Introduction[]
This page lists the currently available Subrace and Tier 3 classes. Each section includes a list of skills for each subrace/class and relevant details for those skill.
Subraces[]
General Subrace Information[]
All subrace armours do the following:
- Compress two elements.
- Provide an additional "Subrace No-Drop" that takes up its own exclusive slot for Guardians.
- Additionally, the strongest skills of all subraces are locked to Guardians.
The table below lists the builds that are typically associated with each subrace:
Subrace Build Vampire Pure Mages Werewolf Non-Mages Werepyre INT Hybrid Sol Neko FD Beastmasters Luna Neko FD 100-Proc
Vampire[]
Vampire is recommended for Pure Mages.
Vampire Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Vengeance | 0 | Passive | All | All player (normal attacks, specials, spells, and skills), pet, and guest attacks deal +10% damage vs. Werewolves. |
Blood-Letting | 1 | Toggle | All | Costs 20% Melee in SP per turn (78 at 150). After attacking in this armour, attempts to inflict a Power: (0.2*[Hits]/[Attempts]) Bleed. This has +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. |
Drink | 2 | Passive | Guardian | If monster is Bleeding, heals the player's HP equal to 25% of Bleed damage dealt. |
Alluring Presence | 3 | Toggle | All | Pays ~9% Melee in MP per turn (47 at 150) to gain CHA (+50 at 150). |
Mesmerize | 4 | Active (Quickcast) | Guardian | Can only be used twice per turn. Costs 50% Melee in SP per use (196 at 150). Deals no damage and does not hit. Attempts to inflict a 100% Control for 1.0982 turn(s). This has +20 Save Bonus, player CHA/LUK vs. monster CHA/LUK. |
Children of the Night | 5 | Active | All | Summons a guest: Bat Swarm
[Variant Primary Resist] Guest. Deals -50% damage and attempts to inflict the following effects:
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Mist Form | 6 | Active | Guardian | Healing spell. Deals 0.85x damage. Deals -50% damage and applies a +20 MRM Defense Boost for 3 turns. |
Eldritch Attunement | 7 | Passive | All | Gain 5% Melee in MP each turn (26 at 150). |
Ancient Wisdom | 8 | Toggle | Guardian | Pays ~9% Melee in MP per turn (47 at 150) to gain INT (+50 at 150). |
Nightfall | 9 | Active | All | [Variant Primary Resist] Spell-Type SP skill. EleComp increases skill damage. |
Evolve | 10 | Toggle | Guardian | If resources are available, pays 50% Melee in SP and 25% Melee in MP per turn (196 SP; 131 MP, at 150) to apply the following effects:
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Vampire Variants:
Variant | Primary Resist | Secondary Resist | ||
---|---|---|---|---|
No-Drop/Advanced Vamp | Darkness | 39 | Wind | 42 |
Blue Blood | Water | 39 | Light | 42 |
Chthonian Count | Earth | 39 | Ice | 42 |
Psionic Vampire | Energy | 39 | Darkness | 42 |
Vampyro (Z-Tokens) | Fire | 39 | Water | 42 |
Location: Travel Map -> Darkovia Forest -> Vampire Castle
Info-Subs: Link
Werewolf[]
Werewolf is recommended for Non-Mages.
Werewolf Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Vengeance | 0 | Passive | All | All player (normal attacks, specials, spells, and skills), pet, and guest attacks deal +10% damage vs. Vampires. |
Wolf Claws | 1 | Active | All | Perform an enhanced weapon-based attack. Pays 100% Melee in SP (392 at 150) and attempts to inflict a Power: 1 Bleed. This has +0 Save Bonus, player MainStat/LUK vs. monster END/LUK. |
Lycan Healing | 2 | Passive | Guardian | Heals 0.25% of your max HP each turn. |
Lycan Reflexes | 3 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain DEX (+50 at 150). |
Snarl | 4 | Active (Quickcast) | Guardian | Can only be used twice per turn. Costs 50% Melee in SP per use (196 at 150). Deals no damage and does not hit. Attempts to inflict a 39.7% Fear for 3 turns. This has +20 Save Bonus, player MainStat/LUK vs. monster CHA/LUK. |
Call Pack | 5 | Active | All | Calls a guest: Werewolf
[Variant Primary Resist] Guest. Deals -16.47% damage and attempts to inflict a -(2*[Hits]) MRM DefLoss for 2 turns. This has +0 Save Bonus, player CHA/LUK vs. monster DEX/LUK. |
Healing Howl | 6 | Active | Guardian | Standard Healing spell. Deals 0.85x damage. Uses END for stat bonuses. |
Lycan Vigor | 7 | Passive | All | Regenerates 5% Melee in SP each turn (20 at 150). |
Lycan Strength | 8 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain STR (+50 at 150). |
Wolf Fangs | 9 | Active | All | [Variant Primary Resist] Spell-Type skill. Follows weapon damage type. EleComp increases skill damage. |
Become the Beast | 10 | Toggle | Guardian | If resources are available, pays 75% Melee in SP per turn (294 at 150) to apply the following effects:
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Werewolf Variants:
Variant | Primary Resist | Secondary Resist | ||
---|---|---|---|---|
No-Drop/Advanced Werewolf | Earth | 39 | Light | 42 |
Rage Beast | Fire | 39 | Wind | 42 |
Predator of the Night | Darkness | 39 | Energy | 42 |
White Howler | Ice | 39 | Earth | 42 |
Golden Fang (Z-Tokens) | Light | 39 | Water | 42 |
Location: Travel Map -> Darkovia Forest -> Werewolf Lair
Info-Subs: Link
Werepyre[]
Werepyre is recommended for INT Hybrids (with an emphasis on STR/INT/LUK Hybrids). While it is intended for STR/INT Hybrids, the standards when the armour was made means that LUK is hardcoded to be a part of accuracy calculations. However, DEX/INT Hybrids will be able to benefit from the strongest parts of Werepyre without needing LUK for accuracy.
Werepyre Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Force of the Night | 0 | Toggle | All | All Melee/Magic attacks (weapon, armour, spells) use STR/INT for damage and STR/INT/LUK for accuracy i.e. "Hybrid Stats". Additionally, Magic weapons deals 4/3x damage.
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Superior Claw | 1 | Active | All | Weapon-based skill. Follows weapon damage type. Seeks between [Variant Primary Resists]. Cost is split between SP and MP. Deals -50% damage and attempts to inflict a Power: 1 Bleed. This has +0 Save Bonus, player Max[STR,INT]/LUK vs. monster END/LUK. EleComp reduces skill cost (75 SP; 100 MP at 150). |
Invigorating Rage | 2 | Passive | Guardian | Heals HP equal to 5% of damage dealt (2.5% for Spells/Spell-Type skills). |
Deadly Predator | 3 | Toggle | All | Pays 12.5% Melee in SP per turn (49 at 150) to gain STR/INT (+35 each at 150). |
Terror | 4 | Active (Quickcast) | Guardian | Can be used once per turn. Costs 25% Melee in SP and MP (98 SP; 131 MP, at 150). Deals no damage and does not hit. Attempts to inflict a -35.7% Panic. This has +0 Save Bonus, player Max[STR, INT]/LUK vs. monster CHA/LUK. |
Summon Wolfbat Swarm | 5 | Active | All |
Summons a guest: Wolfbat Swarm Attacks seek between [Variant Primary Resists] and have a +10 BtH lean. Can toggle between two modes:
|
Lunar Vigor | 6 | Active | Guardian | Healing Spell. Costs 50% Melee in SP and MP (196 SP; 261 MP at 150). Uses Hybrid Stats for damage. Deals 0.85x damage. |
Unstoppable | 7 | Passive | All | Automatically removes any Stun-type effects (Fear, Daze, Paralyze, etc.) at the start of player's turn. The first time that this passive activates it is free. Subsequent activations will cost 100% Melee in SP (392 at 150). |
Bloodlust | 8 | Toggle | Guardian | If not already full, gain an additional ~10% Melee in SP and/or MP per turn (40 SP; 53 MP at 150). This costs 12.5% Melee in HP per resource regenerated per turn (44 each at 150). |
Dual Fangs | 9 | Active | All | Spell-Type skill. Follows weapon damage type. Seeks between [Variant Primary Resists]. Costs 50% Melee in SP and MP (196 SP; 261 MP at 150). EleComp increases skill damage. |
Become the Beast | 10 | Toggle | Guardian | All Melee/Magic attacks use Hybrid Stats. If resources are available, pays 50% Melee in SP and MP per turn (196 SP; 261 MP, at 150) to apply the following effects:
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Werepyre Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced Werepyre | Earth | Darkness | 40 |
Golden Horror | Wind | Light | 40 |
Malicious Devil | Fire | Energy | 40 |
Heartless Beast | Water | Ice | 40 |
Location: Travel Map -> Darkovia Forest -> Werepyre Hideout
Info-Subs: Link
Sol Neko[]
Sol Neko is recommended for FD Beastmasters (with an emphasis on FD (Lucky) Beastrangers).
Neko as a subrace is unique in that you can freely mix and match both Sol and Luna Nekos without any downsides.
Sol Neko Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Neko Charges | N/A | Passive | All | Generates "Sol Charges" passively based on Subrace Level (4 Sol Charges at lv 10). These charges are used for other Subrace skills. |
Natural Empathy | 0 | Passive | All | Companions deal +5% damage. |
Sol Claw | 1 | Active | All | Spell-Type skill. Has 1 hit. Seeks between [Variant Primary Resists]. Follows weapon damage type. Uses CHA for damage and CHA/DEX/LUK for BtH. Costs 125% Melee in SP (490 at 150). EleComp increases skill damage. Generates 1 Sol Charge. |
Nine Lives | 2 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain LUK (+50 at 150). |
Feline Superiority | 3 | Passive | All | Companions gain +4.25 BtH. |
FURocity | 4 | Toggle | Guardian | Increases damage taken lean by +0.2. Companions attempt to inflict a Power: 0.168*[GuestMod]*[Hits]/[Attempts] Bleed until the monster makes a save. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK. [GuestMod] = 1.5 for Guests, 1 otherwise. |
Animal Magnetism | 5 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain CHA (+50 at 150). |
Feline Fine | 6 | Active | Guardian | Quickcast skill. Consumes 40 Sol Charges to heal 100% Melee in SP (395 at 150). |
Elenyantal Attunement | 7 | Toggle | All | Increases damage taken lean by +0.2. Companions attempt to inflict a Power: 1.4*[Hits]/[Attempts] [Companion Element] Burn for (2*[GuestMod]) turns. This has +10 Save Bonus, player CHA/LUK vs. monster END/LUK. [GuestMod] = 1.5 for Guests, 1 otherwise. |
Purrfect Malice | 8 | Passive | Guardian | Burns and Bleeds deal +25% damage. |
Cataclysm | 9 | Active | All | Quickcast skill. Consumes 40 Sol Charges to increase Companion damage by +100% for the turn. Must have a Sol Neko variant equipped to gain this effect. |
Nekoverlord | 10 | Active | Guardian | Spell-type Skill. Follows weapon damage type. Has 4 hits. Seeks between [Variant Primary Resists]. Has no cost. Deals -62.5% damage. Uses CHA for damage and CHA/DEX/LUK for BtH. EleComp increases skill damage. Generates 1 Sol Charge. If monster is Burning and/or Bleeding, consumes all Burns and/or Bleeds to increase damage dealt:
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Sol Neko Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced | Earth | Light | 40 |
Cougar | Ice | Energy | 40 |
Lion | Fire | Water | 40 |
Solid Gold | Wind | Darkness | 40 |
Location: Travel Map -> Sail East -> Travel South -> Haven -> Become a Neko!
Info-Subs: Link
Luna Neko[]
Luna Neko is recommended for FD 100-Proc builds.
Neko as a subrace is unique in that you can freely mix and match both Sol and Luna Nekos without any downsides.
Luna Neko Abilities:
Skill | Subrace Level | Type | Availability | Description |
---|---|---|---|---|
Neko Charges | N/A | Passive | All | Generates "Luna Charges" passively based on Subrace Level (4 Luna Charges at lv 10). These charges are used for other Subrace skills. |
Apex Hunter | 0 | Passive | All | 100-Procs deal +5% damage. |
Luna Claw | 1 | Active | All | Spell-Type skill. Follows weapon damage type. Has 1 hit. Seeks between [Variant Primary Resists]. Costs 125% Melee in SP (490 at 150). EleComp increases skill damage. Generate 1 Luna Charge. |
Nine Lives | 2 | Toggle | Guardian | Pays ~9% Melee in SP per turn (35 at 150) to gain LUK (+50 at 150). |
Feline Superiority | 3 | Passive | All | 100-Procs gain +4.25 BtH. |
FURocity | 4 | Toggle | Guardian | Increases damage taken lean by +0.2. 100-Procs attempt to inflict a Power: (0.42*[Hits]/[Attempts]) Bleed until the monster makes a save. This has +10 Save Bonus, player MainStat/LUK vs. monster END/LUK. |
Neko's Grace | 5 | Toggle | All | Pays ~9% Melee in SP per turn (35 at 150) to gain DEX (+50 at 150). |
Feline Fine | 6 | Active | Guardian | Quickcast skill. Consumes 40 Luna Charges to heal 100% Melee in SP (395 at 150). |
Elenyantal Attunement | 7 | Toggle | All | Increases damage taken lean by +0.2. 100-Procs attempt to inflict a Power: (1.4*[Hits]/[Attempts]) [Weapon Element] Burn for 5 turns. This has +10 Save Bonus, player MainStat/LUK vs. monster DEX/LUK. |
Purrfect Malice | 8 | Passive | Guardian | Burns and Bleeds deal +25% damage. |
Cataclysm | 9 | Active | All | Quickcast skill. Consumes 40 Luna Charges to increase 100-Proc damage by +100% for the current turn. Must have a Luna Neko variant equipped to gain this effect. |
Nekoverlord | 10 | Active | Guardian | Spell-type Skill. Follows weapon damage type. Has 4 hits. Seeks between [Variant Primary Resists]. Has no cost. Deals -50% damage (-62.5% if Magic). EleComp increases skill damage. If monster is Burning and/or Bleeding, consumes all Burns and/or Bleeds to increase damage dealt:
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Luna Neko Variants:
Variant | Primary | Resists | |
---|---|---|---|
No-Drop/Advanced | Water | Darkness | 40 |
Leopard | Ice | Wind | 40 |
Tiger | Fire | Earth | 40 |
Solid Gold | Energy | Light | 40 |
Location: Travel Map -> Sail East -> Travel South -> Haven -> Become a Neko!
Info-Subs: LinkTier 3 Classes[]
General Tier 3 Class Information[]
Tier 3 Classes are endgame classes, and come with 20 skills each.
The full power of Tier 3 classes are mutually exclusive, due to key skills being Title-Locked, requiring the player's class title to be the specific Tier 3 class to gain access to.
Paladin[]
Paladin is a generalist Class, suitable for any builds. Its specialization lies in combat against Undead and Demons (henceforth known as Favoured Foes). As a result, many of its abilities have downtriggers. Due to its generalist design, it is near-impossible to fully utilize its skillset.
In general, when triggered:
- Undead: Full effect.
- Demons: 2/3 effect.
- For the sake of brevity, triggers will only list their values vs Undead, unless additional effects are lost vs Demons. Downtriggers are also assumed for all non-passive skills.
- For example, if an entry says +10% damage vs Undead, it would deal +6.67% damage against Demons, and -5% damage against everything else.
Skill | Level | Type | Availability | Description |
---|---|---|---|---|
Resonant Interference | 0 | Passive | Title | Deal +5% damage and gain +3 MRM against Undead. |
Paladin Armaments | 1 | Active | All | Equips Radiant Edge and Resonant Bulwark temporary Weapon/Shield. Automatically unequips both when switching from Paladin.
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Resplendent Surge | 2 | Active | Guardian | Light Spell-Type skill. EleComp increases skill damage. Deals -50% damage. Attempts to inflict a (20*[EleComp]*[LightRes]) Blind for 3 turns. This has +0 Save Bonus, player [Stat]/LUK vs. monster END/LUK.
Damage type, cost, and major stat depend on variant:
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Searing Radiance | 3 | Toggle | All | Pays 25% Melee in SP (98 at 150) for all weapon-based attacks in this armour to:
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Redeemer's Conviction | 4 | Passive | Guardian | Passive lowers Favoured Foe BtH by 9.
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Resonant Smite | 5 | Active | All | Light Weapon-based skill. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Deals +25% damage if the monster if Burning or Blinded, or +30% if both are present. Deals -20% damage otherwise. |
Paladin Reinforcements | 6 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Harmonic Might | 7 | Toggle | All | Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
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Lay On Hands | 8 | Active | Guardian | Quickcast Healing Spell/SPell. Comes in two stages:
Cost and stats used depends on variant:
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Unwavering | 9 | Passive | Title | All incoming damage from Favoured Foes is calculated using this armour's (and Redeemer's Bulwark, if equipped) Light resistance. Potency depends on enemy:
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Defiance | 10 | It's complicated. | Title + Guardian | If enemy is within 20 levels of armour, gain 1 Charge per turn. Can toggle to pay 10% Melee in SP (39 at 150) per turn to gain an additional 2 per turn. Can hold up to 50 charges at once.
Starting at 10 charges, the player will survive any lethal damage with 1 HP until the start of their next turn. Additionally disables all turn-skipping effects for one turn. Gain extra benefits if over 10 charges, chosen before triggering Defiance:
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Overwhelming Aura | 11 | Passive | All | Gain +20 Omni Potence against Undead.
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Mantra of Alignment | 12 | Toggle (Once per battle) | Title + Guardian | Change the armour's lean:
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Summon Steed | 13 | Active | All | Light Weapon-based skill. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Has 3 verions:
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Righteous Surge | 14 | Active | Guardian | Light Weapon-based skill. Follows weapon damage type. EleComp reduces SP cost (104 for Me/Ra, 202 for Ma at 150). Becomes stronger the less HP the player has remaining. Has 3 versions:
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Inner Light | 15 | Active | Title | Light Spell/SPell. EleComp increases spell damage. Has 3 versions:
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Resilient Aura | 16 | Passive | All | Gain +20 Omni Status Resistance against Undead.
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Inspiring Radiance | 17 | Toggle | Guardian | Pays 12.5% Melee in SP (49 at 150) per turn. While toggled:
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Redeemer's Might | 18 | Active | Guardian | Overcharged Light Weapon-based skill. Deals +26.625% damage. EleComp reduces SP cost (352 for Me/Ra, 450 for Ma at 150). Attempts to inflict a (25*[LightRes])% Daze for 5 turns. This has +0 Save Bonus, player [Stat]/LUK vs. monster CHA/LUK. Save Bonus depends on enemy:
Damage type, stats, and major roll depend on variant:
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Sunscale's Legacy | 19 | Active (Once per battle) | Guardian | Overcharged Spell-Type skill. Pays an additional 100% Melee in SP. Seeks between Light and Fire. EleComp increases skill damage (assumes Light damage). Attempts to inflict a Power: (6*[EleComp]) [Element] Burn for [Hits] turns. This has +0 Save Bonus, player Mainstat/LUK vs. monster DEX/LUK. Overall skill performance depends on enemy:
Damage type depends on variant:
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Righteous Judgement | 20 | Active | Title + Guardian | Overcharged Light Weapon-based skill. Follows weapon damage type. Deals +100% damage. EleComp reduces SP cost (349 for Me/Ra, 447 for Ma at 150). SP Cost is paid in two stages:
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Necromancer[]
Necromancer is a specialized Class (rather generalist like Paladin). In particular it caters towards Mages, Beastmasters, and of course Beastmages. Unlike Paladin, Necromancer does not target a specific enemy type (Undead/Demons), but instead primarily revolves around inflicting, consuming, and cleansing statuses to provide a variety of damaging, defensive and restorative effects.
Note: Necromancer currently has a number of bugs that have not been resolved, resulting in unintended performance (both good and bad). Most notably, "Deathwalker" does not function as intended. It will still be an extremely powerful armour even after all the problems are fixed.
Skill | Level | Type | Availability | Description |
---|---|---|---|---|
Hexpertise | 0 | Passive | Title | +5 Omni Status Potence. |
Fear | 1 | Active | All | Spell/SPell. EleComp increases spell damage. Deals -50% damage. Attempts to inflict a (50*[Res])% Fear for 4 turns. This has +0 Save Bonus, player CHA/LUK vs. monster CHA/LUK. Comes in 3 versions:
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Raise Skeleton | 2 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Anima Ward | 3 | Passive | Title | The first time the armour is equipped in battle, gain a Barrier equal to 100% Melee, which is treated as a spell. Can Lucky Strike.
Stat Scaling Depends on Variant:
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Grievous Weave | 4 | Toggle | Guardian | Pays 25% Melee in SP (98 at 150) for all Spells cast in this armour to:
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Undead Giant | 5 | Active | All | Overcharged Spell-Type Skill. Follows weapon damage type and element. Can be interrupted with weapon specials. +50% damage. Deals an additional +15% damage for each of the following statuses: Fear, Bleed, Paralyze. If no statuses are present, deals -15% damage. Costs 175% Melee in SP (686 at 150) regardless of variant.
Stats used depend on version:
|
Wraithwork | 6 | Active | Guardian | Lets you choose between 3 Guests:.
Upkeep depends on variant:
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Absorb Hexes | 7 | Active | All | Heal Spell. Healing and cost is conditional:
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Necromancer's Presence | 8 | Toggle | Guardian | Pays 12.5% Melee in SP (48 at 150) to gain stats based on variant:
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Death's Resilience | 9 | Passive | All | Gain +6.7 Omni Status Resistance and take -3.33% damage for each status of the following statuses on the enemy: Fear, Bleed, Burn. |
Deathwalker | 10 | It's complicated. | Guardian | If enemy is within 20 levels of armour, gain 1 Charge per turn. Can toggle to pay 25% Melee in SP (49 at 150) per turn to gain an additional 10 per turn. Can hold up to 50 charges at once. If capped, each charge instead becomes 12.5% Melee as MP (58 at 150).
Upon death, instead of dying, equips Deathwalker armour. Can also manually equip Deathwalker at 10+ charges. Deathwalker will not be documented due to its extremely buggy and barely functional nature. |
Grasp Essence | 11 | Active | Title | Darkness Spell. EleComp increases spell damage. No cost. Comes in 3 versions:
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Anima Attunement | 12 | Toggle (Once per battle) | Title + Guardian | Change the armour's lean:
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Haunting | 13 | It's complicated. | Guardian | Darkness Spell/SPell. EleComp increases spell damage. Comes in 3 versions:
Cost and stats used depend on version:
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Curses and Countercurses | 14 | Passive | Guardian | +2.5 Omni Status Potence and Resistance. |
Spiritual Amplification | 15 | Toggle | All | Pays 25% Melee in SP (98 at 150) to boost certain types of damage:
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Twin Summoning | 16 | Active | Guardian | Gain access to one of 3 Pets, taking up its own unique slot in your inventory:
Toggle upkeep depends on variant:
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Mana Quickening | 17 | Active (Once per battle) | All | Pays 100% Melee in HP (348 at 150), and 125% Melee in SP (490 at 150) to gain 250% Melee in MP (1306 at 150), and gain a 0.7857x damage taken Omni Eleshield effect for 1 turn. |
Aggressive Anima Ward | 18 | Passive | Title + Guardian | After using any damaging spell, gain a Barrier equal to 25% Melee. This effect is considered a Spell for modifiers.
Stat Scaling depends on variant:
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Deathless Abomination | 19 | Active | Title | Overcharged Spell-Type skill. Follows weapon damage type and element. Cannot Lucky Strike. Comes in two stages:
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Deathless Legion | 20 | Active | Title + Guardian | Comes in two stages:
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