
Adrenaline |
All Classes |
Lv. 1: When using skills other than mobile and basic attacks, attack power increases by 0.3% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 5%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied.
Lv. 2: When using skills other than mobile and basic attacks, attack power increases by 0.6% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 10%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied.
Lv. 3: When using skills other than mobile and basic attacks, attack power increases by 1% for 6 seconds (stacks up to 6), and when this effect reaches its maximum stack, critical hit rate increases by an additional 15%. This effect is applied after the skill ends if the cooldown time reduction due to skill cancellation is applied. |

All-out Attack |
All Classes |
Lv. 1: Increases holding and casting speed of holding and casting skills by 5% and damage by 4%.
Lv. 2: Increases holding and casting speed of holding and casting skills by 10% and damage by 10%.
Lv. 3: Increases holding and casting speed of holding and casting skills by 20% and damage by 20%. |

Ambush Master |
All Classes |
Lv. 1: Damage +5% for successful back attacks.
Lv. 2: Damage +12% for successful back attacks.
Lv. 3: Damage +25% for successful back attacks. |
Awakening |
All Classes |
Lv. 1: Awakening skill cooldown -10%. +1 Maximum use.
Lv. 2: Awakening skill cooldown -25%. +2 Maximum use.
Lv. 3: Awakening skill cooldown -50%. +3 Maximum use. |
Barricade |
All Classes |
Lv. 1: Damage to foes while shielded +3%.
Lv. 2: Damage to foes while shielded +8%.
Lv. 3: Damage to foes while shielded +16%. |

Broken Bone |
All Classes |
Lv. 1: Damage to staggered foes +7.5%.
Lv. 2: Damage to staggered foes +20%.
Lv. 3: Damage to staggered foes +40%. |

Contender |
All Classes |
Lv. 1: Atk. power +1% for 15s after killing a foe. (Max. 5 stacks)
Lv. 2: Atk. power +1.5% for 25s after killing a foe. (Max. 6 stacks)
Lv. 3: Atk. power +2.5% for 40s after killing a foe. (Max. 7 stacks) |

Crisis Evasion |
All Classes |
Lv. 1: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 15m).
Lv. 2: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 12m).
Lv. 3: When receiving fatal damage, become invincible for 3s, recovering 50% of the damage taken during invincibility as HP. (Cooldown: 9m). |

Crushing Fist |
All Classes |
Lv. 1: Ignore 10% of Defense when attacking staggered enemies.
Lv. 2: Ignore 30% of Defense when attacking staggered enemies.
Lv. 3: Ignore 50% of Defense when attacking staggered enemies. |

Cursed Doll |
All Classes |
Lv. 1: Atk. power +3%. Healing -25%, natural recovery excluded.
Lv. 2: Atk. power +8%. Healing -25%, natural recovery excluded.
Lv. 3: Atk. power +16%. Healing -25%, natural recovery excluded. |

Disrespect |
All Classes |
Lv. 1: Damage to foes with 30% or lower HP +9%.
Lv. 2: Damage to foes with 30% or lower HP +22%.
Lv. 3: Damage to foes with 30% or lower HP +36%. |

Divine Protection |
All Classes |
Lv. 1: When attacked, there is a 20% chance of activing Divine Protection which reduces the damage received by 60%. (Cooldown: 60s)
Lv. 2: When attacked, there is a 20% chance of activing Divine Protection which reduces the damage received by 60%. (Cooldown: 20s)
Lv. 3: When attacked, there is a 20% chance of activing Divine Protection which reduces the damage received by 60%. (Cooldown: 10s) |

Drops of Ether |
All Classes |
Lv. 1: Attacks have a change to create an Ether. (Cooldown: 90s).
Lv. 2: Attacks have a change to create an Ether. (Cooldown: 40s).
Lv. 3: Attacks have a change to create an Ether. (Cooldown: 20s). |
Emergency Rescue |
All Classes |
Lv. 1: Creates a shield of 20% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 300s).
Lv. 2: Creates a shield of 30% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 240s).
Lv. 3: Creates a shield of 50% of maximum health for 6 seconds when HP is less than 30% due to being hit. The shield is not destroyed and when the effect ends, 50% of the remaining shield’s HP is recovered. (Activation cooldown 180s). |

Enhanced Shield |
All Classes |
Lv. 1: Become immune to all Status effects while affected by shields, but -90% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
Lv. 2: Become immune to all Status effects while affected by shields, but -75% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield)
Lv. 3: Become immune to all Status effects while affected by shields, but -50% Shields’ HP and Defensive Stance’s damage absorption amounts. (Not applicable to Battlefield Shield) |

Ether Enhancement |
All Classes |
Lv. 1: Ethers, when obtained, generate additional Ethers with Crit Damage +4%.
Lv. 2: Ethers, when obtained, generate additional Ethers with Crit Damage +12%.
Lv. 3: Ethers, when obtained, generate additional Ethers with Crit Damage +24%. |

Expert |
All Classes |
Lv. 1: Shield and HP recovery effects used on self and party members increase by 6%, and when the target’s HP is below 50%, this effect increases by an additional 3%.
Lv. 2: Shield and HP recovery effects used on self and party members increase by 14%, and when the target’s HP is below 50%, this effect increases by an additional 7%.
Lv. 3: Shield and HP recovery effects used on self and party members increase by 24%, and when the target’s HP is below 50%, this effect increases by an additional 12%. |

Explosive Expert |
All Classes |
Lv. 1: Bomb/grenade Battle Item carrying limit +1.
Lv. 2: Bomb/grenade Battle Item carrying limit +2.
Lv. 3: Bomb/grenade Battle Item carrying limit +3. |

Fortitude |
All Classes |
Lv. 1: Incoming damage is reduced proportional ot HP lost. (Max. 5%)
Lv. 2: Incoming damage is reduced proportional ot HP lost. (Max. 15%)
Lv. 3: Incoming damage is reduced proportional ot HP lost. (Max. 30%) |

Grudge |
All Classes |
Lv. 1: +4% Damage to Boss or higher-ranking foes. +20% Damage from them.
Lv. 2: +10% Damage to Boss or higher-ranking foes. +20% Damage from them.
Lv. 3: +20% Damage to Boss or higher-ranking foes. +20% Damage from them. |

Heavy Armor |
All Classes |
Lv. 1: All Defense +20%. The amount of Defense by Heavy Armor is not affected by effects that cause Defense reduction.
Lv. 2: All Defense +50%. The amount of Defense by Heavy Armor is not affected by effects that cause Defense reduction.
Lv. 3: All Defense +100%. The amount of Defense by Heavy Armor is not affected by effects that cause Defense reduction. |

Hit Master |
All Classes |
Lv. 1: Increases the damage of attacks that do not correspond to back attack or front attack by 3%. This effect does not apply to Awakenings.
Lv. 2: Increases the damage of attacks that do not correspond to back attack or front attack by 8%. This effect does not apply to Awakenings.
Lv. 3: Increases the damage of attacks that do not correspond to back attack or front attack by 16%. This effect does not apply to Awakenings. |

Increased Max MP |
All Classes |
Lv. 1: Max MP +5%.
Lv. 2: Max MP +15%.
Lv. 3: Max MP +30%. |

Keen Blunt Weapon |
All Classes |
Lv. 1: +10% Crit Damage but your attacks have a chance to deal -20% Damage.
Lv. 2: +25% Crit Damage but your attacks have a chance to deal -20% Damage.
Lv. 3: +50% Crit Damage but your attacks have a chance to deal -20% Damage. |

Lightning Fury |
All Classes |
Lv. 1: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 4s. When 5 orbs are created, they explode and damage surrounding foes.
Lv. 2: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 2s. When 5 orbs are created, they explode and damage surrounding foes.
Lv. 3: Attacks have a 60% chance of generating a lightning orb. These lightning orbs can only be generated once every 1s. When 5 orbs are created, they explode and damage surrounding foes. |

MP Regen |
All Classes |
Lv. 1: MP Regen +5%.
Lv. 2: MP Regen +15%.
Lv. 3: MP Regen +30%. |

Magick Stream |
All Classes |
Lv. 1: MP Regen up to +10% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s).
Lv. 2: MP Regen up to +30% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s).
Lv. 3: MP Regen up to +60% every 3s while you are not attacked. This effect is temporarily removed when you are attacked. (Cooldown: 10s). |

Increases Mass |
All Classes |
Lv. 1: Attack speed is decreased by 10%, but attack power is increased by 4%.
Lv. 2: Attack speed is decreased by 10%, but attack power is increased by 10%.
Lv. 3: Attack speed is decreased by 10%, but attack power is increased by 18%. |

Master Brawler |
All Classes |
Lv. 1: Head attack Damage +5%.
Lv. 2: Head attack Damage +12%.
Lv. 3: Head attack Damage +25%. |

Master of Escape |
All Classes |
Lv. 1: Stand up Action Cooldown -4%.
Lv. 2: Stand up Action Cooldown -12%.
Lv. 3: Stand up Action Cooldown -25%. |

Masters’s Tenacity |
All Classes |
Lv. 1: Outgoing damage +3% at 50% or lower HP.
Lv. 2: Outgoing damage +8% at 50% or lower HP.
Lv. 3: Outgoing damage +16% at 50% or lower HP. |

Necromancy |
All Classes |
Lv. 1: Attacks summon temporary soldiers that damage foes. (Cooldown: 75s.)
Lv. 2: Attacks summon temporary soldiers that damage foes. (Cooldown: 30s.)
Lv. 3: Attacks summon temporary soldiers that damage foes. (Cooldown: 15s.) |

Precise Dagger |
All Classes |
Lv. 1: Increases critical hit rate by 4%, but reduces critical damage by 12%.
Lv. 2: Increases critical hit rate by 10%, but reduces critical damage by 12%.
Lv. 3: Increases critical hit rate by 20%, but reduces critical damage by 12%. |

Preemptive Strike |
All Classes |
Lv. 1: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +30% Damage.
Lv. 2: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +80% Damage.
Lv. 3: When attacking Challenge or lower monsters with full HP, your attack is a guaranteed crit with +160% Damage. |
Propulsion |
All Classes |
Lv. 1: Increases the damage of skills except for basic attacks and awakening by 3% for 5 seconds after using a mobile move.
Lv. 2: Increases the damage of skills except for basic attacks and awakening by 8% for 5 seconds after using a mobile move.
Lv. 3: Increases the damage of skills except for basic attacks and awakening by 16% for 5 seconds after using a mobile move. |

Raid Captain |
All Classes |
Lv. 1: Outgoing Damage +10% of basic Move Speed bonus percentage.
Lv. 2: Outgoing Damage +22% of basic Move Speed bonus percentage.
Lv. 3: Outgoing Damage +45% of basic Move Speed bonus percentage. |

Shield Piercing |
All Classes |
Lv. 1: Damage to shields +16%.
Lv. 2: Damage to shields +50%.
Lv. 3: Damage to shields +100%. |

Spirit Absorption |
All Classes |
Lv. 1: Atk. Pow/Move Speed +3%.
Lv. 2: Atk. Pow/Move Speed +8%.
Lv. 3: Atk. Pow/Move Speed +15%. |

Stabilized Status |
All Classes |
Lv. 1: Damage +3% when your HP is above 80%.
Lv. 2: Damage +8% when your HP is above 80%.
Lv. 3: Damage +16% when your HP is above 80%. |

Strong Will |
All Classes |
Lv. 1: Incoming Damage -5% while Pushed.
Lv. 2: Incoming Damage -15% while Pushed.
Lv. 3: Incoming Damage -30% while Pushed. |

Super Charge |
All Classes |
Lv. 1: Charge skills’ charging speed +8%. Damage +4%.
Lv. 2: Charge skills’ charging speed +20%. Damage +10%.
Lv. 3: Charge skills’ charging speed +40%. Damage +20%. |

Vital Point Strike |
All Classes |
Lv. 1: Stagger attack effectiveness +6%.
Lv. 2: Stagger attack effectiveness +18%.
Lv. 3: Stagger attack effectiveness +36%. |

Barrage |
Artillerist |
Lv. 1: Killing a foe in Barrage Mod resets the Cooldowns of all Barrage skills.
Lv. 2: Killing a foe in Barrage Mod resets the Cooldowns of all Barrage skills. Bombardment skill Damage +1%. (Max. 25 stacks)
Lv. 3: Killing a foe in Barrage Mod resets the Cooldowns of all Barrage skills. Bombardment skill Damage +2%. (Max. 25 stacks) |

Firepower Enhancement |
Artillerist |
Lv. 1: Incoming Damage -20%. Crit Rate +(15%, 20%, 25%) depending on the level of the Firepower Buff.
Lv. 2: Incoming Damage -25%. Crit Rate +(20%, 25%, 30%) depending on the level of the Firepower Buff.
Lv. 3: Incoming Damage -30%. Crit Rate +(25%, 30%, 35%) depending on the level of the Firepower Buff. |

Desperate Salvation |
Bard |
Lv. 1: When the recovery effect ends, an additional recovery effect is activated, recovering 8% of your Max HP.
Lv. 2: When the recovery effect ends, an additional recovery effect is activated, recovering 16% of your Max HP.
Lv. 3: When the recovery effect ends, an additional recovery effect is activated, recovering 24% of your Max HP. |

True Courage |
Bard |
Lv. 1: Serenade of Courage makes outgoing Damage +10% and Crit Rate +10%.
Lv. 2: Serenade of Courage makes outgoing Damage +15% and Crit Rate +10%.
Lv. 3: Serenade of Courage makes outgoing Damage +20% and Crit Rate +10%. |

Berserker’s Technique |
Berserker |
Lv. 1: While bursting, Crit Damage +30%. Negates Exhaustion after Burst ends.
Lv. 2: While bursting, Crit Damage +40%. Negates Exhaustion after Burst ends.
Lv. 3: While bursting, Crit Damage +50%. Negates Exhaustion after Burst ends. |

Mayhem |
Berserker |
Lv. 1: When hitting a foe during Burst, recover 0.2% Max HP, and the amount that is recovered increases slightly when hitting multiple foes. (The recovery increase and reduction effects are not applied).
Lv. 2: When hitting a foe during Burst, recover 0.35% Max HP, and the amount that is recovered increases slightly when hitting multiple foes. (The recovery increase and reduction effects are not applied).
Lv. 3: When hitting a foe during Burst, recover 0.5% Max HP, and the amount that is recovered increases slightly when hitting multiple foes. (The recovery increase and reduction effects are not applied). |

Enhanced Weapon |
Deadeye |
Lv. 1: Changing stances enhances your weapon. Crit Rate +20% for 9s.
Lv. 2: Changing stances enhances your weapon. Crit Rate +25% for 9s.
Lv. 3: Changing stances enhances your weapon. Crit Rate +30% for 9s. |

Pistoleer |
Deadeye |
Lv. 1: Damage to foes +20%, but can only use Handgun Stance.
Lv. 2: Damage to foes +30%, but can only use Handgun Stance.
Lv. 3: Damage to foes +40%, but can only use Handgun Stance. |

Remaining Energy |
Deathblade |
Lv. 1: Art does not consume Art Meter for 2s when activated. Atk./Move Speed +6% on Surge. Atk. Power +(8%, 16%, 25%) depending on your Surge level, for 30s.
Lv. 2: Art does not consume Art Meter for 2s when activated. Atk./Move Speed +9% on Surge. Atk. Power +(10%, 20%, 30%) depending on your Surge level, for 30s.
Lv. 3: Art does not consume Art Meter for 2s when activated. Atk./Move Speed +12% on Surge. Atk. Power +(12%, 24%, 36%) depending on your Surge level, for 30s. |

Surge |
Deathblade |
Lv. 1: Deathblade Surge is cast in the max level of Surge Zero Form, regardless of the number of Death Orbs you have. When Arts is activated and skills other than Basic Attacks and Awakening Skills hit, the Surge Enhancement effect is stacked every 0.4 seconds. (Max 20 stacks). This effect causes Deathblade Surge Damage +7.5%. When Death Trance ends, gain Death Orb Meter for each Surge Enhancement effect you have. (5% each)
Lv. 2: Deathblade Surge is cast in the max level of Surge Zero Form, regardless of the number of Death Orbs you have. When Arts is activated and skills other than Basic Attacks and Awakening Skills hit, the Surge Enhancement effect is stacked every 0.4 seconds. (Max 20 stacks). This effect causes Deathblade Surge Damage +7.5% and Atk. Power +0.5%. When Death Trance ends, gain Death Orb Meter for each Surge Enhancement effect you have. (5% each)
Lv. 3: Deathblade Surge is cast in the max level of Surge Zero Form, regardless of the number of Death Orbs you have. When Arts is activated and skills other than Basic Attacks and Awakening Skills hit, the Surge Enhancement effect is stacked every 0.4 seconds. (Max 20 stacks). This effect causes Deathblade Surge Damage +7.5% and Atk. Power +1%. When Death Trance ends, gain Death Orb Meter for each Surge Enhancement effect you have. (5% each) |

Combat Readiness |
Gunlancer |
Lv. 1: Normal skills Damage +20%. Shield Amount +30% in Defensive Stance. Damage +4% for 10s when hit while in Defensive Stance (stacked up to 3 times, once every 1s).
Lv. 2: Normal skills Damage +20%. Shield Amount +40% in Defensive Stance. Damage +5% for 10s when hit while in Defensive Stance (stacked up to 3 times, once every 1s).
Lv. 3: Normal skills Damage +20%. Shield Amount +50% in Defensive Stance. Damage +6% for 10s when hit while in Defensive Stance (stacked up to 3 times, once every 1s). |

Lone Knight |
Gunlancer |
Lv. 1: Gunlance skill Crit Rate +5%. Crit Damage +30%. Battlefield Shield cannot be used. Shield Meter consumption during Defensive Stance +100%.
Lv. 2: Gunlance skill Crit Rate +10%. Crit Damage +40%. Battlefield Shield cannot be used. Shield Meter consumption during Defensive Stance +100%.
Lv. 3: Gunlance skill Crit Rate +15%. Crit Damage +50%. Battlefield Shield cannot be used. Shield Meter consumption during Defensive Stance +100%. |

Peacemaker |
Gunslinger |
Lv. 1: Atk. Speed in Handgun Stance +8%. Crit Rate in Shotgun Stance +15%. Damage to foes +10% and additional Damage +10% to targets with 50% or lower HP for 9s while in Rifle Stance.
Lv. 2: Atk. Speed in Handgun Stance +12% . Crit Rate in Shotgun Stance +20%. Damage to foes +10% and additional Damage +20% to targets with 50% or lower HP for 9s while in Rifle Stance.
Lv. 3: Atk. Speed in Handgun Stance +16%. Crit Rate in Shotgun Stance +25%. Damage to foes +10% and additional Damage +30% to targets with 50% or lower HP for 9s while in Rifle Stance. |

Time To Hunt |
Gunslinger |
Lv. 1: Crit Rate +20% for Handgun and Rifle skills. Unable to use Shotgun Stance.
Lv. 2: Crit Rate +25% for Handgun and Rifle skills. Unable to use Shotgun Stance.
Lv. 3: Crit Rate +30% for Handgun and Rifle skills. Unable to use Shotgun Stance. |

Blessed Aura |
Paladin |
Lv. 1: With Holy Aura, Damage received -10% and 2% of Max HP restored every 2.5s for all party members.
Lv. 2: With Holy Aura, Damage received -15% and 2% of Max HP restored every 2s for all party members.
Lv. 3: With Holy Aura, Damage received -20% and 2% of Max HP restored every 1.5s for all party members. |

Judgment |
Paladin |
Lv. 1: Punishment Damage +15%. When Punishment skill hits, Piery Meter gain +100%. Duration of Sacred Executioner +100%.
Lv. 2: Punishment Damage +20%. When Punishment skill hits, Piery Meter gain +100%. Duration of Sacred Executioner +100%.
Lv. 3: Punishment Damage +25%. When Punishment skill hits, Piery Meter gain +100%. Duration of Sacred Executioner +100%. |

Shock Training |
Scrapper |
Lv. 1: Shock skill Damage +10%. 2% of max Shock energy recovered every 1s.
Lv. 2: Shock skill Damage +15%. 3% of max Shock energy recovered every 1s.
Lv. 3: Shock skill Damage +20%. 4% of max Shock energy recovered every 1s. |

Ultimate Skill: Taijutsu |
Scrapper |
Lv. 1: Natural recovery speed of Stamina Energy +300%. Stamina skill Damage +30%. Shock skill Damage -30%.
Lv. 2: Natural recovery speed of Stamina Energy +450%. Stamina skill Damage +45%. Shock skill Damage -30%.
Lv. 3: Natural recovery speed of Stamina Energy +600%. Stamina skill Damage +60%. Shock skill Damage -30%. |

Demonic Impulse |
Shadowhunter |
Lv. 1: The Composure effect does not activate when Demonize ends. Upon Demonize, Demonic Skill Cooldown is reset.
Lv. 2: The Composure effect does not activate when Demonize ends. Upon Demonize, Demonic Skill Cooldown is reset, and Crit Rate +15% while Demonic Mode is active.
Lv. 3: The Composure effect does not activate when Demonize ends. Upon Demonize, Demonic Skill Cooldown is reset, and Crit Rate +30% while Demonic Mode is active. |

Perfect Suppression |
Shadowhunter |
Lv. 1: Normal Skill Damage +20%. Shadowburst Meter +50% for all Skills. Disables Demonize.
Lv. 2: Normal Skill Damage +25%. Shadowburst Meter +50% for all Skills. Disables Demonize.
Lv. 3: Normal Skill Damage +30%. Shadowburst Meter +50% for all Skills. Disables Demonize. |

Death Strike |
Sharpshooter |
Lv. 1: When using Last Rush, recover 50% of the remaining Hawk Meter. Hit foe damage taken +20% for 8s.
Lv. 2: When using Last Rush, recover 50% of the remaining Hawk Meter. Hit foe damage taken +30% for 8s.
Lv. 3: When using Last Rush, recover 50% of the remaining Hawk Meter. Hit foe damage taken +40% for 8s. |

Loyal Companion |
Sharpshooter |
Lv. 1: Summons Silverhawk MK-II, allowing Move Speed +4%, Silver Hawk’s Basic AoE Radius +60%, Silverhawk’s Basic Attack Damage +50%, and Silverhawk’s summon duration +30%. On basic attack or Wings of Storm hit, foes get a Mark of Death. Foe incoming damage +4%.
Lv. 2: Summons Silverhawk MK-II, allowing Move Speed +4%, Silver Hawk’s Basic AoE Radius +60%, Silverhawk’s Basic Attack Damage +100%, and Silverhawk’s summon duration +60%. On basic attack or Wings of Storm hit, foes get a Mark of Death. Foe incoming damage +8%.
Lv. 3: Summons Silverhawk MK-II, allowing Move Speed +4%, Silver Hawk’s Basic AoE Radius +60%, Silverhawk’s Basic Attack Damage +150%, and Silverhawk’s summon duration +100%. On basic attack or Wings of Storm hit, foes get a Mark of Death. Foe incoming damage +12%. |

Igniter |
Sorceress |
Lv. 1: When Magick Amplification is triggered, normal skills’ Cooldown -50%. During Magick Amplification, Crit Rate +10% and Crit Damage +20%.
Lv. 2: When Magick Amplification is triggered, normal skills’ Cooldown -50%. During Magick Amplification, Crit Rate +17% and Crit Damage +35%.
Lv. 3: When Magick Amplification is triggered, normal skills’ Cooldown -50%. During Magick Amplification, Crit Rate +25% and Crit Damage +50%. |

Reflux |
Sorceress |
Lv. 1: Disables Arcane Rupture, but Damage of skills (except awakening and movement skills) +8% and Cooldown -3%.
Lv. 2: Disables Arcane Rupture, but Damage of skills (except awakening and movement skills) +12% and Cooldown -6%.
Lv. 3: Disables Arcane Rupture, but Damage of skills (except awakening and movement skills) +16% and Cooldown -10%. |

Energy Overflow |
Soulfist |
Lv. 1: Energy does not go below 1, but the additional Energy recovery effect is not applied during Hype. If Energy is below 30%, Damage +5% to foes.
Lv. 2: Energy does not go below 1, but the additional Energy recovery effect is not applied during Hype. If Energy is below 30%, Damage +10% to foes.
Lv. 3: Energy does not go below 1, but the additional Energy recovery effect is not applied during Hype. If Energy is below 30%, Damage +15% to foes. |

Robust Spirit |
Soulfist |
Lv. 1: When using Hype, enters level 3 immediately, and while in Hype Mode, Energy recovery speed +200%. Damage +15%.
Lv. 2: When using Hype, enters level 3 immediately, and while in Hype Mode, Energy recovery speed +200%. Damage +25%.
Lv. 3: When using Hype, enters level 3 immediately, and while in Hype Mode, Energy recovery speed +200%. Damage +35%. |

Deathblow |
Striker |
Lv. 1: Max number of Elemental Orbs +1. Esoteric skills consume all Elemental Orbs and inflict +17% Damage per Elemental Orb consumed.
Lv. 2: Max number of Elemental Orbs +1. Esoteric skills consume all Elemental Orbs and inflict +26% Damage per Elemental Orb consumed.
Lv. 3: Max number of Elemental Orbs +1. Esoteric skills consume all Elemental Orbs and inflict +35% Damage per Elemental Orb consumed. |

Esoteric Flurry |
Striker |
Lv. 1: Esoteric skill damage -15%, but only 1 Elemental Orb is used.
Lv. 2: Esoteric skill damage -8%, but only 1 Elemental Orb is used.
Lv. 3: Only 1 Elemental Orb is used when using Esoteric skill. |

Esoteric Skill Enhancement |
Wardancer |
Lv. 1: Max number of Elemental Orbs +1. Esoteric skills inflict +8% Damage per Elemental Orb you have.
Lv. 2: Max number of Elemental Orbs +1. Esoteric skills inflict +10% Damage per Elemental Orb you have.
Lv. 3: Max number of Elemental Orbs +1. Esoteric skills inflict +12% Damage per Elemental Orb you have. |

First Intention |
Wardancer |
Lv. 1: Damage to foes +15%, but you can no longer gain Elemental Meter.
Lv. 2: Damage to foes +20%, but you can no longer gain Elemental Meter.
Lv. 3: Damage to foes +25%, but you can no longer gain Elemental Meter. |
Attack Power Decrease |
All Classes |
Lv. 1: Decreases Attack Power by -2%.
Lv. 2: Decreases Attack Power by -4%.
Lv. 3: Decreases Attack Power by -6%. |
Attack Speed Decrease |
All Classes |
Lv. 1: Decreases Attack Speed by -2%.
Lv. 2: Decreases Attack Speed by -4%.
Lv. 3: Decreases Attack Speed by -6%. |
Defense Decrease |
All Classes |
Lv. 1: Reduces Defense by -5%.
Lv. 2: Reduces Defense by -10%.
Lv. 3: Reduces Defense by -15%. |
Speed Decrease |
All Classes |
Lv. 1: Reduces Movement Speed by -2%.
Lv. 2: Reduces Movement Speed by -4%.
Lv. 3: Reduces Movement Speed by -6%. |