All engravings and their effects in Lost Ark
Engravings are unique traits that you can give your characters a specific effect. These effects buff your characters by providing buffs to your characters. With so many Lost Ark Engravings, you might be wondering what each engraving does.
This guide will cover all of the engravings in Lost Ark and each of their respective effects. If you're still unsure what engravings are or how to put them on, you can follow this guide here.
Engraving Classes
Engraving | Class | Effect |
Mayhem | Berserk |
Lv. 1: When you hit an enemy during Explosion, you recover 0.2% of your maximum health, and the amount healed is slightly increased when you hit multiple enemies. (Effects of increase and decrease in recovery are not applied). Lv. 2: Restores 0.35% of maximum HP when hitting an enemy during the Explosion, and the amount restored is slightly increased when hitting multiple enemies. (Effects of increase and decrease in recovery are not applied). Lv. 3: When you hit an enemy during Explosion, you recover 0.5% of your maximum health, and the amount healed is slightly increased when you hit multiple enemies. (Effects of increase and decrease in recovery are not applied). |
Technique berserka | Berserk |
Lv. 1: During the explosion, critical damage + 30%. Cancels Exhaust after the Explosion ends. Lv. 2: during the explosion, critical damage + 40%. Cancels Exhaust after the Explosion ends. Lv. 3: during the explosion, critical damage + 50%. Cancels Exhaust after the Explosion ends. |
Improved weapon | Dead eye |
Lv. 1: Changing stances improves your weapons. Critical Strike Chance +20% for 9 seconds. Lv. 2: Changing stances improves your weapons. +25% Critical Strike Chance for 9 seconds. Lv. 3: Changing stances improves your weapons. Critical Strike Chance +30% for 9 seconds. |
Pistol | Dead eye |
Lv. 1: Damage to enemies +20%, but can only use the pistol stance. Lv. 2: Damage to enemies +30%, but can only be used with a pistol stance. Lv. 3: Damage to enemies +40%, but can only be used with a pistol stance. |
Improving Esoteric Skills | Battle dancer |
Lv. 1: Max Elemental Orbs +1. Esoteric Skills deal +8% Damage for each Elemental Orb you have. Lv. 2: Maximum number of elemental spheres +1. Esoteric Skills deal +10% Damage for each Elemental Orb you have. Lv. 3: Maximum Elemental Orbs +1. Esoteric Skills deal +12% Damage for each Elemental Orb you have. |
First Intention | Wardancer |
Lv. 1: Damage to enemies +15%, but you can no longer gain an element counter. Lv. 2: Damage to enemies +20%, but you can no longer get an element counter. Lv. 3: Damage to enemies +25%, but you can no longer gain an element counter. |
Ultimate Skill: Taijutsu | Scrapper |
Lv. 1: Natural stamina energy recovery rate +300%. Endurance Skill Damage +30%. Shock skill Damage -30%. Lv. 2: Natural stamina energy recovery rate +450%. Endurance Skill Damage +45%. Shock skill Damage -30%. Lv. 3: Natural stamina energy recovery rate +600%. Endurance Skill Damage +60%. Shock skill Damage -30%. |
impact training | Scrapper |
Lv. 1: Shock skill damage +10%. 2% of Max Shock Energy is restored every 1s. Lv. 2: Shock skill damage +15%. 3% of Max Shock Energy is restored every 1s. Lv. 3: Shock skill damage +20%. 4% of Max Shock Energy is restored every 1s. |
Volley | Artilleryman |
Lv. 1: Killing an enemy in the Multi-Shot mod resets the cooldown of all Multi-Shot skills. Lv. 2: Killing an enemy in Barrage Mod resets the cooldown of all Barrage skills. Bombing Skill Damage +1%. (Max. 25 stacks) Lv. 3: Killing an enemy in the Defensive Fire mod resets the cooldown of all Defensive Fire skills. Bombing Skill Damage +2%. (Max. 25 stacks) |
Strengthening firepower | Artilleryman |
Lv. 1: Incoming damage -20%. Critical Strike Chance +(15%, 20%, 25%) based on Firepower Augment Level. Lv. 2: Incoming damage -25%. Critical Strike Chance +(20%, 25%, 30%) based on Firepower Augment Level. Lv. 3: Incoming damage -30%. Critical Strike Chance +(25%, 30%, 35%) based on Firepower Augment Level. |
True courage | Bard |
Lv. 1: Serenade of Courage increases outgoing damage +10% and critical strike chance +10%. Lv. 2: Serenade of Courage increases outgoing damage +15% and critical strike chance +10%. Lv. 3: Serenade of Courage increases outgoing damage +20% and critical strike chance +10%. |
Desperate Rescue |
Bard
|
Lv. 1: When the recovery effect ends, an additional recovery effect is activated, restoring 8% of your maximum HP. Lv. 2: When the recovery effect ends, an additional recovery effect is activated, restoring 16% of your maximum HP. Lv. 3: When the recovery effect ends, an additional recovery effect is activated, restoring 24% of your maximum HP. |
Reflux | Enchantress |
Lv. 1: Disables Arcane Rupture, but skill damage (except awakening and movement skills) +8% and cooldown -3%. Lv. 2: Disables Arcane Rupture, but skill damage (except awakening and movement skills) +12% and cooldown -6%. Lv. 3: Disables Arcane Rupture, but skill damage (except awakening and movement skills) +16% and cooldown -10%. |
Igniter | Enchantress |
Lv. 1: When Magic Amplification is triggered, the cooldown of normal skills is -50%. While empowering magic, Critical Strike Chance +10% and Critical Damage +20%. Lv. 2: When Magic Amplification is triggered, the Cooldown of Normal Skills is -50%. During Magic Empowerment, Critical Strike Chance +17% and Critical Strike Damage +35%. Lv. 3: When Magic Boost is triggered, the cooldown of normal skills is -50%. While empowering magic, Critical Strike Chance +25% and Critical Strike Damage +50%. |
Esoteric Flurry | Striker |
Lv. 1: Damage from esoteric skills -15%, but only 1 elemental sphere is used. Lv. 2: Damage from esoteric skills -8%, but only 1 elemental sphere is used. Lv. 3: When using an esoteric skill, only 1 elemental orb is used. |
Death blow | Attack |
Lv. 1: Max Elemental Orbs +1. Esoteric skills absorb all Elemental Orbs and deal +17% damage per Elemental Orb consumed. Lv. 2: Maximum number of elemental spheres +1. Esoteric skills consume all elemental orbs and deal +26% damage per elemental orb consumed. Lv. 3: Maximum number of elemental spheres +1. Esoteric skills absorb all Elemental Orbs and deal +35% damage per Elemental Orb consumed. |
hunting time | shooter | |
peacemaker | shooter |
Lv. 1: Speed Atk. Pistol stance speed +8%. +15% Critical Hit Chance in Shotgun Stance. Damage to enemies +10% and additional damage +10% to targets with 50% or less HP for 9 seconds in rifle stance. Lv. 2: Speed Atk. Pistol stance speed +12%. Critical Hit Chance in Shotgun Stance +20%. Damage to enemies +10% and additional damage +20% to targets with 50% or less HP for 9 seconds in rifle stance. Lv. 3: Atk. Pistol stance speed +16%. Critical Hit Chance in Shotgun Stance +25%. Damage to enemies +10% and bonus damage +30% against targets with 50% or less HP for 9s while in rifle stance. |
Blessed Aura | Paladin |
Lv. 1: With Holy Aura -10% damage taken and 2% max HP regenerated every 2.5s for all party members. Lv. 2: With Holy Aura, damage taken is -15% and 2% maximum HP is restored every 2 seconds for all party members. Lv. 3: With Holy Aura -20% damage taken and 2% max HP regenerated every 1.5s for all party members. |
Justice | Paladin |
Lv. 1: Punishment Damage +15%. When the Punishment skill is triggered, the Piri gauge increases by 100%. Sacred Executioner Duration +100%. Lv. 2: Punishment Damage +20%. When the Punishment skill is triggered, the Piri gauge increases by 100%. Sacred Executioner Duration +100%. Lv. 3: Punishment Damage +25%. When the Punishment skill is triggered, the Piri gauge increases by 100%. Sacred Executioner Duration +100%. |
Demonic Impulse | Shadowhunter |
Lv. 1: The Composure effect is not activated when Demonize ends. After Demonization, the cooldown of the Demonic Skill is reset. Lv. 2: The Composure effect does not activate after Demonization ends. After being demonized, the cooldown of the demonic skill is reset and the critical strike chance is increased by 15% while demonic mode is active. Lv. 3: The Composure effect is not activated when the Demonize ends. Demonize resets the cooldown of the Demon Skill and increases Critical Strike Chance by 30% while Demon Mode is active. |
Perfect Suppression | Twilight Hunter |
Lv. 1: normal skill damage +20%. Shadow counter +50% for all skills. Disables Demonization. Lv. 2: Normal skill damage +25%. Shadow counter +50% for all skills. Disables Demonization. Lv. 3: normal skill damage +30%. Shadow counter +50% for all skills. Disables daemonization. |
Surge | Deathblade |
Lv. 1: Deathblade Surge is cast at the maximum level of Surge Zero Form, regardless of the number of Death Orbs you have. When the Art is activated and skills other than Basic Attacks and Awakened Skills are applied, the Splash Upgrade effect stacks every 0.4 seconds. (Max 20 stacks). This effect increases the damage of Deathblade Blink by 7.5%. When Death Trance ends, you gain a Death Orb Meter for each Surge Enhancement you have. (5% each) Lv. 2:The Deathblade Surge is played at the maximum level of Surge Zero Form, regardless of the number of Death Orbs you have. When the Art is activated and skills other than Basic Attacks and Awakened Skills are applied, the Splash Upgrade effect stacks every 0.4 seconds. (Max 20 stacks). This effect increases the Death Blade's Splash Damage by 7.5% and Atk. Strength +0.5%. When Death Trance ends, you gain a Death Orb Meter for each Surge Enhancement you have. (5% each) Lv. 3:The Deathblade Surge is played at the maximum level of Surge Zero Form, regardless of the number of Death Orbs you have. When the Art is activated and skills other than Basic Attacks and Awakened Skills are applied, the Splash Upgrade effect stacks every 0.4 seconds. (Max 20 stacks). This effect increases the Death Blade's Splash Damage by 7.5% and Atk. Strength +1%. When Death Trance ends, you gain a Death Orb Meter for each Surge Enhancement you have. (5% each) |
Remaining energy | Deathblade |
Lv. 1: Art does not consume Art Meter for 2 seconds when activated. Attack/Move Speed +6% on Splash. Atk. Strength +(8%, 16%, 25%) based on your Surge Level, for 30 seconds. Lv. 2: Art does not consume an art meter for 2 seconds. upon activation. Attack/Move Speed +9% on Surge. Atk. Strength +(10%, 20%, 30%) based on your burst level, for 30s. Lv. 3: Art Meter does not consume Art Meter for 2s when activated. Attack/Move Speed +12% on Surge. Atk. Strength +(12%, 24%, 36%) based on your Surge Level, for 30 seconds. |
death blow | Sniper |
Lv. 1: When using Last Rush, recover 50% of the remaining hawk counter. Enemy Damage Taken +20% for 8 seconds. Lv. 2: When using Last Rush, recover 50% of the remaining hawk counter. Enemy Damage Taken +30% for 8 seconds. Lv. 3: When using Last Rush, recover 50% of the remaining hawk counter. Damage dealt to the enemy +40% for 8 seconds. |
Faithful Companion | Sniper |
Lv. 1: Summons an MK-II Silver Hawk, increasing movement speed by 4%, Silver Hawk's base area of effect +60%, Silver Hawk's basic attack damage by 50%, and Silver Hawk's summon duration by 30%. Enemies are Marked for Death on basic attacks or hits with Stormwings. Incoming damage to the enemy + 4%. Lv. 2: Summons an MK-II Silver Hawk, increasing movement speed by 4%, Silver Hawk's base area of effect by 60%, Silver Hawk's basic attack damage by 100%, and Silver Hawk's summon duration by 60%. Enemies are Marked for Death on basic attacks or hits with Stormwings. Incoming damage to the enemy + 8%. Lv. 3:Summons a Silver hawk MK-II with +4% Movement Speed, Silver hawk Base AoE +60%, Silverhawk Basic Attack Damage +150%, and Silver hawk Summon Duration +100%. Enemies are Marked for Death on basic attacks or hits with Stormwings. Incoming damage to the enemy: + 12%. |
Energy Overflow | Soulfist |
Lv. 1: Energy does not drop below 1, but the additional Energy recovery effect is not applied during Hype. If energy is below 30%, damage +5% to enemies. Lv. 2: Energy does not drop below 1, but the additional Energy recovery effect is not applied during Hype. If Energy is below 30%, damage +10% to enemies. Lv. 3: Energy does not drop below 1, but the additional effect of Energy recovery is not applied during Hype. If energy is below 30%, damage +15% to enemies. |
strong spirit | Soulfist |
Lv. 1: When using hype, it immediately goes to level 3, and in hype mode, the energy recovery rate is +200%. Damage +15%. Lv. 2: When using hype, it immediately goes to level 3, and in hype mode, the energy recovery rate is +200%. Damage +25%. Lv. 3: When using hype, it immediately goes to level 3, and in hype mode, the energy recovery rate increases by 200%. Damage +35%. |
lone knight | shooter |
Lv. 1: Gunlance Critical Strike Chance +5%. Critical Damage +30%. The Battlefield Shield cannot be used. Shield meter consumption in defensive stance +100%. Lv. 2: Gunlance Critical Strike Chance +10%. Critical Damage +40%. The Battlefield Shield cannot be used. Shield meter consumption in defensive stance +100%. Lv. 3: Gunlance Critical Strike Chance +15%. Critical Damage +50%. The Battlefield Shield cannot be used. Shield meter consumption during defensive stance +100%. |
combat readiness | shooter |
Lv. 1: Normal Skills Damage +20%. Shield level +30% in defensive stance. Damage +4% for 10s when hitting in a defensive stance (stacks up to 3 times, once every 1s). Lv. 2: Normal skill damage +20%. Shield level +40% in defensive stance. Damage +5% for 10s on hit while in defensive stance (stacks up to 3 times, once every 1s). Lv. 3: Normal Skill Damage +20%. Shield level +50% in defensive stance. Damage +6% for 10s when hit in a defensive stance (stacks up to 3 times, once every 1s). |
Battle Engravings
Disrespect |
Lv. 1: Damage to enemies with 30% lower HP +9%. Lv. 2: Damage to enemies with 30% lower HP +22%. Lv. 3: Damage to enemies with 30% lower HP +36%. |
Spirit Absorption |
Lv. 1: Attack/Movement Speed +3%. Lv. 2: Attack/Movement Speed +8%. Lv. 3: Attack/Movement Speed +15%. |
Ethereal Perfection |
Lv. 1: Aethers generates additional Aethers with +4% Critical Damage when received. Lv. 2: Ethers when received generate additional ethers with +12% critical damage. Lv. 3: Aethers, when obtained, create additional Aethers with +24% Critical Damage. |
Stabilized status |
Lv. 1: Damage +3% when your HP is above 80%. Lv. 2: Damage +8% when your HP is above 80%. Lv. 3: Damage +16% when your HP is over 80%. |
Malice |
Lv. 1: +4% damage against bosses or enemies of a higher rank. +20% damage from them. Lv. 2: +10% damage to the boss or higher ranked enemies. +20% damage from them. Lv. 3: +20% damage to the boss or enemies of a higher rank. +20% damage from them. |
Supercharge |
Lv. 1: Skill charge speed +8%. Damage +4%. Lv. 2: Skill charge speed +20%. Damage +10%. Lv. 3: Skill charge speed +40%. Damage +20%. |
strong will |
Lv. 1: Incoming damage -5% while knockback. Lv. 2: Incoming damage -15% while knockback. Lv. 3: Incoming damage -30% during knockback. |
drops of ether |
Lv. 1: Attacks can create aether. (Cooldown: 90s). Lv. 2: Attacks can create aether. (Cooldown: 40s). Lv. 3: Attacks can create aether. (Recovery time: 20s). |
Crisis evasion |
Lv. 1: Upon receiving lethal damage, become invulnerable for 3 seconds, restoring 50% of the damage taken while invulnerable as HP. (Cooldown: 15min). Lv. 2: Upon receiving lethal damage, become invulnerable for 3 seconds, restoring 50% of the damage taken while invulnerable as HP. (Cooldown: 12min). Lv. 3: Upon receiving lethal damage, become invulnerable for 3 seconds, restoring 50% of the damage taken while invulnerable in HP. (Recovery time: 9min). |
Sharp blunt weapon |
Lv. 1: +10% critical damage, but your attacks can deal -20% damage. Lv. 2: +25% Critical Damage, but your attacks have a chance to deal -20% damage. Lv. 3: +50% critical damage, but your attacks can deal -20% damage. |
Vital Point Strike |
Lv. 1: Stagger Attack Effectiveness +6%. Lv. 2: Stagger Attack Effectiveness +18%. Lv. 3: Stagger Attack Effectiveness +36%. |
Increased Max. MP |
Lv. 1: Max. MP +5%. Lv. 2: Max. MP +15%. Lv. 3: Max MP +30%. |
MP regeneration |
Lv. 1: MP regen +5%. Lv. 2: MP regen +15%. Lv. 3: MP recovery +30%. |
Escape Master |
Lv. 1: Stance Action Cooldown -4%. Lv. 2: Stance action cooldown -12%. Lv. 3: Stance action cooldown -25%. |
Fortitude |
Lv. 1: Incoming damage is reduced in proportion to lost HP. (Max. 5%) Lv. 2: Incoming damage is reduced in proportion to lost HP. (Max. 15%) Lv. 3: Incoming damage is reduced in proportion to lost HP. (Max. 30%) |
Crushing Fist |
Lv. 1: Ignore 10% defense when attacking staggered enemies. Lv. 2: Ignore 30% defense when attacking staggered enemies. Lv. 3: Ignore 50% defense when attacking staggered enemies. |
Shield punching |
Lv. 1: Damage to shields +16%. Lv. 2: Damage to shields +50%. Lv. 3: Damage to shields +100%. |
Champion Endurance |
Lv. 1: Outgoing Damage +3% at 50% or less HP. Lv. 2: Outgoing damage +8% at 50% or below HP. Lv. 3: Outgoing damage +16% at 50% below HP. |
Divine Protection | |
Heavy armor |
Lv. 1: All Defense +30%. Defense reduction effects do not affect the defense value of heavy armor. Lv. 2: All Defense +75%. Defense reduction effects do not affect the defense value of heavy armor. Lv. 3: All Defense +150%. Heavy armor's defense value is not affected by effects that cause a reduction in defense. |
explosives expert |
Lv. 1: Bomb/Grenade Combat Item Carry Limit +1. Lv. 2: Bomb/Grenade Combat Item Carry Limit +2. Lv. 3: Bomb/Grenade Combat Item Carry Limit +3. |
Reinforced Shield |
Lv. 1: Becomes immune to all status effects while affected by shields, but -90% shield HP values and damage absorption amount while in defensive stance. (Does not apply to Battlefield Shield) Lv. 2: Become immune to all status effects while under shields, but -75% of shield health and damage absorption while in defensive stance. (Does not apply to Battlefield Shield) Lv. 3: Becomes immune to all status effects while under shields, but -50% shield health and damage absorption while in defensive stance. (Does not apply to Battlefield Shield) |
Necromancy |
Lv. 1: Attacks summon temporary soldiers that deal damage to enemies. (Cooldown: 75s) Lv. 2: Attacks summon temporary soldiers that deal damage to enemies. (Cooldown: 30s) Lv. 3: Attacks summon temporary soldiers that deal damage to enemies. (Cooldown: 15s) |
preemptive strike |
Lv. 1: When attacking monsters of Challenge level or lower with full HP, your attack is a guaranteed critical hit with +30% damage. Lv. 2: When attacking monsters of Challenge level or lower with full HP, your attack is a guaranteed critical hit with +80% damage. Lv. 3: When attacking monsters of Challenge level or lower with full HP, your attack is guaranteed critical damage with +160% damage. |
broken bone |
Lv. 1: Damage to Staggered Enemies +7.5%. Lv. 2: Damage to Staggered Enemies +20%. Lv. 3: Damage to Staggered Enemies +40%. |
Fury of Lightning |
Lv. 1: Attacks have a 60% chance to create an orb of lightning. These lightning balls can only be generated once every 4 seconds. When 5 orbs are created, they explode and deal damage to surrounding enemies. Lv. 2: Attacks have a 60% chance to create an orb of lightning. These lightning balls can only be generated once every 2 seconds. When 5 orbs are created, they explode and deal damage to surrounding enemies. Lv. 3: Attacks have a 60% chance to create an orb of lightning. These lightning balls can only be generated once every 1 second. When 5 orbs are created, they explode and deal damage to surrounding enemies. |
cursed doll |
Lv. 1: Speed Atk. strength +3%. Treatment -25%, natural recovery excluded. Lv. 2: Speed Atk. power +8%. Treatment -25%, natural recovery excluded. Lv. 3: Speed Atk. power +16%. Healing -25%, no natural recovery. |
Applicant |
Lv. 1: Speed Atk. strength +1% for 15 seconds after killing an enemy. (Max. 5 stacks) Lv. 2: Speed Atk. strength +1.5% for 25 seconds after killing an enemy. (Max. 6 stacks) Lv. 3: Speed Atk. strength +2.5% for 40 seconds after killing an enemy. (Max. 7 stacks) |
Ambush Master |
Lv. 1: Damage +5% for successful back attacks. Lv. 2: Damage +12% for successful back attacks. Lv. 3: Damage +25% for successful attacks in return. |
magic flow |
Lv. . 1: Regenerate MP up to +10% every 3 seconds until you are attacked. This effect is temporarily removed when you are attacked. (Recovery time: 10s). Lv. 2: MP recovery up to +30% every 3 seconds until you are attacked. This effect is temporarily removed when you are attacked. (Recovery time: 10s). Lv. 3: MP regeneration up to +60% every 3 seconds until you are attacked. This effect is temporarily removed when you are attacked. (Recovery time: 10s). |
Barricade |
Lv. 1: damage to enemies under the effect of the shield + 3%. Lv. 2: damage to enemies under the shield + 8%. Lv. 3: Damage to enemies under the shield + 16%. |
Raid Captain |
Lv. 1: Outgoing damage +10% base percentage bonus to movement speed. Lv. 2: Outgoing damage +22% base percentage bonus to movement speed. Lv. 3: Outgoing damage +45% base percentage bonus to movement speed. |
Awakening |
Lv. 1: Awakening Skill Cooldown -10%. +1 Maximum use. Lv. 2: Awakening Skill Cooldown -25%. +2 Maximum use. Lv. 3: Awakening Skill Cooldown -50%. +3 Maximum use. |
Master-buyan |
Lv. 1: Head Attack Damage +5%. Lv. 2: Head Attack Damage +12%. Lv. 3: Head Attack Damage +25%. |
Mass gain |
Lv. 1: Attack speed is reduced by 10%, but attack power is increased by 4%. Lv. 2: Attack speed is reduced by 10%, but attack power is increased by 10%. Lv. 3: Attack speed reduced by 10%, but attack power increased by 18%. |
Movement |
Lv. 1: Increases the damage of skills other than Basic Attacks and Awakening by 3% for 5 seconds after using Mobile Overhead. Lv. 2: Increases the damage of skills other than Basic Attacks and Awakening by 8% for 5 seconds after using Mobile Overhead. Lv. 3: Increases the damage of skills other than Basic Attacks and Awakening by 16% for 5 seconds after using a mobile move. |
Master Strikes |
Lv. 1: Increases the damage of attacks that do not match an attack from behind or in front by 3%. This effect does not apply to awakenings. Lv. 2: Increases the damage of attacks that do not match an attack from behind or an attack from the front by 8%. This effect does not apply to awakenings. Lv. 3: Increases the damage of attacks that do not match an attack from behind or in front by 16%. This effect does not apply to awakenings. |
Adrenaline |
Lv. 1: When using skills other than mobile and basic attacks, attack power is increased by 0.3% for 6 seconds (stacking up to 6), and when this effect reaches the maximum stack, critical strike chance is increased by another 5%. This effect is applied after the skill ends if the cooldown reduction due to skill cancellation is applied. Lv. 2: When using skills other than mobile and basic attacks, attack power is increased by 0.6% for 6 seconds (stacking up to 6), and when this effect reaches the maximum stack, critical strike chance is increased by another 10%. This effect is applied after the skill ends if the cooldown reduction due to skill cancellation is applied. Lv. 3: When using skills other than mobile and basic attacks, attack power is increased by 1% for 6 seconds (stacking up to 6), and when this effect reaches the maximum stack, critical strike chance is increased by an additional 15%. . This effect is applied after the skill ends if the cooldown reduction due to skill cancellation is applied. |
fast speed |
Lv. 1: Increases your hold and cast speed by 5% and your damage by 4%. Lv. 2: Increases your hold and cast speed by 10% and your damage by 10%. Lv. 3: Increases your hold and cast speed by 20% and your damage by 20%. |
Specialist |
Lv. 1: Shield and HP recovery effects used on self and party members are increased by 6%, and when the target's health is below 50%, this effect is increased by another 3%. Lv. 2: Shield and HP recovery effects used on self and party members are increased by 14%, and when the target's HP is below 50%, this effect is increased by another 7%. Lv. 3: Shield and HP recovery effects used on self and party members are increased by 24%, and when the target's HP is below 50%, this effect is increased by another 12%. |
Emergency Rescue Service |
Lv. 1: Generates a shield with 20% of max health for 6 seconds when HP is below 30% due to a hit. The shield is not destroyed, and when the effect ends, 50% of the shield's remaining health is restored. (Activation cooldown 300s). Lv. 2: Generates a shield with 30% of maximum health for 6 seconds when HP is below 30% due to a hit. The shield is not destroyed, and when the effect ends, 50% of the shield's remaining health is restored. (Activation cooldown 240s). Lv. 3: Generates a shield with 50% of maximum health for 6 seconds when HP is below 30% due to a hit. The shield is not destroyed, and when the effect ends, 50% of the shield's remaining health is restored. (Activation cooldown 180s). |
Precision Dagger |
Lv. 1: Increases critical strike chance by 4%, but reduces critical damage by 12%. Lv. 2: Increases critical strike chance by 10%, but reduces critical damage by 12%. Lv. 3: Increases critical strike chance by 20%, but reduces critical damage by 12%. |
Negative Engravings
Engraving | Class | Effect |
---|---|---|
Attack power reduction | All classes |
Lv. 1: Reduces attack power by -2%. Lv. 2: Reduces attack power by -4%. Lv. 3: Reduces attack power by -6%. |
Attack Speed Decrease | All classes |
Lv. 1: Decreases attack speed by -2%. Lv. 2: Decreases attack speed by -4%. Lv. 3: Reduces attack speed by -6%. |
Decreased Defense | All classes |
Lv. 1: Reduces Defense by -5%. Lv. 2: Reduces defense by -10%. Lv. 3: Reduces defense by -15%. |
Speed reduction | All classes |
Lv. 1: Reduces movement speed by -2%. Lv. 2: Reduces movement speed by -4%. Lv. 3: Reduces Movement Speed by -6%. |