Don't ask me what they actually do, this is just the in-game description. Transcribed with AI.
Offensive
Arcane Missile
Each time a skill is used, an Arcane missile is unleashed, dealing (Atk+M.Atk)*1500%+200000 adaptive Neutral damage to a random enemy within a 6-meter radius. It will prioritize attacking the enemy with the lowest percentage of health.
- 2 level 【Arcane missile】 damage increased by 20%
- 3 level 【Arcane missile】 missile count +1
- 4 level 【Arcane missile】 damage increased by 20%
- 5 level 【Arcane missile】 Arcane missile fires two waves of missiles.
- 6 level 【Arcane missile】 missile count +1
- 7 level 【Arcane missile】 damage increased by 20%
- 8 level 【Arcane missile】 missile count +1
- 9 level 【Arcane missile】 damage increased by 20%
- 10 level 【Arcane missile】 deals double damage, and if the enemy's health is below 50%, it doubles again.
Combo
Each normal attack increases one Combo stack, up to a maximum of 10 stacks. Each stack boosts attack speed by 3% and damage by 5%, and this attack speed can exceed the attack speed limit. When switching targets during normal attacks, all stacks will be cleared.
- 2 level Maximum Combo Layers +2
- 3 level When the Combo count exceeds 10 layers, normal attacks have a 20% chance to attack an additional time.
- 4 level Maximum Combo Layers +2
- 5 level Has the same probability of triggering a second extra attack.
- 6 level When the Combo count exceeds 10 layers, normal attacks have a 20% chance to attack an additional time.
- 7 level Maximum Combo Layers +2
- 8 level When the Combo count exceeds 10 layers, normal attacks have a 20% chance to attack an additional time.
- 9 level Maximum Combo Layers +2
- 10 level When switching targets, the Combo count no longer decreases.
Current link
Normal attacks have a 20% chance to trigger current, dealing adaptive damage of (Atk + M.Atk) * 3000% + 450000 to the target and up to 2 enemies within 3 meters around it, taking into account Auto Attack Dmg inc. and reductions. The damage from current can critically strike; if the damage type is magical, spell critical strike will apply.
- 2 level Current trigger probability increased by 5%
- 3 level Current's damage increases by 10%; current has a 5% chance to stun enemies for 3 seconds
- 4 level Current trigger probability increased by 5%
- 5 level The number of enemies that can be hit by current +2; each enemy hit by current grants you 1% attack speed for 5 seconds, stacking up to a maximum of 10 layers.
- 6 level Current's damage increases by 10%; current has a 5% chance to stun enemies for 3 seconds
- 7 level Current trigger probability increased by 5%
- 8 level Current's damage increases by 10%; current has a 5% chance to stun enemies for 3 seconds
- 9 level Current trigger probability increased by 5%
- 10 level Current transforms into a thunderstorm, dealing damage to all enemies within an 8-meter range.
Elemental Focus
When casting a single-target skill, gain one stack of Elemental focus for 10 seconds; each stack of Elemental focus increases the critical hit chance of single-target skills by +1%. On a critical hit, deal 200% damage, stacking up to 10 layers. The effects of Elemental focus can stack with the critical hit effects of other skill types.
- 2 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 20%.
- 3 level When Elemental focus is fully stacked, the single-target skill's Crit Rate is additionally increased by 10%.
- 4 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 20%.
- 5 level When a single-target skill lands a critical hit, increase own physical and magic penetration by 2%, stacking up to a maximum of 10 layers.
- 6 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 10%.
- 7 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 20%.
- 8 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 10%.
- 9 level When Elemental focus is at full stacks, the Crit.Dmg of single-target skills increases by 20%.
- 10 level When a single-target skill lands a critical hit, it inflicts an additional instance of adaptive damage to the target equal to (Atk+M.Atk)*3000%+500000.
Energy Storm
When casting a group skill, an Elemental storm is triggered at the target's location, dealing 4 instances of adaptive damage with different attributes to all enemies within a 4-meter radius, calculated as (Atk+M.Atk)*1000%+150000.
- 2 level Damage dealt by Elemental storm to targets with shields increases by 20%.
- 3 level The radius of Elemental storm increases by 1 meters.
- 4 level Damage dealt by Elemental storm to targets with shields increases by 20%.
- 5 level Elemental storm becomes a continuous effect, dealing damage a total of 3 times.
- 6 level The radius of Elemental storm increases by 1 meters.
- 7 level Damage dealt by Elemental storm to targets with shields increases by 20%.
- 8 level The radius of Elemental storm increases by 1 meters.
- 9 level Damage dealt by Elemental storm to targets with shields increases by 20%.
- 10 level Generate an additional Elemental storm each time.
Homing Missile
Normal attacks have a 25% chance to launch 3 tracking projectiles to attack enemies within a 9-meter radius. Each projectile deals adaptive damage equal to (Atk * M.Atk) * 1200% + 220,000. Projectiles cannot hit the same target, and Auto Attack Dmg inc. and damage reduction are calculated. The projectile damage can critically strike, and if the damage type is magical, spell critical effects will apply.
- 2 level Tracking projectile damage increased by 20%.
- 3 level Tracking bullet trigger chance increased by 5%.
- 4 level Tracking projectile damage increased by 20%.
- 5 level Tracking projectiles +3; when tracking projectiles hit a target, the target's physical damage reduction decreases by 2%, stacking up to 10 layers.
- 6 level Tracking bullet trigger chance increased by 5%.
- 7 level Tracking projectile damage increased by 20%.
- 8 level Tracking bullet trigger chance increased by 5%.
- 9 level Tracking projectile damage increased by 20%.
- 10 level The tracking bomb is upgraded to an Electric energy tracking bomb. When it hits an enemy, it plants an Electric charge seed. When enemies with Electric charge come close to each other, it triggers a one-time adaptive wind-element damage, after which the Electric charge seed disappears.
Meteor Storm
When attacking, it triggers a Meteor spell that deals a one-time adaptive fire damage of (Atk+M.Atk)*5000%+750000 to the area around the target and inflicts a burn status on the enemy. The minimum interval between triggers is 6 seconds.
- 2 level Meteor storm damage increased by 20%.
- 3 level Increases damage to burned targets by 20%.
- 4 level Meteor storm damage increased by 20%.
- 5 level Meteorite storm will leave fire pillars under the enemies' feet, with each fire pillar dealing fire attribute adaptive damage per second equal to (Atk+M.Atk)*1000%+150000. The trigger interval of Meteor storm is reduced by 2 seconds.
- 6 level Increases damage to burned targets by 20%.
- 7 level Meteor storm damage increased by 20%.
- 8 level Increases damage to burned targets by 20%.
- 9 level Meteor storm damage increased by 20%.
- 10 level Meteor storm triggers by releasing three meteorites each time, with intervals of 0.5 seconds. The trigger interval of Meteorite storm is reduced by 2 seconds.
Rend
Normal attacks have a 25% chance to cause a laceration effect, making the enemy bleed and suffer adaptive HP Loss every second equal to (Atk + M.Atk) * 500% + 50000, lasting for 5 seconds.
- 2 level Tear trigger chance increased by 5%
- 3 level Bleeding damage increases by 10%; damage dealt to enemies in a bleeding state increases by 10%
- 4 level Tear trigger chance increased by 5%
- 5 level The bleeding effect added by Rend can stack up to 3 layers, with bleeding duration +1 second.
- 6 level Bleeding damage increases by 10%; damage dealt to enemies in a bleeding state increases by 10%
- 7 level Tear trigger chance increased by 5%
- 8 level Bleeding damage increases by 10%; damage dealt to enemies in a bleeding state increases by 10%
- 9 level Tear trigger chance increased by 5%
- 10 level Bleeding damage can critically hit; bleeding duration +2 seconds
Spinning Shivs
Normal attacks have a 5% chance to summon a small blade lasting for 10 seconds, with a maximum of 5 blades summoned. Each blade deals adaptive damage every second to enemies within a 3m range, calculated as (Atk+M.Atk)*200%+30,000, factoring in Auto Attack Dmg inc. and damage reduction. The damage from the blades can critically hit, and when the damage type is magical, spell critical hit effects will apply.
- 2 level The probability of summoning small blades increases by 2%
- 3 level The attack of the small blade adds a 30% chance of poisoning effect, and the poisoning damage is increased by 20%.
- 4 level The probability of summoning small blades increases by 2%
- 5 level The attack of the small blade adds a 30% chance of poisoning effect, and the poisoning damage is increased by 20%.
- 6 level The maximum number of knife blades is increased to 10; for each knife blade owned, there is a 2% chance to block incoming damage when receiving damage.
- 7 level The probability of summoning small blades increases by 2%
- 8 level The attack of the small blade adds a 30% chance of poisoning effect, and the poisoning damage is increased by 20%.
- 9 level The probability of summoning small blades increases by 2%
- 10 level Each time the effect is triggered, two small blades will be obtained; the block probability is doubled.
Defensive
Elemental Shield
When taking damage, there is a 15% chance to generate a shield that can absorb 150000 + (Physical Defense + M.Def) × 20 damage, lasting for 6 seconds.
- 2 level Chance of Elemental Shield activation increased by 5%.
- 3 level The shield amount of Elemental Shield increases by 10%.
- 4 level Chance of Elemental Shield activation increased by 5%.
- 5 level Elemental Shield can stack an additional layer; when the shield is broken or expires, it deals adaptive damage equal to 1,250,000 + (Physical Defense + M.Def) × 75 to enemies within 3 meters.
- 6 level The shield amount of Elemental Shield increases by 10%.
- 7 level Chance of Elemental Shield activation increased by 5%.
- 8 level The shield amount of Elemental Shield increases by 10%.
- 9 level Chance of Elemental Shield activation increased by 5%.
- 10 level While the Elemental Shield is active, gain 50% Final Dmg Reduc.
Healing Aura
Aura Effect; Every 2 seconds, restores 15,000 + (Intelligence + Constitution) × 20 health to allies within a 5-meter radius.
- 2 level The Healing Effect received by teammates under the aura effect is increased by 10%.
- 3 level The healing amount of Healing aura increases by 10%.
- 4 level The Healing Effect received by teammates under the aura effect is increased by 10%.
- 5 level Healing aura's radius +2 meters; Healing aura doubles the healing amount for teammates below 50% health and restores 1% of the target's maximum mana.
- 6 level The healing amount of Healing aura increases by 10%.
- 7 level The Healing Effect received by teammates under the aura effect is increased by 10%.
- 8 level The healing amount of Healing aura increases by 10%.
- 9 level The Healing Effect received by teammates under the aura effect is increased by 10%.
- 10 level The trigger interval of Healing aura is reduced to 1 second; every 3 seconds, Healing aura will also remove a teammate's Debuff once.
Shield of defense
Excess healing applied to teammates can be converted into shields, with the maximum shield value being 20% of your Max HP + 200000.
- 2 level Self-healing bonus +20%
- 3 level The shield value limit of Guardian Shield increases by 10%
- 4 level Self-healing bonus +20%
- 5 level When the Guardian Shield is present, it provides 10% Final Dmg Reduc.
- 6 level The shield value limit of Guardian Shield increases by 10%
- 7 level Self-healing bonus +20%
- 8 level The shield value limit of Guardian Shield increases by 10%
- 9 level Self-healing bonus +20%
- 10 level When the Guardian Shield is active, it provides 20% Final Dmg Reduc., as well as a 20% physical damage boost and magical damage boost.
vitality
Each time damage is received, gain a vitality regeneration effect, restoring 25,000 + 1% of maximum health per second for 5 seconds.
- 2 level The healing effect of vitality regeneration increases by 20%.
- 3 level During Vitality Regeneration, gain 10% Physical and Magical Damage Reduction.
- 4 level The healing effect of vitality regeneration increases by 20%.
- 5 level During the vitality regeneration period, surrounding teammates gain the effect of restoring 1% of their maximum health per second; vitality regeneration can stack an additional layer.
- 6 level During Vitality Regeneration, gain 10% Physical and Magical Damage Reduction.
- 7 level The healing effect of vitality regeneration increases by 20%.
- 8 level During Vitality Regeneration, gain 10% Physical and Magical Damage Reduction.
- 9 level The healing effect of vitality regeneration increases by 20%.
- 10 level During the vitality regeneration period, nearby teammates receive an effect that restores 5% of their maximum health per second; vitality regeneration can stack an additional layer.
Weakness curse
Aura effect; Applies Weakness curse to the nearest target within a 4-meter radius, reducing their Physical and M.Atk by 20%.
- 2 level The cursed enemy's Move Spd decreases by 10%.
- 3 level The radius of Weakness curse increases by 1 meters.
- 4 level The cursed enemy's Move Spd decreases by 10%.
- 5 level When cursed enemies attack, there is a 10% chance of losing. (Note: The text likely intends to mean a chance to miss or lose their attack)
- 6 level The radius of Weakness curse increases by 1 meters.
- 7 level The cursed enemy's Move Spd decreases by 10%.
- 8 level The radius of Weakness curse increases by 1 meters.
- 9 level The cursed enemy's Move Spd decreases by 10%.
- 10 level Weakness curse changes to a group curse, affecting all enemies within 7 meters around the user, but its effect is reduced to 75% of the original value; cursed enemies have a 20% chance to miss when attacking.