Windhawk
Intro
| Novice | Archer
(1st Job) |
Hunter
(2nd Job) |
Sniper
(2nd Job Transcedent) |
Ranger
(3rd Job) |
Windhawk
(4th Job) |
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| Description | Max Level HP/SP | Stats Bonus when Max Job Level |
| A Windhawk is a ranged physical damage dealer who fights from the back line with a bow and a trained hawk. Its core loop is positional: mark a target, plant your feet, and then pour on escalating single-target volleys while an AoE barrage clears whatever stands beside it. Underneath that sits a second, very different identity, a trapper who fights at close range by laying elemental snares that tick damage over time and lock targets out of the fight, plus a third line where the hawk itself does the hitting. The profile lives on build-up, because several of its best tools only reach full power after the caster has stood still and stacked them, and a Windhawk that keeps moving never gets there. Pick this job if you enjoy positioning, sustained single-target pressure and a deep toolbox. Avoid it if you want one button that does everything. |
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Str+2, Agi+12, Vit+8, Int+8, Dex+8, Luk+4 Pow+10, Sta+4, Wis+5, Spl+4, Con+11, Ctr+4 |
1st Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Double Strafe | 10 | Active / Physical Ranged | 12 | ATK% = 100 + 10 * (SkillLevel - 1), x2 hits
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| Arrow Shower | 10 | Active / Physical Ranged | 15 | ATK% = 150 + 10 * SkillLevel (3x3), knockback 2
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| Owl's Eye | 10 | Passive | - | DEX +1 * SkillLevel
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| (P) Vulture's Eye | 10 | Passive | - | Range +1 * SkillLevel, HIT +1 * SkillLevel%
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| Improve Concentration | 10 | Active / Supportive Self | 25~70 | DEX / AGI +3 * SkillLevel%, Duration = 40 + 20 * SkillLevel s
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| Charge Arrow | - | Active / Physical Ranged (Quest) | 15 | ATK% = 150, knockback 5
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| Arrow Crafting | - | Active / Crafting (Quest) | 10 |
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2nd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
|---|---|---|---|---|
| Beast Bane | 10 | Passive | - | Damage +4 * SkillLevel vs Brute and Insect
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| Falconry Mastery | 1 | Passive | - |
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| Blitz Beat | 5 | Active / Special Physical | 10~22 | DMG = (DEX / 10 + AGI / 2 + 3 * Steel Crow + 40) * 2, hits 1~5 by SkillLevel
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| Steel Crow | 10 | Passive | - | Falcon damage +6 * SkillLevel
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| Skid Trap | 5 | Active / Trap (Hidden) | 10 SP + 1 Trap | Slide = 5 + SkillLevel cells
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| Flasher | 5 | Active / Trap (Hidden) | 12 SP + 2 Traps | Duration = 180 - 30 * SkillLevel s, Blind
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| Anklesnare | 5 | Active / Trap (Hidden) | 12 SP + 1 Trap | Duration = 300 - 50 * SkillLevel s, Immobilize
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| Sandman | 5 | Active / Trap (Hidden) | 12 SP + 1 Trap | Sleep chance = 40 + 10 * SkillLevel%, Duration = 180 - 30 * SkillLevel s
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| Freezing Trap | 5 | Active / Trap (Hidden) | 10 SP + 2 Traps | Duration = 180 - 30 * SkillLevel s, Freeze
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| Shockwave Trap | 5 | Active / Trap (Hidden) | 45 SP + 2 Traps | Duration = 180 - 30 * SkillLevel s
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| Land Mine | 5 | Active / Trap (Hidden) | 10 SP + 1 Trap | DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
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| Blast Mine | 5 | Active / Trap (Visible) | 10 SP + 2 Traps | DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
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| Claymore Trap | 5 | Active / Trap (Visible) | 15 SP + 2 Traps | DMG = SkillLevel * DEX * (3 + BaseLevel / 100) * (1 + INT / 35)
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| Talkie Box | 1 | Active / Trap (Hidden) | 1 SP + 1 Trap |
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| Remove Trap | 1 | Active / Supportive | 5 |
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| Spring Trap | 5 | Active / Supportive | 10 | AoE = 2 * SkillLevel cells
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| (P) Detect | 4 | Active / Supportive | 8 | Range = 1 + 2 * SkillLevel cells
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| Beast Strafing | - | Active / Physical Ranged (Quest) | 12 | ATK% = 50 + 8 * STR
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| Phantasmic Arrow | - | Active / Physical Ranged (Quest) | 50 | ATK% = 500
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2nd Job Transcendent Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
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| Falcon Assault | 5 | Active / Special Physical Ranged | 30~46 | DMG = Blitz Beat damage * (150 + 70 * SkillLevel) / 100
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| Sharp Shooting | 5 | Active / Physical Ranged Critical | 16~24 | ATK% = 300 + 300 * SkillLevel (5x5)
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| Wind Walk | 10 | Active / Supportive | 46~100 | FLEE +1 * SkillLevel, movement speed +25%
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| True Sight | 10 | Active / Supportive | 20~40 | All stats +5, HIT +3 * SkillLevel%, Damage +2 * SkillLevel%, Critical +1 * SkillLevel
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3rd Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
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| Aimed Bolt | 10 | Active / Physical Ranged | 40 | ATK% = 500 + 20 * SkillLevel, 800 + 35 * SkillLevel with Fear Breeze, 5 hits
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| Arrow Storm | 10 | Active / Physical Ranged | 24~60 SP + 5 Arrows | ATK% = 200 + 180 * SkillLevel, 200 + 250 * SkillLevel with Fear Breeze, AoE 5x5 / 7x7 / 9x9
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| Ranger Main | 10 | Passive | - | Damage and resistance +5 * SkillLevel
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| Camouflage | 5 | Active / Supportive | 40 | SP drain 6 / 5 / 4 / 3 / 2 per second, movement disabled to 100%
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| Fear Breeze | 5 | Active / Supportive | 55~75 | Additional attacks +1 * SkillLevel (max 4)
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| Unlimit | 5 | Active / Supportive | 100~180 | Ranged physical damage x (1 + 0.5 * SkillLevel)
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| Trap Research | 10 | Passive | - | Trap damage +40 * SkillLevel, INT +1 * SkillLevel, MaxSP +200 + 20 * SkillLevel
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| Detonator | 1 | Active / Supportive | 15 |
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| Cluster Bomb | 5 | Active / Trap (Visible) | 20 SP + 1 Special Alloy Trap | MATK% = 200 + 100 * SkillLevel, + (SkillLevel * DEX + 5 * INT) * Trap Research / 50
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| Magenta Trap | 1 | Active / Trap (Visible) | 10 SP + 1 Point + 1 Special Alloy Trap |
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| Cobalt Trap | 1 | Active / Trap (Visible) | 10 SP + 1 Point + 1 Special Alloy Trap |
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| Maze Trap | 1 | Active / Trap (Visible) | 10 SP + 1 Point + 1 Special Alloy Trap |
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| Verdure Trap | 1 | Active / Trap (Visible) | 10 SP + 1 Point + 1 Special Alloy Trap |
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| Firing Trap | 5 | Active / Trap (Visible) | 10 SP + 1 Special Alloy Trap | MATK = (SkillLevel * DEX + 5 * INT) * 20 * Trap Research / 100, Burning chance = 50 + 10 * SkillLevel%
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| Ice Bound Trap | 5 | Active / Trap (Visible) | 10 SP + 1 Special Alloy Trap | MATK = (SkillLevel * DEX + 5 * INT) * 20 * Trap Research / 100, Freezing chance = 50 + 10 * SkillLevel%
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| Electric Shock | 5 | Active / Trap (Visible) | 35 SP + 1 Special Alloy Trap | SP drain 5 * SkillLevel% per second, Duration = 18 + 2 * SkillLevel s
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| Warg Mastery | 1 | Active / Supportive | 5 |
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| Tooth of Warg | 10 | Passive | - | Warg damage +30 * SkillLevel
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| Sensitive Keen | 5 | Active / Supportive | 12 | ATK% = 100 + 50 * SkillLevel, AoE 7x7 to 15x15
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| Warg Rider | 3 | Active / Supportive | 2 |
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| Warg Dash | 1 | Active / Supportive | 4 | ATK% = 300
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| Warg Strike | 5 | Active / Physical Melee | 20~28 | ATK% = 200 * SkillLevel, + 30 * Tooth of Warg
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| Warg Bite | 5 | Active / Physical Melee | 40~48 | ATK% = 400 + 200 * SkillLevel (+100 at Lv 5), + 30 * Tooth of Warg
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| Full Throttle | 5 | Active / Supportive Self | 1 | All stats +20%, HP/SP drain 6 / 5 / 4 / 3 / 1% per second, Duration 10 / 15 / 20 / 25 / 30 s
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4th Job Skills
Hover a skill name for its full description and per-level values.
| Skill | Max Lv | Form | Use Cost | Formula |
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| (MT) Crescive Bolt | 10 | Active / Physical Ranged Critical | 40~72 | ATK% = 500 + 1300 * SkillLevel + 5 * CON, +20% per Crescive Bolt stack
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| Fragment Bolt | 5 | Active / Physical Ranged Critical | 68~80 SP + 3 Arrows | ATK% = 3000 + 800 * SkillLevel + 5 * CON, 2 hits, AoE 3x3
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| (MT) Gale Storm | 10 | Active / Physical Ranged Critical | 120 SP + 5 Arrows | ATK% = 1350 * SkillLevel + 10 * CON, AoE 5x5 / 7x7 / 9x9
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| Hawk Mastery | 1 | Passive | 5 | Summons the Hawk |
| Hawk Rush | 5 | Active / Physical Ranged Critical | 40~56 | ATK% = 500 * SkillLevel + 5 * CON, + Skill damage * Nature Friendly / 10
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| Hawk Boomerang | 5 | Active / Physical Ranged Critical | 80 SP, 12 AP | ATK% = 600 * SkillLevel + 10 * CON, + Skill damage * Nature Friendly / 10, +50% vs Brute and Fish
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| (MT) Nature Friendly | 5 | Passive | - | Hawk cast range +1 * SkillLevel, Auto Hawk Rush chance +100% at Lv 5
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| Wild Walk | 5 | Active / Physical Ranged Critical | 63~75 SP, 5 AP | ATK% = 1800 + 2800 * SkillLevel + 5 * CON, 3 hits, + Skill damage * (Nature Friendly + Steel Crow) / 10
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| Wind Sign | 5 | Active / Debuff | 100~60 | Duration = 10 + 10 * SkillLevel s, AP recovery chance = 8 + 6 * SkillLevel%
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| (MT) Calamity Gale | 1 | Active / Supportive Self | 300 SP, 175 AP | Unlimit Lv 5 effect, Crescive Bolt +20%, Gale Storm can crit, +50% vs Brute and Fish, Duration 180 s
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| Advanced Trap | 5 | Passive | - | Trap damage +20 * SkillLevel%, Trap duration +1 * SkillLevel s, AP recovery +1 at Lv 5
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| Primed Trap | 1 | Active / Supportive Self | 50 SP + 50 Special Alloy Trap | Duration 180 s
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| (R) Solid Trap | 5 | Active / Trap (Ground) | 68~84 SP + 2 Special Alloy Trap | ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Concretion chance = 60 - CON / 2
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| Primed Solid Trap | 5 | Active / Physical Ranged Critical | 68~84 | ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
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| (R) Flame Trap | 5 | Active / Trap (Ground) | 68~84 SP + 2 Special Alloy Trap | ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Blaze chance = 60 - CON / 2
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| Primed Flame Trap | 5 | Active / Physical Ranged Critical | 68~84 | ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
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| (R) Deep Blind Trap | 5 | Active / Trap (Ground) | 68~84 SP + 2 Special Alloy Trap | ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Deep Blind chance = 60 - CON / 2
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| Primed Deep Blind Trap | 5 | Active / Physical Ranged Critical | 68~84 | ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
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| (R) Swift Trap | 5 | Active / Trap (Ground) | 68~84 SP + 2 Special Alloy Trap | ATK% = 850 * SkillLevel + 5 * CON, AoE 3x3 / 5x5 / 7x7, Torrent chance = 60 - CON / 2
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| Primed Swift Trap | 5 | Active / Physical Ranged Critical | 68~84 | ATK% = 3950 * SkillLevel + 50 * Advanced Trap + 5 * CON
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Item Boosts
Gear that directly boosts each 4th job skill.
Job Build Recommendations
Windhawk splits into four damage profiles. Bow skills and hawk skills are ranged physical damage, while the trap line is melee physical, so the two gear sets do not overlap. This section is split by gear tier: Mid Game covers the pieces you can wear from Base Level 200 to 249, and End Game covers 250 and up, which is also where the SS and SSS tier instances open.
Mid Game
| Build | Recommendations |
| Crescive Bolt Single Target |
Skills to main: (MT) Crescive Bolt Lv 10, Fragment Bolt Lv 5, Wind Sign Lv 5, (MT) Calamity Gale Lv 1 Gear to refine and grade: Damage cards: Stats and traits: DEX for weapon attack and HIT, AGI for attack speed, then CON, because every 4th job Windhawk damage skill adds a flat term per point of CON. CRT (C.RATE) raises critical damage and LUK raises critical chance, and (MT) Crescive Bolt and Fragment Bolt both land critical hits. Enchants and shadow: Combos: Consumables: Rotation: mark the target with Wind Sign, refresh (MT) Calamity Gale on cooldown, then stand still and chain (MT) Crescive Bolt so the stack builds, dumping Fragment Bolt whenever a second target walks in. Budget: Low to medium. One bow and one circlet carry the whole profile. Content: Base Level 200 to 249 field and dungeon content, below the 250 gate of the SS tier instances. |
| Gale Storm Area of Effect |
Skills to main: (MT) Gale Storm Lv 10, Wind Sign Lv 5, (MT) Calamity Gale Lv 1, (MT) Crescive Bolt Lv 10 Gear to refine and grade: Damage cards: Stats and traits: DEX and AGI first for clear speed, then CON for the flat skill term. (MT) Gale Storm can crit, so CRT (C.RATE) and LUK both add value once the bow is graded. Enchants and shadow: Combos: Consumables: Rotation: hold Wind Sign on the pack, keep (MT) Calamity Gale running, then spam (MT) Gale Storm for the AoE, switching to (MT) Crescive Bolt whenever a single target survives. Budget: Medium. The tuning device plus a graded crown are what make the AoE feel good. Content: Base Level 200 to 249 AoE farming and mid tier dungeons. |
| Hawk Companion |
Skills to main: Hawk Mastery Lv 1, Hawk Rush Lv 5, Hawk Boomerang Lv 5, (MT) Nature Friendly Lv 5, Wild Walk Lv 5 Gear to refine and grade: Damage cards: Stats and traits: CON first, because Hawk Rush, Hawk Boomerang and Wild Walk all add 5 to 10 x CON on top of the base ratio, then CRT (C.RATE) and LUK for the critical hits those skills roll. DEX still carries the bow auto-attacks between hawk casts. Enchants and shadow: Combos: Consumables: Rotation: summon the hawk, then alternate Hawk Rush and Hawk Boomerang while Wind Sign and (MT) Nature Friendly keep the hawk scaling up. Wild Walk is the burst and mobility button for repositioning. Budget: Medium. The crown plus bow pair is the whole build. Content: Base Level 200 to 249 bossing where you want the damage to come from off-screen. |
| Trap Melee Physical |
Skills to main: Advanced Trap Lv 5, (R) Solid Trap Lv 5, (R) Flame Trap Lv 5, (R) Deep Blind Trap Lv 5, (R) Swift Trap Lv 5, Primed Trap Lv 1 Gear to refine and grade: Damage cards: Stats and traits: CON first, since every trap adds 5 x CON and scales on Base Level, then STR for the dagger auto-attacks that fill the gaps between placements. POW for P.ATK is the next best trait. Enchants and shadow: Combos: Consumables: Rotation: open with Primed Trap, stack (R) Solid Trap and (R) Flame Trap under the pack for the damage over time, then layer (R) Deep Blind Trap and (R) Swift Trap for the crowd control. Note that traps deal melee physical damage, so ranged damage % gear does nothing for this build. Budget: Low to medium. The dagger is the only real cost. Content: Base Level 200 to 249 farming, and the safest build to solo higher tier dungeon trash with. |
End Game
| Build | Recommendations |
| Crescive Bolt Single Target |
Skills to main: (MT) Crescive Bolt Lv 10, Fragment Bolt Lv 5, Wind Sign Lv 5, (MT) Calamity Gale Lv 1 Gear to refine and grade: Damage cards: the same skill line as Mid Game, so Stats and traits: DEX, AGI and CON, then CRT (C.RATE) and LUK. Same spread as Mid Game, the gear just carries it further. Enchants and shadow: identical to Mid Game, since the Crescive shadows and the Windhawk Stone (Lower II) + Ranger Stone (Upper II) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. Mark with Wind Sign, keep (MT) Calamity Gale up, stand still to stack (MT) Crescive Bolt, and dump Fragment Bolt on clusters. Budget: High. The Frontier pair is the single biggest jump in the profile. Content: SS tier instances at Base Level 250, SSS tier at 270. |
| Gale Storm Area of Effect |
Skills to main: (MT) Gale Storm Lv 10, Wind Sign Lv 5, (MT) Calamity Gale Lv 1, (MT) Crescive Bolt Lv 10 Gear to refine and grade: Damage cards: Stats and traits: DEX, AGI and CON, then CRT (C.RATE) and LUK for the (MT) Gale Storm critical hits. Enchants and shadow: identical to Mid Game, since the Gale shadows and the Windhawk Stone (Lower II) + Ranger Stone (Lower) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. Budget: High. Content: SS tier instances at Base Level 250, SSS tier at 270. |
| Hawk Companion |
Skills to main: Hawk Mastery Lv 1, Hawk Rush Lv 5, Hawk Boomerang Lv 5, (MT) Nature Friendly Lv 5, Wild Walk Lv 5 Gear to refine and grade: Damage cards: Stats and traits: unchanged from Mid Game, CON, CRT (C.RATE) and LUK, because the hawk skills keep their 5 to 10 x CON term and keep rolling critical hits. Enchants and shadow: identical to Mid Game, since the Wild Hawk shadows and the Windhawk Stone II (Lower II) + Ranger Stone II (Upper) pair stay best in slot at this tier. Combos: Consumables: Rotation: unchanged from Mid Game. Budget: High. The Dimensions bow and crown pair is the expensive part. Content: SS and SSS tier bossing. |
| Trap Melee Physical |
Skills to main: Advanced Trap Lv 5, Primed Trap Lv 1, Primed Solid Trap Lv 5, Primed Flame Trap Lv 5, Primed Deep Blind Trap Lv 5, Primed Swift Trap Lv 5 Gear to refine and grade: Damage cards: Stats and traits: CON first, then STR for the dagger. POW for P.ATK is the next best trait. The primed traps keep the flat 5 x CON term, so CON never stops paying. Enchants and shadow: identical to Mid Game, since the Advanced Trap shadows and the Windhawk Stone II (Lower II) + Ranger Stone II (Upper II) pair stay best in slot at this tier. Combos: Consumables: Rotation: open with Primed Trap and dump the primed traps on the highest value target, then fall back to the ground traps for anything that survives. Traps deal melee physical damage, so ranged damage % gear still does nothing here. Budget: High, mostly because of the Special Alloy Trap upkeep. Content: SS tier instances at Base Level 250, SSS tier at 270. |
General Damage Gear & Cards
The tables above list items that boost one specific skill. The pieces below raise ranged physical damage in general, so they work with the bow and hawk builds and stack on top of the skill gear. Windhawk's traps deal melee physical damage instead, so the trap builds should treat every ranged damage % line below as dead weight and lean on ATK %, P.ATK and melee damage % only.
Mid Game
Base Level 200 to 249. All five armour slots have a mana or rune set that gives ATK % and physical damage % on top of whatever your build already uses.
| Slot | Recommended | Main bonuses |
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| Armor | ATK %, ranged damage %, P.ATK | |
| Garment | ATK %, ranged damage %, P.ATK | |
| Shoes | ATK %, ranged damage %, P.ATK | |
| Accessory | ATK %, P.ATK | |
| Head (Top) | ATK %, ranged damage %, P.ATK, damage to all sizes and elements, crit damage % | |
| Shadow set | ATK %, ranged damage % (refine scaled), P.ATK |
End Game
Base Level 250 and up. Shadow gear has no level gate, so the Mid Game shadow set carries over unchanged.
| Slot | Recommended | Main bonuses |
|---|---|---|
| Armor | ATK %, ranged damage %, crit damage %, damage to all elements | |
| Garment | ATK %, ranged damage %, crit damage %, P.ATK, damage to all elements | |
| Shoes | P.ATK, ranged damage %, crit damage % (refine and grade scaled) | |
| Accessory | ATK %, P.ATK, ranged damage %, crit damage %, damage to all elements | |
| Head (Top) | ATK %, ranged damage %, P.ATK, crit damage %, damage to all sizes |
Damage Cards
Universal: these apply to every target, so they are the safe default when you do not know what you are fighting. Ranged damage % is what carries the bow and hawk skills; the melee physical damage % cards only pay off for the trap builds above.
| Card | Effect on ranged physical damage |
|---|---|
| ATK % (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| P.ATK (refine scaled where applicable) | |
| ranged damage %, damage to Boss (refine scaled where applicable) | |
| ranged damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| crit damage % (refine scaled where applicable) | |
| melee damage % (refine scaled where applicable, trap builds only) | |
| melee damage %, damage to Boss (refine scaled where applicable, trap builds only) | |
| melee damage % (refine scaled where applicable, trap builds only) |
Target specific: swap these in once you know the race, size, element or class of what you are farming.
| Card | Effect on ranged physical damage |
|---|---|
| ATK %, damage to Demi-Human, Angel, Player (refine scaled where applicable) | |
| ATK %, damage to Brute (refine scaled where applicable) | |
| ATK %, damage to Demon (refine scaled where applicable) | |
| ATK %, damage to Undead (refine scaled where applicable) | |
| ATK %, damage to Dragon (refine scaled where applicable) | |
| melee damage %, damage to Formless, Demi-Human, Player (refine scaled where applicable) | |
| melee damage %, ranged damage %, damage to all sizes, Water, Earth, Fire, Wind, Poison, Holy, Dark, Ghost (refine scaled where applicable) | |
| P.ATK, damage to Dark (refine scaled where applicable) | |
| ranged damage %, damage to Small, Large (refine scaled where applicable) | |
| ATK %, P.ATK, damage to Boss, Normal (refine scaled where applicable) |
Related NPC
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Arrow Merchant Department Store in main town |
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Also sells quivers |
| Rental Service
Any Town |
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