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DualSense Controls
Level 1 Skill 1/Confirm > Trait Skill/Cancel > Pick Up > Interact > Move Character > Function Wheel > Move Cursor > Select with Cursor > Skill 2 > Skill 3 > Skill 4 > Skill 5 > Quest Tracking > Expand Level-Up Reminders > Season-exclusive Gameplay > Inventory > Minimap > Menu>
SteamDeck Controls
Level 1 Skill 1/Confirm > Trait Skill/Cancel > Pick Up > Interact > Move Character > Function Wheel > Move Cursor > Select with Cursor > Skill 2 > Skill 3 > Skill 4 > Skill 5 > Quest Tracking > Expand Level-Up Reminders > Season-exclusive Gameplay > Inventory > Minimap > Menu>
Xbox Controls
Level 1 Skill 1/Confirm > Trait Skill/Cancel > Pick Up > Interact > Move Character > Function Wheel > Move Cursor > Select with Cursor > Skill 2 > Skill 3 > Skill 4 > Skill 5 > Quest Tracking > Expand Level-Up Reminders > Season-exclusive Gameplay > Inventory > Minimap > Menu>
Skill - Support Skill
Level 2Support Skills can >enhance> your Active Skills. You can >link> up to 5 Support Skills to an Active Skill. Choose Support Skills based on the tags of your Active Skill to significantly boost your combat prowess.>
Talent
Level 3Talent Points are obtained by leveling up and completing Hunter's Forge. Investing Talent Points in the Talent system provides various powerful buffs. The Talent Panels of different gods provide different bonuses, which can be mixed and matched freely according to the tags of each Talent Panel. Talent Nodes are divided into: Micro Talent Nodes Medium Talent Nodes Lv.1 Core Talent Nodes Lv.2 Core Talent Nodes The Revert button allows you to revert Talent Nodes and> >reclaim> the Talent Points you've spent. Reverting Talent Nodes is >free> before Lv.80.>
Character Build - Energy Shield
Level 5Energy Shield is a defense stat. When taking damage, Energy Shield will be reduced before Life
Max Energy Shield Heroes do not start with any Energy Shield, and Energy Shield is provided by Talents, gear, skills, and other systems Each Intelligence increases Max Energy Shield by 0.05% Relevant Stats Max Energy Shield Max Energy Shield % Additional Max Energy Shield % Gear Energy Shield Gear Energy Shield %
Character Build - Life
Level 5Units are defeated when their Life is 0
Max Life Heroes initially start with 50 Max Life Each level gained increases Max Life by 13 Each point of Strength increases Max Life by 0.2
Relevant Stats Strength Max Life Max Life % Additional Max Life %
Character Build - Mana
Level 5Mana is used to cast skills. Skills cannot be cast when they cost more than the character's current Mana
Max Mana Heroes have 40 Max Mana by default Each level increases Max Mana by 5 Each Intelligence increases Max Mana by 0.5 Max Energy Shield Calculation Rules Relevant Stats Intelligence Max Mana Max Mana % Additional Max Mana %
Hero Ranking
Level 5The hero ranking reflects how players choose to make use of the heroes and schools. Draw inspirations and construct your school.
Character Build - Energy Shield Charge
Level 10After not taking damage for a period of time (excludes Life Cost and Injury Buffer), if the current Energy Shield is less than the Max Energy Shield, the Energy Shield starts to charge. The base Charge Interval is 2 seconds. When the character's Max Energy Shield is 0, the character cannot gain Energy Shield Charge. Heroes have 20% Energy Shield Charge per second by default Relevant Stats Energy Shield Charge Speed % Additional Energy Shield Charge Speed % Charge Interval % Additional Energy Shield Charge Interval %
Character Build - Life Regeneration Speed
Level 10Life Restoration Over Time Relevant Stats Life Regeneration Per Second Life Regeneration % Per Second Life Regeneration Speed
Character Build - Mana Regeneration Speed
Level 10Heroes regenerate 7 Mana per second by default Heroes regenerate 1.75% Mana per second by default Relevant Stats Mana Regeneration Per Second Mana Regeneration % Per Second Mana Regeneration Speed %
Craft - Prototype Crafting
Level 10Prototype Crafting can lock specific gear affixes while re-roll others. As the gear level increases, higher-level affixes may be generated.
Exchange
Level 10You can exchange gear that you do not need at the Trader for >Flame Residue>. A certain amount of Flame Residue can be converted to >Flame Dust>.>
Exchange - Black Market
Level 10Use >Exchange Proofs> to exchange for various >Rare Gear> in the Black Market. Use >Black Gold> to refresh the gear list of the Black Market and obtain >two Exchange Proofs>.>
Gear - Item Level
Level 10As you progress through the story, the level of maps will increase. >In higher-level maps, you'll find gear with higher item levels>. >Gear with a higher item level is more likely to receive rare affixes via crafting>.>
Main Talent Node
Level 10Core Talent Nodes> are the core component of a Talent Panel. A Core Talent Node can only be activated when you have invested enough Talent Points in the corresponding Talent Panel. >You may change your Core Talent Node at any time>.>
Gear - Affix Level
Level 12Each affix on gear is assigned a >level> that can be inspected in the gear details. Affix levels are related to the item level. For every 10 levels, a higher grade of affixes is unlocked. The higher the affix level, the stronger the effects.>
Character Build - Effective Resistance
Level 15Heroes start with 0 Elemental Resistance and Erosion Resistance. At Lv.48, Lv.58, and Lv.80, heroes will be inflicted with -20% to all Resistances. The base Max Resistance is 75% for all Resistances. This can be changed by increasing the Max Resistance %, which can increase the Max Resistance to 95%. The final effective Resistance is the smaller value between the player's current Resistance and the Max Resistance Relevant Stats Resistance % Max Resistance %
Character Build - Hardened
Level 15Reduces damage taken by 25%. Stacks up to 1 time. The base duration is 4s. The Hardened status can only be obtained through the support skill Hardened.
Character Build - Ignore Resistance
Level 15If you have Ignore Resistance, ignore Resistance and Resistance Penetration in the damage calculation process
Character Build - Resistance
Level 15Monsters deal five types of Damage: Physical, Fire, Cold, Lightning, and Erosion. Fire, Cold, and Lightning Damage are collectively referred to as Elemental Damage. >The most dangerous skills of enemies are mainly Elemental>. Thus, increasing your Elemental Resistance will effectively >prevent you from taking lots of Elemental Damage>.>
Character Build - Resistance Penetration
Level 15As a stat that counteracts Resistance, Resistance Penetration acts on the defender's effective Resistance in the damage calculation process. When dealing damage, if the attacker has Resistance Penetration of a certain type, the defender's Resistance will be reduced accordingly by the value of the Resistance Penetration when calculating the damage. Resistance Penetration does not change the value of the defender's Resistance. Resistance Penetration takes effect on all forms of damage (Hit, DoT, Secondary, Reflect).
Hero Trait
Level 15Hero Traits> define a hero's combat style. You may select different Trait branches once you meet the level requirements. Click the icon of a hero trait to activate its special ability.>
Character Build - Command
Level 16Command is a base attribute that Hunters get after equipping a skill that can summon Synthetic Troops. The minimum value is -100, the maximum value is 100, and the initial value is 0. Command is generally not negative, but some special effects will reduce it to lower than 0. Every point of Command will grant Synthetic Troop Minions +2% additional damage and increase the size of their Tracking Area. When Command is a negative value, the damage bonus will always be 0%, but the Tracking Area will be reduced accordingly. When Command is not 0, 13 points will be reduced/granted (depending on whether the current Command is positive or negative) per second until Command becomes 0 again. For every 10 Command increased (or decreased), the amount of Command reduced/granted per second +7 until the total Command becomes 0.
Character Build - Growth
Level 16Growth is a base attribute every Spirit Magus possesses, with a minimum value of 100 and a maximum value of 1,000. Spirit Magus start off at Stage 1 (100 Growth) and grow into the next stage with every 100 Growth gained until they reach Stage 5 (500 Growth). With every stage they grow, a Spirit Magus gains +5% Physique and +10% additional Skill Area. The also gain different skill and attribute enhancements: At Stage 2, Spirit Magi have a +30% chance to use Enhanced Skills. At Stage 3, the effect of Spirit Magi's Enhanced Skills are enhanced. At Stage 4, Spirit Magi's Empower Skills gain new effects. At Stage 5, all the attributes of Spirit Magi are increased, and they gain +25% additional damage, +10% additional Skill Area, and +30% additional Movement Speed. Their Tracking Area also increases.
Character Build - Armor
Level 18Armor is a defensive mechanic against Hit, Secondary, and Reflected Damage Characters start with 0 Armor by default Relevant Stats Armor Armor % Additional Armor % Gear Armor Gear Armor %
Damage reduction provided by Armor = Armor/(Armor x0.9+30,000). The max damage reduction provided by Armor is 80%. Only 60% of the damage reduction provided by Armor will work for Non-Physical Damage.
Double Armor When receiving damage, double the Armor value will be used to determine the damage reduction. This only takes effect in the damage calculation process and does not change the actual Armor value
Character Build - Block
Level 18Blocking is a defensive mechanic that counteracts Hit and Reflected damage. When taking Hit or Reflected damage, whether this damage is blocked will be determined based on the Attack or Spell tags of the source of this damage and the hero's corresponding Attack and Spell Block Chance. When blocking successfully, the damage will be reduced based on the Block Ratio and additional damage blocked.
Heroes start with 0 Block Chance. The Block Chance includes the Attack Block Chance and Spell Block Chance. When taking damage, the corresponding tag is applied to determine whether the block is successful or not. The Block Chance from different sources can be stacked up to the maximum Block Chance of 100% Relevant Stats Block Chance % Attack Block Chance % Spell Block Chance % Heroes start with a Block Ratio of 35% by default, which can be increased up to 75%. After a successful block is determined, a corresponding amount of damage will be offset according to the Block Ratio. Heroes do not have additional damage blocked by default. When both Block Ratio and a fixed Block Chance are available, the Block Ratio is factored into the calculation before the fixed Block Chance Relevant Stats Block Ratio % Additional Damage Blocked
Character Build - Chance to Avoid Damage
Level 18Damage Avoidance is a defensive mechanic that counteracts Hit Damage, Reflected Damage, and Secondary Damage. The Damage Avoidance Chance from different sources can stack. Heroes start with 0% Damage Avoidance by default When damage is successfully avoided, the hit is still deemed to be successful, and the attacker's hit-related effects will still be triggered. However, the defender will not take any damage or be inflicted with any ailments or control effects. Relevant Stats Damage Avoidance Chance %
Character Build - Evade
Level 18Evasion is a defensive mechanic against Hit Damage. When the damage of a hit is evaded, the hit does not deal any damage or trigger its hit effects and subsequent effects. The chance of evading an attack is determined by the attacker's Accuracy and the target's Evasion Rate.
Heroes' hits against monsters will not be evaded Evasion Characters start with 0 Evasion by default, which is its lowest value Each level increases Evasion by 3 Each Dexterity increases Evasion by 0.02% Relevant Stats Evasion Evasion % Additional Evasion % Gear Evasion Gear Evasion %
Evasion Rate Evasion Rate =1-1.15x attacker's Accuracy/(attacker's Accuracy +0.5x defender's Evasion^0.75), which means it is determined by the attacker's Accuracy and the defender's Evasion The maximum Evasion rate is 75%, and the minimum Evasion rate is 0% For Spell Damage, Evasion drops by additional 40% by default Currently, the highest Accuracy monsters can have is 1,247
Character Build - Attack Speed
Level 20The base value of Attack Speed depends on the Weapon Attack Speed. The Weapon Attack Speed is determined by the base speed of the weapon and the affixes of the weapon that affect its Attack Speed. When Dual Wielding, the Weapon Attack Speed is the average Attack Speed of the 2 weapons. In most cases, the character's final Attack Speed = Weapon Attack Speed x (100 + all non-additional bonuses)% x (100 + additional bonus 1)% x (100 + additional bonus 2)%... The Attack Speed of certain skills (such as attack-type mobility skills) will be corrected, and the actual speed will be lower than the result settled according to the above equation when the bonus received is quite high. >Attack Speed is capped at 30 attacks per second>.>
Character Build - Cast Speed
Level 20The base Cast Speed is determined by the base cast interval of skills. The final Cast Speed of a skill = 1/base Cast Interval of the skill x (100 + all non-additional bonuses)% x (100 + additional bonus 1)% x (100 + additional bonus 2)%... >Cast Speed is capped at 30 spells per second>.>
Character Build - Critical Strike
Level 20There is a certain chance to deal a Critical Strike when dealing hit damage. Final Critical Strike Rating = Base Critical Strike Rating x (100 + all non-additional bonuses)% x (100 + additional bonus 1)% x (100 + additional bonus 2)%... Critical Hit Chance = Final Critical Strike Rating/100 When attacking, the base Critical Strike Rating of the weapon will be factored in when calculating the Critical Strike Rating of the skill. When casting a spell, the base Critical Strike Rating of the spell will be factored in when calculating the Critical Strike Rating of the skill.
Character Build - Damage Form
Level 20There are 4 main ways to deal damage in the game: Hit Damage DoT Damage Secondary Damage Reflect Damage
Character Build - Hit Damage
Level 20Hit Damage is usually dealt by Attacks or Spells and is settled each time. Unless specified, damage dealt by skills is Hit Damage.
The following mechanics are specific to hit damage: Accuracy/Evade Critical Strike Damage Conversion/Addition Double Damage Injury Transfer Injury Buffer Block Avoidance Severe Injury
Reward
Level 20Different game maps and modes grant different >rewards>. >The rewards can be divided into five tiers based on rarity from low to high: > Common Fine Precious Rare Ultimate.>
Character Build - Damage Calculation
Level 22Like most stats, the final value of the attacker's damage = base damage x (100 + all non-additional bonuses)% x (100 + additional bonus 1)% x (100 + additional bonus 2)%...
Character Build - Damage Type
Level 22All damage dealt must be one of the following 5 types of damage: Physical Fire Cold Lightning Erosion
Physical Damage received from hits can be reduced by Armor, while the other forms and types of damage (Hit, DoT, Secondary, Reflect) are reduced by the corresponding type of resistance.
Character Build - DoT Damage
Level 22DoT Damage deals damage to the target continuously for a period of time. DoT Damage dealt by skills is skill effects that benefit from affixes such as "+10% Skill Effect Duration", etc.
The following mechanics are specific to DoT Damage: Affliction Reaping
Character Build - Secondary Damage
Level 22Secondary Damage is usually an additional effect of certain actions, such as "Makes enemies explode on defeat". Secondary Damage is neither Hit Damage nor DoT Damage, so it will not be enhanced by special mechanics of Hit Damage and DoT Damage.
Character Build - Agility Blessing
Level 25Each stack of Agility Blessing provides 6% Movement Speed, Attack Speed, and Cast Speed. The base upper limit of Agility Blessing is 4 stacks. The base duration of Agility Blessing is 10s. The duration of all stacks of Agility Blessing is refreshed when obtaining Agility Blessing. All stacks of Agility Blessing will be lost if the duration ends.
Character Build - Ailment Damage
Level 25Ignite, Shock, Trauma, and Wilt deal damage to enemies and are referred to as Ailment Damage. The amount of Ailment Damage dealt is based on the base damage of the corresponding ailment, which is 0 by default. The damage dealt by ailments has nothing to do with the damage dealt by a hit.
Character Build - Ailment Determination
Level 25On hit, an ailment determination is carried out according to the chance of inflicting the corresponding ailment. In the case of Frostbite, this effect will be inflicted if the Ailment determination is successful. In the case of damage-dealing ailments, the ailment will be inflicted if the base damage of the corresponding ailment is not 0. If it is 0, the ailment will not be inflicted.
Character Build - Ailments
Level 25Ailments include the following 6 types: Ignite: A debuff that deals Fire DoT Damage. Frostbite: A debuff that slows enemies. Freeze: A debuff that makes enemies unable to move. Shock: A debuff that makes subsequent hits deal Secondary Lightning Damage. Trauma: A debuff that deals Physical DoT Damage. Wilt: A debuff that deals Erosion DoT Damage. Ailments are generally inflicted by hits.
Character Build - Damage Conversion
Level 25The type of damage dealt can be converted. For example, "Converts 50% of Physical Damage to Fire Damage". >Only Hit Damage can be converted.> If the sum of the conversion percentages of multiple damage types from the same source exceeds 100%, such as when "Converts 60% of Physical Damage to Fire Damage" and "Converts 60% of Physical Damage to Cold Damage" take effect at the same time, the final converted damage will not exceed 100%, and the damage will be redistributed according to their weighted percentages. Converted damage benefits from the bonuses of the original damage type and the bonuses of the post-conversion damage type. Non-additional bonuses can be stacked. Frostfire's damage bonus conversion is a special bonus, and only one bonus can be generated in each damage calculation.>
Character Build - Fervor
Level 25While Fervor is active, you'll gain 1 point of Fervor Rating when hitting an Elite. Fervor Rating Base Effect: Each Fervor Rating provides +2% Attack and Spell Critical Strike Rating. The maximum amount of Fervor Rating is 100 points. The base duration is 10s.
Character Build - Focus Blessing
Level 25Each stack of Focus Blessing provides a 4% chance to deal Double Damage. The base upper limit of Focus Blessing is 4 stacks. The base duration of Focus Blessing is 10s. The duration of all stacks of Focus Blessing is refreshed when obtaining Focus Blessing. All stacks of Focus Blessing will be lost if the duration ends.
Character Build - Tenacity Blessing
Level 25The base duration is 10s. Each stack of Tenacity Blessing provides an additional 4% reduction in damage received. The base upper limit of Tenacity Blessing is 4 stacks. The base duration of Tenacity Blessing is 10s. The duration of all stacks of Tenacity Blessing is refreshed when obtaining Tenacity Blessing. All stacks of Tenacity Blessing will be lost if the duration ends.
Character Build - Frostbite and Freeze
Level 28Frostbite reduces the target's Attack Speed, Cast Speed, and Movement Speed by 10% with an initial duration of 1.5s. When the target is inflicted with Frostbite, an attack inflicts 2 points of Frostbite Rating for every 0.2% of the sum of the enemy's Max Life and Max Energy Shield reduced by the Cold Damage dealt by this hit. When a unit has more than 100 points of Frostbite Rating, the unit will be frozen for 0.2s and cannot take action while frozen. The Frostbite effect and Freeze duration are increased by 1% for every 1 Frostbite Rating a unit has. In general, legendary bosses are immune to Freeze but can be inflicted with a certain amount of Frostbite Rating up to an upper limit. Once this upper limit is reached, the Frostbite Rating will not continue to increase.
Character Build - Ignite
Level 28Ignite deals Fire DoT with a default duration of 4s. After Igniting an enemy, Fire Damage equal to the Base Ignite Damage is dealt to the target every second. By default, Ignite has the following effect: "+30% additional Affliction effect". The default maximum number of Ignite Damage stacks is 1. This can be increased by upgrading the maximum number of stacks later. When a unit is under the effect of more than 1 Ignite effect, the first N (Ignite limit) stacks of Ignite that deal the most damage will take effect.
Character Build - Shock
Level 28When hitting an enemy with a Shock buff, Secondary Lightning Damage is dealt based on the Base Shock Damage of this buff. When hitting an enemy with a Shock buff, Hit Damage is guaranteed to trigger Shock Damage. >Each Shock effect can only be triggered up to 12 times.> The base duration of the Shock buff is 4s. When hitting an enemy with a Shock buff, Secondary Lightning Damage is dealt based on the recorded Base Shock Damage, and this damage bonus is obtained when it is triggered. The maximum valid buff stacks of the Shock buff is 1. This can't be changed by any affixes. When multiple Shock buffs exist concurrently, the stack with the highest Base Damage takes effect. The character and their minions gain Base Shock Damage equal to 3% of the Lightning Damage hit at the beginning.>
Character Build - Trauma
Level 28Trauma deals Physical DoT Damage with a default duration of 4s. When inflicting Trauma on an enemy, deals Physical DoT Damage equal to the Base Trauma Damage to the target every second. By default, Trauma has the following effect: "+30% additional Reaping duration". The default maximum number of Trauma Damage stacks is 1 stack, and it can't be increased. When multiple Trauma effects exist concurrently on the same target, only the Trauma effect that deals the most damage will take effect.
Character Build - Wilt
Level 28Wilt deals Erosion DoT with a default duration of 1s. After inflicting Wilt on an enemy, Erosion DoT equal to the Base Wilt Damage is dealt to the target every second for each stack of Wilt. Wilt has no default maximum number of stacks, but the number of its stacks may be limited by certain affixes. When the number of stacks is limited, Wilt Damage is dealt according to the stack that deals the most damage.
Character Build - Resistance Penetration
Level 30When dealing damage, if the attacker has Resistance Penetration of a certain type, the defender's Resistance will be reduced accordingly by the value of the Resistance Penetration when calculating the damage. Resistance Penetration does not change the value of the defender's Resistance. Resistance Penetration takes effect on all forms of damage (Hit, DoT, Secondary, Reflect).
Character Build - Amplified DoT Damage
Level 35The Affliction debuff is inflicted on enemies at the same time as DoT Damage. All DoT effects share the same Affliction effect. When under the effect of Affliction, the enemy gradually accumulates Affliction according to the Affliction inflicted every second by the character up to the maximum amount of 100 Affliction. Each point of Affliction increases the DoT taken by the enemy by an additional 1% (up to 50% at 100 Affliction). This effect is affected by the Affliction debuff.
Character Build - Barrier
Level 35Gain a Barrier that absorbs damage equal to 20% of your Max Life and Energy Shield. The Barrier's base absorption is 50%. New Barriers can't be obtained while a Barrier lasts. A Barrier is lost when its duration ends or when the Barrier value drops to 0. The base duration is 10s.
Character Build - Blur
Level 35Gain 100 points of Blur Rating when obtaining Blur. Once 100 points of Blur Rating is gained, 10% of Max Blur Rating is lost per second. Blur is lost once Blur Rating drops to 0. Blur Base Effect: +0.3% Evasion and +0.3% chance to avoid damage for every point of Blur Rating you have. Max Blur Rating is 100 points.
Character Build - DoT Damage Reaping
Level 35When Reaping, the active DoT on the target will be settled at once according to the given time. Reaping only applies to DOT you deal. The DoT dealt by other units can't be settled by your Reaping. Reaping directly removes the target's HP, so it will not trigger any damage-dealing events. Reaping generally has a cooldown time, which is affected by the Reaping Cooldown Recovery Speed instead of the general Cooldown Recovery Speed. The DoT duration settled by Reaping is affected by affix bonuses such as: "+X% Reaping Duration".
Character Build - Energy Shield Regain
Level 35Instantly returns a portion of the character's lost Energy Shield on hit, up to 30% Energy Shield Regain has a Regain Interval, and the base interval is 0.5 seconds Relevant Stats Energy Shield % Additional Regain Interval %
Character Build - Focus
Level 35Stacks up to 5 times. The base duration is 5s. The duration of Focus is refreshed when obtaining Focus. Focus provides different buffs according to your skills, gear, etc.
Character Build - Life Regain
Level 35Life Regain Instantly returns a portion of the character's lost Life on hit, up to 30% Life Regain has a Regain Interval, and the base interval is 0.5 seconds Relevant Stats Life Regain % Additional Regain Interval %
Character Build - Paralysis
Level 35Increases damage taken by 10%. Stacks up to 1 time. The base duration is 4s. Paralysis is a control status.
Character Build - Slow
Level 35Each stack reduces Attack Speed, Cast Speed, and Movement Speed by 6%. Stacks up to 5 times. The base duration is 4s. The duration of the Slow status is refreshed whenever Slow is inflicted. Slow is a control status.
Gear - Energy
Level 40Energy is one of the base gear stats. It only appears on items with a sufficient item level. Weapons and Chest Armor usually provide more Energy than other items while trinkets don't have Energy.
Trade House
Level 40Heaps of items circulate in the trade house and can be purchased in different currencies according to your own needs.
Trade House - Advanced research
Level 40In the Trade House, you can search for gear other than Legendary gear using advanced research. Filter your search options to quickly locate the required goods.
Trade House - Booth
Level 40A booth of the trade house needs to be unlocked. Gear and items can be sold after unlocking the booth. The number of booths are capped.
Character Build - Energy Shield Instant Restoration
Level 45Instantly restores a certain amount of Energy Shield when the event corresponding to the affix takes place For example: When evading, instantly restores 12% of missing Energy Shield Restores 5% Energy Shield when blocking
Character Build - Life Instant Restoration
Level 45Instant Restoration Instantly restores a certain amount of Life when the event corresponding to the affix takes place For example: When suffering a Severe Injury, instantly restores 35% of Lost Life Restores 5% Life on defeat
Character Build - Mana Instant Restoration
Level 45Instantly restores a certain amount of Mana when the event corresponding to the affix takes place For example: Restores 5 Mana on hit Restores 1% Mana when using skills.
Character Build - Damage Conversion
Level 50When calculating the damage mitigation for the defender, the damage conversion will change the type of damage received and calculate the corresponding damage mitigation after the conversion. The proportion of damage conversion from different sources can be stacked. After exceeding 100%, it will be redistributed according to the proportion of each source.
Character Build - Damage Mitigation
Level 50Additional damage reduction is a defensive mechanic that counteracts all types of damage. Damage reduction from different sources multiplies independently
The maximum Damage Mitigation for each source of additional damage reduction is 90%
Character Build - Double Damage
Level 50There is a chance to deal double damage on hit according to the Double Damage chance. All Double Damage chances that apply to the damage are stacked before the final determination.
Character Build - Injury Buffer
Level 50Injury Buffer is a defensive mechanic that counteracts Hit Damage. When receiving Hit Damage, part of the damage is not settled directly. Instead, this damage will be settled once every 0.5s in a special form over the next 4s. Damage settled by Injury Buffer is not affected by other tags and does not trigger damage-related events. The Injury Buffer proportion from different sources can stack.
Skill - Cast Skill
Level 50Using or triggering a skill is called casting a skill in the game.
Character Build - Multistrike
Level 55Multistrike: An Attack Skill that automatically performs a certain number of consecutive attacks. When using an Attack Skill, there is a chance to automatically perform an additional attack with the same Attack Skill after attacking. Additional attacks will not trigger further additional attacks. If the chance exceeds 100%, one additional attack will be performed with every 100% of the chance. If the chance is lower than 100%, this will be the corresponding chance of perfoming an additional attack after attacking. Multistrikes consume skill resources as normal and will be interrupted if there are insufficient resources. Moving or using other non-instant skills will interrupt Multistrike. Mobility, Channeled, and Sentry Skills cannot Multistrike. During Multistrike, Attack Speed +20% by default. During Multistrike, for each additional attack. the damage of the Attack Skill will increase additionally based on the Multistrike damage increment attribute (the second attack receives the bonus once, the third attack receives the bonus twice, and so on). The Multistrike damage increment attribute is affected by Multistrike damage increment bonuses, which multiplies the Multistrike damage increment by (1+additional percentage of increase).
Character Build - Spell Burst
Level 55Spell Burst: Automatically casts a Spell Skill a certain number of times. When Spell Burst is fully charged, casting Spell Skill will activate Spell Burst, which will consume all stacks of Spell Burst charged and automatically cast the Spell Skill the same number of times as the number of stacks consumed. Skills that are cast by Spell Burst, skills that have a cooldown, as well as Summon, Sentry, and Channeled Skills cannot trigger Spell Burst. The Spell Skill that activates the Spell Burst is considered a skill cast by Spell Burst. Spell Burst Charge cannot go beyond Spell Burst's upper limit. Spell Burst can only be cast when Max Spell Burst is no lower than 1. Spell Burst will be fully charged within 2s. Spell Burst Charge Speed will increase the restoration speed of Spell Burst Charge.
Gear - Legendary Gear Rarity
Level 68Legendary gear is categorized into various rarities: Common Legendary gear, Fine Legendary gear, Precious Legendary gear, Matchless Legendary gear, and Ultimate Legendary gear. These rarities will be visually indicated by drop frames with distinct colors.
Monster - Monster Rarity
Level 68Monsters are divided into Normal monsters, Magic monsters, Rare monsters, Legendary bosses, and Supreme bosses according to their rarity. Among them, Rare monsters, Legendary bosses, and Supreme bosses are referred to as Elites. Legendary and Supreme bosses are collectively referred to as bosses.
Corrosion Craft
Can be used on Legendary or Rare gear with 4 affixes or more. Corrosion Craft consumes Aemberon Cores or Familiar Nexuses, both of which drop in Season-exclusive gameplay. In the main story, there is a chance to get a free Corrosion Craft for free. Gear can be corroded at most once. Corroded Rare gear can still be further crafted and enchanted, but it cost twice as much crafting materials when crafted.
Corrosion Craft - Materials
Corrosion Craft consumes Aemberon Cores or Familiar Nexuses, both of which drop in Season-exclusive gameplay. The Defiled effect in Corrosion Craft (increase the rank of 2 affixes of a piece of gear by 1 or 2 levels) is only available using Familiar Cores in the crafting.
Craft - Greater Ember
When a gear has 4 affixes (enchantments not included), using greater embers on it has a chance to further increase the number of affixes.
Craft - Restless Ember
When a gear has 6 affixes (enchantment affixes not included), use Restless Embers to randomly replace a >Suffix> with a special affix.>
Craft - Targeted Processing
Targeted Processing can add certain affix categories to gear more precisely.
Craft - Ultimate Ember
When a piece of gear has 6 affixes (enchantments not included), using Ultimate Ember on it can randomly replace >pre-fixes> with special affixes.>
Enchant
Via fixed recipes and consumables, you may add enchantments to your gear. Enchantment recipes are unlocked based on levels.
Fluorescent Memory - Exchange
Fluorescent Memories may drop while challenging Netherrealm. After collecting the required number of Fluorescent Memories, you can exchange them for needed items at the Trader. Boss monsters have different Fluorescent Memory drop rates in each Netherrealm map. You can check these rates before entering the map.
Gameplay - Chest Mimic
Mystery Chest events may appear in any Netherrealm stage. Be careful though, as it might be a >Chest Mimic> pretending to be something else! The mode has a chance to drop exclusive Legendary gear: >Ice Breaker, Loner's Boots, Windbreath Convergence, and False God's Skin>.>
Gameplay - Trial: God of Machines
In any Netherrealm stage, you may find 1 Trial: God of Machines. >Defeat as many monsters as you can while >protecting the mechanical core. >The more waves of monsters you defeat to protect the mechanical core, the more abundant your rewards will be. > The mode has a chance to drop exclusive Legendary gear: >Surging Inspiration, Mistaken Authority, Decayed Mind, and Necklace of Firebird>.>
Gameplay - Trial: God of Might
In any Netherrealm stage, you may find 1 Trial: God of Might. The longer you >survive> in this trial, the more abundant your rewards will be. The mode has a chance to drop exclusive Legendary gear: >Forlorn Crystal, Polygonal Enclosure, Last Words of Chaos, and Divine Ember>.>
Gameplay - Trial: God of War
In any Netherrealm stage, you may find 1 Trial: God of War. >Defeat as many monsters as you can> before the timer runs out to >gain reward stacks> as well as >acquiring more time>. The mode has a chance to drop exclusive Legendary gear: >Crimson King, Ghost Slaughter, Furious Heart, and Dragon Breath Armor>>.
Gameplay - Trial: Goddess of Hunting
In any Netherrealm stage, you may find 1 Trial: Goddess of Hunting. Select the >blessing and test> you would like to receive from the Goddess of Hunting, then challenge and defeat the Netherrealm Boss. The >higher the trial Rarity you selected, the more abundant your rewards will be>. The mode has a chance to drop exclusive Legendary gear: >Thunder Jawbone, Shadow of Thunderlight's Footsteps, Skin of Malice, and Starlit Body>.>
Gear Empowerment
Change the >Energy> value of a gear. The higher the >item level>, the more likely a gear receives higher Energy.>
Hero Memories
Hero Memories must be used with Hero Relics and can't be equipped unless the required Hero Relic has been equipped. Hero Memories may also have certain requirements that must be met before they can be equipped. At the same time, some affixes may only take effect if the Hero Memory is equipped in a corresponding slot.
Hero Relic
Each hero can only equip 1 Hero Relic, which will enhance the hero's abilities. Some Hero Relics may have certain requirements that must be met before they can be equipped. Some Hero Relics can equip Hero Memories, which further enhance your hero's combat power. The slots required to equip them are random and are related to the level of the Hero Trait.
Netherrealm
Clear >Netherrealm> stages to acquire >XP, gear, and embers>. Certain stages may drop >exclusive> rare items.>
Netherrealm - Beacon
Beacons are mainly acquired from the Netherrealm. >Better beacons have a chance to drop from the Bosses of Netherrealm.>On top of that, the stage boss of Story Chapter 5 also drops beacons.>
Netherrealm - Card Awakening
Trait Cards have a really small chance to be awakened when drawn. Awakened cards have >way better> values than the original cards. The chance of awakening will be >slightly enhanced> along with the increase of the level of a card.>
Netherrealm - Card Inheritance
The effects of the cards with the keyword >Inheritance> last over time, affecting >all the stages in the plane>. Some cards' effects will >multiply> rewards when they are >combined> via Inheritance.>
Netherrealm - Chaos Invasion
After the Netherrealm Chaos Invasion begins, complete stages corresponding to the Confusion Cards to accumulate progress. When the progress on Confusion Cards is complete, the current Chaos Invasion will end. Adjustments made to Trait Cards only take effect when a new Chaos Invasion begins.
Netherrealm - Confusion Card
When Trait Cards with a certain >tag> in a deck of Trait Cards are more than the cards with other tags, the Confusion Cards with that specific tag have a >higher chance> to appear. Maybe you can come up with unique strategies around some Confusion Cards...>
Netherrealm - Exclusive Drop
Stages and bosses of each plane may drop exclusive items. >As the plane difficulty increases, more exclusive items will be added with higher drop rates>. Defeating the plane boss or the Traveler guarantees a piece of exclusive Legendary gear.>
Netherrealm - Map Affix
The number of base affixes has an impact on a Netherrealm stage in terms of the >drop quantity and rarity>. You may reset affixes on a map to >avoid dangerous harmful affixes> or to >pursue better potential rewards from Netherrealm stages>.
Disciple monsters have 1 special effect, including: Restoration Over Time for Nearby monsters, Life restoration on hit, Erosion Terra generation upon defeat, and delayed Area Damage upon defeat.>
Netherrealm - Netherrealm Compass
Netherrealm Compass Slots will unlock after you've collected >18 Cinders>. Use the Compasses before entering the map to bring both greater rewards and greater challenges.>
Netherrealm - Plane Difficulty
Defeating a plane boss enables you to >increase the plane's difficulty>. This also makes your adventure >more rewarding>.>
Netherrealm - Plane Watcher
Each Plane Watcher yields Cinder along with bountiful and >exclusive rewards>.>
Netherrealm - Trait Card
After each round of Chaos Invasion, you can >select one card> from three Trait Cards and add it to the card library and >manually set> the Trait Cards to be used in the next round. The decks of Trait Cards in the planes are mutually independent.>
Netherrealm - Traveler
You can only challenge the Traveler after reaching the highest difficulty on all planes (collect 35 cinders). As the current final boss, the Traveler is extraordinarily powerful, but players may challenge him as many times as they want. After completing the first Traveler challenge, you will need to defeat four plane bosses to be able to challenge the Traveler again.
Netherrealm - Unlock Plane
Collect sufficient Cinders to unlock new Netherrealm planes. >You start over from different difficulties> with these planes, and unlocking them will also >yield additional Cinders>.>
Skill - Aura
Auras> are Passive Skills. >Activating an Aura will Seal a portion of your Life or Mana>. Auras have their own special Support Skills, and multiple Auras can be linked together to receive the bonuses from the same Support Skill.>
Skill - Curse
A variety of >Curses> will inflict different debuffs on monsters. By default, a player may only apply >one Curse> to a monster at a time. Special gear or talents may allow you to exceed such a restriction.>
Skill - Distribute Energy
Spend energy to >increase the number of links for a skill>. You get energy by >leveling up> and from >gear> that have energy stats.>
Skill - Empower
Empower> is an Active Skill tag. Skills with this tag provide temporary yet powerful stat buffs.>
Skill - Passive
Skills with the >Passive> tag need to be equipped at special Passive Skill slots. Passive Skills have various powerful effects. Choose Passive Skills that suit you best.>
Skill - Sealed Mana|Life
When certain skills are equipped (mostly Aura Skills and Triggered Skills), Mana will not be deducted when players use these skills. Instead, a portion of their Mana will enter an unusable state as the cost of using these skills. This is referred to as Sealed Mana. Similarly, Sealed Life is the process of sealing Life.
The sealing process does not change the Max Mana or Max Life.
A fixed amount of proportion of Mana and Life can be sealed. The amount of Mana or Life sealed is also affected by other skills and affixes. Relevant Stats Skill Sealed Mana Mana Cost Multiplier Sealed Mana % Additional Sealed Mana %
Skill - Triggered
Triggered> Skills are a type of Passive Skill. Meet specific conditions to activate skills that are linked to a Triggered Skill.>