SKILL CHANGES 2
Kanata - Server Info - October 2026
Continued from Skill Changes 1. Numbers are at the normal learned maximum, before Combat Orders or equipment skill-level bonuses.
Cygnus Knights
Every Cygnus Knight
- Hero's Will arrives with 3rd job at rank 5, for free: 30 MP, 240 s cooldown, usable while Seduced.
- Hunting Decree unlocks at level 165 in the 3rd-job tab. Toggle it on and six swords circle you and launch in turn after you attack. Each strike deals 240% on 3 lines, hitting up to 5 enemies along its path. New attacks keep it active for 3 seconds. No MP cost.
- Four new 3rd-job passives for each class:
- A Mastery that shows up at Lv. 120 (20 levels, normal SP) and boosts your main attacks.
- An Empress's blessing that you get by itself at Lv. 200: +5% damage and +5% ignore DEF on everything, plus a class bonus.
- Two class passives (20 levels each, normal SP), listed below.
- Bonus hits from these passives show as their own number, only happen if the first hit didn't kill, and never deal more than the HP left.
Dawn Warrior
- HP Boost: Max HP +200%.
- Soul Rush stays on its own key. Double-pressing Jump uses the Beginner Flash Jump.
- Panic / Coma keep up to 2 Combo orbs after a hit and give 5 s of 100% Stance.
- Brandish then Soul Driver (within 3 s, Combo Attack on) gives 2 extra Combo orbs, once every 5 seconds.
- Radiant Sword Mastery: +15% damage, +10% crit rate and +10% ignore DEF for Panic, Coma, Brandish and Soul Driver.
- Empress's Vanguard (Lv. 200): +5% damage, +10% Max HP, +5% ignore DEF.
- Soul Echo: Soul Blade or Soul Driver hitting 3+ enemies restores 2% Max MP, once every 3 seconds.
- Finishing Light: Panic, Coma or Brandish on an enemy left below 35% HP after the main hit adds a bonus hit of 15% of the damage.
Blaze Wizard
- Teleport has 225 base range at max level and works in mid-air.
- Teleport Mastery (for Blaze Wizards, 10 levels): a toggle, the same as the Explorer one. +20 Teleport distance, and each Teleport deals 300% to up to 6 enemies where you land, with an 80% chance to stun non-bosses for 4 s. Costs 20 more MP per Teleport and needs Teleport Lv. 20.
- Ifrit: its hits cut Meteor Shower's cooldown by 2 s, once every 2 seconds. (The Blaze Wizard Meteor Shower keeps its 30 s cooldown.)
- Fire Strike puts your Flame Gear burn on what it hits (needs Flame Gear), and its kills spread the burn to up to 3 nearby non-boss enemies.
- Flame Mastery: +40% damage, +10% crit rate and +10% ignore DEF for Meteor Shower, Flame Gear and Fire Strike.
- Empress's Arcana (Lv. 200): +5% damage, +10% Max MP, +5% ignore DEF.
- Kindling: Fire Arrow, Fire Pillar or Fire Strike on an enemy carrying your own Flame Gear burn adds a bonus hit of 35% at max passive level.
- Cinder Recovery: a kill with Fire Arrow, Fire Pillar or Fire Strike restores 2% Max MP, once every 3 seconds.
Wind Archer
- Eye of the Storm is a passive with 25 levels, giving +25% minimum critical damage at max level. Existing SP in that skill stays.
- Wind Piercing: 1,000% damage.
- Wind Shot: 440% damage.
- Hurricane: you can walk while firing.
- Wind Walk: a Hurricane started from Wind Walk refunds half its MP. Wind Piercing hitting 4+ enemies, or any Wind Shot hit, gives you 4 s of Wind Walk (needs Wind Walk).
- Tempest Mastery: +10% damage, +10% crit rate and +10% ignore DEF for Arrow Rain, Hurricane, Wind Piercing and Wind Shot.
- Empress's Gale (Lv. 200): +5% damage, +5% crit rate, +5% ignore DEF.
- Gale Hunter: Hurricane or Wind Shot on an enemy still above 70% HP after the main hit adds a bonus hit of 15%.
- Windfall: Storm Break, Arrow Rain or Wind Piercing hitting 3+ enemies restores 2% Max MP, once every 3 seconds.
Night Walker
- Vampire restores an extra 0.5% Max HP for each enemy carrying your Poison Bomb (up to 2%), once every 5 seconds.
- Poison Bomb fires at full charge instantly, and a Poison Bomb kill gives 4 s of Dark Sight (needs Dark Sight).
- Shadow Mastery: +12% damage, +10% crit rate and +10% ignore DEF for Vampire, Avenger, Triple Throw and Poison Bomb.
- Empress's Veil (Lv. 200): +5% damage, +5% crit rate, +5% ignore DEF.
- Toxic Edge: Lucky Seven, Avenger or Triple Throw on an enemy poisoned by your Venom or Poison Bomb adds a bonus hit of 15%.
- Blood Pact: Vampire also restores 2% Max MP, once every 3 seconds.
Thunder Breaker
- Corkscrew Blow fires at full charge instantly.
- Barrage and Shark Wave: switching between them within 3 s gives 1,500 Energy every time.
- Spark: each extra target after the first gives 100 Energy (up to 500 per attack).
- Tempest Knuckle Mastery: +15% damage, +10% crit rate and +10% ignore DEF for Energy Drain, Shockwave, Barrage and Shark Wave.
- Empress's Thunder (Lv. 200): +5% damage, +10% Max HP, +5% ignore DEF.
- Charged Fists: Corkscrew Blow or Barrage at full Energy adds a bonus hit of 15%.
- Storm Recovery: Energy Blast, Shockwave or Shark Wave hitting 3+ enemies restores 2% Max HP, once every 5 seconds.
Aran
- Combo Ability: your combo lasts 8 s after your last hit. Combo skills only spend their own cost (Smash and Drain 30, Fenrir 100, Tempest and Barrier 200) instead of the whole combo, and trying a skill without enough combo leaves your combo intact.
- Final Charge then Final Toss (within 3 s) gives 10 combo and refreshes the combo timer, once every 5 seconds.
- Combo Drain lasts 180 s.
- Freeze Standing: 100% knockback resistance.
Evan
- Fire Circle: 255% damage.
- Teleport has 225 base range at max level and works in mid-air.
- Lightning Bolt: 420% damage.
- Ice Breath and Fire Breath fire at full charge instantly. Ice Breath: 360% damage.
- Ice and fire: switching between Ice Breath and Fire Breath or Blaze within 6 s restores 3% Max MP and cuts Recovery Aura's cooldown by 3 s.
- Magic Flare: 525% damage.
- Magic Booster lasts 300 s at every level.
- Killer Wings marks enemies for 8 seconds. Phantom Imprint on a marked enemy cuts a running Soul Stone cooldown by 5 s, once every 10 seconds, with a 60-second reduction budget over 6 minutes.
- Recovery Aura: 45 s cooldown, and every party member on the map gets the MP, wherever they stand.
- Soul Stone goes on you and every party member on the map.
Resistance
Battle Mage
- Teleport has 216 base range at max level and works in mid-air.
- Auras reach every party member on the same map, wherever they stand. Everyone gets the strongest aura of each kind.
- Blue Aura simply cuts the damage your party members take; none of it is moved onto you.
- Staff Boost lasts 180 s.
- Body Boost needs Dark, Blue and Yellow Aura at Lv. 10, as its description says.
- Advanced Dark Chain then Finishing Blow (within 3 s) restores 2% Max MP and gives 3 s of 100% Stance, once every 5 seconds.
- Finishing Blow: 146% damage. When it deals damage, it also rewards your active aura: Dark Aura cuts Body Boost's cooldown by 3 s, Yellow Aura restores 2% Max MP and Blue Aura restores 2% Max HP.
- Party Shield: 5 min cooldown.
Wild Hunter
- Triple Shot: 100% per arrow.
- Jaguar-oshi fires at full charge instantly.
- Stink Bomb Shot then Exploding Arrows: Exploding Arrows on an enemy carrying your Stink Bomb copies its debuffs to up to 2 nearby non-boss enemies for 15 seconds.
- Feline Berserk: 3 min 30 s cooldown and lasts 150 s.
- Jaguar mark: your Jaguar attack skills mark enemies for 8 s, and each Wild Arrow Blast hit on a marked enemy cuts Feline Berserk's cooldown by 2 s.
- Wild Arrow Blast: 225% per arrow, and you can walk while firing.
Mechanic
- Flame Launchers: you can walk while firing, and you can Flash Jump in your Mechanic armor.
- Metal Fist Mastery also boosts Punch Launcher.
- Roll of the Dice: 180 s cooldown, the buff lasts 180 s at every level, and it never rolls a 1.
- Satellite Safety: if you take damage and a satellite is used up within 2 s, Giant Robot's and Bots 'n Tots' cooldowns drop by 5 s.
- Amplifier Robot AF-11: the party damage bonus is +15%.
- Laser Blast: each Laser Blast that deals damage cuts every robot cooldown by 1 s for each different robot you have out (up to 6 s).
Nebulite & Questline Skills
- Nebulite Fusion (Beginner tab, free): opens the Nebulite Fusion window.
- Skill-level stones: eligible [B] and [A] hat stones give +1 to learned skills; [S] gives +2, subject to the skill-level limits. Some stones reduce skill MP costs.
- [A] stones on shoes, hat, gloves or top give a Lv. 1 Decent Haste, Mystic Door, Sharp Eyes or Hyper Body (only on you).
- [S] stones give Decent Combat Orders (+1 skill level), Advanced Blessing or Speed Infusion (+1 attack speed). They last 240 s and only affect you.
- [SSS] weapon stones grant the selected class skill at its listed level while the compatible weapon is equipped. Many use level 30, but skills with lower maxima use their own level, such as level 20 or Eagle Eye's level 5. Their attacks do not need ammunition. Party buffs from a stone keep their normal party behavior; they are not added to Auto Buff as another job's skills.
- Soul Seeker comes from Echoes Beyond the Stars, starting at level 180 for every class except Cygnus Knights. Its toggle launches two seekers per wave, each dealing 320% damage, with an 85% chance to rebound after a hit, up to 7 hits per seeker. Attacking keeps new launches active for 3 seconds; a launched chain can continue for up to 6 seconds. No MP cost.
Found a skill that doesn't work like this? Post it in Bug Reports.
Edited : Updated feature and skill information against current server behavior