Awakening of All Classes

Awakening of All Classes

The primal power within the Emerald Heart awakens the heroes' bloodline, granting them an ancient and mysterious inheritance. Through this awakening, the heroes master their [Pros], and upon choosing their [Pros], they will learn new skills.

Pro Skills Overview:

Specific gameplay, values, and effects will be subject to updates in the game.

Class Pro Name Pro Type Skill Name Effects
Warrior

[Mad Sword]
The dormant, untamed power within the bloodline is ignited, transforming into the fearless and indomitable Mad Sword. This new skill takes the form of a relentless dual-sword assault, with sword strikes like a storm that no one can withstand!

Active Mad Sword

After executing a combo skill, the Warrior enters a Breaking state for several seconds. After using Whirlwind, the Warrior enters a Spinning state for several seconds. These two states cannot coexist.

Slash: The Warrior can unleash Breaking Slash - leaping toward the target, the Warrior spins and cleaves all enemies in the path with dual blades, dealing physical damage and generating strike counts. This damage has a piercing effect, hitting both the target and their converged Eudemons.

Spinning: The Warrior can unleash Spinning Blade - throwing a blade of war into the target area, which lasts for several seconds. The blade will spin within the target area, dealing physical damage to enemies within range every second and generating strike counts.

Passive Blade Heart

Hitting an enemy with any skill grants the Warrior 1 stack of Precision Mark, with each stack increasing damage. Upon reaching a certain number of stacks, casting Breaking Slash or Spinning Blade will enhance the effects.

Breaking Slash: Increases both the slash damage and the number of strike counts.

Spinning Blade: Extends the blade's duration in the target area.

Paladin

[Tribulation]
When the Paladin embraces the light, the light responds in kind, transforming them into judicators to deliver judgment upon all evil!

Active Holy Descend

After chanting for 2s, a Destructive Pillar is summoned to the target area, dealing magic damage to all enemies within range. Additional damage and a stun effect are applied based on the number of Destructive Marks on the enemies.

Bonus Damage: For 1-6 stacks of Marks, each stack adds a large amount of magic damage. After 6 stacks, the bonus damage decreases significantly. For 7-33 stacks, each stack adds a moderate amount of damage. After 33 stacks, each additional stack adds a small amount of damage.

Stun Effect: Enemies with 6 stacks of Destructive Marks will be stunned when they take damage from Holy Descend.

Passive Heterodoxy Ban

Destructive Mark: Each time a character's skill hits an enemy, it applies 1 stack of Destructive Mark, and the number of marks causes a slow effect on the enemy.

Destructive Pillar: When the Paladin is within the protection range of the Destructive Pillar, the pillar absorbs a portion of the damage the Paladin would take. When the pillar shatters, the Paladin's movement speed increases for a period of time. The Destructive Pillar lasts for a limited time and can be summoned by using Holy Descend.

Vampire

[Life]
Vampires can drain the very essence of life from their enemies, transforming it into their own power, and elegantly confront their foes in ever-changing forms.

Active Life Drain

The Vampire charges toward an enemy, draining their life essence and converting it into a shield based on a percentage of the enemy's max HP. This also deals significant penetration damage and causes a stun for a period of time. The Vampire gains the corresponding Life Control effect.

Alternatively, they can charge toward an ally, balancing their HP percentages and granting them the basic Life Control buff.

After casting Life Drain, if the Vampire has the Life Control effect, they can cast Life Bloom, which will definitely deal damage to all enemies in range and may cause the following effects:

Life Bloom - Change: Additional penetration damage based on the Vampire's max HP percentage.

Life Bloom - Agility: Binds enemies hit for a period of time.

Life Bloom - Purify: Removes any combo-lock effects.

Life Bloom - Crack: Grants a temporary invisibility state (cannot re-enter invisibility for several seconds after becoming visible).

Passive Life Control

The Vampire can harness various sources of life essence, transforming them into different buffs.

Casting Life Drain grants a basic buff - an increase in damage for a period of time.

Attacking other heroes grants the following additional effects:

Change (Drain from Warrior/Shadow Knight): Increases max HP, with the increase being a percentage of the target's max HP.

Agility (Drain from Swordmaster/Ranger): Increases movement speed.

Purify (Drain from Necromancer/Vampire): Grants an immunity state (during which all damage and control effects are ignored). This immunity is broken after being attacked or controlled for a period of time.

Crack (Drain from Star Sage/Paladin/Mage): Grants a blinding aura, which causes enemies within the aura's range to have a chance to be blinded.

Ranger

[Forest Guard]
Rangers are blessed by nature, and as they fight, the spirits of the forest move alongside them.

Active Graceful Dance

The Ranger consumes arrow energy and begins to dance. While dancing, they continuously fire arrows around themselves, dealing area damage. During the skill's activation, they are immune to combo-lock effects.

Passive Imperial Whisper

The Ranger summons the Forest Guards to surround them, providing ongoing support in battle. A set number of forest spirits can exist at once. When the Ranger uses a skill to attack any target, the Forest Guards will mimic their actions and perform a coordinated attack.

Forest Guard: The mimicked skills include: Power Shot/Arrow of Destiny/Violent Bolt/Shock Burst. The damage from the Forest Guards' skills is a percentage of the original damage, and they only target single enemies without triggering arrow energy recovery.

Swordmaster

[Universe Knack]
Swordmasters use their swords to reveal to the world the profound truth of the flowing balance between Yin and Yang.

Active Sword Domain

The Swordmaster forms a lasting Sword Domain. During this time, they absorb a portion of the damage for their teammates and gain a shield equal to a percentage of their max HP, as well as the effect of Super Armor. Additionally, for any damage the Swordmaster receives, a number of flying swords will be summoned in place. When the skill ends, it deals damage and stuns all enemies in the area. (This skill can be manually ended.)

Yang Blaze: At the end of the skill, all sword intent is transformed into Yang Sword Intent. Each stack of Yang Sword Intent increases this skill's damage by a certain percentage.

Passive Yin-Yang Flow

When the Swordmaster actively attacks, they gain stacks of Yang Sword Intent. When they are attacked, they gain stacks of Yin Sword Intent. Both types of sword intent can stack together. When the total stacks of both reach a certain number, each attack converts one stack of Yin Sword Intent into Yang Sword Intent, and each time the Swordmaster is hit, one stack of Yang Sword Intent is converted into Yin Sword Intent.

Yin Sword Intent: Each stack increases the resistance to critical hits.

Yang Sword Intent: Each stack increases the damage.

Star Sage

[Starlaw]
Star Sages become the ruler of the starry domain, establishing laws within it - laws that cannot be violated!

Active Star Power Domain

Deals damage to all enemies within the domain and pushes them back to the outer edges. Simultaneously, they grant themselves a law within the domain called Star Power. If there is no existing Star Field/God Star, and the skill is not on cooldown, casting this skill will automatically cast Star Field/God Star at the current location of the Star Sage.

Star Power: While the Star Sage is within their domain, they will dodge all incoming attacks from enemies outside the domain for a certain duration. This effect ends if they leave the domain or the domain disappears.

Passive Star Breath

The Star Sage gains a movement speed bonus in their domain. For every law present in the domain, this speed bonus increases.

Mage

[Arcane]
Ancient and long-lost arcane secrets are rediscovered. In the hands of Mages, opposing elements merge, breaking their limits to weave unprecedented power.

Active Mystery Focus

Upon activation, enter the Mystery Focus state for a duration. While in this state, the following skills are enhanced and immune to enemy combo locking and combo damage:
Thunder Blast: Deals increasing magic damage per second to enemies in range, summoning Abyss Thunder at the end for additional damage.
Cyclone Strike: Deals increasing magic damage per second to enemies in range, lasting for a set time.
Meteorite Fire: Summons fiery meteors to a target area, dealing increasing magic damage per second to enemies in range, lasting for a set time.
Rock Shield: Breaks combo lock and summons rock waves to damage and slow enemies, adding a shield to allies within range.
Thunder Blast and Meteorite Fire inherit the effects of the Star Power branch. Cyclone Strike inherits its original damage, with an extended duration effect.

Passive Elemental Sympathy

While in the Mystery Focus state, casting Thunder Blast/Cyclone Strike/Meteorite Fire/Rock Shield grants the following Elemental Sympathy effects:
Thunder: Stuns enemies for a short time upon hit.
Gale: Increases the Mage's movement speed.
Blaze: Increases damage dealt.
Rock: Grants a shield based on a percentage of HP after hitting.
The two types of Elemental Sympathy effects are determined by the last and current elemental skills used in the Mystery Focus state (same effects stack).

Necromancer

[Meditation]
Necromancers can summon abyssal spirits and demonstrate the cycle of life and death.

Active Nether Soul

A cursed soul rises from the abyss and attaches to the Necromancer. While attached, the character can move and use combo skills while continuously releasing terrifying mystical energy. The effect lasts for a duration, which is not reduced by damage or combo skills.
Wizard Form: Deals damage to nearby enemies every second, converting that damage into HP regeneration for the Necromancer and all converged Eudemons.
Necro From: Deals damage to a random enemy nearby every second.

Passive Abyss Heart

While Nether Soul is active, the Necromancer's combo skill damage is increased. Each time damage is dealt by Nether Soul, 1 stack of Abyss Mark is accumulated. During combo skill use, 1 stack of Abyss Mark is gained every second.
Abyss Mark: Increases critical damage for each stack, with a maximum stack limit.
(If no damage is dealt or combo skills are not used, Abyss Mark consumes itself, extending the attachment duration.)

Shadow Knight

[Dragon Heart]
With the power of countless dragons, Shadow Knights command all dragons; the spear points, and dragons bow before it.

Active Dragon Descent

Upon activation, the Shadow Knight summons a dragon to fight alongside them, granting continuous effects based on the chosen dragon.
Guardian Dragon: If no damage is taken for a period, heals the Shadow Knight and converged Eudemon a percentage of max HP per second.
Shadow Dragon: Increases movement speed.
Blaze Dragon: Increases damage percentage.

Passive Dragon Smite

The Shadow Knight commands dragons to strike fear into enemies. The chosen dragon will periodically assist you in battle.
Guardian Dragon: Deals an area attack, damaging enemies and applying a shield to yourself and nearby allies based on max HP.
Shadow Dragon: Initiates a surprise attack, silencing enemies in a range and leaving a shadow trap that deals damage over time.
Blaze Dragon: Charges forward, spraying a fire attack over a rectangular area, leaving a fire trap that deals damage over time.

New Divine Gift Awakening:

Note:

1. The pro skill can only be learned after mastering the ancient skills, so some skills are based on ancient skill templates.

2. The specific gameplay, values, and effects will be subject to in-game updates.

Class New Divine Gift Awakening Skill Effects Awakening Method
Warrior Firequake (Spin)

Strikes enemies within a cone-shaped area in front and around, dealing significant physical damage. This also grants the Spinning state for a duration, during which you can cast Spinning Blade - throwing a blade of war into the target area. The blade will spin within the target area, dealing physical damage to enemies within range every second and generating strike counts.

Use Crystal of Spin after mastering Pro Mad Sword to activate this skill.

Firequake (Strike)

Unleashes an earthshatter strike, dealing massive physical damage to enemies within a rectangular area in front and knocking them back.

Use Crystal of Strike after mastering Pro Mad Sword to activate this skill.

Fiery Leap (Heal)

Deals massive physical damage to all enemies within the skill range and applies a stun effect. Upon hitting enemies, the caster and all converged Eudemons restore a percentage of their max HP.

Use Crystal of Heal after mastering Pro Mad Sword to activate this skill.

Fiery Leap (Slash)

Leaps toward a target area to deliver a powerful strike to all enemies in the area, dealing significant physical damage and stunning them. Afterward, gain the Slash state for a duration, during which you can unleash Breaking Slash - leaping toward the target, the Warrior spins and cleaves all enemies in the path with dual blades, dealing physical damage and generating strike counts. This damage has a piercing effect, hitting both the target and their converged Eudemons.

Use Crystal of Slash after mastering Pro Mad Sword to activate this skill.

Paladin Phantom Pact (Summon)

Summons two angels to assist in battle. Upon their arrival next to the Paladin, the angels cast a holy hymn on all surrounding enemies, dealing massive damage. The angels then mimic the Paladin's attacks, taking a percentage of damage. Before returning to their realm, the angels cast a judgment on enemies, dealing substantial damage and bestowing the Paladin with divine light protection - greatly increasing their damage for a duration.

Summon: When casting Holy Descend, an additional angel is summoned. A maximum of 2 summoned entities can exist at once (if exceeded, the Phantom Pact summon will take priority).

Use Crystal of Summon after mastering Pro Tribulation to activate this skill.

Phantom Pact (Inspire)

Summons two angels to assist in battle. Upon their arrival next to the Paladin, the angels cast a holy hymn on all surrounding enemies, dealing massive damage. The angels then mimic the Paladin's attacks, taking a percentage of damage. Before returning to their realm, the angels cast a judgment on enemies, dealing substantial damage and bestowing the Paladin with divine light protection - greatly increasing their damage for a duration. In addition, the Paladin will gain an Inspire state for a period of time - immune to enemy combo lock and combo damage. Each attack deals additional magic damage.

Use Crystal of Inspire after mastering Pro Tribulation to activate this skill.

Holy Judgment (Resonance)

A single strike deals significant magic damage. Holding the skill button continuously casts the strike in the target area, causing percentage-based magic damage per second. The damage will gradually increase to a maximum over time, dealing massive magic damage per second. When hitting the target, a Curse effect is applied, causing significant magic damage over time. After releasing the skill a specified number of times on the Destructive Pillar, the Paladin resonates with the pillar, restoring HP to all team members within its protection range. Each pillar can only resonate once.

Use Crystal of Resonance after mastering Pro Tribulation to activate this skill.

Holy Judgment (Impact)

A single strike deals significant magic damage. Holding the skill button continuously casts the strike in the target area, causing percentage-based magic damage per second. The damage will gradually increase to a maximum over time, dealing massive magic damage per second. When hitting the target, a Curse effect is applied, causing significant magic damage over time. Every 4th strike will additionally trigger Holy Impact, dealing significant magic damage to enemies within the impact range and applying a binding effect for a period of time.

Use Crystal of Impact after mastering Pro Tribulation to activate this skill.

Vampire Piercing Sight (Stab)

Has a 25% chance to bypass the converged Eudemon, dealing damage directly to the target or additional physical damage to monsters. It also applies a Vulnerable status to the target, increasing the damage they receive. When out of combat or in stealth, the next attack will always trigger Piercing Sight.

Use Crystal of Stab after mastering Pro Life to activate this skill.

Piercing Sight (Raid)

Has a 25% chance to bypass the converged Eudemon, dealing damage directly to the target or additional physical damage to monsters. It also applies a Vulnerable status to the target, increasing the damage they receive. When attacking blinded enemies, the attack will always trigger Piercing Sight.

Use Crystal of Raid after mastering Pro Life to activate this skill.

Night Bats (Track)

For a period, the Vampire continuously summons night bats that automatically track enemies hit by combos, dealing high-frequency physical damage. No need for continuous casting, and the caster is not immune to enemy combo lock or combo damage.

Use Crystal of Track after mastering Pro Life to activate this skill.

Night Bats (Veil)

For a period, the Vampire continuously summons night bats that provide cover, granting all vampires in the area periodic stealth (cannot re-enter stealth for several seconds after being revealed). No need for continuous casting, and the caster is not immune to enemy combo lock or combo damage.

Use Crystal of Veil after mastering Pro Life to activate this skill.

Ranger Power Shot (Stun)

After charging, perform a powerful shot. The longer the charge time, the higher the damage, and it will stun all hit targets for a period. A fully charged shot also deals a piercing effect, damaging both the target and the converged Eudemon.

Use Crystal of Stun after mastering Pro Forest Guard to activate this skill.

[Windmaster Exclusive] The Ranger understands the essence of the Windmaster, allowing Power Shot to be fully charged instantly. This shot deals piercing damage to all targets, stuns them for a period, and damages both the target and the converged Eudemon.

Power Shot (Arrow)

After charging, perform a powerful shot. The longer the charge time, the higher the damage, and it will deal physical damage to all hit targets over time. After eliminating a target, it restores some arrow energy. A fully charged shot also deals a piercing effect, damaging both the target and the converged Eudemon.

Use Crystal of Arrow after mastering Pro Forest Guard to activate this skill.

[Windmaster Exclusive] The Ranger understands the essence of the Windmaster, allowing Power Shot to be fully charged instantly. This shot deals piercing damage to all targets, stuns them for a period, and damages both the target and the converged Eudemon.

Arrow Storm (Enchain)

The Ranger sets up an arrow array at the target location, summoning an arrow storm that lasts for a period, dealing physical damage per second. The Ranger also summons several spirit shadows around the array. When using other skills to attack targets within the array, all spirit shadows will shoot arrows, dealing physical damage to the target. If multiple targets are hit, the spirit shadows will randomly choose one to attack.

Use Crystal of Enchain after mastering Pro Forest Guard to activate this skill.

[Windmaster Exclusive] The Ranger sets up two arrow arrays at the target location, summoning the arrow storm that lasts for a period, dealing physical damage per second. The Ranger also summons several spirit shadows around the array. When using other skills to attack targets within the array, all spirit shadows will shoot arrows, dealing physical damage to the target. If multiple targets are hit, the spirit shadows will randomly choose one to attack.

Arrow Storm (Rain)

The Ranger sets up an arrow array at the target location and summons an arrow storm. It lasts for a period, dealing physical damage to the target every second. During the storm, multiple Forest Guards will appear, providing area healing, restoring HP to the Ranger, nearby teammates, and all converged Eudemons every second. The Ranger also summons several spirit shadows around the array. When using other skills to attack targets within the array, all spirit shadows will shoot arrows, dealing physical damage to the target. If multiple targets are hit, the spirit shadows will randomly choose one to attack.

Use Crystal of Rain after mastering Pro Forest Guard to activate this skill.

[Windmaster Exclusive] The Ranger sets up two arrow arrays at the target location and summons the arrow storm. It lasts for a period, dealing physical damage to the target every second. During the storm, multiple Forest Guards will appear, providing area healing, restoring HP to the Ranger, nearby teammates, and all converged Eudemons every second. The Ranger also summons several spirit shadows around the array. When using other skills to attack targets within the array, all spirit shadows will shoot arrows, dealing physical damage to the target. If multiple targets are hit, the spirit shadows will randomly choose one to attack.

Swordmaster Mistbow Penetration (Shadow)

The Swordmaster manipulates surrounding flying swords to strike a selected circular area. Each sword deals physical damage to all enemies within the target area. [Requires flying swords in the surrounding area.]

Use Crystal of Shadow after mastering Pro Universe Knack to activate this skill.

Mistbow Penetration (Recycle)

The Swordmaster manipulates surrounding flying swords along with the swords stored by the user to strike the target. Each sword deals a certain amount of damage to the target. When using Mistbow Penetration on an empty area, it will recall a set number of flying swords that have already been generated in that area (can only recall swords once) and store them for a period. [Requires flying swords in the surrounding area.]

Use Crystal of Recycle after mastering Pro Universe Knack to activate this skill.

Vortex of Sword (Gaze)

The Swordmaster controls flying swords to hover and dance around the target area. For a period of time, it deals physical damage to all enemies within the area. Additionally, every 30s, the skill will immediately summon a set number of flying swords when cast, and will summon another set of flying swords at the end of the skill.

Use Crystal of Gaze after mastering Pro Universe Knack to activate this skill.

Vortex of Sword (Tie)

The Swordmaster controls flying swords to hover and dance around the target area. For a period of time, it deals physical damage to all enemies within the area. At the end of the skill, a sword array is generated at the target location, trapping all enemies within the area to the spot.

Use Crystal of Tie after mastering Pro Universe Knack to activate this skill.

Star Sage Shifting Star (Law)

Requires: Star Energy ≥ 50. The Star Sage consumes 10 Star Energy per second. The released battle intent causes the stars to shift, creating a vortex. It deals magic damage to 4 random enemies within range. Each enemy can only take damage once per second, until Star Energy is depleted. Additionally, when the Star Sage activates Star Field/God Star, using this skill will grant the Star Sage a divine law. During the skill's activation, it can be closed at any time, causing the law to expire.

Law: Each enemy that enters or exits the Star Field/God Star for the first time will take a certain amount of damage and be trapped for a period of time. The effect expires when the field disappears.

Use Crystal of Law after mastering Pro Starlaw to activate this skill.

Shifting Star (Mighty)

Requires: Star Energy ≥ 50. The Star Sage consumes 10 Star Energy per second. The released battle intent causes the stars to shift, creating a vortex. It deals magic damage to 4 random enemies within range. Each enemy can only take damage once per second, until Star Energy is depleted. When the Star Sage activates Star Field/God Sta, using this skill will grant the Star Sage a mighty law. During the skill's activation, it can be closed at any time, causing the law to expire.

Mighty: When the Star Sage is within their field, the damage dealt by Shifting Star increases by a certain percentage. This effect expires when the Star Sage leaves the field or when it disappears.

Use Crystal of Mighty after mastering Pro Starlaw to activate this skill.

Star Stream (Cleansing)

With stars as a shield, the Star Sage instantly teleports to the specified location or the farthest distance in that direction, gaining a star shield that absorbs some damage. When the Star Sage activates Star Field/God Star, using this skill will grant the Star Sage a cleansing law.

Cleansing: Attacking other heroes restores a certain amount of Star Energy for a limited time. If the skill successfully removes the combo lock, the amount of Star Energy restored is increased. The effect expires when the Star Sage leaves the field or when it disappears.

Use Crystal of Cleansing after mastering Pro Starlaw to activate this skill.

Star Stream (Flash)

With stars as a shield, the Star Sage instantly teleports to the specified location or the farthest distance in that direction, gaining a star shield that absorbs some damage. When the Star Sage activates Star Field/God Star, using this skill will grant the Star Sage a flash law.

Flash: Damage dealt to heroes in a stunned or trapped state is increased by a certain percentage for a limited time. The effect expires when the Star Sage leaves the field or when it disappears.

Use Crystal of Flash after mastering Pro Starlaw to activate this skill.

Mage Dark Awakening (Guard)

The caster enters the Dark Awakening state and uses mystical power to strengthen nearby allies - increasing their own and allies' damage by a certain percentage for a limited time. While in the Dark Awakening state, the caster has a chance to trigger Mystery Light when casting skills. Mystery Light: Triggers a maximum of a certain number of energy explosions at the casting location, each dealing a certain amount of magical damage. Upon entering Dark Awakening, the caster also gains Guard, which grants immunity to combo lock and combo damage from enemy targets.

Use Crystal of Guard after mastering Pro Arcane to activate this skill.

Dark Awakening (Taboo)

The caster enters the Dark Awakening state and uses mystical power to strengthen nearby allies - increasing their own and allies' damage by a certain percentage for a limited time. While in the Dark Awakening state, the caster has a chance to trigger Mystery Light when casting skills. Mystery Light: Triggers a maximum of a certain number of energy explosions at the casting location, each dealing a certain amount of magical damage. Additionally, the caster can release a certain number of Disable skills, dealing magical damage to enemies around them and silencing them.

Use Crystal of Taboo after mastering Pro Arcane to activate this skill.

Magic Bead (Wind)

The caster harnesses the magic of the wind element to deal a certain amount of magical damage to targets within a circular area, and releases a raging wind source in the target area. After a certain period of time, the caster can teleport to the location of the wind source. If the caster is too far from the wind source, it will disappear.

Use Crystal of Wind after mastering Pro Arcane to activate this skill.

Magic Bead (Pull)

The caster harnesses the magic of the wind element to deal a certain amount of magical damage to targets within a circular area. Enemies within the area will be pulled by the howling wind, gathering toward the target point.

Use Crystal of Pull after mastering Pro Arcane to activate this skill.

Necromancer Infernal Queen (Chase)

Summons an immobile Queen to cast Nether Hymn on targets in the area (which continuously restores HP of multiple allies), while dealing a certain amount of magical damage to enemies and having a certain chance to paralyze them for a period of time. When the Queen and the caster attack the same target, they deal additional damage at a certain percentage.

Use Crystal of Chase after mastering Pro Meditation to activate this skill.

Infernal Queen (Vigil)

Summons an immobile Queen to cast Nether Hymn on targets in the area (which continuously restores HP of multiple allies), while dealing a certain amount of magical damage to enemies and having a certain chance to paralyze them for a period of time. When activated, it removes the combo lock state and grants immunity to enemy combo lock and combo damage for a period of time.

Use Crystal of Vigil after mastering Pro Meditation to activate this skill.

Soul Storm (Freeze)

Summons a soul storm, dealing a certain amount of magical damage to all enemy targets within a specified area over time. During the casting, a frost array gradually forms. Once activated, the array will freeze all targets in the area for a period of time.

Use Crystal of Freeze after mastering Pro Meditation to activate this skill.

Soul Storm (Cure)

Summons a soul storm, dealing a certain amount of magical damage to all enemy targets within a specified area over time. After hitting enemies with Soul Storm, it will heal the caster, nearby allies, and all converged Eudemons for a certain percentage of their HP.

Use Crystal of Cure after mastering Pro Meditation to activate this skill.

Shadow Knight Soul Smash (Shelter)

After awakening Ancient Soul Smash, you can activate Manic Roar (Warlike) to gain the Dragon Seal for a duration. In normal state, activating Ancient Soul Smash will unleash multiple powerful strikes on the enemy. While in Dragon Seal state, activating Ancient Soul Smash will transform you into a powerful True Dragon form and continuously strike the enemy with multiple powerful blows. When casting Soul Smash, you will also gain a shield equal to a certain percentage of your max HP.

Use Crystal of Shelter after mastering Pro Dragon Heart to activate this skill.

Soul Smash (Draco)

After awakening Ancient Soul Smash, you can activate Manic Roar (Warlike) to gain the Dragon Seal for a duration. In normal state, activating Ancient Soul Smash will unleash multiple powerful strikes on the enemy. While in Dragon Seal state, activating Ancient Soul Smash will transform you into a powerful True Dragon form and continuously strike the enemy with multiple powerful blows. When casting Soul Smash, the cooldown of Dragon Smite will be reduced by several seconds.

Use Crystal of Draco after mastering Pro Dragon Heart to activate this skill.

Manic Roar (Dominance)

Unleashes a mighty roar, immediately breaking free from any lock-on state. This attack deals physical damage to all enemies within range and stuns them for a period of time. When casting Manic Roar, you will also become immune to the enemy's combo lock and combo damage for a duration.

Use Crystal of Dominance after mastering Pro Dragon Heart to activate this skill.

Manic Roar (Smite)

Unleashes a mighty roar, immediately breaking free from any lock-on state. This attack deals physical damage to all enemies within range and stuns them for a period of time. When casting Manic Roar, it will always trigger Dragon Smite once, without consuming cooldown time.

Use Crystal of Smite after mastering Pro Dragon Heart to activate this skill.