An exceptionally useful weapon for PVP/Battlegrounds/War of Emperium. Take advantage of the FCT reduction effects to trigger Zaha Doll Hat and Reckless Magic more quickly.
Glorious Destruction Staff Weapon - Two-Handed Staff Valor Badge Exchange A weapon that can deal more damage to other players than the Vellum Arc Wand, but casts more slowly. Useful PVP/Battlegrounds/War of Emperium or attacking enemies in Tomb of the Fallen or on the trek to Wolfchev's Laboratory.
Combat Knife Weapon - Dagger MVP Drop: Sniper Shecil The standard weapon to use when gearing for reductions in PVP/Battlegrounds/War of Emperium.

Class Data

Skills

Tae Kwon

Skill Type Properties Description
411.png Running Support
  • Max Level: 10
  • Target: Self
  • SP Cost: 100 ~ 10
  • Var. Cast Time: 3.0s ~ 0.0s
  • Fixed Cast Time: 3.0s ~ 0.0s
  • Cast Delay: 0.3s
  • Requires being able to move
Run in a straight line at incredible speed. Using this skill again will cause you to stop. If the skill level is 7 or higher and you have no weapon equipped, if you stop the run before hitting an object, gain Spurt status for 150 seconds which grants STR +10.

Passively increase ATK by 10 per skill level when you have no weapon equipped.

413.png Tornado Kick Damage
  • Max Level: 7
  • Target: Self
  • SP Cost: 14 ~ 2
Can only be used when Tornado Stance triggers. Strike all enemies in a 5x5 around you for 180% ~ 300% ATK physical damage.

Soul Linker classes cannot use this skill.

415.png Heel Drop Damage
  • Max Level: 7
  • Target: Self
  • SP Cost: 14 ~ 2
Can only be used when Heel Drop Stance triggers. Strike the currently targeted enemy for 180% ~ 300% ATK physical damage and inflict Stun on them for 3 seconds.

Soul Linker classes cannot use this skill.

417.png Roundhouse Kick Damage
  • Max Level: 7
  • Target: Self
  • SP Cost: 14 ~ 2
Can only be used when Roundhouse Stance triggers. Strike the currently targeted enemy for 220% ~ 400% ATK physical damage. In addition, pushback and stun all enemies within a 3x3 of the kicked enemy.

Soul Linker classes cannot use this skill.

419.png Counter Kick Damage
  • Max Level: 7
  • Target: Self
  • SP Cost: 14 ~ 2
Can only be used when Counter Stance triggers. Strike the currently targeted enemy for 220% ~ 400% ATK physical damage at a 100% hit rate.

Soul Linker classes cannot use this skill.

421.png Flying Kick Support
  • Max Level: 7
  • Target: Ally, Enemy
  • SP Cost: 70 ~ 10
  • Range: 9
Instantly close the gap between you and the target. If the target is an enemy, deal 40% ~ 100% ATK physical damage and remove any TaeKwon-related buffs on the target (Soul Links, any buffs from Soul Link granted skills, Berserk Potions, Ka- type skills), unless the target cannot be dispelled. If Tumbling is active, increase the damage based on the user's base level. If Running is active, increase the damage based on the user's base level. If both Running and Spurt statuses are active, Flying Kick deals enhanced damage.

Soul Linker classes cannot use this skill.

412.png Tornado Stance Support / Toggle
  • Max Level: 1
  • Target: Self
  • SP Cost: 1
When active, every normal attack has a 15% chance to trigger Tornado Stance, which allows you to use Tornado Kick.

Soul Linker classes cannot use this skill.

414.png Heel Drop Stance Support / Toggle
  • Max Level: 1
  • Target: Self
  • SP Cost: 1
When active, every normal attack has a 15% chance to trigger Heel Drop Stance, which allows you to use Heel Drop Kick.

Soul Linker classes cannot use this skill.

416.png Roundhouse Stance Support / Toggle
  • Max Level: 1
  • Target: Self
  • SP Cost: 1
When active, every normal attack has a 15% chance to trigger Roundhouse Stance, which allows you to use Roundhouse Kick.

Soul Linker classes cannot use this skill.

418.png Counter Kick Stance Support / Toggle
  • Max Level: 1
  • Target: Self
  • SP Cost: 1
When active, every normal attack has a 20% chance to trigger Counter Kick Stance, which allows you to use Counter Kick.

Soul Linker classes cannot use this skill.

420.png Tumbling Support / Toggle
  • Max Level: 1
  • Target: Self
  • SP Cost: 1
When you are attacked by ranged physical, magical or area attacks, avoid damage at a 20% chance. If you are under Spurt status, Tumbling can avoid damage from melee attacks as well.
422.png Peaceful Break Passive
  • Max Level: 10
Increase HP recovery by 30 ~ 300 when seated next to another TaeKwon type class. VIT will affect the recovery amount. Using /doridori will further increase HP recovery by 30.
423.png Happy Break Passive
  • Max Level: 10
Increase SP recovery by 3 ~ 30 when seated next to another TaeKwon type class. MaxSP will affect the recovery amount. Using /doridori will futher increase SP recovery by 3 and trigger the Happy Break status for 30 minutes. While under Happy Break, using an Earth Spike scroll consumes 10 SP and only has a 10% ~ 1% chance of destroying the scroll.
424.png Kihop Passive
  • Max Level: 5
Increase ATK by 2% ~ 10% per party member in the map for normal attacks.
426.png Taekwon Jump Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 50
  • Var. Cast Time: 2.5s ~ 0.5s
  • Fixed Cast Time: 2.5s ~ 0.5s
  • Cast cannot be interrupted
Leap over all obstacles and move to an empty target location 2 ~ 10 cells away. This skill does not work in any map where Teleport and Fly Wings are disabled, except for WoE1 castles and PVP rooms. If a character knows High Jump, the casting time of Emergency Call is doubled.
425.png Mild Wind Support
  • Max Level: 7
  • Target: Self
Endow yourself with an elemental property chosen by skill level. Unlike other endow sources, the entirety of your ATK is endowed, status ATK included. This skill will also endow the Es- skills of the Soul Linker line.
  • Lv1, 20 SP, Earth
  • Lv2, 20 SP, Wind
  • Lv3, 20 SP, Water
  • Lv4, 20 SP, Fire
  • Lv5, 50 SP, Ghost
  • Lv6, 50 SP, Dark
  • Lv7, 50 SP, Holy
493.png Taekwon Mission Support
  • Max Level: 1
  • Target: Self
  • SP Cost: 10
  • Fixed Cast Time: 1.0s
  • Cast cannot be interrupted
This skill cannot be used after changing class.

Display the current target monster for the Taekwon Mission. Defeating 100 of the target monster rewards 1 Taekwon Mission point. If the current mission is at 0% completion, the target may change at a very low chance. The target monster will never be a miniboss or MVP. The top 10 Taekwons ranked are able to combo their Tornado Kick, Heel Drop, Roundhouse Kick and Counter Kick skills together. Upon reaching Lv90, a top 10 ranked Taekwon will have triple MaxHP and MaxSP, and all TaeKwon skills are unlocked.

Soul Linker

Skill Type Properties Description
445.png Spirit of the Alchemist Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to an Alchemist type class for 150s ~ 350s. Increase the power of 231.png Potion Pitcher by a percentage equal to the target's base level. Also unlock the skill 446.png Berserk Pitcher and if the target has mastered 228.png Pharmacy, unlock the skills 496.png Twilight Alchemy I, 497.png Twilight Alchemy II, and 498.png Twilight Alchemy III.
447.png Spirit of the Monk Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Monk type class for 150s ~ 350s. 273.png Raging Thrust gains a 5x5 area of effect, the SP consumption of combo skills is reduced and allows SP recovery during 270.png Critical Explosion status.
448.png Spirit of the Star Gladiator Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Var. Cast Time: 0.8s
  • Fixed Cast Time: 0.2s
  • Range: 9
Grant a soul link to a Star Gladiator type class for 150s ~ 350s. If the target knows at least Lv9 443.png Solar, Lunar and Stellar Courier, unlock the skill 444.png Solar, Lunar and Stellar Union.
449.png Spirit of the Sage Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Sage type class for 150s ~ 350s. Make 279.png Auto Spell use the highest level of Bolt skills learned.
450.png Spirit of the Crusader Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Crusader type class for 150s ~ 350s. 251.png Shield Boomerang has its damage doubled, its cast delay halved and will not perform an accuracy check.
455.png Spirit of the Bard and Dancer Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Bard or Dancer type class for 150s ~ 350s. Song and dance skills will now affect the performer as well, and movement speed during a performance is increased. In addition, if the target knows the corresponding skill, grant the performance skills of the opposite gender at the same skill level:

Soul link granted performance skills will cost 50% more SP to use.

457.png Spirit of the Assassin Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to an Assassin type class for 150s ~ 350s. Double the damage and SP cost of 136.png Sonic Blow and halve its cast delay (animation delay remains). Damage of Sonic Blow is only increased by 25% in War of Emperium.
451.png Spirit of the Supernovice Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Super Novice type class for 150s ~ 350s. If the target's base level is 90 or higher, allow the Supernovice to equip any headgear in the game. If the target's base level is 96 or higher, allow the Supernovice to equip any level 4 One-Handed Staff, One-Handed Sword, One-Handed Axe, Dagger or Mace.
452.png Spirit of the Knight Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Knight type class for 150s ~ 350s. If the target has mastered 60.png Two-Handed Quicken, unlock the skill 495.png One-Handed Quicken.
453.png Spirit of the Wizard Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Wizard type class for 150s ~ 350s. While soul linked, do not consume gemstones when using skills that require them, but increase their SP cost and variable casting time by 50%. Additionally, if magic is reflected against a soul linked Wizard by 465.png Kaite, damage can be negated by consuming a Crystal Fragment .
454.png Spirit of the Priest Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Priest type class for 150s ~ 350s. Multiply the damage and SP cost of 156.png Holy Light by 5.
456.png Spirit of the Rogue Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Rogue type class for 150s ~ 350s. Increase the HP restored by ranked Alchemist potions. While the target has 475.png Preserve active, gain immunity to dispelling effects. Movement speed during 389.png Chase Walk is increased, and the STR bonus will last for 5 minutes instead of 30 seconds.
458.png Spirit of the Blacksmith Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Blacksmith type class for 150s ~ 350s. If the target has mastered 111.png Adrenaline Rush, unlock the skill 459.png Full Adrenaline Rush.
460.png Spirit of the Hunter Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Hunter type class for 150s ~ 350s. Increase the effectiveness of 126.png Beastbane based on STR. If the target has mastered 46.png Double Strafe, unlock the skill 499.png Beast Strafing.
461.png Spirit of the Soul Linker Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a Soul Linker type class for 150s ~ 350s. Allow the usage of Soul Linker Ka- skills on other targets.
494.png Spirit of Rebirth Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 460 ~ 60
  • Fixed Cast Time: 1.0s
  • Range: 9
Grant a soul link to a high first class character for 150s ~ 350s. If the target's base level is below 70, increase the target's stats up to TargetBaseLv - 10. The bonus granted to one stat cannot be higher than 50.
466.png Kaina Passive
  • Max Level: 7
Increase the power of 423.png Happy Break by 40% ~ 100% and MaxSP by 30 ~ 210. Additionally, if your base level is higher than 70, reduce the SP cost of 468.png Estin, 470.png Estun and 469.png Esma by 3% per skill level. At base level higher than 80, reduce the SP cost of those skills by 5% per skill level and at base level higher than 90, reduce the SP cost by 7% per skill level.
462.png Kaizel Support
  • Max Level: 7
  • Target: Ally
  • SP Cost: 120~60
  • Var. Cast Time: 3.6s ~ 2.0s
  • Fixed Cast Time: 0.9s ~ 0.5s
  • Range: 9
Ka- active skills can only target yourself, family members or other Soul Linker type classes.

Grant the target a buff that lasts for 30 minutes. While Kaizel status is active on a target, instantly resurrect them upon death, restoring 10% ~ 70% of their MaxHP and grant them 73.png Kyrie Eleison status for 2 seconds. Kaizel status is removed after the automatic resurrection.

463.png Kaahi Support
  • Max Level: 7
  • Target: Ally
  • SP Cost: 30
  • Range: 9
Ka- active skills can only target yourself, family members or other Soul Linker type classes.

Grant the target a buff that lasts for 350 seconds. While Kaahi status is active on a target, every time they are attacked by non-skill attacks, restore 200 ~ 1400 HP by consuming 5 ~ 35 of their SP. This effect does not trigger when HP is full.

464.png Kaupe Support
  • Max Level: 3
  • Target: Ally
  • SP Cost: 20 ~ 40
  • Var. Cast Time: 0.4s
  • Fixed Cast Time: 0.1s
  • Range: 9
Ka- active skills can only target yourself, family members or other Soul Linker type classes.

Grant a 10 minute buff that gives a 33% ~ 100% chance to dodge any physical attack. When one attack is dodged, the effect ends.

465.png Kaite Support
  • Max Level: 7
  • Target: Ally
  • SP Cost: 70
  • Var. Cast Time: 4.8s ~ 2.4s
  • Fixed Cast Time: 1.2s ~ 0.6s
  • Range: 9
Ka- active skills can only target yourself, family members or other Soul Linker type classes.

Grant a buff that lasts for 1min ~ 10min which will reflect 1 ~ 2 magic spells back at the source, except for ground targeted magic spells. Healing magic reflected will not heal the source. High level monsters and boss type enemies cannot have their magic reflected, but players can have magic reflected regardless of level. Does not stack with 361.png Assumptio. While Kaite is active, physical attacks received will deal 400% more damage. When Kaite is granted to normally ineligible targets via 461.png Soul Linker Spirit, the chance of reflects occurring is reduced by 50%.

472.png Eska Support
  • Max Level: 3
  • Target: Enemy
  • SP Cost: 100 ~ 60
  • Var. Cast Time: 2.4s ~ 0.8s
  • Fixed Cast Time: 0.6s ~ 0.2s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast cannot be interrupted
Es- skills can only target monsters and not enemy players.

For 10sec ~ 30sec, the target monster gains a state similar to 268.png Steel Body, where DEF and MDEF are altered but ASPD and movement speed are decreased.

467.png Estin Damage
  • Max Level: 7
  • Target: Enemy
  • SP Cost: 18 ~ 30
  • Var. Cast Time: 0.08s
  • Fixed Cast Time: 0.02s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast cannot be interrupted
Es- skills can only target monsters and not enemy players.

Deal 10% ~ 70% MATK magical damage to a Small size monster and knock them back 2 cells. Damage is minimized against Medium and Large size mobs, and only knock back occurs. 425.png Warm Wind affects the property of this skill. If Lv7 Estin is used, there is a 3 second window to cast 469.png Esma.

468.png Estun Damage
  • Max Level: 7
  • Target: Enemy
  • SP Cost: 18 ~ 30
  • Var. Cast Time: 0.08s
  • Fixed Cast Time: 0.02s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast cannot be interrupted
Es- skills can only target monsters and not enemy players.

Deal 5% ~ 35% MATK magical damage to a Medium size monster and Stun them for 2 seconds. Stun does not occur for Small and Large size mobs. 425.png Warm Wind affects the property of this skill. If Lv7 Estun is used, there is a 3 second window to cast 469.png Esma.

470.png Eswoo Support
  • Max Level: 7
  • Target: Enemy
  • SP Cost: 75 ~ 15
  • Var. Cast Time: 0.8s
  • Fixed Cast Time: 0.2s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast cannot be interrupted
Es- skills can only target monsters and not enemy players.

Shrink the size of the target monster for 1sec ~ 7sec and drastically lower their movement speed. Boss monsters only suffer 1/5 of the normal duration. If Eswoo is cast on a target currently under the effects of Eswoo, the caster is stunned and Eswoo status on the target ends immediately.

471.png Eske Support
  • Max Level: 3
  • Target: Enemy
  • SP Cost: 45 ~ 15
  • Var. Cast Time: 2.4s ~ 0.8s
  • Fixed Cast Time: 0.6s ~ 0.2s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast cannot be interrupted
Es- skills can only target monsters and not enemy players.

For 10sec ~ 30sec, multiply the target monster's ATK by 4 and halve their DEF. After casting, there is a 3 second window to cast 469.png Esma.

469.png Esma Damage
  • Max Level: 10
  • Target: Enemy
  • SP Cost: 8 ~ 80
  • Var. Cast Time: 1.6s
  • Fixed Cast Time: 0.4s
  • Cast Delay: 0.5s
  • Range: 9
  • Cast can be interrupted
Es- skills can only target monsters and not enemy players.

This skill can only be cast in the after-cast window of other specific Es- skills. Deal 1 ~ 10 hits of (BaseLv+40)% MATK per hit to one target. 425.png Warm Wind affects the property of this skill.

Soul Reaper

Skill Type Properties Description
2609.png Soul Collect Support / Toggle
  • Max Level: 5
  • Target: Self
  • SP Cost: 100
When active, gain 1 Soul Energy every 60sec ~ 20sec.
2607.png Soul Reaper Support
  • Max Level: 5
  • Target: Self
  • SP Cost: 42 ~ 50
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 3.0s
  • Cool Down: 90s ~ 210s
Grant yourself a buff that lasts for 90sec ~ 210sec. Whenever you deal damage to an enemy, have a 15% ~ 35% chance to gain 1 Soul Energy.
2611.png Soul Energy Research Passive
  • Max Level: 5
Your maximum available Soul Energy is raised to 8 ~ 20.
2601.png Curse of Wicked Soul Support
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 70
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 1.0s
  • Cool Down: 5.0s
  • Cast Delay: 0.5s
  • Range: 9
Consume 3 Soul Energy.

Summon wicked souls to inflict Curse on a target and a 7x7 area around them at a 40% ~ 80% chance.

2600.png Curse Explosion Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 50 ~ 70
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 3.0s
  • Cool Down: 1.0s
  • Cast Delay: 0.5s
  • Range: 9
Deal 500% ~ 900% MATK Dark property magical damage to a target and a 7x7 surrounding area. Damage to Cursed targets becomes 1700% ~ 2500% MATK instead.
2603.png Esha Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 18 ~ 26
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 0.5s
  • Cool Down: 3.0s
  • Cast Delay: 0.5s
  • Range: 9
Es- skills can only target monsters and not enemy players.

Consume 1 Soul Energy.

Deal 5% ~ 25% MATK magical damage to a target and a 3x3 ~ 5x5 area surrounding them. Halve the movement speed of all enemies hit for 3sec ~ 7sec. 425.png Warm Wind affects the property of this skill. After casting, there is a 5 second window to cast 469.png Esma.

2602.png Espa Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 52 ~ 68
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 0.5s
  • Range: 9
Es- skills can only target monsters and not enemy players.

Consume 1 Soul Energy.

Deal 750% ~ 1750% MATK damage to a target. Damage is increased by base level. 425.png Warm Wind affects the property of this skill. After casting, there is a 5 second window to cast 2604.png Eswhoo.

2604.png Eswhoo Damage
  • Max Level: 7
  • Target: Enemy
  • SP Cost: 66 ~ 90
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 0.5s
  • Cool Down: 2.0s
  • Cast Delay: 0.5s
  • Range: 9
Es- skills can only target monsters and not enemy players.

Consume 2 Soul Energy.

Deal 1300% ~ 2500% MATK magical damage to a target and a 3x3 ~ 7x7 area surrounding them. Damage is increased by base level. 425.png Warm Wind affects the property of this skill. After casting, there is a 5 second window to cast 469.png Esma.

2612.png Kaute Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 24 ~ 48
  • Cool Down: 5.0s
  • Cast Delay: 1.0s
  • Range: 7
Kaute can only target yourself, family members, other Soul Linker type classes, or party members under the effect of 2605.png Soul Unity. Unlike the Soul Linker Ka- skills, 461.png Soul Linker Spirit does not allow you to target ordinarily ineligible targets.

Consume 5 Soul Energy.

Consume 12% ~ 20% of your MaxHP to restore 12% ~ 20% of the target's MaxSP. This skill cannot be cast if your current HP is below 30% MaxHP.

2605.png Soul Unity Support
  • Max Level: 7
  • Target: Self
  • SP Cost: 44 ~ 56
  • Fixed Cast Time: 4.0s
  • Cool Down: 0s ~ 180s
  • Cast Delay: 1.0s
Consume 10 Soul Energy.

Bind together the souls of all party members in a 3x3 ~ 9x9 area around you, creating a buff that lasts 30sec ~ 210sec. Allies under Soul Unity will restore 150 ~ 1050 HP every 3 seconds, and it will be possible to cast 2612.png Kaute on them. Soul Unity remains so long as allies stay within 23x23 of the caster. If the caster is silenced or cursed, Soul Unity status is cancelled.

2608.png Soul Revolve Support
  • Max Level: 3
  • Target: Ally
  • SP Cost: 50 ~ 150
  • Fixed Cast Time: 1.0s
  • Cool Down: 3.0s
  • Cast Delay: 0.5s
  • Range: 9
Can be used on a soul linked target.

On either yourself or an ally, dispel the soul link and restore 50 ~ 150 SP to the target.

2597.png Shadow Soul Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 250 ~ 50
  • Cast Delay: 0.5s
  • Range: 9
Consume 1 Soul Energy.

Grant a soul link to yourself or an ally that lasts for 60sec ~ 300sec. Increase CRIT by 12 ~ 20 and ASPD by a flat 1 ~ 3.

2599.png Fairy Soul Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 250 ~ 50
  • Cast Delay: 0.5s
  • Range: 9
Consume 1 Soul Energy.

Grant a soul link to yourself or an ally that lasts for 60sec ~ 300sec. Increase MATK by 10 ~ 50 and decrease variable casting time by 5% ~ 10%.

2598.png Falcon Soul Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 250 ~ 50
  • Cast Delay: 0.5s
  • Range: 9
Consume 1 Soul Energy.

Grant a soul link to yourself or an ally that lasts for 60sec ~ 300sec. Increase ATK by 10 ~ 50 and HIT by 10 ~ 15.

2596.png Golem Soul Support
  • Max Level: 5
  • Target: Ally
  • SP Cost: 250 ~ 50
  • Cast Delay: 0.5s
  • Range: 9
Consume 1 Soul Energy.

Grant a soul link to yourself or an ally that lasts for 60sec ~ 300sec. Increase hard DEF by 60 ~ 300 and hard MDEF by 20 ~ 40.

2606.png Soul Division Support
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 36 ~ 52
  • Fixed Cast Time: 1.5s
  • Var. Cast Time: 0.5s
  • Cool Down: 3.0s
  • Cast Delay: 0.5s
  • Range: 9
Consumes 1 Soul Energy.

Can only be used in PVP areas.

Increase the after skill delay of the target by 10% ~ 50% for 5 seconds.

2610.png Soul Explosion Damage
  • Max Level: 5
  • Target: Enemy
  • SP Cost: 30 ~ 150
  • Fixed Cast Time: 1.0s
  • Var. Cast Time: 2.0s
  • Cool Down: 60s
  • Cast Delay: 0.5s
  • Range: 7
Consumes 10 Soul Energy.

Can only be used in PVP areas.

Explode a soul linked enemy, dispelling their soul link and dealing 30% ~ 70% of their current HP as fixed, unreducible damage. Cannot be used on targets without an active soul link, or targets whose current HP is less than 10.

See Also