Guide Directory
02 · DAWNBLOOM ARCHIVE
CHARACTER ARCHIVECharacter
CAREER
Career progression
A Commoner may go straight to a formal career. The optional Lv10 apprentice stage is not required for the formal-career choice.Formal career at Lv20+
Visit the Career Guild in Morning Star Capital and speak with your race mentor to choose one of three routes.
Advanced career at Lv60+
A formal career may advance at Lv60 with 5,000 Reputation. Reputation is checked but not spent.
First formal choice at Lv61–69
If you still have no formal career, choosing one rolls your level back to 60, clears excess EXP, and removes only level-granted attribute points. Other legal progression remains.
No formal career at Lv69
Further EXP gain is blocked and a Pigeon Post reminder directs you to the Career Guild.
Three races · nine growth routes
Open a career card for its existing profile and skill tree.101 character skillsHuman
→Elf
→Dwarf
→Common Questions
See all answers in the Help Center →What is a Career Specialization?
A Career Specialization is lasting proficiency tied to a formal career route. It strengthens the attacks or abilities listed for that route.
See all answers in the Help Center →Does every career have exactly one specialization?
No. The number varies by career; Beast Binder and Elementalist each have two listed specializations.
See all answers in the Help Center →How do I build specialization proficiency?
Use the eligible skills or actions described for that specialization. The qualifying action differs by specialization.
See all answers in the Help Center →What is the current specialization level cap?
The listed formal specializations reach Lv139, while current character level and in-game rules limit immediate progress.
See all answers in the Help Center →Does character level affect specialization growth?
Yes. The next target level is capped at character level plus 10, and never above the specialization’s own maximum.
See all answers in the Help Center →REBIRTH
Rebirth
Rebirth does not delete and replace your character. It advances the same character into a new long-term growth stage. Every successful Rebirth returns the character to Lv1 to grow toward a higher level cap.No Rebirth
Level cap Lv109First Rebirth
Level cap Lv119Second Rebirth
Level cap Lv129Effects after the first and second Rebirth
After the first Rebirth
Your level returns to Lv1, current EXP resets to zero, and the new cap becomes Lv119. Level-based growth from the previous cycle returns to the Lv1 baseline, while eligible permanent attribute growth and permanent proficiency remain. Your career, inventory, currencies, gear, learned skills, pets, and social relationships are not deleted. Each new level continues to grant 5 level-based attribute points, and the 10 additional levels provide up to 50 more points of growth potential. Your overhead name becomes purple.
After the second Rebirth
Your level returns to Lv1 again, current EXP resets to zero, and the final cap becomes Lv129. Level-based growth from the previous cycle returns to the Lv1 baseline, while eligible permanent attribute growth and permanent proficiency remain. Your career, inventory, currencies, gear, learned skills, pets, and social relationships are not deleted. The next 10 levels add up to 50 more points of growth potential than the first-Rebirth stage, or up to 100 more than the no-Rebirth stage. Your overhead name becomes gold.


- 1
Travel to Snowveil Fields
Follow the world route to Snowveil Fields and locate the Rebirth Temple entrance.
- 2
Enter the Rebirth Temple
Find the Rebirth Ambassador inside. The current map and NPC entrance are present.
- 3
Unequip gear and confirm
Unequip all current gear before Rebirth. Confirmation returns the character to Lv1 and resets current EXP to zero. Gear, learned skills, and pets remain, but their level requirements must be met again.
- 4
Grow again and check the cap
The first Rebirth lets you grow again to Lv119, and the second to Lv129. Level-based attribute points continue to be earned as you level.
CAREER CHANGE
Same-race Career Change
At Lv69+, a formal or advanced character may choose either of the other two routes available to the same race. A successful change activates the target route’s advanced career.- 01
Enter the Rebirth Temple
Snowveil Fields → Rebirth Temple → Rebirth Ambassador.
- 02
Pass eligibility checks
Lv69+, formal or advanced career, same-race target, and all currently eligible skills learned.
- 03
Prepare your status
Unequip everything and leave battle, Arena, PvP, trade, work, activities, dungeons, and other conflicting states.
- 04
Confirm the fee
Pay with Gold or Magic Coin. Reputation is an eligibility check and is not spent. The confirmation screen shows the final amount.
- 05
Finish and sign in again
Power is refreshed, the current Arena rank is cleared, and the session is invalidated. Sign in again to enter the new route.
Preserved
Level, current EXP, allocated attributes, and owned equipment do not change.
Skills and proficiency
The old route is saved as history and restored when you return. A first-time target route receives an inherited proficiency baseline.
Cooldown
A successful Career Change starts a 7-day cooldown.
Arena
The current Arena placement is cleared and the power leaderboard is recalculated.
LEVEL UP
Character Level Up
Lv1–40 advances automatically when EXP is sufficient. Lv41–99 requires manual confirmation. After reaching Lv100, every step from 100 → 101 onward must be completed with your Career Mentor.Character EXP
Hold the Character EXP required for the current breakthrough. The required amount is spent on success.
Gold
Lv100 → 101 costs 1,500,000 Gold. Later fees rise with your current level, and the in-game panel shows the final amount.
Personal Reputation
Meet the target level’s Reputation threshold. Reputation is checked for eligibility and is never spent on the level up.
Where to level up
Morning Star Capital · Career GuildHuman
Wayfarer MentorElf
Elf Career MentorDwarf
Dwarf Career Mentor- 01
Meet the EXP requirement
Earn the Character EXP required to break through the current level.
- 02
Prepare Gold
Make sure you hold enough Gold for this level-up fee.
- 03
Meet the Reputation gate
Reach the target level’s Personal Reputation threshold; it will not be consumed.
- 04
Find your race mentor
Visit the Career Guild in Morning Star Capital and speak with your race’s Career Mentor.
- 05
Choose Character Level Up
Review the target level, EXP, Gold, and Reputation requirements, then confirm.
- 06
Complete settlement
The required EXP and Gold are spent, and your character gains one level.
- 07
Receive growth
Gain 5 race-based system attribute points and 5 freely allocatable Potential Points.
Reputation required by target level
| Target level | Personal Reputation | Consumed? |
|---|---|---|
| Lv101–105 | 5,000 | No |
| Lv106–110 | 15,000 | No |
| Lv111–115 | 20,000 | No |
| Lv116–120 | 25,000 | No |
| Lv121–125 | 30,000 | No |
| Lv126–129 | 35,000 | No |
Leveling range by Rebirth stage
| Stage | Available after Lv100 | Current cap | Next step at cap |
|---|---|---|---|
| No Rebirth | 100 → 109 | Lv109 | Complete the first Rebirth |
| First Rebirth | 100 → 119 | Lv119 | From Lv109, keep leveling or enter the second Rebirth when eligible |
| Second Rebirth | 100 → 129 | Lv129 | Current final level |
What each level grants
5 system attribute points
Assigned automatically according to your race’s growth pattern. Luck and Charm are not part of automatic race growth.
5 Potential Points
Allocated freely by the player. System attribute growth and Potential Points are two separate sources.
ATTRIBUTES
Character Attributes & Point Allocation
Learn the seven base attributes, their fixed per-point gains, automatic racial growth, Potential Point allocation, and the combat and consumable values shown on your character panel.Seven Base Attributes
These are the fixed gains from one additional base-attribute point in the current formal runtime. Equipment, Mind Skills, passives, and temporary effects may further change the final panel values.Constitution
- HP +10
- Magic Defense +0.5
- Speed +0.1
Strength
- Physical Attack +3
- Accuracy +5
- Magic Defense +0.5
- Speed +0.1
Endurance
- Physical Defense +5
- Magic Defense +0.5
- Speed +0.1
Wisdom
- Magic Attack +3
- Accuracy +5
- MP +10
- Magic Defense +1
Agility
- Speed +2
- Evasion +2
Luck
- Luck +1
- HP +5
Charm
- Charm +1
- HP +5
Two Independent Sources of Growth per Level
Each successful level-up grants 5 race-based system attribute points and 5 freely allocatable Potential Points. Both contribute to the seven base attributes, but they are awarded and allocated separately.Racial System Attributes
System attributes are assigned automatically by race. Luck and Charm are not part of automatic racial growth.
Potential Points
Allocate Potential Points to Constitution, Strength, Endurance, Wisdom, Agility, Luck, or Charm. Unspent points remain available, and a submission cannot exceed your current balance.
| Race | Automatic gain per level | Total |
|---|---|---|
| Human | Constitution 1 · Strength 1 · Endurance 1 · Wisdom 1 · Agility 1 | 5 |
| Elf | Wisdom 3 · Constitution 1 · Endurance 1 | 5 |
| Dwarf | Strength 3 · Agility 1 · Constitution 1 | 5 |
Combat Panel Stats
Panel values combine base attributes, level growth, equipment, Mind Skills, passives, and currently active effects.HP
The amount of damage your character can withstand. At 0 HP, normal combat actions stop.
MP
The resource consumed by skills that require magic power.
Physical Attack
Supports the base damage of physical attacks and skills.
Physical Defense
Helps reduce incoming physical damage.
Magic Attack
Supports the base power of magic attacks, healing, and related skills.
Magic Defense
Helps reduce incoming magic damage.
Speed
Influences action order; skills and status effects can still alter the final order.
Accuracy
Helps attacks connect and is checked together with the target’s Evasion.
Evasion
Helps avoid eligible attacks and is checked together with the attacker’s Accuracy.
Critical
Influences the chance for eligible effects to become critical hits.
Critical Resistance
Reduces the chance of receiving a critical hit.
Physical Penetration
Allows physical attacks to ignore part of the target’s Physical Defense.
Magic Penetration
Allows magic attacks to ignore part of the target’s Magic Defense.
Luck
Used by abilities and outcomes explicitly marked as Luck-dependent, including some trade, loot, exploration, and success checks.
Charm
Used by Phantom Beast synergy and related career abilities that explicitly reference Charm.
Satiety & Medicine Tolerance
These are separate character states used by recovery consumables. They are not base attributes and cannot receive Potential Points.Satiety
Using food gradually raises Satiety. The higher it becomes, the weaker the HP, MP, and other recovery from ordinary food. Ordinary food cannot be used at the limit. Satiety gradually decreases under the game rules and can also be lowered by designated items.
Medicine Tolerance
Using recovery medicine gradually raises Medicine Tolerance. The higher it becomes, the weaker the HP, MP, and other recovery from ordinary medicine. Ordinary medicine cannot be used at the limit. Medicine Tolerance gradually decreases under the game rules and can also be lowered by designated items.
CHARACTER SKILLS
Character Skills
The current game has 101 character skills. Browse shared skills and nine career paths; open a skill for its actual effect, unlock condition, and cost.Shared skills
Thorn SpikeLearned automatically at Lv5
Deal Wood magic damage to one enemy. Damage scales with your Magic Attack and Elemental Studies level.
- Unlock
- Learned automatically at Lv5
- Cost
- 5 MP
Return GateLearned automatically at Lv10
Outside battle, spend MP to return to the revival hospital you have set.
- Unlock
- Learned automatically at Lv10
- Cost
- 5 MP
AimLearned automatically at Lv5
Increase your own hit rate by 50% for 3 turns.
- Unlock
- Learned automatically at Lv5
- Cost
- 5 MP
LightstepLearned automatically at Lv15
Increase your own evasion rate by 50% for 3 turns.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Phantom ImageLearned automatically at Lv30
Enter Phantom Shadow for 5 turns. Each turn, the first physical attack, spell, seal, or poison effect against you is negated. Cooldown: 8 turns.
- Unlock
- Learned automatically at Lv30
- Cost
- 30 MP
Feign SleepLearned automatically at Lv10
Feign sleep for 3 turns so enemies do not actively target you. You cannot attack, defend, or use items during this state. If you are the only ally left, enemies may attack normally; taking a hit ends the state immediately.
- Unlock
- Learned automatically at Lv10
- Cost
- 5 MP
StealthLearned automatically at Lv30
Enter Stealth for 3 turns. Enemies cannot choose you as the target of a single-target action, but area and random-target skills may still hit. You may use non-attack actions; attacking ends Stealth immediately.
- Unlock
- Learned automatically at Lv30
- Cost
- 30 MP
Shield BraceLearned automatically at Lv5
While you have a shield equipped, a physical hit has a 20% chance to trigger a block that halves that hit's damage.
- Unlock
- Learned automatically at Lv5
- Cost
- None
GuardianLearned automatically at Lv25
Protect one character ally for 2 turns. All physical damage dealt to them is redirected to you. Redirected hits cannot trigger your shield block.
- Unlock
- Learned automatically at Lv25
- Cost
- 15 MP
CounterstrikeLearned automatically at Lv30
With a shield equipped, a successful block reflects 50% of the damage remaining after the block to the attacker.
- Unlock
- Learned automatically at Lv30
- Cost
- None
Twin SlashLearned automatically at Lv10
Strike one enemy twice in succession, dealing 75% physical damage with each hit.
- Unlock
- Learned automatically at Lv10
- Cost
- 10 MP
Triple SlashLearned automatically at Lv30
Strike one enemy three times in succession, dealing 60% physical damage with each hit.
- Unlock
- Learned automatically at Lv30
- Cost
- 20 MP
Power StrikeLearned automatically at Lv15
Power up this turn's attack. Your next incoming hit is harder to dodge and cannot trigger a shield block. Concussive Blow replaces this skill after advancement.
- Unlock
- Learned automatically at Lv15
- Cost
- 10 MP
Concussive BlowLearned automatically at Lv30
Power up this turn's attack. Your next incoming hit is harder to dodge and cannot trigger a shield block. You also have a 15% chance to prevent the target from acting next turn. Replaces Power Strike.
- Unlock
- Learned automatically at Lv30
- Cost
- 20 MP
Fist Adept → Fist Master
Breath ControlLearned automatically at Lv1
Spend MP to restore 10% of your own maximum HP.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
Fighting SpiritLearned automatically at Lv15
Increase your own hit rate by 30% and physical damage by 15%.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Armorbreaker FistLearned automatically at Lv15
Strike one enemy while ignoring 30% Defense. On a hit, your next attack gains 10% hit rate, stacking up to 5 times.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Pursuit FistLearned automatically at Lv30
Pierce the battle line: when you target a living front-row Phantom Beast, it takes 20% damage while its paired back-row character takes 160%. Directly targeting a back-row character deals only 20%. Defense is calculated separately for each target.
- Unlock
- Learned automatically at Lv30
- Cost
- 30 MP
Bodyguard AuraLearned automatically at Lv30
Increase your own Physical Defense and Magic Defense by 15% each, and physical damage by 15%.
- Unlock
- Learned automatically at Lv30
- Cost
- 30 MP
Deep BreathLearned automatically at Lv60
Spend MP to restore 30% of your own maximum HP. Replaces the earlier breathing skill once learned.
- Unlock
- Learned automatically at Lv60
- Cost
- 50 MP
Piercing FistLearned automatically at Lv60
Strike one enemy while ignoring all of its Defense. You must rest for 1 turn afterward. Fist Arts increases the damage.
- Unlock
- Learned automatically at Lv60
- Cost
- 50 MP
Quaking FistLearned automatically at Lv63
Deal physical damage to 3 enemies. Fist Arts increases the damage.
- Unlock
- Learned automatically at Lv63
- Cost
- 55 MP
Shadowchaser FistLearned automatically at Lv80
Strike one enemy 4 times, dealing 80%, 90%, 100%, and 110% of the same physical base damage calculated after attack and defense. Boss and PvP action damage caps still apply.
- Unlock
- Learned automatically at Lv80
- Cost
- 65 MP
ResonanceLearned automatically at Lv80
Increase allies' physical and magic damage by 30% for 3 turns. Cooldown: 6 turns.
- Unlock
- Learned automatically at Lv80
- Cost
- 75 MP
Beast Binder → Beast Warden
Calm MindLearned automatically at Lv20
Calm a target Phantom Beast to raise this capture attempt's success chance by 15 percentage points. You also have a 70% chance to stop an ordinary beast from fleeing; rare beasts use their separate escape rules.
- Unlock
- Learned automatically at Lv20
- Cost
- 50 MP
Side by SideLearned automatically at Lv25
Fight alongside your active Phantom Beast. The combined Charm synergy multiplier cannot exceed 130%.
- Unlock
- Learned automatically at Lv25
- Cost
- 50 MP
EmpowerLearned automatically at Lv30
Increase your active Phantom Beast's Attack by 30% for 3 turns. The combined Charm synergy multiplier cannot exceed 130%.
- Unlock
- Learned automatically at Lv30
- Cost
- 55 MP
Companion LinkLearned automatically at Lv40
Your active Phantom Beast attacks 3 times, each hit dealing 70% damage based on its Physical Attack. Combined Charm synergy is capped at 130%. Boss and PvP damage caps still apply.
- Unlock
- Learned automatically at Lv40
- Cost
- 50 MP
AwakenLearned automatically at Lv50
Reduce the remaining Death Lock on every allied character by 2 turns, down to zero. This does not affect Phantom Beasts and is a dedicated shortening effect, not a cleanse. Cooldown: 3 turns.
- Unlock
- Learned automatically at Lv50
- Cost
- 60 MP
Call of the HerdLearned automatically at Lv60
Command each eligible active Phantom Beast to make one extra physical attack at 45% strength. Your own beast's combined Charm synergy is capped at 130%. Cooldown: 4 turns. Boss and PvP damage caps still apply.
- Unlock
- Learned automatically at Lv60
- Cost
- 65 MP
Beast TideLearned automatically at Lv80
Attack up to 6 enemies together with your active Phantom Beast for 75% coordinated physical damage. Casting consumes 20% of the beast's maximum HP.
- Unlock
- Learned automatically at Lv80
- Cost
- 75 MP
Wayfarer Merchant → Golden Strategist
DisruptLearned automatically at Lv1
Check every character on both sides of the battle independently, including yourself. Those affected cannot summon Phantom Beasts for 3 turns, but beasts already on the field remain. Success starts at 30%, changes by 0.02 percentage points per Luck difference, and stays between 10% and 60%.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
FortuneLearned automatically at Lv1
After a battle victory, increase base Gold earned from the battle. Every 1,000 Luck adds about 5%, rounded to whole percentages.
- Unlock
- Learned automatically at Lv1
- Cost
- None
EnticeLearned automatically at Lv1
Spend Gold equal to the target's level × 100 to tempt it for 3 turns. At the start of each turn it may flee: base chance 10%, plus 0.02 percentage points per Luck, capped at 50%. No effect in PvP; spent Gold is not refunded.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
Copper Token StrikeLearned automatically at Lv1
Spend 100 Gold for a guaranteed hit against one enemy. Damage is based on your Physical Attack and grows with Precision Calculation.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
Golden Token ComboLearned automatically at Lv15
Spend 500 Gold to make 2 guaranteed hits against one enemy. Damage is based on your Physical Attack and grows with Precision Calculation.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
TurncoatLearned automatically at Lv15
Spend Gold equal to the target's level × 500 to turn it against its allies. At 1,000 Luck the success chance is 20%, scaling linearly with Luck. If it is the last enemy, a success makes it flee instead. Ineffective in PvP.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Lucky FindLearned automatically at Lv15
When a victory grants Gold loot, increase the amount collected. Every 1,000 Luck adds about 10%, rounded to whole percentages.
- Unlock
- Learned automatically at Lv15
- Cost
- None
Hidden EdgeLearned automatically at Lv15
First remove removable harmful effects from yourself. Then copy up to 2 different copyable buffs at random from a chosen living target, keeping their remaining duration. Death Lock, career penalties, revival, invincibility, and one-use shields are excluded where the rules require.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Treasure HuntLearned automatically at Lv30
While moving through explorable maps, make a treasure-search check every 3–5 minutes. Every 1,000 Luck grants a 10% chance of success; a success can reveal 1–5 rewards.
- Unlock
- Learned automatically at Lv30
- Cost
- None
Token RainLearned automatically at Lv30
Spend 2,000 Gold for a guaranteed hit against 6 enemies. Base damage uses 80% of your Physical Attack and grows with Precision Calculation.
- Unlock
- Learned automatically at Lv30
- Cost
- 30 MP
Show of WealthLearned automatically at Lv30
Inflict Greed on one enemy for 3 turns. On success, it can only use basic attacks against you or flee: no skills, items, defense, protection, summons, or target changes. Success starts at 35%, changes by 0.03 percentage points per Luck difference, and stays between 10% and 75%. The effect may be cleansed when allowed.
- Unlock
- Learned automatically at Lv30
- Cost
- 25 MP
BargainLearned automatically at Lv30
Better Luck improves shop prices. Every 1,000 Luck lowers buying prices by about 5% and raises selling prices by about 5%, rounded to whole percentages.
- Unlock
- Learned automatically at Lv30
- Cost
- None
Elementalist → Element Sage
FireballLearned automatically at Lv12
Deal Fire magic damage to one enemy. Damage scales with your Magic Attack and Elemental Studies level.
- Unlock
- Learned automatically at Lv12
- Cost
- 35 MP
Dazzling LightLearned automatically at Lv24
Gain Dazzle for 2 turns. The first damage you take each turn becomes 0, whether it is physical, magic, fixed, percentage, or damage over time. Later damage that turn is dealt normally.
- Unlock
- Learned automatically at Lv24
- Cost
- 65 MP
Fire RainLearned automatically at Lv24
Deal Fire magic damage to 3 enemies. Damage scales with your Magic Attack and Elemental Studies level.
- Unlock
- Learned automatically at Lv24
- Cost
- 65 MP
EarthquakeLearned automatically at Lv36
Deal Earth magic damage to 6 enemies. Base damage uses 60% of your Magic Attack and rises with Elemental Studies.
- Unlock
- Learned automatically at Lv36
- Cost
- 110 MP
Woodland ArrayLearned automatically at Lv36
Gain Wood Ward for 2 turns. When hit, spend 0.8 MP to prevent each point of HP damage. If MP runs out, it is spent first and only the unblocked damage reaches your HP.
- Unlock
- Learned automatically at Lv36
- Cost
- 100 MP
Twin FlameLearned automatically at Lv36
Strike one enemy twice with Fire magic. Damage scales with your Magic Attack and Elemental Studies level.
- Unlock
- Learned automatically at Lv36
- Cost
- 100 MP
ScorchbloodElemental Studies Lv50
Available only while your current HP is at least 50%. Spend 20% of your maximum HP to deal 2 magic hits to one enemy. You cannot use spells for 1 turn afterward.
- Unlock
- Elemental Studies Lv50
- Cost
- 135 MP
Battle SpiritElemental Studies Lv80
Restore 20% of your own maximum HP, without exceeding your HP cap. PvP healing follows the current global PvP rule.
- Unlock
- Elemental Studies Lv80
- Cost
- 220 MP
Frost SpiritElemental Studies Lv80
Deal magic damage to one enemy. Against a Phantom Beast, you have an 80% chance to freeze it for 1 turn, preventing all actions and escape. Characters take damage but are not frozen; boss control immunity still applies.
- Unlock
- Elemental Studies Lv80
- Cost
- 220 MP
Stone SpiritElemental Studies Lv80
Increase your own Magic Attack by 20% for 5 turns. Recasting refreshes the duration rather than stacking the bonus.
- Unlock
- Elemental Studies Lv80
- Cost
- 235 MP
Flame SpiritElemental Studies Lv80
Gain Fire Spirit for 2 turns. Whenever a normal physical or magic attack hits you, immediately answer with one Fireball at no action cost. It cannot trigger itself recursively and has no per-turn trigger limit.
- Unlock
- Elemental Studies Lv80
- Cost
- 220 MP
Dawn Envoy → Dawn Sage
Gentle HealLearned automatically at Lv1
Heal one allied character based on your Magic Attack. Each level of the light specialization adds 0.1% to the healing result.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
Return to LightLearned automatically at Lv10
Outside battle, teleport at random to a hospital in the capital or one of three villages.
- Unlock
- Learned automatically at Lv10
- Cost
- 30 MP
PurifyLearned automatically at Lv12
Cleanse all allied characters and Phantom Beasts of harmful effects marked as removable, including eligible seals, poison, and Death Curse. Death Lock and the costs of Sacred Heal or Mass Revival cannot be cleansed.
- Unlock
- Learned automatically at Lv12
- Cost
- 40 MP
RenewalLearned automatically at Lv15
Revive one fallen ally and restore 10% of their HP.
- Unlock
- Learned automatically at Lv15
- Cost
- 45 MP
Light StrikeLearned automatically at Lv20
Deal Light magic damage to 3 enemies. Damage scales with your Magic Attack and the light specialization level.
- Unlock
- Learned automatically at Lv20
- Cost
- 55 MP
Spell ImmunityLearned automatically at Lv36
Gain Magic Immunity for 3 turns. When cast, move all remaining Death Lock turns from other allied characters onto yourself. New Death Lock on allies is also transferred while the effect lasts; Death Lock remains uncleansable by ordinary means.
- Unlock
- Learned automatically at Lv36
- Cost
- 100 MP
Twin HealRadiant Magic Lv45
Heal 2 allied characters or Phantom Beasts based on your Magic Attack and the light specialization level.
- Unlock
- Radiant Magic Lv45
- Cost
- 120 MP
Offensive StanceSpecialization Lv49
Mark one enemy for 3 turns so other units cannot redirect its incoming damage through protection or career guard. The mark may be cleansed when allowed.
- Unlock
- Specialization Lv49
- Cost
- 145 MP
Sacred MendRadiant Magic Lv50
Heal an allied unit with no cooldown. Each successful cast adds one Sacred Heal Cost stack, increasing physical and magic damage you take by 10% per stack, up to 8 stacks. The cost lasts for this battle and cannot be cleansed, dispelled, or removed by items, death, or revival.
- Unlock
- Radiant Magic Lv50
- Cost
- 150 MP
Mass HealRadiant Magic Lv55
Heal 6 allied characters or Phantom Beasts. Base healing uses 70% of your Magic Attack and rises with the light specialization.
- Unlock
- Radiant Magic Lv55
- Cost
- 155 MP
Reflective ShieldSpecialization Lv57
Shield one allied character or Phantom Beast for 1 turn against one physical or magic hit. The first such hit deals 0 damage and instead heals the target for the final damage it would have taken; the shield then disappears. Other damage does not consume it.
- Unlock
- Specialization Lv57
- Cost
- 160 MP
Defensive StanceRadiant Magic Lv60
Increase Magic Attack and Magic Defense by 20% for up to 6 allied characters or Phantom Beasts for 5 turns.
- Unlock
- Radiant Magic Lv60
- Cost
- 170 MP
Arcane BarrierSpecialization Lv63
Give all allied characters and Phantom Beasts a 3-turn barrier. When they use an active attack skill, it has a 30% chance to repeat once without spending another action. The repeat cannot trigger another repeat.
- Unlock
- Specialization Lv63
- Cost
- 185 MP
ReviveRadiant Magic Lv70
Revive one fallen character ally at 30% maximum HP. Their MP stays at its value at death. It cannot target Phantom Beasts and has no cooldown. The revived ally is immune to all physical, magic, fixed, percentage, and ongoing damage for the rest of the current turn.
- Unlock
- Radiant Magic Lv70
- Cost
- 195 MP
Mass RevivalRadiant Magic Lv80
Revive up to 4 fallen character allies at full HP; their MP stays at its value at death. Phantom Beasts cannot be targeted. After casting, your HP becomes 1 and MP becomes 0; cooldown: 5 turns. Each cast adds one Mass Revival Cost stack, increasing incoming physical and magic damage by 20% per stack, up to 4 for the rest of the battle. It survives death and revival and cannot be cleansed or removed with items.
- Unlock
- Radiant Magic Lv80
- Cost
- 235 MP
Dusk Weaver → Dusk Sage
WeakenLearned automatically at Lv1
Prevent one enemy from recovering HP for 2 turns. Skill healing, Phantom Beast healing, lifesteal, and item recovery all restore 0 HP.
- Unlock
- Learned automatically at Lv1
- Cost
- 5 MP
Spell SealLearned automatically at Lv5
Attempt to seal one enemy. Base success chance is 30%, plus 0.1 percentage points per level of the relevant specialization. On success, the target cannot use basic attacks, physical attack skills, or magic skills.
- Unlock
- Learned automatically at Lv5
- Cost
- 20 MP
Venom CorrosionLearned automatically at Lv5
Poison one enemy for 5 turns. At the end of each turn it loses 10% of its current HP. Poison cannot defeat it and leaves at least 1 HP.
- Unlock
- Learned automatically at Lv5
- Cost
- 20 MP
ImprisonLearned automatically at Lv10
For 3 turns, stop one enemy from using basic attacks, physical attack skills, or magic attack skills. It may still defend, use items, flee, or take non-attack special actions. Boss immunity rules still apply.
- Unlock
- Learned automatically at Lv10
- Cost
- 30 MP
Shadow GateLearned automatically at Lv15
Teleport to your chosen revival point. Success chance is 50% in battle and your HP falls to 1 whether it works or not. Outside battle, success chance is 80% with no HP loss.
- Unlock
- Learned automatically at Lv15
- Cost
- 45 MP
LifedrainLearned automatically at Lv30
Deal Dark magic damage to one enemy and restore your own HP by 30% of the damage dealt.
- Unlock
- Learned automatically at Lv30
- Cost
- 80 MP
Night's CallLearned automatically at Lv40
Use only outdoors, outside battle, while leading a party. Immediately start a battle against 8–10 random enemies whose attributes are 25% higher.
- Unlock
- Learned automatically at Lv40
- Cost
- 105 MP
Mass SealSpecialization Lv45
Attempt to seal 6 enemies independently, blocking spells and basic attacks. Base success chance is 40% per target, plus 0.2 percentage points per relevant specialization level. Cooldown: 4 turns.
- Unlock
- Specialization Lv45
- Cost
- 135 MP
Life RendShadow Magic Lv45
Drain 15% of one enemy's current MP to refill your own, never exceeding your missing MP. If your MP is full, nothing is drained.
- Unlock
- Shadow Magic Lv45
- Cost
- 120 MP
Soul SeverShadow Magic Lv49
Strike one enemy with a 30% chance to inflict Soul Sever for 5 turns. If it dies during that state, it receives a 5-turn Death Lock starting at death that cannot be cleansed, dispelled, or removed by items. Target immunity rules still apply.
- Unlock
- Shadow Magic Lv49
- Cost
- 140 MP
Death CurseShadow Magic Lv57
Use only against shadow encounters or PvP targets, never bosses. Both you and the target receive Death Curse for 3 turns and take 20% more physical and magic damage. Dying during the curse creates a 3-turn Death Lock. The curse itself may be cleansed before death.
- Unlock
- Shadow Magic Lv57
- Cost
- 165 MP
Black HoleShadow Magic Lv61
Deal Dark magic damage to 6 enemies. Damage scales with your Magic Attack and the shadow specialization level.
- Unlock
- Shadow Magic Lv61
- Cost
- 180 MP
Toxic MistShadow Magic Lv65
Poison up to 10 enemies for 5 turns. At each turn's end they lose 10% of their current HP, plus 0.1% per the shadow specialization level. Poison cannot defeat them and leaves at least 1 HP. Boss and PvP targets use their official percentage-damage adjustments.
- Unlock
- Shadow Magic Lv65
- Cost
- 190 MP
Mass WeaknessLearned automatically at Lv80
Reduce skill, Phantom Beast, and item healing, lifesteal, and post-revival HP recovery by 50% for up to 3 enemies for 3 turns. Target immunity rules still apply.
- Unlock
- Learned automatically at Lv80
- Cost
- 235 MP
Sword Warden → Sword Master
Swift ThrustLearned automatically at Lv15
Act in the turn order at 200% of your current Speed, then strike one enemy for 80% normal physical damage. Swordsmanship still increases the damage.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Armor-Piercing ThrustLearned automatically at Lv30
Strike one enemy while ignoring 30% of its Defense.
- Unlock
- Learned automatically at Lv30
- Cost
- 20 MP
Earthrend ComboLearned automatically at Lv60
Strike one enemy twice. If either hit lands, inflict Bleeding for 2 turns: the target is 60 percentage points more likely to receive a physical critical hit and takes 10% more physical damage. Bleeding refreshes but does not stack.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Swordguard StanceLearned automatically at Lv60
Enter Swordguard Stance and counter every attacker who actually hits you for 55% normal physical damage. Against a boss main enemy, counter damage can count only once per turn.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Spellbreaker Twin SlashLearned automatically at Lv65
Strike one enemy twice at 80% and 100% damage, then remove MP equal to 30% of the resulting damage. Swordsmanship increases the damage.
- Unlock
- Learned automatically at Lv65
- Cost
- 30 MP
Decisive SlashLearned automatically at Lv80
Attack one enemy up to 7 times. The first hit deals 150% physical damage plus 50 fixed damage; later hits deal 100% each. The first 3 share a hit check. Hits 4–7 continue at 70%, 55%, 40%, and 25%; the sequence ends on a miss. Boss and PvP action damage caps still apply to the combined result.
- Unlock
- Learned automatically at Lv80
- Cost
- 40 MP
Blade Raider → Blade Master
Chain SlashLearned automatically at Lv15
Strike one enemy 5 times, with successive hits dealing 100%, 75%, 55%, 35%, and 20% damage. In PvP, total action damage is capped at 65% of the target's maximum HP.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Sweeping CutLearned automatically at Lv30
Strike one enemy for 120% physical damage. If its HP is between 60% and 70% immediately before the hit, damage rises to 240%. Boss and PvP damage caps still apply.
- Unlock
- Learned automatically at Lv30
- Cost
- 20 MP
Gather MomentumLearned automatically at Lv60
Gain Life Reserve for 3 turns. On your first death during turn 1, 2, or 3, you have a 20%, 40%, or 60% chance respectively to revive at 20% maximum HP, even through a revival ban. Each use checks only once and affects you alone.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Tidebreaker SlashLearned automatically at Lv60
Deal 160% final physical damage. When combined with the related charge effect, the total final multiplier cannot exceed 240%. Boss and PvP damage caps still apply.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Gale SlashLearned automatically at Lv65
Hit up to 6 enemies with physical damage; this attack's damage result is reduced by 30%. Blade Arts increases the damage.
- Unlock
- Learned automatically at Lv65
- Cost
- 35 MP
Last Stand SlashLearned automatically at Lv80
Strike one enemy. If this skill directly defeats it, inflict a 3-turn Death Lock that cannot be cleansed, dispelled, or removed with items.
- Unlock
- Learned automatically at Lv80
- Cost
- 40 MP
Axe Warden → Axe Master
Armorbreaker AxeLearned automatically at Lv15
Strike one enemy, ignore 20% of its Defense, and lower its Defense by 20% for 3 turns.
- Unlock
- Learned automatically at Lv15
- Cost
- 15 MP
Thunder AxeLearned automatically at Lv30
Strike one enemy while ignoring 20% Defense. A normal PvE target has a 70% chance to lose its next action; the chance is 50% in PvP. Bosses are immune to this control, and an affected target may still flee.
- Unlock
- Learned automatically at Lv30
- Cost
- 20 MP
Chain AxeLearned automatically at Lv60
Strike one enemy 5 times at 50%, 60%, 70%, 80%, and 90% damage. Each hit also splashes 2 random enemies for 50% of that hit's damage. Axe Mastery increases the damage.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Focus MightLearned automatically at Lv60
Spend this turn gathering strength. Your final physical damage multiplier becomes 170% next turn and lasts for that turn only.
- Unlock
- Learned automatically at Lv60
- Cost
- 30 MP
Earthshaker AxeLearned automatically at Lv65
Strike 3 enemies. Each has an independent 30% chance to lose actions for 2 turns, but can still flee. Axe Mastery increases the damage.
- Unlock
- Learned automatically at Lv65
- Cost
- 30 MP
Armybreaker AxeLearned automatically at Lv80
Strike one enemy and heal yourself for 30% of the HP damage actually dealt, limited by your missing HP and 30 times your character level.
- Unlock
- Learned automatically at Lv80
- Cost
- 40 MP
What are Mind Arts?
Mind Arts are lasting character growth available to every class. Each one improves a different part of your build, from offense and defense to HP, MP, Luck, and other combat attributes.
How to train
- Choose a Mind Art in the in-game Mind Art panel.
- Each level costs 50,000 Gold.
- The current maximum is Lv139; the game shows how many levels you can gain now.
Radiant Infusion
- Growth focus
- Physical and magic offense
- Gain per level
- Each level adds 1 Physical Attack and 1 Magic Attack.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Life Covenant
- Growth focus
- Survival and HP
- Gain per level
- Each level adds 10 maximum HP.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Shield Ward
- Growth focus
- Physical and magic defense
- Gain per level
- Each level adds 1 Physical Defense and 1 Magic Defense.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Graceful Radiance
- Growth focus
- Charm
- Gain per level
- Each level adds 2 Charm.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Mana Tide
- Growth focus
- Mana reserve
- Gain per level
- Each level adds 10 maximum MP.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Fate Deflection
- Growth focus
- Luck
- Gain per level
- Each level adds 2 Luck.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Deadly Rhythm
- Growth focus
- Critical hits and resistance
- Gain per level
- Each level adds 1 Critical and 1 Critical Resistance.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Piercing Art
- Growth focus
- Physical and magic penetration
- Gain per level
- Each level adds 1 Physical Penetration and 1 Magic Penetration.
- Who can learn it
- Available to every class; no class-specific prerequisite.
- How to improve
- Spend 50,000 Gold per level in the Mind Art panel.
- Maximum level
- Lv139
Common Questions
See all answers in the Help Center →What are Mind Arts?
Mind Arts provide lasting character attribute growth across eight different areas.
See all answers in the Help Center →Can every career learn Mind Arts?
Yes. None of the eight Mind Arts requires a specific career.
See all answers in the Help Center →How much Gold does one Mind Art level cost?
Each level costs 50,000 Gold.
See all answers in the Help Center →What is the current Mind Art level cap?
The current maximum is Lv139. Check the game for how many levels you can gain now.
See all answers in the Help Center →Are Mind Arts and Training the same system?
No. Mind Arts raise character attributes; Training changes damage according to matching levels on both sides.
See all answers in the Help Center →How Training works
Training is long-term combat growth for characters and Phantom Beasts. Physical offense is compared with the target’s Physical Defense Training; magic offense is compared with Magic Resistance Training. Characters and beasts use their own training levels.
Each level of difference changes the relevant damage result by 1%, within an overall range of 75%–125%. Training does not directly add points to the Attack or Defense stats shown on your panel.
How to improve
Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
Character Training
Character · Attack Training
- What it affects
- When your character makes a physical attack, this training is compared with the target’s Physical Defense Training to affect damage.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Character · Defense Training
- What it affects
- When your character is hit physically, this training is compared with the attacker’s Physical Attack Training to reduce the damage taken.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Character · Magic Training
- What it affects
- When your character attacks with magic, this training is compared with the target’s Magic Resistance Training to affect damage.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Character · Magic Resistance Training
- What it affects
- When your character is hit by magic, this training is compared with the attacker’s Magic Training to reduce the damage taken.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Phantom Beast Training
Pet · Attack Training
- What it affects
- When your Phantom Beast makes a physical attack, its training is compared with the target’s Physical Defense Training.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Pet · Defense Training
- What it affects
- When your Phantom Beast is hit physically, its training is compared with the attacker’s Physical Attack Training to reduce damage.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Pet · Magic Training
- What it affects
- When your Phantom Beast attacks with magic, its training is compared with the target’s Magic Resistance Training.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Pet · Magic Resistance Training
- What it affects
- When your Phantom Beast is hit by magic, its training is compared with the attacker’s Magic Training to reduce damage.
- How to improve
- Each training action costs 20,000 Gold and grants 10 Training EXP. You gain a level when enough EXP is accumulated. In game, you can train once or ten times.
- Maximum level
- Lv25
- Keep in mind
- The effect depends on the difference between the two combatants’ matching training levels. Equal levels create no training difference.
Common Questions
See all answers in the Help Center →What is Training?
Training is lasting combat growth for characters and pets. Damage depends on the matching Training level difference between combatants.
See all answers in the Help Center →Do characters and pets share Training levels?
No. Characters and pets each have four separate Training paths.
See all answers in the Help Center →How much does one Training action cost?
Each action costs 20,000 Gold.
See all answers in the Help Center →How much does one Training level of difference matter?
Each level of difference between matching Training paths changes the relevant damage result by 1%.
See all answers in the Help Center →Is there a limit to the Training damage effect?
Yes. The Training multiplier stays within 75%–125%.
See all answers in the Help Center →QUICK COMPARISON
Rebirth vs Career Change
| Item | Rebirth | Career Change |
|---|---|---|
| Purpose | Raise the long-term level cap | Switch to another same-race career route |
| Count / cooldown | Maximum of two | 7-day cooldown after success |
| Career scope | Does not choose a career route | Only the other two routes of your race |
| Level impact | Returns to Lv1 after each success, then grows toward a higher cap | Level and EXP stay unchanged |
| Entrance | Snowveil Fields · Rebirth Temple · Rebirth Ambassador | Snowveil Fields · Rebirth Temple · Rebirth Ambassador |
FAQ
Frequently asked questions
Is the apprentice career required?
No. The Lv10 apprentice stage is optional; at Lv20+ you may directly choose a formal career for your race.
Why does EXP stop at Lv69?
Without a formal career, Lv69 triggers the EXP cap and a Pigeon Post reminder. Choose a formal career to continue.
What happens if my first formal choice is at Lv61–69?
Your level returns to 60, excess EXP is cleared, and only level-granted attribute points are rolled back.
Can I change to another race’s career?
No. Career Change is limited to the other two routes of your current race.
Does Career Change spend Reputation?
No. Reputation is only checked. Gold or Magic Coin is paid, with the final amount shown in game.
What level will I be after Rebirth?
Both the first and second successful Rebirth return you to Lv1. The same character can then grow again toward Lv119 and Lv129 respectively.
Do the first and second Rebirth increase attributes?
Base attributes are rebuilt under the matching Rebirth rules, while eligible permanent attribute growth remains. Each new level continues to grant 5 level-based attribute points: the first Rebirth opens 10 more levels for up to 50 more points of growth potential, and the second opens another 10, for up to 100 more than the no-Rebirth stage.
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