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.
- You start as Novice and change to Gunslinger with job level 10.
- As Gunslinger base level 99 and job level 70 you change to Rebellion.
- As Rebellion base level 200 and job level 70 you change to Night Watch.
Gunslinger
Skills | ||
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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% |
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 |
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. |
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 |
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. |
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% |
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 |
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 |
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 |
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 |
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 |
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 |
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 | ||
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. |
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. |
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% |
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% |
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 |
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) |
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 |
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 |
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. |
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. |
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 |
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 |
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. |
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. |
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 |
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% |
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 |
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 |
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% |
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 | ||
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 |
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 |
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 |
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 |
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 |
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)% |
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 |
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)% |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |