Night Watch

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When do I change job?

Rebellion is part of the extended classes and don't have the rebirth-part.

  1. You start as Novice and change to Gunslinger with job level 10.
  2. As Gunslinger base level 99 and job level 70 you change to Rebellion.
  3. As Rebellion base level 200 and job level 70 you change to Night Watch.

Gunslinger

Skills
500.png Coin Flip
Max Level: 5
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: Consumes 1 Zeny to flip a
Coin. If it lands showing heads, the
caster will gain 1
Coin, but if it
shows tails, the caster will lose 1
Coin. The caster can have a maximum
of 10
Coins, and increasing this
skill's level raises the success rate
of flipping a
Coin that will show
heads.
Gunslinger Coins are displayed
as glowing orbs around the caster.
501.png Fling
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Debuff
Target: 1 Character
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: Spends coins to fling them
at an enemy to inflict damage and
reduce it's
DEF. Fling can consume up
to 5
Coins in a single cast, and will
reduce more of an enemy's
DEF if
more
Coins are spent.
502.png Triple Action
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Shoots an enemy 3 times in
one attack.
Consumes 1
Coin.
503.png Bull's Eye
Max Level: 1
Requirement: Coin Flip 5
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 0.2s Fixed / 0.8s Variable
After Cast Delay: 1s
Cool Down: None
Description: Inflicts 500% damage to
Demihuman and Brute monsters. Bull's
Eye
has a 0.1% chance to inflict Coma
status on all enemies except
Boss
monsters.
Consumes 1
Coin.
504.png Madness Canceler (Last Stand)
Max Level: 1
Requirement: Coin Flip 4,
Coin Flip 4

Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0.4s Fixed / 1.6s Variable
After Cast Delay: 3s
Cool Down: None
Description: Activates Madness Canceler
in which the caster is immobilized,
but adds 100 damage and 20%
ASPD.
Madness Canceler has 15 second
duration and cannot be used with
Adjustment skill.
Consumes 1
Coin.
505.png Adjustment (Gunslinger's Panic)
Max Level: 1
Requirement: Coin Flip 4
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0.2s Fixed / 0.8s Variable
After Cast Delay: 2s
Cool Down: None
Description: Activates Adjustment status
in which caster has +30
FLEE and
receives 20% less damage from ranged
physical attacks, but has -30
HIT. This
skill has a 30 second duration and
cannot be used together with the
Madness Canceler skill.
Consumes 2
Coins.
506.png Increase Accuracy
Max Level: 1
Requirement: Coin Flip 2
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Adds +20 HIT, +4 DEX and
+4
AGI for 1 minute duration.
Consumes 4
Coins.
507.png Magical Bullet
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Special Physical Ranged
Target: 1 Character
Cast Time: None
After Cast Delay: 0.5s
Cool Down: None
Description: Consumes 1 Coin to infuse magic power
into the bullet, adding magic damage for 30 seconds.
Does not affect skills.

508.png Cracker
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Debuff
Target: 1 Character
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Fires a bullet that will
Stun an enemy. The closer the target is
to the caster, the greater the chance
of inflicting the
Stun status.
Consumes 1
Coin.
509.png Single Action
Max Level: 10
Skill Form: Passive
Description: Essential Gunslinger skill
that enables
Gunslinger to fire their
weapon more quickly and accurately.

[Lv 1]: HIT +2, Attack Speed +1%
[Lv 2]: HIT +4, Attack Speed +1%
[Lv 3]: HIT +6, Attack Speed +2%
[Lv 4]: HIT +8, Attack Speed +2%
[Lv 5]: HIT +10, Attack Speed +3%
[Lv 6]: HIT +12, Attack Speed +3%
[Lv 7]: HIT +14, Attack Speed +4%
[Lv 8]: HIT +16, Attack Speed +4%
[Lv 9]: HIT +18, Attack Speed +5%
[Lv 10]: HIT +20, Attack Speed +5%
510.png Snake Eyes
Max Level: 10
Skill Form: Passive
Description: Increases Attack Range and
HIT when equipped with Gun class
weapons.

[Lv 1]: HIT and Range +1
[Lv 2]: HIT and Range +2
[Lv 3]: HIT and Range +3
[Lv 4]: HIT and Range +4
[Lv 5]: HIT and Range +5
[Lv 6]: HIT and Range +6
[Lv 7]: HIT and Range +7
[Lv 8]: HIT and Range +8
[Lv 9]: HIT and Range +9
[Lv 10]: HIT and Range +10
511.png Chain Action
Max Level: 10
Requirement: Single Action 1
Skill Form: Passive
Description: Enables a chance of firing
two shots in single attack while
attacking enemies when equipped with
Pistol class weapon. Raising this
skill's level increases the rate of
firing double shots.
Consumes 1
Bullet.
Requires
Pistol.
512.png Tracking
Max Level: 10
Requirement: Single Action 5
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: (Lv10)1.5s Fixed / 0s Variable
After Cast Delay: 1.5s
Cool Down: None
Description: Carefully aims at a target
to inflict devastating damage. Raising
this skill's level increases
Casting Time
and damage.
Requires
Pistol or Rifle.
[Lv 1]: 300% Damage, Cast Time: 0.6 seconds
[Lv 2]: 400% Damage, Cast Time: 0.7 seconds
[Lv 3]: 500% Damage, Cast Time: 0.8 seconds
[Lv 4]: 600% Damage, Cast Time: 0.9 seconds
[Lv 5]: 700% Damage, Cast Time: 1.0 seconds
[Lv 6]: 800% Damage, Cast Time: 1.1 seconds
[Lv 7]: 900% Damage, Cast Time: 1.2 seconds
[Lv 8]: 1000% Damage, Cast Time: 1.3 seconds
[Lv 9]: 1100% Damage, Cast Time: 1.4 seconds
[Lv 10]: 1200% Damage, Cast Time: 1.5 seconds
513.png Disarm
Max Level: 5
Requirement: Tracking 7
Skill Form: Active
Type: Debuff
Target: 1 Character
Cast Time: 0.4s Fixed / 1.6s Variable
After Cast Delay: 1s
Cool Down: None
Description: Shoots target's appendages
to render it incapable of attacking.
Skill level affects the success rate.
When used on monster, this skill will
reduce their
Attack by 25%, but has no
effect on
Boss monsters. Disarm has a
range of 9 cells.
Requires
Pistol or Rifle.
514.png Piercing Shot (Wounding Shot)
Max Level: 5
Requirement: Tracking 5
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 0.3s Fixed / 1.2s Variable
After Cast Delay: 0.5s
Cool Down: None
Description: Inflicts Defense piercing
damage that has a chance of causing
the
Bleeding effect on its target.
Requires
Pistol or Rifle.
Deals more damage when using
Rifle.
[Lv 1]: 220%(280%) Damage, Bleeding: 3%
[Lv 2]: 240%(310%) Damage, Bleeding: 6%
[Lv 3]: 260%(340%) Damage, Bleeding: 9%
[Lv 4]: 280%(370%) Damage, Bleeding: 12%
[Lv 5]: 300%(400%) Damage, Bleeding: 15%
515.png Rapid Shower (Trigger Happy Shot)
Max Level: 10
Requirement: Chain Action 3
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: None
After Cast Delay: 1.5s
Cool Down: None
Description: Attacks an enemy with 5
rapid fire attacks.
Consumes 1
Bullet.
Requires
Pistol.
[Lv 1]: 550% damage
[Lv 2]: 600% damage
[Lv 3]: 650% damage
[Lv 4]: 700% damage
[Lv 5]: 750% damage
[Lv 6]: 800% damage
[Lv 7]: 850% damage
[Lv 8]: 900% damage
[Lv 9]: 950% damage
[Lv 10]: 1000% damage
516.png Desperado
Max Level: 10
Requirement: Rapid Shower 5
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Consumes 10 bullets to
perform a haphazard attack that may
damage enemies within a 7 cell radius
around the caster. Each cast has a
maximum of 10 hits.
Requires
Pistol.
[Lv 1]: 100% Damage
[Lv 2]: 150% Damage
[Lv 3]: 200% Damage
[Lv 4]: 250% Damage
[Lv 5]: 300% Damage
[Lv 6]: 350% Damage
[Lv 7]: 400% Damage
[Lv 8]: 450% Damage
[Lv 9]: 500% Damage
[Lv 10]: 550% Damage
517.png Gatling Fever
Max Level: 10
Requirement: Rapid Shower 7,
Desperado 5

Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0.2s Fixed / 0.8s Variable
After Cast Delay: 1s
Cool Down: None
Description: Temporarily increases
Attack Speed and damage at the cost of
reducing
FLEE rate and Movement Speed.
Gatling Fever status is canceled when
this skill is recasted.
Requires
Gatling Gun.
[Lv 1]: Damage +30, After Attack
Delay -1%, FLEE -5, lasts 30 seconds

[Lv 2]: Damage +40, After Attack
Delay -2%, FLEE -10, lasts 45 seconds

[Lv 3]: Damage +50, After Attack
Delay -3%, FLEE -15, lasts 60 seconds

[Lv 4]: Damage +60, After Attack
Delay -4%, FLEE -20, lasts 75 seconds

[Lv 5]: Damage +70, After Attack
Delay -5%, FLEE -25, lasts 90 seconds

[Lv 6]: Damage +80, After Attack
Delay -6%, FLEE -30, lasts 105 seconds

[Lv 7]: Damage +90, After Attack
Delay -7%, FLEE -35, lasts 120 seconds

[Lv 8]: Damage +100, After Attack
Delay -8%, FLEE -40, lasts 135 seconds

[Lv 9]: Damage +110, After Attack
Delay -9%, FLEE -45, lasts 150 seconds

[Lv 10]: Damage +120, After Attack
Delay -10%, FLEE -50, lasts 165 seconds
518.png Dust (Crowd Control Shot)
Max Level: 10
Requirement: Single Action 5
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Fires a close range shot
that will push an enemy 5 cells
backward.
Requires
Shotgun.
[Lv 1]: 150% Damage
[Lv 2]: 200% Damage
[Lv 3]: 250% Damage
[Lv 4]: 300% Damage
[Lv 5]: 350% Damage
[Lv 6]: 400% Damage
[Lv 7]: 450% Damage
[Lv 8]: 500% Damage
[Lv 9]: 550% Damage
[Lv 10]: 600% Damage
519.png Full Buster (Full Blast)
Max Level: 10
Requirement: Dust 3
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 0.2s Fixed / 0.8s Variable
After Cast Delay: (Lv10)3s
Cool Down: None
Description: Inflicts devastating damage
to an enemy by firing multiple bullets
at once. This skill has a small chance
of causing
Blind status to the caster.
Consumes 2
Bullets.
Requires
Shotgun.
[Lv 1]: 400% Damage
[Lv 2]: 500% Damage
[Lv 3]: 600% Damage
[Lv 4]: 700% Damage
[Lv 5]: 800% Damage
[Lv 6]: 900% Damage
[Lv 7]: 1000% Damage
[Lv 8]: 1100% Damage
[Lv 9]: 1200% Damage
[Lv 10]: 1300% Damage
520.png Spread Attack
Max Level: 10
Requirement: Single Action 5
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: None
After Cast Delay: 1s
Cool Down: None
Description: Consumes 5 Bullets to
spread damage over a large area.
Requires
Shotgun or Grenade Launcher.
[Lv 1]: 230% Damage, 3x3 Cells
[Lv 2]: 260% Damage, 3x3 Cells
[Lv 3]: 290% Damage, 3x3 Cells
[Lv 4]: 320% Damage, 5x5 Cells
[Lv 5]: 350% Damage, 5x5 Cells
[Lv 6]: 380% Damage, 5x5 Cells
[Lv 7]: 410% Damage, 7x7 Cells
[Lv 8]: 440% Damage, 7x7 Cells
[Lv 9]: 470% Damage, 7x7 Cells
[Lv 10]: 500% Damage, 9x9 Cells
521.png Ground Drift (Gunslinger Mine)
Max Level: 10
Requirement: Spread Attack 7
Skill Form: Active
Type: Trap
Target: Ground
Cast Time: 0.2s Fixed / 0.8s Variable
After Cast Delay: 1s
Cool Down: None
Description: Plants Bullet Spheres into
the ground that will explode upon enemy
approach. The explosion's effect varies
according to the type of bullet.
Requires
Grenade Launcher.
[Lv 1]: 220% Damage, lasts 3 seconds
[Lv 2]: 240% Damage, lasts 6 seconds
[Lv 3]: 260% Damage, lasts 9 seconds
[Lv 4]: 280% Damage, lasts 12 seconds
[Lv 5]: 300% Damage, lasts 15 seconds
[Lv 6]: 320% Damage, lasts 18 seconds
[Lv 7]: 340% Damage, lasts 21 seconds
[Lv 8]: 360% Damage, lasts 24 seconds
[Lv 9]: 380% Damage, lasts 27 seconds
[Lv 10]: 400% Damage, lasts 30 seconds

Rebellion

Skills
2556.png Flicker (Flashing Signal)
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: Activates and detonates
caster's
Howling Mine and Bound
Trap
on screen.
Consumes 1
Coin.
2552.png Rich's Coin (Fortune of the Rich)
Max Level: 1
Requirement: Coin Flip 5
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: 1s
Cool Down: 3s
Description: Consumes 100 Zeny to
generate 10
Coins. Coin Flip will never
consumes
Coins upon failure once
this skill is learned.
2553.png Mass Spiral (Absolute Penetration)
Max Level: 5
Requirement: Piercing Shot 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 2s Fixed / 2s Variable
After Cast Delay: 1s
Cool Down: 2s
Description: Fires a piercing bullet
that deal more damage depend on the
target's
DEF. Inflicts Bleeding status
on the target at a high chance.
Consumes 1
Full Metal Jacket Bullet.
Requires
Rifle class weapon.
[Lv 1]: 200% Damage, Bleeding Chance 40%
[Lv 2]: 400% Damage, Bleeding Chance 50%
[Lv 3]: 600% Damage, Bleeding Chance 60%
[Lv 4]: 800% Damage, Bleeding Chance 70%
[Lv 5]: 1000% Damage, Bleeding Chance 80%
2554.png Banishing Buster (Exile)
Max Level: 10
Requirement: Shattering Storm 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 1.6s Fixed / 1s Variable
After Cast Delay: 0.4s
Cool Down: 1s
Description: Inflicts damage on a target
and removes a random buff of the target.
Damage additionally increases according
to the caster's
Base Level.
Consumes 1
Bullet.
Requires
Shotgun class weapon.
[Lv 1]: 1200% Damage, Debuff Chance: 55%
[Lv 2]: 1400% Damage, Debuff Chance: 60%
[Lv 3]: 1600% Damage, Debuff Chance: 65%
[Lv 4]: 1800% Damage, Debuff Chance: 70%
[Lv 5]: 2000% Damage, Debuff Chance: 75%
[Lv 6]: 2200% Damage, Debuff Chance: 80%
[Lv 7]: 2400% Damage, Debuff Chance: 85%
[Lv 8]: 2600% Damage, Debuff Chance: 90%
[Lv 9]: 2800% Damage, Debuff Chance: 95%
[Lv 10]: 3000% Damage, Debuff Chance: 100%
2555.png Binding Trap (Dark Pit)
Max Level: 5
Requirement: Flicker 1
Skill Form: Active
Type: Trap
Target: Ground
Cast Time: 0s Fixed / 0.4s Variable
After Cast Delay: (Lv5)0.5s
Cool Down: 10s
Description: Lays down a movement
impairing trap on the ground. All
targets that enter the trap's area of
effect will have their
Movement slowed
significantly.
Movement debuff
duration is affected by the target's
STR. Using Flicker skill on targets
affected by
Binding Trap will remove the
trap and deal an additional damage to
the targets. Only 1
Trap can be active
at a time.
Damage additionally increases according
to the caster's
DEX, target's HP and skill level.
Duration can't be lower than 4 seconds.
Consumes 1
Special Alloy Trap and 1 Coin.
[Lv 1]: Range: 3x3 cells, lasts 10 seconds
[Lv 2]: Range: 5x5 cells, lasts 11 seconds
[Lv 3]: Range: 5x5 cells, lasts 12 seconds
[Lv 4]: Range: 7x7 cells, lasts 13 seconds
[Lv 5]: Range: 7x7 cells, lasts 14 seconds
2562.png Howling Mine (Destructive Cry)
Max Level: 5
Requirement: Ground Drift 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 0s Fixed / 1s Variable
After Cast Delay: 1s
Cool Down: (Lv5)3s
Description: Fires a sticking bomb at
the target to deal damage. Can fire up
to 5
Howling Mine. If the caster uses
Flicker skill, Howling Mine will
detonate on the target, dealing fire
damage to the target and all enemies in
range.
Howling Mine can only be
detonated with
Flicker. If the Howling
Mine
is not detonated within 50 seconds,
it will fall off from the target.
Consumes 1
Mine Projectile.
Requires
Grenade Launcher class weapon.
[Lv 1]: 1200% Damage
(400% Normal+800% Explosive)

[Lv 2]: 1700% Damage
(600% Normal+1100% Explosive)

[Lv 3]: 2200% Damage
(800% Normal+1400% Explosive)

[Lv 4]: 2700% Damage
(1000% Normal+1700% Explosive)

[Lv 5]: 3200% Damage
(1200% Normal+2000% Explosive)
2557.png Shattering Storm (Grinding Storm)
Max Level: 5
Requirement: Disarm 1, Dust 1
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: (Lv5)1s Fixed / 2s Variable
After Cast Delay: None
Cool Down: 2s
Description: Deals damage to the target
and enemies within 5x5 cells,
destroying their equipped
Helmet.
Caster's
DEX, skill level and target's
AGI affects the success rate of Helmet
destruction.
Indestructible or Chemical
Protected
equipments are not affected.
Consumes 1
Bullet.
Requires
Shotgun class weapon.
[Lv 1]: 1900% Damage, Range: 5x5 cells
[Lv 2]: 2100% Damage, Range: 5x5 cells
[Lv 3]: 2300% Damage, Range: 5x5 cells
[Lv 4]: 2500% Damage, Range: 5x5 cells
[Lv 5]: 2700% Damage, Range: 7x7 cells
2558.png Eternal Chain (Infinite Chain)
Max Level: 10
Requirement: Coin Flip 1, Chain Action 10
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0s Fixed / 1s Variable
After Cast Delay: 1s
Cool Down: None
Description: Allows the caster to use
Chain Action regardless of equipped gun
for the skill's duration.
Chain Action's
effective level is determined by
learned level of
Eternal Chain.
Consumes 1
Coin.
[Lv 1]: Lasts 45 seconds
[Lv 2]: Lasts 60 seconds
[Lv 3]: Lasts 75 seconds
[Lv 4]: Lasts 90 seconds
[Lv 5]: Lasts 105 seconds
[Lv 6]: Lasts 120 seconds
[Lv 7]: Lasts 135 seconds
[Lv 8]: Lasts 150 seconds
[Lv 9]: Lasts 165 seconds
[Lv 10]: Lasts 180 seconds
2559.png Quick Draw Shot (Tailwind Shot)
Max Level: 1
Requirement: Chain Action 1
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: This skill can only be cast
after
Chain Action is activated to deal
additional damage to the target.
Job
Level
affects the number of additional
attacks. If there is a target afflicted
with
Crimson Marker within 21x21 cells,
that target receives additional damage.
2560.png Crimson Marker (Blood Brand)
Max Level: 1
Requirement: Coin Flip 1
Skill Form: Active
Type: Debuff
Target: 1 Character
Cast Time: None
After Cast Delay: None
Cool Down: 1s
Description: Marks a target with Crimson
Death Mark
, reducing it's FLEE by 10 and
allows the caster to track the target
on the mini map. Only 3
Crimson Markers
can be activate at a time. Boosts
Quick
Draw Shot, Dragon Tail
and Hammer of
God
damage. Lasts for 50 seconds.
Consumes 1
Coin.
2561.png Fire Dance (Dance of Massacre)
Max Level: 10
Requirement: Desperado 1
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: None
After Cast Delay: 0.5s
Cool Down: None
Description: Deals damage to all targets
within 7x7 cells.
Desperado skill's
level and the caster's
Base Level affects the
bonus damage.
Consumes 3
Bullets.
Requires
Pistol class weapon.
[Lv 1]: 300% Damage
[Lv 4]: 400% Damage
[Lv 2]: 500% Damage
[Lv 3]: 600% Damage
[Lv 5]: 700% Damage
[Lv 6]: 800% Damage
[Lv 7]: 900% Damage
[Lv 8]: 1000% Damage
[Lv 9]: 1100% Damage
[Lv 10]: 1200% Damage
2571.png Hammer of God (God's Wrath)
Max Level: 10
Requirement: Rich's Coin 1, Anti-Material Blast 3
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: None
After Cast Delay: 0.5s
Cool Down: 20s
Description: Summon a hammer of god to
strike. If there is a target afflicted with
Crimson Marker in the targeted area,
Hammer of God drops on the target and
deals damage to nearby targets.
If there is no target afflicted with
Crimson Marker in the targeted area,
Hammer of God will drop on a random
location within the area. The damage is also
affected by the amount of
Coins used and
the caster's
Base Level.
Consumes all
Coins.
Requires
Rifle class weapon.
[Lv 1]: 100% damage, Range: 5x5 cells
[Lv 2]: 200% damage, Range: 5x5 cells
[Lv 3]: 300% damage, Range: 5x5 cells
[Lv 4]: 400% damage, Range: 5x5 cells
[Lv 5]: 500% damage, Range: 5x5 cells
[Lv 6]: 600% damage, Range: 7x7 cells
[Lv 7]: 700% damage, Range: 7x7 cells
[Lv 8]: 800% damage, Range: 7x7 cells
[Lv 9]: 900% damage, Range: 7x7 cells
[Lv 10]: 1000% damage, Range: 7x7 cells
2563.png Platinum Alter
Max Level: 5
Requirement: Rich's Coin 1
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0s Fixed / 2s Variable
After Cast Delay: None
Cool Down: None
Description: This skill can only be
activated if
Silver Bullets are equipped.
When activated, it will consume all
Coins to increase ATK. Skill level and
total consumed
Coins affects the ATK
bonus. This skill also create a barrier
that protect the caster for certain
amount of time and number of attacks.
Holy Light will cancel this barrier. If
the caster switches weapon or bullets
during skill's duration, this buff will
end, but the barrier is maintained.
This skill cannot be used with
Madness
Canceller
and Heat Barrel.
[Lv 1]: 5% MaxHP Barrier, 4 Hits, lasts 30 sec.
[Lv 2]: 10% MaxHP Barrier, 5 Hits, lasts 45 sec.
[Lv 3]: 15% MaxHP Barrier, 6 Hits, lasts 60 sec.
[Lv 4]: 20% MaxHP Barrier, 7 Hits, lasts 75 sec.
[Lv 5]: 25% MaxHP Barrier, 8 Hits, lasts 90 sec.
2564.png Fallen Angel (Nephilim)
Max Level: 1
Requirement: Desperado 10
Skill Form: Active
Type: Supportive
Target: Ground
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: Moves to the targeted
location. Within 2 seconds of activation,
increases
Desperado damage by 100%.
This skill fails automatically if there is an
obstacle in your way.
Consumes 1
Coin.
Requires
Pistol class weapon.
2565.png Round Trip (Circle Dance)
Max Level: 10
Requirement: Fire Rain 1
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: None
After Cast Delay: 1s
Cool Down: (Lv10)1s
Description: Unleashes a barrage of
gunfire at all targets in range,
dealing damage and knocking the
affected targets back 3 cells. If the
targets are knocked back into the wall,
they will take additional damage.
Consumes 5
Bullets.
Requires
Gatling Gun class weapon.
[Lv 1]: 350% Damage, Range: 7x7 cells
[Lv 2]: 700% Damage, Range: 7x7 cells
[Lv 3]: 1050% Damage, Range: 7x7 cells
[Lv 4]: 1400% Damage, Range: 9x9 cells
[Lv 5]: 1750% Damage, Range: 9x9 cells
[Lv 6]: 2100% Damage, Range: 9x9 cells
[Lv 7]: 2450% Damage, Range: 11x11 cells
[Lv 8]: 2800% Damage, Range: 11x11 cells
[Lv 9]: 3150% Damage, Range: 11x11 cells
[Lv 10]: 3500% Damage, Range: 13x13 cells
2566.png Dragon Tail (Magic Beast Tail)
Max Level: 10
Requirement: Crimson Marker 1, Howling Mine 3
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: (Lv10)0.5s Fixed / 3s Variable
After Cast Delay: None
Cool Down: None
Description: Launches missiles at all
targets in range. If a target is marked
by
Crimson Marker, the damage increases
and is affected by the caster's
Base Level.
Consumes 1
Dragon Tail Missile.
Requires
Grenade Launcher class weapon.
[Lv 1]: 700% Damage, Marked Target: 1400%
[Lv 2]: 900% Damage, Marked Target: 1800%
[Lv 3]: 1100% Damage, Marked Target: 2200%
[Lv 4]: 1300% Damage, Marked Target: 2600%
[Lv 5]: 1500% Damage, Marked Target: 3000%
[Lv 6]: 1700% Damage, Marked Target: 3400%
[Lv 7]: 1900% Damage, Marked Target: 3800%
[Lv 8]: 2100% Damage, Marked Target: 4200%
[Lv 9]: 2300% Damage, Marked Target: 4600%
[Lv 10]: 2500% Damage, Marked Target: 5000%
2567.png Fire Rain (Fire Deluge)
Max Level: 5
Requirement: Gatling Fever 1
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: None
After Cast Delay: 1s
Cool Down: 5s
Description: Fires bullets in a 3x10 area
in front of you.
Fire Rain creates a
chance of removing
Ground based skills
in it's range.
Consumes 10
Bullets.
Requires
Gatling Gun class weapon.
[Lv 1]: 3800% Damage, 20% Chance
[Lv 2]: 4100% Damage, 25% Chance
[Lv 3]: 4400% Damage, 30% Chance
[Lv 4]: 4700% Damage, 35% Chance
[Lv 5]: 5000% Damage, 40% Chance
2568.png Heat Barrel (Acceleration Bullet)
Max Level: 5
Requirement: Rich's Coin 1
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 0s Fixed / 2s Variable
After Cast Delay: 1s
Cool Down: (Lv5)80s
Description: Consumes all Coins to
increase
ASPD and ATK, reduce Fixed
Casting Time
at the cost of HIT. Skill's
level affects
ASPD, ATK and Fixed Casting
Time
bonus and HIT reduction. If the
caster switches equipment during the
duration, the skill's effect will
dissapear. This skill can't be used
with
Madness Canceller or Platinum
Alter
. Skill duration is 60 seconds
[Lv 1]: ASPD +1, HIT -30
[Lv 2]: ASPD +2, HIT -35
[Lv 3]: ASPD +3, HIT -40
[Lv 4]: ASPD +4, HIT -45
[Lv 5]: ASPD +5, HIT -50
2569.png Anti-Material Blast (Obliterator)
Max Level: 5
Requirement: Mass Spiral 1
Skill Form: Active
Type: Debuff
Target: 1 Character
Cast Time: 1s Fixed / 2s Variable
After Cast Delay: 1s
Cool Down: 5s
Description: Deals damage to the target
and reduces resistances. Skill level affect
the success rate of reducing resistances
of the target.
Consumes 1
Bullet.
[Lv 1]: Lasts 6 seconds, 30% Chance,
Resistance -10%

[Lv 2]: Lasts 7 seconds, 40% Chance,
Resistance -20%

[Lv 3]: Lasts 8 seconds, 50% Chance,
Resistance -30%

[Lv 4]: Lasts 9 seconds, 60% Chance,
Resistance -40%

[Lv 5]: Lasts 10 seconds, 70% Chance,
Resistance -50%
2570.png Slug Shot (Fundamental Destruction)
Max Level: 5
Requirement: Banishing Buster 3
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: (Lv5)1s Fixed / 9s Variable
After Cast Delay: 1s
Cool Down: 5s
Description: Fires a special slug shot
bullet at the target to deal damage.
Heavier
Bullet will increase the damage
inflicted. Decreases
HIT if you are
more than 3 cells away from the target.
Knock back targets by 6 cells.
Consumes 1
Slug Bullet.
Requires
Shotgun class weapon.
[Lv 1]: 2000% Damage vs Player,
1200% Damage vs Monster, HIT -10%/Cell

[Lv 2]: 4000% Damage vs Player,
2400% Damage vs Monster, HIT -9%/Cell

[Lv 3]: 6000% Damage vs Player,
3600% Damage vs Monster, HIT -8%/Cell

[Lv 4]: 8000% Damage vs Player,
4800% Damage vs Monster, HIT -7%/Cell

[Lv 5]: 10000% Damage vs Player,
6000% Damage vs Monster, HIT -6%/Cell

Night Watch

Skills
5401.png P.F.I
Max Level: 10
Requirement: Basic Skill
Skill Form: Passive
Description: Increases P.ATK,
when a
Gun class weapon is equipped.
[Lv 1]: P.ATK +3
[Lv 2]: P.ATK +4
[Lv 3]: P.ATK +5
[Lv 4]: P.ATK +6
[Lv 5]: P.ATK +7
[Lv 6]: P.ATK +8
[Lv 7]: P.ATK +9
[Lv 8]: P.ATK +10
[Lv 9]: P.ATK +11
[Lv 10]: P.ATK +12
5402.png Grenade Mastery
Max Level: 10
Requirement: Basic Skill
Skill Form: Passive
Description: By learning about Grenades,
CON is increased and the damage of
Grenade-type skills is increased.
[Lv 1]: CON +1
[Lv 2]: CON +2
[Lv 3]: CON +3
[Lv 4]: CON +4
[Lv 5]: CON +5
[Lv 6]: CON +6
[Lv 7]: CON +7
[Lv 8]: CON +8
[Lv 9]: CON +9
[Lv 10]: CON +10
5403.png Intensive Aim
Max Level: 1
Requirement: P.F.I 1
Skill Form: Active (Toggle)
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: None
Cool Down: None
Description: Switches to Intensive Aim state.
Movement is not possible in Intensive Aim
state and an
Aiming Count
is accumulated by 1 every 0.5 seconds.
The
Aiming Count can be accumulated
up to 10 and if the caster leaves the standing cell
due to certain effects such as being Knockback,
the
Intensive Aim state is canceled
and the
Aiming Count is reset.
Increases
ATK, HIT and Critical while
your are in
Intensive Aim state.
[Lv 1]: ATK +150/HIT +250/Critical +30
5404.png Grenade Fragment
Max Level: 7
Requirement: Grenade Mastery 1
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: None
After Cast Delay: None
Cool Down: 2s
Description: Applies elemental powder
on the surface of a throwing
Grenade,
endowing elemental damage to it.
Skill Level 7 cancels the effect.

[Lv 1]: Endows Water element
[Lv 2]: Endows Wind element
[Lv 3]: Endows Earth element
[Lv 4]: Endows Fire element
[Lv 5]: Endows Shadow element
[Lv 6]: Endows Holy element
[Lv 7]: Removes element
5405.png The Vigilante at Night
Max Level: 5
Requirement: P.F.I 3, Intensive Aim 1
Skill Form: Active
Type: Physical Ranged
Target: Caster
Cast Time: 1.5s Fixed / 0s Variable
After Cast Delay: 1s
Cool Down: 0.5s
Recover: 2 AP
Description: Fires around the caster
without mercy, inflicting ranged physical damage
to the surrounding enemies around the caster.
If a
Gatling Gun is equipped,
ignores physical defense of targets
and attacks 7 times.
If a
Shotgun is equipped, attacks 4 times.
If you have an
Aiming Count active,
the skill consumes all the
Aiming Count
and skill damage is increased according
to the amount of
Aiming Count consumed.
Damage is additionaly increased according
on the caster's
Base Level and CON.
Consumes 10
Bullets.
Requires a
Gatling Gun or Shotgun.
[Lv 1]: Gatling Gun: ATK 300+
(Aiming Count x100)% per Hit/AoE: 9x9 cells
Shotgun: ATK 1500+
(Aiming Count x200)% per Hit/AoE: 5x5 cells

[Lv 2]: Gatling Gun: ATK 600+
(Aiming Count x200)% per Hit/AoE: 9x9 cells
Shotgun: ATK 2200+
(Aiming Count x400)% per Hit/AoE: 5x5 cells

[Lv 3]: Gatling Gun: ATK 900+
(Aiming Count x300)% per Hit/AoE: 9x9 cells
Shotgun: ATK 2900+
(Aiming Count x600)% per Hit/AoE: 5x5 cells

[Lv 4]: Gatling Gun: ATK 1200+
(Aiming Count x400)% per Hit/AoE: 11x11 cells
Shotgun: ATK 3600+
(Aiming Count x800)% per Hit/AoE: 7x7 cells

[Lv 5]: Gatling Gun: ATK 1500+
(Aiming Count x500)% per Hit/AoE: 11x11 cells
Shotgun: ATK 4300+
(Aiming Count x1000)% per Hit/AoE: 7x7 cells
5406.png Only One Bullet
Max Level: 5
Requirement: P.F.I 3, Intensive Aim 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 0.5s
Cool Down: 0.35s
Recover: 2 AP
Description: Fires a single shot to the target,
inflicting ranged physical damage.
If a
Pistol is equipped,
ignores physical defense of the target.
If a
Rifle is equipped,
inflicts half of the total
Critical Damage
based on the caster's
Critical chance.
If you have an
Aiming Count active,
the skill consumes all the
Aiming Count
and skill damage is increased according
to the amount of
Aiming Count consumed.
Damage is additionaly increased according
on the caster's
Base Level and CON.
Consumes 1
Bullet.
Requires a
Rifle or Pistol.
[Lv 1]: ATK(Rifle) 4200+(Aiming Countx350)%
ATK(Pistol) 4600+(Aiming Countx350)%

[Lv 2]: ATK(Rifle) 7200+(Aiming Countx700)%
ATK(Pistol) 8000+(Aiming Countx700)%

[Lv 3]: ATK(Rifle) 10200+(Aiming Countx1050)%
ATK(Pistol) 11400+(Aiming Countx1050)%

[Lv 4]: ATK(Rifle) 13200+(Aiming Countx1400)%
ATK(Pistol) 14800+(Aiming Countx1400)%

[Lv 5]: ATK(Rifle) 16200+(Aiming Countx1750)%
ATK(Pistol) 18200+(Aiming Countx1750)%
5407.png Spiral Shooting
Max Level: 5
Requirement: P.F.I 3, Intensive Aim 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 1s
Cool Down: 0.5s
Recover: 2 AP
Description: Fires a bullet with increased
rotational power at a target, inflicting ranged
physical damage to the target and enemies
within it's range.
If a
Grenade Launcher is equipped,
attacks 2 times.
If a
Rifle is equipped,
inflicts half of the total
Critical Damage
based on the caster's
Critical chance.
If you have an
Aiming Count active,
the skill consumes all the
Aiming Count
and skill damage is increased according
to the amount of
Aiming Count consumed.
Damage is additionaly increased according
on the caster's
Base Level and CON.
Consumes 6
Bullets.
Requires a
Grenade Launcher or Rifle.
[Lv 1]: Per Hit: ATK(Grenade Launcher) 2900+(Aiming Countx150)%/AoE:9x9 cells
ATK(Rifle)4200+(Aiming Countx150)%/AoE:5x5 cells

[Lv 2]: Per Hit: ATK(Grenade Launcher) 4600+(Aiming Countx300)%/AoE:9x9 cells
ATK(Rifle)7000+(Aiming Countx300)%/AoE:5x5 cells

[Lv 3]: Per Hit: ATK(Grenade Launcher) 6300+(Aiming Countx450)%/AoE:9x9 cells
ATK(Rifle)9800+(Aiming Countx450)%/AoE:5x5 cells

[Lv 4]: Per Hit: ATK(Grenade Launcher) 8000+(Aiming Countx600)%/AoE:11x11 cells
ATK(Rifle)12600+(Aiming Countx600)%/AoE:7x7 cells

[Lv 5]: Per Hit: ATK(Grenade Launcher) 9700+(Aiming Countx750)%/AoE:11x11 cells
ATK(Rifle)15400+(Aiming Countx750)%/AoE:7x7 cells
5408.png Magazine for One
Max Level: 5
Requirement: P.F.I 3, Intensive Aim 1
Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 1s
Cool Down: 0.5s
Recover: 2 AP
Description: Fires multiple bullets at one target,
inflicting ranged physical damage to the target.
If a
Gatling Gun is equipped,
attacks 10 times and consumes 10
Bullets.
If a
Pistol is equipped, attacks 6 times,
inflicts half of the total
Critical Damage
based on the caster's
Critical chance
and consumes 6
Bullets.
If you have an
Aiming Count active,
the skill consumes all the
Aiming Count
and skill damage is increased according
to the amount of
Aiming Count consumed.
Damage is additionaly increased according
on the caster's
Base Level and CON.
Requires a
Gatling Gun or Pistol.
[Lv 1]: Per Hit: ATK(Gatling Gun) 750+(Aiming Countx100)%
Per Hit: ATK(Pistol) 1100+(Aiming Countx100)%

[Lv 2]: Per Hit: ATK(Gatling Gun) 1250+(Aiming Countx200)%
Per Hit: ATK(Pistol) 1900+(Aiming Countx200)%

[Lv 3]: Per Hit: ATK(Gatling Gun) 1750+(Aiming Countx300)%
Per Hit: ATK(Pistol) 2700+(Aiming Countx300)%

[Lv 4]: Per Hit: ATK(Gatling Gun) 2250+(Aiming Countx400)%
Per Hit: ATK(Pistol) 3500+(Aiming Countx400)%

[Lv 5]: Per Hit: ATK(Gatling Gun) 2750+(Aiming Countx500)%
Per Hit: ATK(Pistol) 4300+(Aiming Countx500)%
5409.png Wild Fire
Max Level: 5
Requirement: P.F.I 3, Intensive Aim 1
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 1s
Cool Down: 0.5s
Recover: 2 AP
Description: Fires a bullet towards the ground,
inflicting ranged physical damage to
targets within the range.
If a
Shotgun is equipped,
inflicts more damage than a
Grenade Launcher
but within a narrower area.
If a
Grenade Launcher is equipped,
inflicts damage in a wider area than a
Shotgun.
If there is an
Aiming Count active,
the skill consumes all the
Aiming Count
and skill damage is increased according
to the amount of
Aiming Count consumed.
Damage is additionaly increased according
on the caster's
Base Level and CON.
Consumes 5
Bullets.
Requires a
Shotgun or Grenade Launcher.
[Lv 1]: Shotgun:
ATK 4700+(Aiming Count x500)%/AoE: 5x5 cells
Grenade Launcher: ATK 4500+
(Aiming Count x500)%/AoE: 9x9 cells

[Lv 2]: Shotgun:
ATK 7900+(Aiming Count x1000)%/AoE: 5x5 cells
Grenade Launcher: ATK 7500+
(Aiming Count x1000)%/AoE: 9x9 cells

[Lv 3]: Shotgun:
ATK 11100+(Aiming Count x1500)%/AoE: 5x5 cells
Grenade Launcher: ATK 10500+
(Aiming Count x1500)%/AoE: 9x9 cells

[Lv 4]: Shotgun:
ATK 14300+(Aiming Count x2000)%/AoE: 7x7 cells
Grenade Launcher: ATK 13500+
(Aiming Count x2000)%/AoE: 11x11 cells

[Lv 5]: Shotgun:
ATK 17500+(Aiming Count x2500)%/AoE: 7x7 cells
Grenade Launcher: ATK 16500+
(Aiming Count x2500)%/AoE: 11x11 cells
5410.png Basic Grenade
Max Level: 5
Requirement: Grenade Mastery 3
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: None
Cool Down: 0.3
Recover: 2 AP
Description: Throws a grenade towards
the ground, inflicting ranged physical damage
to targets within the range.
Damage is additionaly increased according
to the
Grenade Mastery skill level,
the caster's
Base Level and CON.
Consumes 1
Throwing Grenade
and the element of the
Grenade
changes based on
Grenade Fragment.
[Lv 1]: ATK 3600+(Grenade Mastery Lv x50)%
AoE: 3x3 cells

[Lv 2]: ATK 5700+(Grenade Mastery Lv x50)%
AoE: 3x3 cells

[Lv 3]: ATK 7800+(Grenade Mastery Lv x50)%
AoE: 3x3 cells

[Lv 4]: ATK 9900+(Grenade Mastery Lv x50)%
AoE: 5x5 cells

[Lv 5]: ATK 12000+(Grenade Mastery Lv x50)%
AoE: 5x5 cells
5411.png Hasty Fire in the Hole
Max Level: 5
Requirement: Basic Grenade 3
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 1.5s
Cool Down: 1s
Recover: 3 AP
Description: Throws 3 grenades towards
the ground in a row, inflicting ranged physical
damage to targets within the range.
The thrown grenade explodes 3 times with an
interval of 0.3 seconds, the first explosion
has an AoE of 5x5 cells, the second explosion
7x7 cells, and the third explosion 9x9 cells.
Damage is additionaly increased according
to the
Grenade Mastery skill level,
the caster's
Base Level and CON.
Consumes 3
Throwing Grenade
and the element of the
Grenades
changes based on
Grenade Fragment.
[Lv 1]: ATK 3000+(Mastery Lv x20)% per Hit
[Lv 2]: ATK 4500+(Mastery Lv x20)% per Hit
[Lv 3]: ATK 6000+(Mastery Lv x20)% per Hit
[Lv 4]: ATK 7500+(Mastery Lv x20)% per Hit
[Lv 5]: ATK 9000+(Mastery Lv x20)% per Hit
5412.png Grenades Dropping
Max Level: 5
Requirement: Hasty Fire in the Hole 3
Skill Form: Active
Type: Physical Ranged
Target: Ground
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: None
Cool Down: 4.5s
Recover: 5 AP
Description: Throws a bundle of grenades
towards the sky and drops them at random
locations around the ground every
0.25 seconds for 4 seconds, inflicting ranged
physical damage to targets within range 3 times.
Damage is additionaly increased according
to the
Grenade Mastery skill level,
the caster's
Base Level and CON.
Consumes 15
Throwing Grenades.
[Lv 1]: ATK 1400+(Mastery Lv x30)% per Hit
Fall Area: 11x11 cells/Explosion Area: 3x3 cells
[Lv 2]:
ATK 2250+(Mastery Lv x30)% per Hit
Fall Area: 11x11 cells/Explosion Area: 3x3 cells
[Lv 3]:
ATK 3100+(Mastery Lv x30)% per Hit
Fall Area: 11x11 cells/Explosion Area: 3x3 cells
[Lv 4]:
ATK 3950+(Mastery Lv x30)% per Hit
Fall Area: 9x9 cells/Explosion Area: 5x5 cells
[Lv 5]:
ATK 4800+(Mastery Lv x30)% per Hit
Fall Area: 9x9 cells/Explosion Area: 5x5 cells
5413.png Auto Firing Launcher
Max Level: 5
Requirement: Grenades Dropping 3
Skill Form: Active
Type: Supportive
Target: Caster
Cast Time: 3s Fixed / 0s Variable
After Cast Delay: None
Cool Down: 30s
Description: Activates the
Automatic Grenade Launcher.
Has a chance to auto-cast
Basic Grenade,
Hasty Fire in the Hole and Grenade Dropping
when inflicting normal physical damage.
The maximum skill level that the caster
learned will be auto-cast and they won't
recover any
AP from auto-casting.
[Lv 1]: 6% Basic Grenade/Duration: 120 seconds
[Lv 2]: 7% Basic Grenade/Duration: 150 seconds
[Lv 3]: 8% Basic Grenade,
3% Hasty Fire in the Hole/Duration: 180 seconds

[Lv 4]: 9% Basic Grenade,
5% Hasty Fire in the Hole/Duration: 210 seconds

[Lv 5]: 10% Basic Grenade,
7% Hasty Fire in the Hole,
3% Grenades Dropping/Duration: 240 seconds
5414.png Hidden Card
Max Level: 10
Requirement: P.F.I 5, Intensive Aim 1
Skill Form: Active(AP)
Type: Supportive
Target: Caster
Cast Time: 2s Fixed / 0s Variable
After Cast Delay: None
Cool Down: 60s
AP Cost: 150
Dispellable: No
Description: Takes an elixir that
maximizes
Night Watch's shooting ability
It increases ranged physical damage and
P.ATK for 300 seconds.
[Lv 1]: Ranged Physical Damage +10%
P.ATK +3

[Lv 2]: Ranged Physical Damage +20%
P.ATK +6

[Lv 3]: Ranged Physical Damage +30%
P.ATK +9

[Lv 4]: Ranged Physical Damage +40%
P.ATK +12

[Lv 5]: Ranged Physical Damage +50%
P.ATK +15

[Lv 6]: Ranged Physical Damage +60%
P.ATK +18

[Lv 7]: Ranged Physical Damage +70%
P.ATK +21

[Lv 8]: Ranged Physical Damage +80%
P.ATK +24

[Lv 9]: Ranged Physical Damage +90%
P.ATK +27

[Lv 10]: Ranged Physical Damage +100%
P.ATK +30
5415.png Mission Bombard
Max Level: 10
Requirement: Grenade Mastery 5,\n Grenades Dropping 3
Skill Form: Active(AP)
Type: Physical Ranged
Target: Ground
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: None
Cool Down: 10s
AP Cost: 35
Description: Drops a large bomb in
the range of 9x9 cells on the target cell
and continuously 1 small bomb in the
range of 5x5 cells once every 0.25 seconds
for 10 seconds to inflict ranged physical damage.
Damage is additionaly increased according
to the
Grenade Mastery skill level,
the caster's
Base Level and CON.
[Lv 1]: ATK 6800+(Mastery Lv x100)%
ATK 1000+(Mastery Lv x30)% per Explosion

[Lv 2]: ATK 8600+(Mastery Lv x100)%
ATK 1200+(Mastery Lv x30)% per Explosion

[Lv 3]: ATK 10400+(Mastery Lv x100)%
ATK 1400+(Mastery Lv x30)% per Explosion

[Lv 4]: ATK 12200+(Mastery Lv x100)%
ATK 1600+(Mastery Lv x30)% per Explosion

[Lv 5]: ATK 14000+(Mastery Lv x100)%
ATK 1800+(Mastery Lv x30)% per Explosion

[Lv 6]: ATK 15800+(Mastery Lv x100)%
ATK 2000+(Mastery Lv x30)% per Explosion

[Lv 7]: ATK 17600+(Mastery Lv x100)%
ATK 2200+(Mastery Lv x30)% per Explosion

[Lv 8]: ATK 19400+(Mastery Lv x100)%
ATK 2400+(Mastery Lv x30)% per Explosion

[Lv 9]: ATK 21200+(Mastery Lv x100)%
ATK 2600+(Mastery Lv x30)% per Explosion

[Lv 10]: ATK 23000+(Mastery Lv x100)%
ATK 2800+(Mastery Lv x30)% per Explosion
5500.png Wild Shot
Max Level: 5
Requirement: Only One Bullet 3,
Spiral Shooting 3, Magazine For One 3

Skill Form: Active
Type: Physical Ranged
Target: 1 Character
Cast Time: 1.5s Fixed / 0s Variable
After Cast Delay: 1s
Cool Down: 0.75s
AP Recovery: 2
Description: A skill for revolvers and rifles only.
Fires wildly around the target, dealing
ranged physical damage 7 times to the
target and enemies in the surrounding area.
If the Hidden Card effect is active,
deals even greater damage.
Damage increases based on the caster's
base level and CON.
This skill can deal Critical Hits. Critical Chance
for this skill is based on your
Critical Rate.
Consumes 5 bullets.

[Lv 1] : ATK 1050%
ATK 1110%(Hidden Card: Revolver)
ATK 1150%(Hidden Card: Rifle)
Revolver AoE: 5x5 cells/ Rifle AoE: 7x7 cells

[Lv 2] : ATK 1230%
ATK 1350%(Hidden Card: Revolver)
ATK 1430%(Hidden Card: Rifle)
Revolver AoE: 5x5 cells/ Rifle AoE: 7x7 cells

[Lv 3] : ATK 1410%
ATK 1590%(Hidden Card: Revolver)
ATK 1710%(Hidden Card: Rifle)
Revolver AoE: 5x5 cells/ Rifle AoE: 7x7 cells

[Lv 4] : ATK 1590%
ATK 1830%(Hidden Card: Revolver)
ATK 1990%(Hidden Card: Rifle)
Revolver AoE: 7x7 cells/ Rifle AoE: 9x9 cells

[Lv 5] : ATK 1770%
ATK 2070%(Hidden Card: Revolver)
ATK 2270%(Hidden Card: Rifle)
Revolver AoE: 7x7 cells/ Rifle AoE: 9x9 cells
5501.png Midnight Fallen
Max Level: 5
Requirement: The Vigilant at Night 3,
Magazine for One 3, Wild Fire 3

Skill Form: Active
Type: Physical Ranged
Target: Ground (1 cell)
Cast Time: 1s Fixed / 0s Variable
After Cast Delay: 0.8s
Cool Down: 0.7s
AP Recovery: 2
Description: A skill for shotguns, gatling guns
and grenade launchers only. Bombards the
designated area, dealing ranged physical
damage 3 times to enemies in the area.
If the Hidden Card effect is active,
deals even greater damage.
Ignores the target's physical defense.
Damage increases based on the caster's
base level and CON.
Consumes 5 bullets.

[Lv 1] : ATK 3200%
ATK 3600%(Hidden Card: Shotgun)
ATK 3400%(Hidden Card: Gatling)
ATK 3540%(Hidden Card: Launcher)
Shotgun AoE: 5x5 cells/ Gatling AoE: 7x7 cells
Launcher AoE: 9x9 cells

[Lv 2] : ATK 4000%
ATK 4800%(Hidden Card: Shotgun)
ATK 4400%(Hidden Card: Gatling)
ATK 4680%(Hidden Card: Launcher)
Shotgun AoE: 5x5 cells/ Gatling AoE: 7x7 cells
Launcher AoE: 9x9 cells

[Lv 3] : ATK 4800%
ATK 6000%(Hidden Card: Shotgun)
ATK 5400%(Hidden Card: Gatling)
ATK 5820%(Hidden Card: Launcher)
Shotgun AoE: 5x5 cells/ Gatling AoE: 7x7 cells
Launcher AoE: 9x9 cells

[Lv 4] : ATK 5600%
ATK 7200%(Hidden Card: Shotgun)
ATK 6400%(Hidden Card: Gatling)
ATK 6960%(Hidden Card: Launcher)
Shotgun AoE: 7x7 cells/ Gatling AoE: 9x9 cells
Launcher AoE: 11x11 cells

[Lv 5] : ATK 6400%
ATK 8400%(Hidden Card: Shotgun)
ATK 7400%(Hidden Card: Gatling)
ATK 8100%(Hidden Card: Launcher)
Shotgun AoE: 7x7 cells/ Gatling AoE: 9x9 cells
Launcher AoE: 11x11 cells