Night Watch

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Intro

Novice Gunslinger

(1st Job)

Rebellion

(2nd Job)

Night Watch

(3rd / 4th Job)

Night Watch

Description

Max Level HP/SP Stats Bonus when Max Job Level

-

  • Base Max HP: 45000
  • Base Max SP: 2740

Str+3, Agi+8, Vit+6, Int+8, Dex+11, Luk+7

Pow+11, Sta+6, Wis+6, Spl+0, Con+11, Ctr+6

1st Job Skills

Coin Flip Max Level 5 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 2 SP
Items: 1 Zeny
Flips a coin for a chance to gain Coins (displayed as glowing orbs). Can hold up to 10 Coins.
Cracker Max Level 1 Active Debuff
- Target: 1 target
Range: 9 cells
Cost: 10 SP
Consumes: 1 Coin
Fires a bullet that can Stun an enemy. The closer the target, the higher the chance to inflict Stun.
Magical Bullet Max Level 1 Active Physical Ranged / Magical Ghost
- Target: Caster
Range: 1 cell
Cost: 7 SP
Consumes: 1 Coin
Fires a magic shot that does not consume bullets. Deals Ghost elemental damage equal to ATK + MATK.
Increasing Accuracy Max Level 1 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 30 SP
Consumes: 4 Coins
Adds +20 HIT, +4 DEX and +4 AGI for 1 minute.
Fling Max Level 1 Active Debuff
- Target: 1 target
Range: 9 cells
Cost: 10 SP
Spends Coins to fling them at a target, dealing damage and reducing DEF. Can consume up to 5 Coins.
Madness Canceler Max Level 1 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 30 SP
Consumes: 1 Coin
Activates Madness Canceler: caster is immobilized but gains +100 damage and +20% ASPD for 15 seconds. Cannot be used together with Adjustment.
Triple Action Max Level 1 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 20 SP
Consumes: 1 Coin
Shoots a target 3 times in one attack.
Adjustment Max Level 1 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 15 SP
Consumes: 2 Coins
Activates Adjustment: +30 FLEE, -20% ranged physical damage received, and -30 HIT for 30 seconds. Cannot be used together with Madness Canceler.
Bull's Eye Max Level 1 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 30 SP
Consumes: 1 Coin
Deals 500% damage to Demi-Human and Brute enemies. Has a 0.1% chance to inflict Coma on non-boss targets.
Single Action Max Level 10 Passive
Passive. Enables Gunslinger to fire more quickly and accurately.
  • Level 1: HIT +2, Attack Speed +1%
  • Level 2: HIT +4, Attack Speed +1%
  • Level 3: HIT +6, Attack Speed +2%
  • Level 4: HIT +8, Attack Speed +2%
  • Level 5: HIT +10, Attack Speed +3%
  • Level 6: HIT +12, Attack Speed +3%
  • Level 7: HIT +14, Attack Speed +4%
  • Level 8: HIT +16, Attack Speed +4%
  • Level 9: HIT +18, Attack Speed +5%
  • Level 10: HIT +20, Attack Speed +5%
Chain Action Max Level 10 Passive
Passive. Gives a chance to fire two shots in quick succession when using a Revolver. Consumes 1 Bullet. Requires Revolver.
Rapid Shower Max Level 10 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 22/24/26/28/30/32/34/36/38/40 SP
Items: 1 Bullet
Requirement: Revolver
Attacks a target with 5 rapid-fire shots.
  • Level 1: ATK 550%
  • Level 2: ATK 600%
  • Level 3: ATK 650%
  • Level 4: ATK 700%
  • Level 5: ATK 750%
  • Level 6: ATK 800%
  • Level 7: ATK 850%
  • Level 8: ATK 900%
  • Level 9: ATK 950%
  • Level 10: ATK 1000%
Desperado Max Level 10 Active Physical Ranged
- Target: Caster
Range: 1 cell
Cost: 32/34/36/38/40/42/44/46/48/50 SP
Items: 10 Bullets
Requirement: Revolver
Consumes 10 bullets to fire repeatedly, damaging enemies within a 7-cell radius (up to 10 hits).
  • Level 1: ATK 100%
  • Level 2: ATK 150%
  • Level 3: ATK 200%
  • Level 4: ATK 250%
  • Level 5: ATK 300%
  • Level 6: ATK 350%
  • Level 7: ATK 400%
  • Level 8: ATK 450%
  • Level 9: ATK 500%
  • Level 10: ATK 550%
Gatling Fever Max Level 10 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 30/32/34/36/38/40/42/44/46/48 SP
Requirement: Gatling Gun
Temporarily increases Attack Speed and damage, but decreases FLEE and Movement Speed. Recasting cancels the effect.
  • Level 1: Damage +30, After Attack Delay -1%, FLEE -5, Duration 30 seconds
  • Level 2: Damage +40, After Attack Delay -2%, FLEE -10, Duration 45 seconds
  • Level 3: Damage +50, After Attack Delay -3%, FLEE -15, Duration 60 seconds
  • Level 4: Damage +60, After Attack Delay -4%, FLEE -20, Duration 75 seconds
  • Level 5: Damage +70, After Attack Delay -5%, FLEE -25, Duration 90 seconds
  • Level 6: Damage +80, After Attack Delay -6%, FLEE -30, Duration 105 seconds
  • Level 7: Damage +90, After Attack Delay -7%, FLEE -35, Duration 120 seconds
  • Level 8: Damage +100, After Attack Delay -8%, FLEE -40, Duration 135 seconds
  • Level 9: Damage +110, After Attack Delay -9%, FLEE -45, Duration 150 seconds
  • Level 10: Damage +120, After Attack Delay -10%, FLEE -50, Duration 165 seconds
Tracking Max Level 10 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 15/20/25/30/35/40/45/50/55/60 SP
Requirement: Revolver or Rifle
Carefully aims at a target. Higher levels increase cast time and damage.
  • Level 1: ATK 300%, Cast Time 0.6 seconds
  • Level 2: ATK 400%, Cast Time 0.7 seconds
  • Level 3: ATK 500%, Cast Time 0.8 seconds
  • Level 4: ATK 600%, Cast Time 0.9 seconds
  • Level 5: ATK 700%, Cast Time 1.0 seconds
  • Level 6: ATK 800%, Cast Time 1.1 seconds
  • Level 7: ATK 900%, Cast Time 1.2 seconds
  • Level 8: ATK 1000%, Cast Time 1.3 seconds
  • Level 9: ATK 1100%, Cast Time 1.4 seconds
  • Level 10: ATK 1200%, Cast Time 1.5 seconds
Piercing Shot Max Level 5 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 11/12/13/14/15 SP
Requirement: Revolver or Rifle
Deals Defense-piercing damage with a chance to inflict Bleeding. Deals more damage when using a Rifle.
  • Level 1: ATK 220% / 280% (Rifle), Bleeding 3%
  • Level 2: ATK 240% / 310% (Rifle), Bleeding 6%
  • Level 3: ATK 260% / 340% (Rifle), Bleeding 9%
  • Level 4: ATK 280% / 370% (Rifle), Bleeding 12%
  • Level 5: ATK 300% / 400% (Rifle), Bleeding 15%
Disarm Max Level 5 Active Debuff
- Target: 1 target
Range: 9 cells
Cost: 15/20/25/30/35 SP
Requirement: Revolver or Rifle
Shoots a target’s appendages to attempt to disarm them. Against monsters, reduces Attack by 25% (no effect on Boss monsters).
Dust Max Level 10 Active Physical Ranged
- Target: 1 target
Range: 2 cells
Cost: 3/6/9/12/15/18/21/24/27/30 SP
Requirement: Shotgun
Fires a close-range shot that pushes the enemy back 5 cells.
  • Level 1: ATK 150%
  • Level 2: ATK 200%
  • Level 3: ATK 250%
  • Level 4: ATK 300%
  • Level 5: ATK 350%
  • Level 6: ATK 400%
  • Level 7: ATK 450%
  • Level 8: ATK 500%
  • Level 9: ATK 550%
  • Level 10: ATK 600%
Full Buster Max Level 10 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 20/25/30/35/40/45/50/55/60/65 SP
Items: 2 Bullets
Requirement: Shotgun
Fires multiple bullets to deal heavy damage. Has a small chance to inflict Blind on the caster.
  • Level 1: ATK 400%
  • Level 2: ATK 500%
  • Level 3: ATK 600%
  • Level 4: ATK 700%
  • Level 5: ATK 800%
  • Level 6: ATK 900%
  • Level 7: ATK 1000%
  • Level 8: ATK 1100%
  • Level 9: ATK 1200%
  • Level 10: ATK 1300%
Spread Attack Max Level 10 Active Physical Ranged
- Target: Ground
Range: 9 cells
Cost: 13/16/19/22/25/28/31/34/37/40 SP
Items: 5 Bullets
Requirement: Shotgun or Grenade Launcher
Fires a spread shot that damages enemies in a large area.
  • Level 1: ATK 230% (AoE 3x3)
  • Level 2: ATK 260% (AoE 3x3)
  • Level 3: ATK 290% (AoE 3x3)
  • Level 4: ATK 320% (AoE 5x5)
  • Level 5: ATK 350% (AoE 5x5)
  • Level 6: ATK 380% (AoE 5x5)
  • Level 7: ATK 410% (AoE 7x7)
  • Level 8: ATK 440% (AoE 7x7)
  • Level 9: ATK 470% (AoE 7x7)
  • Level 10: ATK 500% (AoE 9x9)
Ground Drift Max Level 10 Active Trap / Physical Ranged
- Target: Ground
Range: 9 cells
Cost: 3/6/9/12/15/18/21/24/27/30 SP
Requirement: Grenade Launcher
Plants Bullet Spheres that explode when enemies approach. Effects vary by bullet type.
  • Level 1: ATK 220%, Duration 3 seconds
  • Level 2: ATK 240%, Duration 6 seconds
  • Level 3: ATK 260%, Duration 9 seconds
  • Level 4: ATK 280%, Duration 12 seconds
  • Level 5: ATK 300%, Duration 15 seconds
  • Level 6: ATK 320%, Duration 18 seconds
  • Level 7: ATK 340%, Duration 21 seconds
  • Level 8: ATK 360%, Duration 24 seconds
  • Level 9: ATK 380%, Duration 27 seconds
  • Level 10: ATK 400%, Duration 30 seconds
Snake Eyes Max Level 10 Passive
Passive. Increases Attack Range and HIT when equipped with gun-class weapons.
  • Level 1: HIT and Range +1
  • Level 2: HIT and Range +2
  • Level 3: HIT and Range +3
  • Level 4: HIT and Range +4
  • Level 5: HIT and Range +5
  • Level 6: HIT and Range +6
  • Level 7: HIT and Range +7
  • Level 8: HIT and Range +8
  • Level 9: HIT and Range +9
  • Level 10: HIT and Range +10

2nd Job Skills

Rich's Coin Max Level 1 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 10 SP
Consumes 100 Zeny to generate 10 Coins. Coin Flip will never consume Coins upon failure once this skill is learned.
(MT) Platinum Altar Max Level 5 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 20/24/28/32/36 SP
Requirement: Silver Bullets equipped
Consumes all Coins to increase ATK (affected by skill level and total consumed Coins) and creates a barrier that protects the caster for a certain time and number of attacks. Holy Light will cancel the barrier. Switching weapon/bullets ends the buff, but the barrier remains. Cannot be used with Madness Canceler and Heat Barrel.



Perfect Effect: When caster wields a Garment (Armor Lv 2) & Armor (Armor Lv 2) refined to +20: adds additional 175% MaxHP barrier.

  • Level 1: 5% MaxHP Barrier, 4 Hits, Duration 30 seconds
  • Level 2: 10% MaxHP Barrier, 5 Hits, Duration 45 seconds
  • Level 3: 15% MaxHP Barrier, 6 Hits, Duration 60 seconds
  • Level 4: 20% MaxHP Barrier, 7 Hits, Duration 75 seconds
  • Level 5: 25% MaxHP Barrier, 8 Hits, Duration 90 seconds
Heat Barrel Max Level 5 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 30 SP
Consumes all Coins to increase ASPD and ATK, reduce Fixed Casting Time, at the cost of HIT. Switching equipment during the duration removes the effect. Cannot be used with Madness Canceler or Platinum Altar. Duration 60 seconds.
  • Level 1: ASPD +1, HIT -30
  • Level 2: ASPD +2, HIT -35
  • Level 3: ASPD +3, HIT -40
  • Level 4: ASPD +4, HIT -45
  • Level 5: ASPD +5, HIT -50
Flicker Max Level 1 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 2 SP
Consumes: 1 Coin
Activates and detonates the caster's Howling Mine and Bound Trap on screen.
Bound Trap Max Level 5 Active Debuff / Trap
- Target: Ground
Range: 1 cell
Cost: 30/32/34/36/38 SP
Items: 1 Special Alloy Trap, 1 Coin
Lays a movement-impairing trap. Targets entering the AoE have their Movement Speed slowed significantly (duration affected by target STR; cannot be lower than 4 seconds). Using Flicker on targets affected by Bound Trap removes the trap and deals additional damage. Only 1 trap can be active at a time. Damage additionally increases with caster DEX, target HP, and skill level. Hit Physical bonus does not apply.
  • Level 1: AoE 3x3, Duration 10 seconds
  • Level 2: AoE 5x5, Duration 11 seconds
  • Level 3: AoE 5x5, Duration 12 seconds
  • Level 4: AoE 7x7, Duration 13 seconds
  • Level 5: AoE 7x7, Duration 14 seconds
Shattering Storm Max Level 5 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 50/55/60/65/70 SP
Items: 1 Bullet
Requirement: Shotgun
Deals damage to the target and enemies in the area, with a chance to destroy the target's Helmet. Caster DEX, skill level, and target AGI affect success rate. Indestructible/Chemically Protected equipment is not affected.
  • Level 1: ATK 1900% (AoE 5x5)
  • Level 2: ATK 2100% (AoE 5x5)
  • Level 3: ATK 2300% (AoE 5x5)
  • Level 4: ATK 2500% (AoE 5x5)
  • Level 5: ATK 2700% (AoE 7x7)
Banishing Buster Max Level 10 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 55/57/59/61/63/65/67/69/71/73 SP
Items: 1 Bullet
Requirement: Shotgun
Deals damage and removes a random buff from the target. Damage additionally increases with caster Base Level.
  • Level 1: ATK 1200%, Debuff Chance 55%
  • Level 2: ATK 1400%, Debuff Chance 60%
  • Level 3: ATK 1600%, Debuff Chance 65%
  • Level 4: ATK 1800%, Debuff Chance 70%
  • Level 5: ATK 2000%, Debuff Chance 75%
  • Level 6: ATK 2200%, Debuff Chance 80%
  • Level 7: ATK 2400%, Debuff Chance 85%
  • Level 8: ATK 2600%, Debuff Chance 90%
  • Level 9: ATK 2800%, Debuff Chance 95%
  • Level 10: ATK 3000%, Debuff Chance 100%
Slug Shot Max Level 5 Active Physical Ranged
- Target: 1 target
Range: 9 cells
Cost: 80/84/88/92/96 SP
Items: 1 Slug Bullet
Requirement: Shotgun
Fires a special slug bullet to deal damage. Heavier bullets increase damage. If you are more than 3 cells away from the target, HIT is reduced per cell. Knocks targets back by 6 cells.
  • Level 1: ATK 2000% (Player) / 1200% (Monster), HIT -10% per cell
  • Level 2: ATK 4000% (Player) / 2400% (Monster), HIT -9% per cell
  • Level 3: ATK 6000% (Player) / 3600% (Monster), HIT -8% per cell
  • Level 4: ATK 8000% (Player) / 4800% (Monster), HIT -7% per cell
  • Level 5: ATK 10000% (Player) / 6000% (Monster), HIT -6% per cell
Mass Spiral Max Level 5 Active Physical Ranged
- Target: 1 target
Range: 15 cells
Cost: 40/44/48/52/56 SP
Items: 1 Full Metal Jacket Bullet
Requirement: Rifle
Fires a piercing bullet that deals more damage depending on the target's DEF. Inflicts Bleeding at a high chance.
  • Level 1: ATK 200%, Bleeding Chance 40%
  • Level 2: ATK 400%, Bleeding Chance 50%
  • Level 3: ATK 600%, Bleeding Chance 60%
  • Level 4: ATK 800%, Bleeding Chance 70%
  • Level 5: ATK 1000%, Bleeding Chance 80%
Anti-Material Blast Max Level 5 Active Debuff
- Target: 1 target
Range: 15 cells
Cost: 80/84/88/92/96 SP
Items: 1 Bullet
Deals damage and reduces the target's resistances. Skill level affects the success rate.
  • Level 1: Duration 6 seconds, 30% Chance, Resistance -10%
  • Level 2: Duration 7 seconds, 40% Chance, Resistance -20%
  • Level 3: Duration 8 seconds, 50% Chance, Resistance -30%
  • Level 4: Duration 9 seconds, 60% Chance, Resistance -40%
  • Level 5: Duration 10 seconds, 70% Chance, Resistance -50%
Hammer of God Max Level 10 Active Physical Ranged
- Target: Ground
Range: 11 cells
Cost: 37/39/41/43/45/47/49/51/53/55 SP
Consumes: All Coins
Requirement: Rifle
Summons a hammer to strike within the targeted area. If a target with Crimson Marker exists in the area, Hammer of God drops on them and deals damage to nearby targets; otherwise it drops at a random location. Damage additionally increases with Coins used and caster Base Level.
  • Level 1: ATK 100% (AoE 5x5)
  • Level 2: ATK 200% (AoE 5x5)
  • Level 3: ATK 300% (AoE 5x5)
  • Level 4: ATK 400% (AoE 5x5)
  • Level 5: ATK 500% (AoE 5x5)
  • Level 6: ATK 600% (AoE 7x7)
  • Level 7: ATK 700% (AoE 7x7)
  • Level 8: ATK 800% (AoE 7x7)
  • Level 9: ATK 900% (AoE 7x7)
  • Level 10: ATK 1000% (AoE 7x7)
(MT) Fallen Angel Max Level 1 Active Supportive
- Target: Ground
Range: 9 cells
Cost: 10 SP
Consumes: 1 Coin
Requirement: Revolver
Moves to the targeted location. Within 2 seconds of activation, increases Desperado damage by 100%. Fails automatically if there is an obstacle in your way.



Perfect Effect: When caster wields a Level 5 Weapon and Shoes (Armor Lv 2) refined to +20: allows any weapon to use this skill, disables the coin requirement, and increases cast range by 5.

Fire Dance Max Level 10 Active Physical Ranged
- Target: Caster
Range: 1 cell
Cost: 13/16/19/22/25/28/31/34/37/40 SP
Items: 5 Bullets
Requirement: Revolver
Deals damage to all targets within 7x7 cells. Desperado level and caster Base Level affect bonus damage.
  • Level 1: ATK 300%
  • Level 2: ATK 500%
  • Level 3: ATK 600%
  • Level 4: ATK 400%
  • Level 5: ATK 700%
  • Level 6: ATK 800%
  • Level 7: ATK 900%
  • Level 8: ATK 1000%
  • Level 9: ATK 1100%
  • Level 10: ATK 1200%
Howling Mine Max Level 5 Active Physical Ranged
- Target: 1 target
Range: 7/8/9/10/11 cells
Cost: 45/50/55/60/65 SP
Items: 1 Mine Projectile
Requirement: Grenade Launcher
Fires a sticking bomb to deal damage (up to 5 Howling Mines). Flicker detonates Howling Mine, dealing fire damage to the target and nearby enemies. If not detonated within 50 seconds, it falls off.
  • Level 1: ATK 1200% (400% Normal + 800% Explosive)
  • Level 2: ATK 1700% (600% Normal + 1100% Explosive)
  • Level 3: ATK 2200% (800% Normal + 1400% Explosive)
  • Level 4: ATK 2700% (1000% Normal + 1700% Explosive)
  • Level 5: ATK 3200% (1200% Normal + 2000% Explosive)
Dragon Tail Max Level 10 Active Physical Ranged
- Target: Ground
Range: 11 cells
Cost: 55/60/65/70/75/80/85/90/95/100 SP
Items: 1 Dragon Tail Missile
Requirement: Grenade Launcher
Launches missiles at all targets in range. If a target is marked by Crimson Marker, damage increases and is affected by caster Base Level.
  • Level 1: ATK 700% / 1400% (Marked)
  • Level 2: ATK 900% / 1800% (Marked)
  • Level 3: ATK 1100% / 2200% (Marked)
  • Level 4: ATK 1300% / 2600% (Marked)
  • Level 5: ATK 1500% / 3000% (Marked)
  • Level 6: ATK 1700% / 3400% (Marked)
  • Level 7: ATK 1900% / 3800% (Marked)
  • Level 8: ATK 2100% / 4200% (Marked)
  • Level 9: ATK 2300% / 4600% (Marked)
  • Level 10: ATK 2500% / 5000% (Marked)
Fire Rain Max Level 5 Active Physical Ranged
- Target: Caster
Range: 3 cells
Cost: 70 SP
Items: 10 Bullets
Requirement: Gatling Gun
Fires bullets in a 3x10 area in front of you. Creates a chance of removing Ground-based skills in its range.
  • Level 1: ATK 3800%, 20% Chance
  • Level 2: ATK 4100%, 25% Chance
  • Level 3: ATK 4400%, 30% Chance
  • Level 4: ATK 4700%, 35% Chance
  • Level 5: ATK 5000%, 40% Chance
Round Trip Max Level 10 Active Physical Ranged
- Target: Caster
Range: 1 cell
Cost: 43/46/49/52/55/58/61/64/67/70 SP
Items: 5 Bullets
Requirement: Gatling Gun
Unleashes a barrage of gunfire at all targets in range, dealing damage and knocking them back 3 cells. If targets are knocked into a wall, they take additional damage.
  • Level 1: ATK 350% (AoE 7x7)
  • Level 2: ATK 700% (AoE 7x7)
  • Level 3: ATK 1050% (AoE 7x7)
  • Level 4: ATK 1400% (AoE 9x9)
  • Level 5: ATK 1750% (AoE 9x9)
  • Level 6: ATK 2100% (AoE 9x9)
  • Level 7: ATK 2450% (AoE 11x11)
  • Level 8: ATK 2800% (AoE 11x11)
  • Level 9: ATK 3150% (AoE 11x11)
  • Level 10: ATK 3500% (AoE 13x13)
Crimson Marker Max Level 1 Active Debuff
- Target: 1 target
Range: 11 cells
Cost: 10 SP
Consumes: 1 Coin
Marks a target with Crimson Death Mark, reducing FLEE by 10 and allowing the caster to track the target on the minimap. Only 3 Crimson Markers can be active at a time. Boosts Quick Draw Shot, Dragon Tail, and Hammer of God damage. Duration 50 seconds.
Quick Draw Shot Max Level 1 Active Physical Ranged
- Target: 1 target
Range: 1 cell
Cost: 5 SP
Can only be used after Chain Action is activated to deal additional damage to the target. Job Level affects the number of additional attacks. If there is a target afflicted with Crimson Marker within 21x21 cells, that target receives additional damage.
Eternal Chain Max Level 10 Active Supportive
- Target: Caster
Range: 1 cell
Cost: 45 SP
Consumes: 1 Coin
Allows the caster to use Chain Action regardless of equipped gun for the duration. Chain Action's effective level is determined by learned level of Eternal Chain.
  • Level 1: Duration 45 seconds
  • Level 2: Duration 60 seconds
  • Level 3: Duration 75 seconds
  • Level 4: Duration 90 seconds
  • Level 5: Duration 105 seconds
  • Level 6: Duration 120 seconds
  • Level 7: Duration 135 seconds
  • Level 8: Duration 150 seconds
  • Level 9: Duration 165 seconds
  • Level 10: Duration 180 seconds

3rd / 4th Job Skills

P. F. I. P. F. I. Max Level 10 Passive

Increases P.ATK, when a Gun class weapon is equipped.

  • Level 10: P.ATK +12
Intensive Aim Intensive Aim Max Level 1 Active (Toggle on/off) Supportive
Intensive Aim Skill Animation *Single Self Target
  • Costs: 10 SP
Switches to Intensive Aim state.
Movement is not possible in Intensive Aim state and an Aiming Count is accumulated by 1 every 0.5 seconds.
The Aiming Count can be accumulated up to 10 and if the caster leaves the standing cell due to certain effects such as being Knockback, the Intensive Aim state is canceled and the Aiming Count is reset.
Increases ATK, HIT and Critical while your are in Intensive Aim state.
  1. ATK +150/HIT +250/Critical +30
Hidden Card (MT) Hidden Card Max Level 10 Active Supportive
Hidden Card Skill Animation *Single Self Target
  • Costs: 150 SP, 150 AP
Takes an elixir that maximizes Night Watch's shooting ability It increases ranged physical damage and P.ATK for 300 seconds. Pierces target RES up to 10%.
  1. Ranged Physical Damage +10%, P.ATK +3
  2. Ranged Physical Damage +20%, P.ATK +6
  3. Ranged Physical Damage +30%, P.ATK +9
  4. Ranged Physical Damage +40%, P.ATK +12
  5. Ranged Physical Damage +50%, P.ATK +15
  6. Ranged Physical Damage +60%, P.ATK +18
  7. Ranged Physical Damage +70%, P.ATK +21
  8. Ranged Physical Damage +80%, P.ATK +24
  9. Ranged Physical Damage +90%, P.ATK +27
  10. Ranged Physical Damage +100%, P.ATK +30
The Vigilante at Night The Vigilante at Night Max Level 5 Active Physical Ranged
The Vigilante at Night Skill Animation *Single Self Target
  • Hit Count: 4x
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 72 - 88 SP
  • ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 100 x Skill Level.

Hit Count: with Gatling Gun is 3x. Shotgun
ATK% += -100 + 800 + 700 x Skill Level.

ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 200 x Skill Level.

Fires around the caster without mercy, inflicting ranged physical damage to the surrounding enemies around the caster.
If a Gatling Gun is equipped, ignores physical defense of targets and attacks 7 times.
If a Shotgun is equipped, attacks 4 times.
If you have an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
Damage is additionally increased according on the caster's Base Level and CON.
Consumes 15 Bullets.
Requires a Gatling Gun or Shotgun.
  1. Gatling Gun: ATK 300+(Aiming Count x100)% per Hit/AoE: 9x9 cells, Shotgun: ATK 1500+(Aiming Count x200)% per Hit/AoE: 5x5 cells
  2. Gatling Gun: ATK 600+(Aiming Count x200)% per Hit/AoE: 9x9 cells, Shotgun: ATK 2200+(Aiming Count x400)% per Hit/AoE: 5x5 cells
  3. Gatling Gun: ATK 900+(Aiming Count x300)% per Hit/AoE: 9x9 cells, Shotgun: ATK 2900+(Aiming Count x600)% per Hit/AoE: 5x5 cells
  4. Gatling Gun: ATK 1200+(Aiming Count x400)% per Hit/AoE: 11x11 cells, Shotgun: ATK 3600+(Aiming Count x800)% per Hit/AoE: 7x7 cells
  5. Gatling Gun: ATK 1500+(Aiming Count x500)% per Hit/AoE: 11x11 cells, Shotgun: ATK 4300+(Aiming Count x1000)% per Hit/AoE: 7x7 cells
Item Boosts Item Combo Boosts
Precision Shatter [2]

Scrap Shatter [2]

Lord of Glory [2] Poenitentia Veloci [2]

RG-5649 [2] Muqaddas Taliin [2]

Ice Magic Orb (Storm Buster Trip) Glacier Magic Orb (The Vigilant at Night)

The Vigilant at Night Tuning Device Night's Watch Soul (The Vigilant at Night)

Helm of Faith II (Rebellion) [1] + Vivatus Fides Gatling Gun [2]

Heroic Token (Night Watch) [1] + The Black-LT [2]

Crown of Good and Evil (Night Watch - Gatling Gun) [1] + Evil Spell + RG-5649 [2]

Crown of Good and Evil (Night Watch - Gatling Gun) [1] + RG-5649 [2]

Crown of Good and Evil (Night Watch - Shotgun) [1] + Good Spell + Lord of Glory [2]

Crown of Good and Evil (Night Watch - Shotgun) [1] + Lord of Glory [2]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - Shotgun) [1]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - Gatling Gun) [1]

Nightwatch Stone (Lower II) + Rebellion Stone (Upper)

Only One Bullet (MT) Only One Bullet Max Level 5 Active Physical Ranged Critical
Only One Bullet Skill Animation *Single Other Target
  • Range 9 Cells + Snake Eye
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 39 - 55 SP
  • ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 350 x Skill Level.

RifleATK% += -100 + 1200 +3000 x Skill Level.

ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 350 x Skill Level.

Fires a single shot to the target, inflicting ranged physical damage.
If a Pistol is equipped, ignores physical defense of the target.
If a Rifle is equipped, inflicts half of the total Critical Damage based on the caster's Critical chance.
If you have an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
Damage is additionally increased according on the caster's Base Level and CON. Critical!!

Additional Range based on Snake Eye.
Consumes 1 Bullet.
Requires a Rifle or Pistol.

  1. Rifle: ATK 4200+(Aiming Count x350)%, Pistol: ATK 4600+(Aiming Count x350)%
  2. Rifle: ATK 7200+(Aiming Count x700)%, Pistol: ATK 8000+(Aiming Count x700)%
  3. Rifle: ATK 10200+(Aiming Count x1050)%, Pistol: ATK 11400+(Aiming Count x1050)%
  4. Rifle: ATK 13200+(Aiming Count x1400)%, Pistol: ATK 14800+(Aiming Count x1400)%
  5. Rifle: ATK 16200+(Aiming Count x1750)%, Pistol: ATK 18200+(Aiming Count x1750)%
Item Boosts Item Combo Boosts
Precision Pistol [2]

Scrap Pistol [2]

Poenitentia Foramen [2] Flush Bolt Revolver [2]

Devil's Bullet [2] Poenitentia Penet [2]

Last Dawn [2] Muqaddas Tabanji [2]

Only One Bullet Tuning Device Ice Magic Orb (Death Hammer Dance)

Glacier Magic Orb (Only One Bullet) Night Watch Soul (Only One Bullet)

Helm of Faith (Rebellion) [1] + Vivatus Fides Rifle [2]

Crown of Good and Evil (Night Watch - Revolver) [1] + Evil Spell + Devil's Bullet [2]

Crown of Good and Evil (Night Watch - Revolver) [1] + Devil's Bullet [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Good Spell + Last Dawn [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Last Dawn [2]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - Rifle) [1]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - Revolver) [1]

Dimensions Knight Rifle [2] + Dimensions Crown (Night Watch) [1]

Spiral Shooting (MT) Spiral Shooting Max Level 5 Active Physical Ranged Critical
Spiral Shooting Skill Animation *Single Other Target
  • Range 9 Cells + Snake Eye
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 48 - 68 SP
  • ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 150 x Skill Level.

 

Grenade Launcher

ATK% += -100 + 1200 +1700 x Skill Level.

ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 150 x Skill Level.

Fires a bullet with increased rotational power at a target, inflicting ranged physical damage to the target and enemies within it's range.
If a Grenade Launcher is equipped, attacks 2 times.
If a Rifle is equipped, inflicts half of the total Critical Damage based on the caster's Critical chance.
If you have an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
Damage is additionally increased according on the caster's Base Level and CON.

Additional Range based on Snake Eye.
Consumes 10 Bullets.
Requires a Grenade Launcher or Rifle.

  1. Grenade Launcher: ATK 2900+(Aiming Count x150)% per Hit/AoE: 9x9 cells, Rifle: ATK 4200+(Aiming Count x150)%/AoE: 5x5 cells
  2. Grenade Launcher: ATK 4600+(Aiming Count x300)% per Hit/AoE: 9x9 cells, Rifle: ATK 7000+(Aiming Count x300)%/AoE: 5x5 cells
  3. Grenade Launcher: ATK 6300+(Aiming Count x450)% per Hit/AoE: 9x9 cells, Rifle: ATK 9800+(Aiming Count x450)%/AoE: 5x5 cells
  4. Grenade Launcher: ATK 8000+(Aiming Count x600)% per Hit/AoE:11x11 cells, Rifle: ATK 12600+(Aiming Count x600)%/AoE: 7x7 cells
  5. Grenade Launcher: ATK 9700+(Aiming Count x750)% per Hit/AoE: 11x11 cells, Rifle: ATK 15400+(Aiming Count x750)%/AoE: 7x7 cells
Item Boosts Item Combo Boosts
Dimensions Crown (Night Watch) [1]

Precision Piercer [2] Scrap Piercer [2]

Poenitentia Penet [2] Last Dawn [2]

Dimensions Knight Rifle [2] Poenitentia Ruina [2]

Devil Lord Launcher [2] Muqaddas Naranzak [2][1]

Spiral Shooting Tuning Device Glacier Magic Orb (Spiral Shooting)

Night Watch Soul (Spiral Shooting)

Helm of Faith (Rebellion) [1] + Vivatus Fides Launcher [2]

Heroic Token (Night Watch) [1] + Golden Lord Launcher-LT [2]

Crown of Good and Evil (Night Watch - GL) [1] + Evil Spell + Devil Lord Launcher [2]

Crown of Good and Evil (Night Watch - GL) [1] + Devil Lord Launcher [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Good Spell + Last Dawn [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Last Dawn [2]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - Rifle) [1]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - GL) [1]

Dimensions Knight Rifle [2] + Dimensions Crown (Night Watch) [1]

Dimensions Night Launcher [2] + Dimensions Crown (Night Watch) [1]

Nightwatch Stone (Lower II) + Rebellion Stone (Upper II)

Magazine for One (MT) Magazine for One Max Level 5 Active Physical Ranged Critical
Magazine for One Skill Animation *Single Other Target
  • Range 9 Cells + Snake Eye
  • Hit Count: 6x
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 42-58 SP
  • ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 100 x Skill Level.

 

Pistol

ATK% += -100 + 300 + 800 x Skill Level.

ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 100 x Skill Level.

Fires multiple bullets at one target, inflicting ranged physical damage to the target.
If a Gatling Gun is equipped, attacks 10 times and consumes 10 Bullets.
If a Pistol is equipped, attacks 6 times, inflicts half of the total Critical Damage based on the caster's Critical chance and consumes 6 Bullets.
If you have an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
Damage is additionally increased according on the caster's Base Level and CON.

Additional Range based on Snake Eye.
Requires a Gatling Gun or Pistol.

  1. Gatling Gun: ATK 750+(Aiming Count x100)% per Hit, Pistol: ATK 1100+(Aiming Count x100)% per Hit
  2. Gatling Gun: ATK 1250+(Aiming Count x200)% per Hit, Pistol: ATK 1900+(Aiming Count x200)% per Hit
  3. Gatling Gun: ATK 1750+(Aiming Count x300)% per Hit, Pistol: ATK 2700+(Aiming Count x300)% per Hit
  4. Gatling Gun: ATK 2250+(Aiming Count x400)% per Hit, Pistol: ATK 3500+(Aiming Count x400)% per Hit
  5. Gatling Gun: ATK 2750+(Aiming Count x500)% per Hit, Pistol: ATK 4300+(Aiming Count x500)% per Hit
Item Boosts Item Combo Boosts
Poenitentia Foramen [2]

Devil Hunter [2]

Precision Splatter [2] Scrap Splatter [2]

Poenitentia Veloci [2] Lightning Splatter [2]

Glacier Magic Orb (Magazine for One) Magazine for One Tuning Device

Night Watch Soul (Magazine for One)

Helm of Faith (Rebellion) [1] + Vivatus Fides Revolver [2]

Heroic Token (Night Watch) [1] + Crimson Rose-LT [2]

Crown of Good and Evil (Night Watch - Revolver) [1] + Good Spell + Devil Hunter [2]

Crown of Good and Evil (Night Watch - Revolver) [1] + Devil Hunter [2]

Crown of Good and Evil (Night Watch - Gatling Gun) [1] + Good Spell + Lightning Splatter [2]

Crown of Good and Evil (Night Watch - Gatling Gun) [1] + Lightning Splatter [2]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - Revolver) [1]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - Gatling Gun) [1]

Nightwatch Stone (Lower II) + Rebellion Stone (Low)

Wild Fire (MT) Wild Fire Max Level 5 Active Physical Ranged
Wild Fire Skill Animation *Ground
  • Range 9 Cells + Snake Eye
  • Hit Count: 3x Visual
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 51-67 SP
  • ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 500 x Skill Level.

 

Grenade Launcher

ATK% += -100 + 1500 + 3000 x Skill Level.

ATK% += + 5 x CON.

ATK% += x Base Level / 100.

ATK% if Intensive Aim buff += Count x 500 x Skill Level.

Fires a bullet towards the ground, inflicting ranged physical damage to targets within the range.
If a Shotgun is equipped, inflicts more damage than a Grenade Launcher but within a narrower area.
If a Grenade Launcher is equipped, inflicts damage in a wider area than a Shotgun.
If there is an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
Damage is additionaly increased according on the caster's Base Level and CON.

Additional Range based on Snake Eye.
Consumes 5 Bullets.
Requires a Shotgun or Grenade Launcher.

  1. Shotgun: ATK 4700+(Aiming Count x500)%/AoE: 5x5 cells, Grenade Launcher: ATK 4500+(Aiming Count x500)%/AoE: 9x9 cells
  2. Shotgun: ATK 7900+(Aiming Count x1000)%/AoE: 5x5 cells, Grenade Launcher: ATK 7500+(Aiming Count x1000)%/AoE: 9x9 cells
  3. Shotgun: ATK 11100+(Aiming Count x1500)%/AoE: 5x5 cells, Grenade Launcher: ATK 10500+(Aiming Count x1500)%/AoE: 9x9 cells
  4. Shotgun: ATK 14300+(Aiming Count x2000)%/AoE: 7x7 cells, Grenade Launcher: ATK 13500+(Aiming Count x2000)%/AoE: 11x11 cells
  5. Shotgun: ATK 17500+(Aiming Count x2500)%/AoE: 7x7 cells, Grenade Launcher: ATK 16500+(Aiming Count x2500)%/AoE: 11x11 cells
Item Boosts Item Combo Boosts
Dimensions Crown (Night Watch) [1]

Outlaw Cursed Shotgun [2] Muqaddas Saka [2]

Precision Bomber [2] Scrap Bomber [2]

Poenitentia Ruina [2] Justice Bomber [2]

Dimensions Night Launcher [2]

Ice Magic Orb (Fire Howling Tail) Glacier Magic Orb (Wild Fire)

Wild Fire Tuning Device Night Watch Soul (Wild Fire)

Helm of Faith II (Rebellion) [1] + Vivatus Fides Shotgun [2]

Heroic Token (Night Watch) [1] + Demon Slayer Shot-LT [2]

Crown of Good and Evil (Night Watch - GL) [1] + Good Spell + Justice Bomber [2]

Crown of Good and Evil (Night Watch - GL) [1] + Justice Bomber [2]

Crown of Good and Evil (Night Watch - Shotgun) [1] + Evil Spell + Outlaw Cursed Shotgun [2]

Crown of Good and Evil (Night Watch - Shotgun) [1] + Outlaw Cursed Shotgun [2]

Good Vigor (Night Watch) + Good Spell + Crown of Good and Evil (Night Watch - GL) [1]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - Shotgun) [1]

Dimensions Night Launcher [2] + Dimensions Crown (Night Watch) [1]

Wild Shot Max Level 5 Active Physical Ranged
-
Midnight Fallen Max Level 5 Active Physical Ranged
-
Grenade Mastery Grenade Mastery Max Level 10 Passive

By learning about Grenades, CON is increased and the damage of Grenade-type skills is increased.

  • Level 10: CON +10
Grenade Fragment Grenade Fragment Max Level 7 Active Supportive
Grenade Fragment Skill Animation *Single Self Target
  • Costs: 50 SP
Applies elemental powder on the surface of a throwing Grenade, endowing elemental damage to it.
Skill Level 7 cancels the effect.
  1. Endows Water element
  2. Endows Wind element
  3. Endows Earth element
  4. Endows Fire element
  5. Endows Shadow element
  6. Endows Holy element
  7. Removes element
Basic Grenade Basic Grenade Max Level 5 Active Physical Ranged
Basic Grenade Skill Animation *Ground
  • Range 9 Cells
  • Element: Weapon
  • AP Recovery: 2
  • Costs: 36-60 SP
  • ATK% += + 5 x CON.

ATK% += Grenade Mastery Level x 50.

ATK% += x Base Level / 100.

Throws a grenade towards the ground, inflicting ranged physical damage to targets within the range.
Damage is additionally increased according to the Grenade Mastery skill level, the caster's Base Level and CON.
Consumes 1 Throwing Grenade and the element of the Grenade changes based on Grenade Fragment.
  1. ATK 3600+(Grenade Mastery Lv x50)% AoE: 3x3 cells
  2. ATK 5700+(Grenade Mastery Lv x50)% AoE: 3x3 cells
  3. ATK 7800+(Grenade Mastery Lv x50)% AoE: 3x3 cells
  4. ATK 9900+(Grenade Mastery Lv x50)% AoE: 5x5 cells
  5. ATK 12000+(Grenade Mastery Lv x50)% AoE: 5x5 cells
Item Boosts Item Combo Boosts
Glacier Magic Orb (Grenade)

Night Watch Soul (Grenade)

Heroic Token (Night Watch) [1] + Master Soul Rifle-LT [2]
Hasty Fire in the Hole Hasty Fire in the Hole Max Level 5 Active Physical Ranged
Hasty Fire in the Hole Skill Animation *Ground
  • Range 9 Cells
  • Hit Count: 4x Visual
  • AP Recovery: 3
  • Costs: 50-62 SP
  • ATK% += + 5 x CON.

ATK% += Grenade Mastery Level x 20.

ATK% += x Base Level / 100.

Throws 3 grenades towards the ground in a row, inflicting ranged physical damage to targets within the range.
The thrown grenade explodes 3 times with an interval of 0.3 seconds, the first explosion has an AoE of 5x5 cells, the second explosion 7x7 cells, and the third explosion 9x9 cells.
Damage is additionaly increased according to the Grenade Mastery skill level, the caster's Base Level and CON.
Consumes 3 Throwing Grenade and the element of the Grenades changes based on Grenade Fragment.
  1. ATK 3000+(Mastery Lv x20)% per Hit
  2. ATK 4500+(Mastery Lv x20)% per Hit
  3. ATK 6000+(Mastery Lv x20)% per Hit
  4. ATK 7500+(Mastery Lv x20)% per Hit
  5. ATK 9000+(Mastery Lv x20)% per Hit
Item Boosts Item Combo Boosts
Screaming Rifle [2]

Glacier Magic Orb (Grenade)

Night Watch Soul (Grenade)

Heroic Token (Night Watch) [1] + Master Soul Rifle-LT [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Evil Spell + Screaming Rifle [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Screaming Rifle [2]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - Rifle) [1]

Grenades Dropping Grenades Dropping Max Level 5 Active Physical Ranged
Grenades Dropping Skill Animation *Ground
  • Range 9 Cells
  • Hit Count: 3x
  • Element: Weapon
  • AP Recovery: 5
  • Costs: 60-84 SP
  • ATK% += + 5 x CON.

ATK% += Grenade Mastery Level x 30.

ATK% += x Base Level / 100.

hrows a bundle of grenades towards the sky and drops them at random locations around the ground every 0.25 seconds for 4 seconds, inflicting ranged physical damage to targets within range 3 times.
Damage is additionaly increased according to the Grenade Mastery skill level, the caster's Base Level and CON.
Consumes 15 Throwing Grenades.
  1. ATK 1400+(Mastery Lv x30)% per Hit, Fall Area: 11x11 cells/Explosion Area: 3x3 cells, Max Grenades per Drop: 1
  2. ATK 2250+(Mastery Lv x30)% per Hit, Fall Area: 11x11 cells/Explosion Area: 3x3 cells, Max Grenades per Drop: 1
  3. ATK 3100+(Mastery Lv x30)% per Hit, Fall Area: 11x11 cells/Explosion Area: 3x3 cells, Max Grenades per Drop: 2
  4. ATK 3950+(Mastery Lv x30)% per Hit, Fall Area: 9x9 cells/Explosion Area: 5x5 cells, Max Grenades per Drop: 2
  5. ATK 4800+(Mastery Lv x30)% per Hit, Fall Area: 9x9 cells/Explosion Area: 5x5 cells, Max Grenades per Drop: 3
Item Boosts Item Combo Boosts
Screaming Rifle [2]

Glacier Magic Orb (Grenade)

Night Watch Soul (Grenade)

Crown of Good and Evil (Night Watch - Rifle) [1] + Evil Spell + Screaming Rifle [2]

Crown of Good and Evil (Night Watch - Rifle) [1] + Screaming Rifle [2]

Evil Vigor (Night Watch) + Evil Spell + Crown of Good and Evil (Night Watch - Rifle) [1]

Mission Bombard Mission Bombard Max Level 5 Active Physical Ranged
Mission Bombard Skill Animation *Ground
  • Range 9 Cells
  • Hit Count: 3x Visual
  • Element: Weapon
  • Costs: 100 SP / 35 AP
  • ATK% += + 5 x CON.

ATK% += Grenade Mastery Level x 100.

ATK% += x Base Level / 100.

Ground AoE damage:

ATK% += 700 + 200 x Skill Level.

ATK% += + 5 x CON.

ATK% += Grenade Mastery Level x 30.

ATK% += x Base Level / 100.

Drops a large bomb in the range of 9x9 cells on the target cell and continuously drop 3 small bombs in the range of 5x5 cells once every 0.25 seconds for 10 seconds to inflict ranged physical damage.
Damage is additionally increased according to the Grenade Mastery skill level, the caster's Base Level and CON.
  1. ATK 6800+(Mastery Lv x100)%, ATK 1000+(Mastery Lv x30)% per Explosion
  2. ATK 8600+(Mastery Lv x100)%, ATK 1200+(Mastery Lv x30)% per Explosion
  3. ATK 10400+(Mastery Lv x100)%, ATK 1400+(Mastery Lv x30)% per Explosion
  4. ATK 12200+(Mastery Lv x100)%, ATK 1600+(Mastery Lv x30)% per Explosion
  5. ATK 14000+(Mastery Lv x100)%, ATK 1800+(Mastery Lv x30)% per Explosion
  6. ATK 15800+(Mastery Lv x100)%, ATK 2000+(Mastery Lv x30)% per Explosion
  7. ATK 17600+(Mastery Lv x100)%, ATK 2200+(Mastery Lv x30)% per Explosion
  8. ATK 19400+(Mastery Lv x100)%, ATK 2400+(Mastery Lv x30)% per Explosion
  9. ATK 21200+(Mastery Lv x100)%, ATK 2600+(Mastery Lv x30)% per Explosion
  10. ATK 23000+(Mastery Lv x100)%, ATK 2800+(Mastery Lv x30)% per Explosion
Aura Firing Launcher Auto Firing Launcher Max Level 5 Active Supportive
Auto Firing Launcher Skill Animation *Single Self Target
  • Costs: 90-130 SP
  • Cooldown(ms): 30000
Activates the Automatic Grenade Launcher.
Has a chance to auto-cast Basic Grenade, Hasty Fire in the Hole and Grenade Dropping when inflicting normal physical damage.
The maximum skill level that the caster learned will be auto-cast and they won't recover any AP from auto-casting.
  1. 6% Basic Grenade/Duration: 120 seconds
  2. 7% Basic Grenade/Duration: 150 seconds
  3. 8% Basic Grenade, 3% Hasty Fire in the Hole/Duration: 180 seconds
  4. 9% Basic Grenade, 5% Hasty Fire in the Hole/Duration: 210 seconds
  5. 10% Basic Grenade, 7% Hasty Fire in the Hole, 3% Grenades Dropping/Duration: 240 seconds

Related NPC

Ammunition Merchant

Department Store in main town

Ammunition Merchant
  • Sells basic guns.
  • Sells ammunition and grenades.
  • Exchanges ammo to ammo cases.
Gun Price Gun Price
Heaven's Feather & Hell's Fire [1] 1200000 Altair & Ares 1450000
Color Scope [2] 1350000 RAG203 1800000
Death Fire [1] 1250000 Rolling Thunder [1] 1350000
Peace Breaker 1950000 Mini Mei [2] 1600000
Tempest 2200000 End Of The Horizon [1] 2700000
Southern Cross 2800000


Ammo Price Ammo Price
Bullet 1 Silver Bullet 5
Flare Bullet 5 Lightning Bullet 5
Ice Bullet 5 Poison Bullet 5
Blind Bullet 5 Bloody Shell 10
Armor-Piercing Bullet 5 Blazing Bullet 5
Freezing Bullet 5 Lightning Bullet 5
Magic Stone Bullet 5 Purifying Bullet 5
Full Metal Jacket 5 Dragon Tail Missile 15
Grenade Launcher 30 Slug Bullet 1000
Throwing Grenade
30 GongBug

200

Case Material Cost Case Material Cost
Cartridge

500x

Silver Cartridge

500x

Flare Bullet Cartridge

500x

Lightning Bullet Cartridge

500x

Ice Bullet Cartridge

500x

Poison Bullet Cartridge

500x

Blind Bullet Cartridge

500x

Bloody Cartridge

500x 

Armor-Piercing Cartridge

500x

Blazing Bullet Cartridge

500x

Freezing Bullet Cartridge

500x

Lightning Bullet Ammo Case

500x

Magic Stone Bullet Cartridge

500x

Purification Bullet Cartridge

500x

Full Metal Jacket Cartridge

500x

Dragon Tail Missile Cartridge

500x

Projection Landmine Cartridge

500x

Throwing Grenade Box

500x

GongBug Pocket

200x

- -

Wallpaper

Nigth Watch
Nightwatch