Occult is the bargain made after the polite schools of magic close their doors.
Its casters do not ask darkness to be safe. They ask it to be useful, then pay in blood, protection and whatever softness remained between them and the abyss. Their power is sharp, expensive, and very willing to answer.
The Occult path focuses on dark magic, sacrifice and demonic support. Dark Strike, Dark Thunder and Dark Breath bring shadow damage, knockback, HP costs and non-natural resistance pressure. Napalm Beat can inflict Meltdawn, Soul Burn gains support through Occult Death, and Conversion creates a dark mana source that restores nearby allies' SP. Incarnation turns the user into a demon with higher ATK/MATK, piercing and dark mastery at the cost of defenses, while Summon and Armor deepen the demonic identity.
Occult is powerful because it is willing to become less human for a while.
To face Occult is to feel the room choose a darker shape.
And then ask what you are willing to lose.
Tank
★★☆☆☆
Occult has VIT and dark armor options, but Incarnation heavily reduces defenses and HP.
Tactical
★★★★★
Initiative debuffs, sacrifice mode, dark conversion placement and summon timing require careful judgment.
Healer
★★☆☆☆
Dark Conversion can restore nearby allies' SP, but the path does not provide real HP healing.
Buffer
★★★☆☆
Incarnation and Armor strongly buff the user, while Conversion supports ally SP sustain.
Debuffer
★★★★☆
Non-natural resistance pressure, Slow, Meltdawn and Soul Burn give strong hostile control.
DPS Melee Physical
★☆☆☆☆
Occult is not a melee physical path, despite Incarnation also raising ATK.
DPS Ranged Physical
☆☆☆☆☆
The specialization has no ranged physical identity.
DPS Magical
★★★★★
Dark Strike, Dark Thunder, Dark Breath and Incarnation make Occult a high-pressure magical specialization.
Special
★★★★★
HP costs, demon form, sacrifice mode, dark summons and SP conversion give Occult a strong unique identity.
Resources
★★☆☆☆
HP costs, SP penalties and sacrifice tradeoffs make resource management demanding.
Mobility
★☆☆☆☆
Occult has little movement and may even lose walking speed in its stronger form.
Dark Strike is a NPC skill which can deal dark attribute magical damage to a single target.
Globally this is a dark bolt with less casting time and after skill delay but with higher SP cost.
This skill consumes 1% of the user's HP as an additional cost.
Level
Skill
SP
Cast
CoolDown
Damage
ASD
1
Dark Strike Level 2
16
0.8s
0
200% of MATK
0.6s
2
Dark Strike Level 4
20
1.6s
0
400% of MATK
0.8s
3
Dark Strike Level 6
24
2.4s
0
600% of MATK
1s
4
Dark Strike Level 8
28
3.2s
0
800% of MATK
1.2s
5
Dark Strike Level 10
32
4s
0
1000% of MATK
1.4s
If Soul Strike is available (Skill Tree or Kugan)
Counter strikes to long ranged attacks with Dark Strike (level 3).
In addition if the player have the initiative when Dark Strike hits a target then it becomes more sensitive to none natural elements (holy, dark, poison, ghost) attacks for a short period of time (7 seconds).
A player have the initiative when he didn't get involved in a fight for at least 7 seconds.
Level
Counter Attack
Debuff Resistance
1
4%
Resistance -4%
2
8%
Resistance -8%
3
12%
Resistance -12%
4
16%
Resistance -16%
5
20%
Resistance -20%
Occult Jupitel
PassiveMax Lv 5
ID
4502
Type
Passive
Max level
5
Cost to learn
1
Enable the use of Dark Thunder.
Dark Thunder is a NPC skill which can deal dark attribute magical damage to a single target and push the target back.
Globally this is a dark Jupitel Thunder with less casting time and after skill delay but with higher SP cost.
This skill consumes 2% of the user's HP as an additional cost.
Level
Skill
SP
Cast
CoolDown
Damage
ASD
Pushback
1
Dark Thunder Level 2
23
2.4s
0
600% of MATK
0.5s
3 cells
2
Dark Thunder Level 4
29
3.2s
0
800% of MATK
0.5s
4 cells
3
Dark Thunder Level 6
35
4s
0
1000% of MATK
0.5s
5 cells
4
Dark Thunder Level 8
41
4.8s
0
1200% of MATK
0.5s
6 cells
5
Dark Thunder Level 10
47
5.6s
0
1400% of MATK
0.5s
7 cells
If Thunder Storm is available (Skill Tree or Kugan)
Counter strikes to physical melee attacks with Dark Thunder (level 3).
If target have modified none natural resistance effects then the target suffer some battle damage and is Slowed for a very short period of time.
Those damage are based on MATK, are reduced by target's MDEF, are increased by half on monsters and bears the dark element.
Chances of inflicting Meltdawn (7 seconds) are increased.
Level
Bonus
1
Chance to inflict Meltdawn 20%
2
Chance to inflict Meltdawn 40%
3
Chance to inflict Meltdawn 60%
4
Chance to inflict Meltdawn 80%
5
Chance to inflict Meltdawn 100%
Meltdawn : The damage inflicted by the target affected by this state is partially inflicted on it, up to 20% of the damage inflicted plus a fixed part which depends on its ATK
The user can select a cell on the floor within a distance of 7 cells, a dark energy growth here.
This energy serves as a mana source that refill nearby allies SP when they are near (by using Potion Pitcher).
This energy can deals some minor damage to enemy too but can't move.
Summon's power depends on user's Base Level and INT. Up to 2 Dark Energies can exist at the same time.
Level
Summon Level
Duration
1
8% of (80% Base Level + 40% INT)
9 seconds
2
10% of (80% Base Level + 40% INT)
11 seconds
3
12% of (80% Base Level + 40% INT)
13 seconds
4
14% of (80% Base Level + 40% INT)
15 seconds
5
16% of (80% Base Level + 40% INT)
17 seconds
Dark Matter
Occult Incarnation
ActiveMax Lv 5
ID
4507
Type
Active
Max level
5
Cost to learn
1
LP Cost
20
Cast
1 sec (interruptible)
Cooldown
None
Duration
20 seconds
Target
Self
It is a form of rampage which allows the user to sacrifice himself for much greater magical power.
First of all the user is associated to the demon race.
As the level of this skill grows the character receive better ATK and MATK, can ignore DEF and MDEF and gets a cast cancel resistance bonus.
This form also grants some dark element mastery.
However, this form no longer allows real protection: DEF and MDEF are halved (nullified in sacrifice mode), Maximum HP are reduced by 25% (50% in sacrifice mode), Walkspeed -10% (-20% in sacrifice mode).
You can use the Kugans window (Alt+K) to switch from normal mode to sacrifice mode.
Sacrifice mode bonus written in parentheses.
Level
ATK/MATK bonus
Piercing DEF/MDEF
No Cast Cancel
Dark Mastery
1
2% (4%)
3% (5%)
20%
2% (4%)
2
4% (8%)
6% (10%)
40%
4% (8%)
3
6% (12%)
9% (15%)
60%
6% (12%)
4
8% (16%)
12% (20%)
80%
8% (16%)
5
10% (20%)
15% (25%)
100%
10% (20%)
Switching mode in the Kugans window takes effect the next time your stats are recalculated.
Occult Summon
ActiveMax Lv 5
ID
4508
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Cast
5 sec (interruptible)
Cooldown
60 seconds
Duration
180 seconds
Target
Self
Summons a demon to fight alongside the player.
All demons are tuned for different roles.
Summon's power depends on user's Base Level and INT.
The summon's power can be increased with Essence.
There is a 25% malus HP when active
The demon must first be chosen in the Summon Options of the Kugans window (Alt+K). Does not stack with other summons.
Level
Summon Level
1
40% of (80% Base Level + 40% INT)
2
50% of (80% Base Level + 40% INT)
3
60% of (80% Base Level + 40% INT)
4
70% of (80% Base Level + 40% INT)
5
80% of (80% Base Level + 40% INT)
Demons
The Summon Options of the Kugans window (Alt+K) grant the possibility to configure prefered summon in order to avoid promps when skill is used
With this skill at level 5, Base Level 99 and a total INT of 180, the Summon Power is 120
Occult Armor
ActiveMax Lv 5
ID
4509
Type
Active
Max level
5
Cost to learn
2
LP Cost
30
Casting Time
2 seconds (interruptible)
Cooldown
No
Duration
60 seconds
Target
Self
For a notable period of time, user's element of defense will be Dark and user's race will be Demon.
As long as he is under the effects of this ability and the skill is not at level 5, negative effects will occur.
While under the effect of this skill the user has increased damage with that element, and part of the damage he receives is reflected to the attacker.
Level
SP of all skills
natural SP recovery
Elemental Boost
Damage reflected
1
SP use rate +100%
SP regen -40%
+4%
4%
2
SP use rate +75%
SP regen -30%
+8%
8%
3
SP use rate +50%
SP regen -20%
+12%
12%
4
SP use rate +25%
SP regen -10%
+16%
16%
5
-
-
+20%
20%
Armor family (Spell, Poison, Virtue, Occult, Death, Spirit and Witch Armor): 60 seconds, 2 seconds of casting time, the same SP drawbacks below level 5 and the same Elemental Boost; each armor then has its own effect.
The Elemental Boost applies to all your Dark element attacks (physical, magical and special).
The reflection applies to every kind of damage received (physical, magical and special).
Generated from game data (client skilldescript.lub, server skill_kugan_specialization_db.yml) · November 15, 2026