When attacking with normal attacks, there is a certain chance to gain cells.
When 5 cells are accumulated, acquire a random scroll that provides a certain buff.
(Brutality: Increases Physical attack by 20% for 30 seconds / Tactical: Increases skill cooldown speed by 20% for 30 seconds / Survival: Incoming damage reduced by 5% for 30 seconds)
There are ranks for this skill, and the higher the rank, the higher the damage dealt.
RebirthSwap
When swapping, throws multiple daggers in a radial direction that push enemies away and deal Magic damage with a 10% chance to inflict Wound.
Always held: 0 · Select 2 of 19 random candidates
Base skill selection; conditional changes are described in the effects.
Assault Shield ⅡCooldown: 8 s
Charges with a shield, dealing Physical damage to colliding enemies.
When hit while charging, nullifies the damage and counter attacks with the shield, dealing Physical damage.
Phaser ⅡCooldown: 8 s
Instantly moves behind the nearest ground target and attacks with the assassin's dagger, dealing Physical damage.
Powerful Grenade ⅡCooldown: 9 s
Throws a grenade that causes a massive explosion, dealing Magic damage.
Broadsword ⅡCooldown: 12 s
Swings a slow, heavy sword that deals Physical damage.
Ice Crossbow ⅡCooldown: 16 s
Fires a freeze-inflicting arrow that deals Magic damage.
Holding down the button initiates concentration, and when fully completed, the skill damage is reduced but fires 4 piercing arrows that deal Crit damage.
Spartan Sandals ⅡCooldown: 6 s
Kick an enemy that’s in front of you to deal physical damage.
Enemies that collide with a wall take additional damage.
Wave of Denial ⅡCooldown: 7 s
Create a Wave of Denial in front of you to deal magic damage.
Enemies that collide with a wall take additional damage.
Heavy Crossbow ⅡCooldown: 9 s
Fire a number of arrows forward, dealing physical damage.
Light Speed ⅡCooldown: 10 s
Quickly charge forward and deal physical damage.
Tap the button again to return to your previous location, dealing additional physical damage.
Sonic Carbine ⅡCooldown: 11 s
Holding down the button fires multiple arrows, dealing Physical damage.
Cluster Grenade ⅡCooldown: 12 s
Throw a grenade that splits into 6 bombs, dealing magic damage.
Front Line Shield ⅡCooldown: 12 s
Block the next incoming attack and strike the enemy with the shield, dealing physical damage.
If the counterattack is successful, increase physical damage done by 40% for 10 seconds.
Rampart ⅡCooldown: 12 s
Block the next incoming attack and strike the enemy with the shield, dealing physical damage.
If the counterattack is successful, gain a 15 HP barrier for 10 seconds.
Blood Sword ⅡCooldown: 13 s
Swing the Blood Sword, dealing Physical damage to nearby enemies and inflicting Wound.
Fire Grenade ⅡCooldown: 15 s
Throw a grenade that causes a flame explosion, dealing Magic damage and inflicting Burn.
Symmetrical Lance ⅡCooldown: 15 s
Thrust with the Symmetrical Lance to deal physical damage.
If you defeat 2 or more enemies at once with the Symmetrical Lance, the next attack with the Symmetrical Lance will be a critical hit.
Wolf Trap ⅡCooldown: 18 s
Drop 2 traps.
Each trap deals Physical damage and stuns enemies that step on it.
Enemies that step on the trap receive 30% amplified damage.
Double Crossb-o-matic ⅡCooldown: 18 s
Summon a turret that fires arrows at nearby enemies, dealing physical damage.
Cleaver ⅡCooldown: 18 s
Drop a circular saw trap, dealing Physical damage with a 3% chance to inflict Wound on enemies.
Attack affinity
Physical
Its main attacks deal physical damage.
Magic
Its main attacks deal magic damage.
Status effects
Stun
Stun
Briefly stops the target's actions and movement. The base duration is 1.5 seconds; reapplying it refreshes the duration. Stun itself deals no damage.
Duration depends on the applier's duration modifiers and the target's status resistance. Invulnerable targets reject new applications, and Unstoppable blocks Stun and Freeze. Bosses are not universally immune.
Freeze
Freeze
Freezes the target, stopping movement and animation. The base duration is 3 seconds. After the first 0.3 seconds, one qualifying damage hit ends a normal Freeze. Status damage and designated exempt attacks do not count.
Reapplying resets the duration and the hits needed to break free. Equipment and inscriptions can change the duration and hit allowance; the target's resistance affects duration. Freeze itself has no base damage and cannot be newly applied to invulnerable or Unstoppable targets.
Burn
Burn
Periodically deals magic damage to the burning target and nearby targets. The base duration is 10 seconds, with damage every 2 seconds and an initial tick just after application. Base damage per tick is 8 to the burning target and 16 as ember damage to nearby targets.
Reapplying refreshes the duration. Base Burn damage is not multiplied by the stack count and cannot critically hit. Ember damage does not itself apply Burn to nearby targets. Actual damage depends on attack stats, target resistance and related effects. Invulnerable targets reject new applications.
Wound/Bleed
Wound/Bleed
Applying Wound again to a wounded target triggers one hit of physical Bleed damage and removes the Wound. Bleed has 40 base damage; it is not damage over time. An ordinary hit alone does not trigger Bleed.
Wound has no normal short timed expiry. Bleed cannot critically hit by default, but related effects can allow it. The upgraded Excessive Bleeding inscription can trigger enhanced Bleed, multiplying Bleed damage by 1.55. Actual damage and the enhanced Bleed chance depend on stats, resistance and related effects. Invulnerable targets reject new applications.
Game wording, site translations and explanations are kept distinct. Site text in every language is subject to review. AI review is not human review; unrecorded checks remain unknown.
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