Job Class
Slayer
Skills

Befisu Bring
Summon an earth spirit to dig a hole to teleport you to another location within 8 meters

Compound Magic
Combine the strength of devil spells and god spells to form a chaotic power. The wizard may choose two magic spells to combine and release. The skills must be learned first to use the corresponding Compound Magic. Selected skills can't be replaced during CD

Compound Magic - Cooldown
All Compound Magic's CD time is shortened by 2 seconds

Dim Wind
Summon a tornado in the designated area, dealing Wind M. DMG of M. ATK * 1680% to all enemy units within range. This skill can be released in the Earth Realm or Fire Rain.

Divine Destruction Slash + Lightning Bolt Smash
Release Divine Destruction Slash on a single enemy target. If there are other enemy units near the target, automatically seek targets and inflict DMG. Each hop reduces DMG by (15- Lightning Bolt Smash skill level *0.5)%% for up to 6 hops

Dynast Brass
A spell cast by the Overlord Strength. Draw a pentacle to summon thunder strikes within a designated area, inflicting Wind Magic DMG of M.ATK *2400% on all enemy units within range.

Earth Spirit Path - Quick
After using Earth Spirit Path, your Move SPD +30% for 3 seconds

Earth Spirit Path + White Barrier
Teleport yourself to another location within 8 meters and cast a White Barrier for yourself.

Element Balance
For wind, earth, water, fire, and ghost attacks, exclude the elemental attribute with the highest value and increase other elemental attributes by their attribute value difference *100% for 15 seconds

Element Balance - CD
[Element Balance] Skill CD -10 seconds

Flame Guardian
Standing in the range of [Fire Pillar], [Flame Guardian] will continuously be added on you. M.DMG as 5 of M.Atk can be absorbed. [Flame Guardian] lasts for 2 seconds

Flame Guardian - Duration
After leaving [Fire Pillar], [Flame Guardian] can last for 6 seconds.

Flame Guardian - Proficient
The effect of [Fire Guardian] absorbing DMG increased by 50%

Flame Route
After use, one [Fire Pillar] will be left at your location every other second. Lasts 13 seconds.

Flame Route - Flame
[Fire Pillar] DMG +30%

Gold Demon King Strength - Resolute
While using the Power of Gold Demon King gain 1%%M.Pen. for every6%HP lost

Heavy Slash
Lock the wizard and a single enemy unit up (unable to perform other operations) and chant for 5 seconds. While casting, the wizard is immune to all controls and interrupting effects. After the chant, deal actual Magic DMG of M.ATK *1500% to the enemy target. If the damage results in death, refresh the skill's CD at once. Otherwise, the wizard dies. The skill defies the Death Resist effect.

Jellyfish Summon
Summon a Jellyfish within the designated area, inflicting Water Magic DMG of M.ATK *1080% per second on all enemy units within range for 20 seconds. Up to 2 Jellyfishs can exist at the same time. The skill also has all Quicksand Vortex related bonuses

Jellyfish Summon - Struggle
Enemy units within the Jellyfish Summoning range have a 100% chance of losing Max HP while moving (Invalid for monsters)

Magic Wind - Earth element
Magic Wind deals extra 60% DMG to enemy units within the Earth Element Field or Jellyfish Summoning range

Magic Wind + Jellyfish Summon
Deals DMG in the specified area based on (Dim Wind + Marina Summon) *0.8 Water and Wind M. DMG, and also applies a debuff based on the levels of the Dim Wind and Marina Summon skills. Lasts 8s.

Spell Casting Banned
Designates an enemy and the surrounding enemies within 4m to make their next skill invalid and enter CD automatically and additionally increases the Cooldown Time of this skill by 8 second(s). The skill effect lasts 12 second(s).

Spiritual Ice Array + Demon Collapse Array
Inflict Water Magic DMG of the Spiritual Ice Array level *120%% on nearby enemy units with a 100%% chance of causing the Freeze effect and adding the current level's Demon Collapse Array effect

Supreme Lightning Bolt Array - Combo
Supreme Lightning Bolt Array has a 80% chance of triggering Lightning Bolt Smash after hitting the enemy

Supreme Lightning Bolt Array + Dragon Slash
Deals DMG in a large area based on the Wind and Fire M. DMG of Drag Slave + Dynast Brass, and deals 20%% sustained DMG for the next 5s. Can also trigger Fire Pillar Attack and Dynast Brass - Combo skill effects.

The Power of Lord of Nightmare
The wizard temporarily receives the Gold Demon King Strength, becoming immune to death for 8 seconds and increasing M.Pen. by 30%. However, at the end of the effect, the wizard will be stunned for 5 seconds

Unlimited
When a wizard releases an offensive skill, there's a 25% chance of skipping skill CD and delay

Water Asphyxia
Reduce a specified enemy unit's Max HP by 20%. If the target is within the Jellyfish Summoning range, reduce extra 20% of Max HP for 20 seconds. Invalid for MVP/Mini

Alight
All fire skills have a 50% chance to inflict Alight status on enemy units hit for 1 second(s), dealing fire M. DMG equal to 100% of M. ATK of the caster every 8 Second(s). Stacks up to 10 layers.

Amplify Magic Power
In the next 30 seconds, Magic skill damage will increases by 50%. When using this skill, one of your wind/earth/water/fire damage will increases by 20%, the effect lasts 30 seconds.
• Amplify Magic Power - Duration [Amplify Magic Power] Duration Time +15 sec

Dam Brass
Explode after hitting the target, causing damage via high speed vibration. Inflict Neutral Physical DMG of M.ATK *500% on a single enemy unit
• Vibrating Bomb - Enhance Make Vibrating Bomb's DMG Up +10%

Dark Magic Proficiency
The wizard is good at all offensive magic spells. For every 1,000 points of base M.ATK, increase his M.Pen. by 2%
• Dark Magic Proficiency - Multi-effect In the Dark Magic Proficiency, for every 1,000 base M.ATK, increase 0.2% extra M.DEF ignoring

Demona Crystal
Form rays with cold air and fire at the enemy, immobiling the target with a 83% chance of freezing nearby enemy units for 15 seconds. Unfrozen enemy targets will receive Water DMG of M.ATK *250%.
• Ice Breaking When the frozen statues triggered by Spiritual Ice Array breaks, immediately deal Water Magic Attribute DMG of (M.ATK40% *Spiritual lce Array Skill Lv) to the frozen target
• Ice Breaking -Damage M.Dmg dealt by breaking ice +15%

Dig Vault
Concentrated stripes of thunderbolt. Touch it and you'll feel an electric shock. Inflict Wind Magic DMG of M.ATK *660% on one enemy unit. If there are other enemy units around the target, Lightning Bolt Smash will automatically seek targets and deal damage. Each hop increases damage by 10% for up to 6 hops. The skill also has all Chain Lightning related bonuses
• Lightning Bolt Smash - Jump Damage caused by each bounce of Lightning Bolt Smash +3%
• Lightning Bolt Smash - Concussion [Lightning Bolt Smash] has a 20% chance of stunning its target for 1 second

Drag Slave
A spell cast by the Red-eyed Devil Sabrenic's power. Inflict Fire Magic DMG of M.ATK *3400% on all enemy units within a long range
• Dragon Slash - Enhance Make Dragon Slash's DMG +5%
• Fire Pillar Attack When Dragon Slash hits the enemy, Summon 1 Fire Pillar under 1random target's feet. The Fire Pillar deals50%Magic DMG every time to all enemy units within the area over time

Energy Coat
Cover your whole body with spiritual energy. Receive 70% Dmg Reduc., Increase M.Dmg by 10%, ignore 5% M.Def; the effect lasts 25 seconds.

Fast Reading Spell
Shorten all skills' Fixed Cast Time by 15% and increase the caster's Gear ASPD by 5%

Fire Ball
Summon a fire ball to attack a single enemy target and all enemy units around it, inflicting Fire Magic DMG of M.ATK *400%. The skill also has all Fire Ball related bonuses
• Flame Ball - Enhance Make Flame Ball’s M.Atk bonus that causes DMG +5% and SP Consumption +3%%

Flare Arrow
Form a flame arrow with magic, inflicting Fire Magic DMG of M.ATK *1500% and a small amount of actual Magic DMG. The skill also has all Fire Bolt related bonuses
• Element Diffusion Make Flame Arrow to splash at 3 nearby targets. Splash DMG is equal to 5% of skill DMG. SP Consumption +25%%
• Flame Arrow - Mastery Flame Arrow skill Delay-0.1 seconds

Flow Break
A spell that removes all but the white magic effect. All enemy units within range are unable to perform Magic DMG type of skills or Auto ATK for 15 seconds. The skill also has all Stasis-related bonuses

Increase Spiritual Recovery
Every 10 sec recovers (30 +2% Max SP) SP and increases SP granted by items by 50%

Light Ball
Fire a light ball to light up the area, uncovering nearby Hiding enemy units for 20 seconds. The skill also has all Sight-related bonuses
• Light Ball - Enhance [Lighting] effective time +20 seconds

Protagonist Halo
Increase your Job EXP received by 50%.

Ragna Blade
A powerful spell cast by the Gold Demon King Strength. Convert the magic into a black blade of light that seems strong enough to sever everything. Inflict 4 times of powerful Magic DMG of M.ATK *1380% of different Attributes on a single enemy unit and 100% cause one Abnormal Status of burn, frozen, stunned, or bleeding. The CD is fixed and can't be shortened. The skill also has all [Tetra Vortex] related bonuses
• Divine Destruction Slash - Fusion Divine Destruction Slash DMG +4%

Recognized Spell
Considerably improve the spellcaster's comprehending of magic, increasing M.Pen. by 20% at an extra SP Consumption of 30% for 120 seconds.
• Recognized Spell -Proficiency During [Recognized Spell] effect SP Cost - 5%

Soul Drain
Increases 20% Max SP. For each enemy killed, recovers (Player Level*30%) SP. Only works on single target skill.

Status Vulnerability
Deals 25% more damage to burning, freezing, stunned and bleeding enemy units
• Status Vulnerability - Enhance [Status Vulnerability]’s effect +3%. Auto Attack has a 3%% chance to inflict Burn, Freezing, Stun or Bleeding on the enemy

Storm Gust
Deals (M.Atk100%) M.Dmg to the target
• Spell Crit auto attacks have a 5% chance to trigger Spell Crit, dealing +10%% damage (Luck increases Crit Rate)
• Auto Attack Igniting Using Flame Heart allows auto attacks to trigger [Alight] as well

Storm Gust
Creates blizzard, dealing (M. ATK *750%) water M. DMG to all enemies in the target area and knocking them back. Has a 15% chance to freeze them for 7 sec
• Storm Gust -Mastery Cast Delay of [Storm Gust]-4%
• Storm Gust - Effect [Storm Gust] Dmg +7%

White Barrier
Cover the caster with thin and transparent ghost power, protecting the caster from all damage except ghost damage. Speed is reduced by 50% while in this stauts. Lasts 5 sec.

White Imprison
Use a thin layer of transparent Ghost power to cover 1 enemy unit, with a 70% chance to immobilize them. In this state, they won't take any DMG other than Ghost DMG. White Prison lasts 5s, after which the target loses 16% HP. When used against an MVP or Mini monster, the DMG is reduced to a fixed amount of HP loss, and it has no DMG negation effect.
• White Imprison - Torment Targets inside [White Imprison] loses 2% of Max HP every second
• White Prison - Enhance Divine Destruction Slash and Dragon Slash can deal 20% DMG to enemy units in the White Imprison state
Runes

Energy Protection Rune
• [Energy Coat] +(20 ~ 200) extra points of Def.
• [Energy Coat] +(1% ~ 10%) extra Def.

Endless Snowstorm Rune
• [Storm Gust] Fixed Cast Time (-0.1 ~ -2) secs.
• [Storm Gust] skill delay (-0.1 ~ -2) secs.
• [Storm Gust] Dmg +(1% ~ 30%).

Frost Curse Rune
• [Stasis] Fixed Cast Time (-0.1 ~ -0.6) secs.
• Target loses (-1 ~ -100) SP each sec during [Stasis].

Quick Sand Confinement - Star Rune
• [Quicksand Vortex] DMG +(1% ~ 30%)
• [Quicksand Vortex] has a (1% ~ 20%) chance of adding [Water Asphyxia]
• [Water Asphyxia] reduces the same percentage of Max SP

Flare Protection - Star Rune
• [Fire Pillar] DMG +(1% ~ 30%)
• [Fire Guardian] DMG Absorption +(1% ~ 30%)
• [Flame Guardian] can absorb all DMG and cannot be dispelled

Soul Vortex Rune
• [Tetra Vortex] deals an extra (1% ~ 30%) Dmg to targets with the armor Element other than Wind, Earth, Water and Fire.
• [Tetra Vortex] applies Burn, Freezing, Stun or Bleed status ignoring Immunity.
• Every 5 seconds, the next auto attack will automatically trigger [Tetra Vortex] Lv. 10

Nether Prison Rune
• [White Imprison] success rate +(10% ~ 30%).
• [White Imprison] makes the target lose (1% ~ 5%) of Max SP every second.
• [White Imprison] forces the target's armor to become Ghost type.

Cretaceous Barrier Rune
• [White Barrier] Move Spd Deduction decreases by (10% ~ 30%).
• Recover (1% ~ 5%) max SP each second under [White Barrier] status.
• Remove all chants under [White Barrier] status.

Thunder Lightning Rune
• [Chain Lightning] Dmg +(1% ~ 30%).
• When casting an Auto Attack, there’s a (1% ~ 15%) chance of using [Chain Lightning] Lv.10 automatically.
• Jumps of [Chain Lightning] no longer increase damage. Damage dealt to all targets depends on the max number of jumps.
