- ID
- 4490
- Type
- Passive
- Max level
- 5
- Cost to learn
- 1
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute | HP/SP |
|---|---|---|
| 1 | DEX | +1% |
| 2 | STR | +2% |
| 3 | DEX | +3% |
| 4 | STR | +4% |
| 5 | DEX | +5% |
- Attribute bonuses are cumulative: at level 5 you get DEX +6 and STR +4.

Hunter · 10 Kugan skills · 1 active, 9 passive
Pack is the hunter who refuses to be one shape for long.
Arrow, claw, snare, step, counterstep: the fight becomes a running exchange between distance and impact. The Pack specialist understands that prey behaves differently when it is chased by more than one threat, especially when one of those threats arrives on four legs.
The Pack path blends ranged pressure, close adaptation and temporary worg support. Charge Arrow repels harder, Double Strafe hits stronger, Wind Walk can reroll into better self effects, and Ankle Snare adds bleeding and poison. Phantasmic Arrow gains battle damage and can strip Blessing, while Resilience reduces nearby ranged damage. Adaptation rewards alternating melee and ranged attacks with stacking damage windows, Wits improves physical damage against multiple enemies, and Pack Summon calls a red or blue worg depending on INT parity.
Pack is about coordinated pressure, even when the party is only the hunter and the beast.
To face Pack is to lose track of which hunter you were supposed to dodge.
The answer is all of them.
| Tank | ★★★☆☆ | Short-range ranged resistance and worg pressure improve survival, but Pack is still offense-oriented. |
|---|---|---|
| Tactical | ★★★★★ | Alternating melee and ranged stacks, Wind Walk rerolls, worg choice and snare timing reward active decision-making. |
| Healer | ☆☆☆☆☆ | Pack has no healing tools. |
| Buffer | ★★★☆☆ | Wind Walk and Adaptation provide strong self buffs, with little direct party support. |
| Debuffer | ★★★★☆ | Charge Arrow stagger, Ankle Snare bleeding and poison, and Phantasmic Arrow's Blessing removal give solid control. |
| DPS Melee Physical | ★★★☆☆ | Adaptation encourages melee participation and worg pressure supports close engagements. |
| DPS Ranged Physical | ★★★★★ | Double Strafe, Charge Arrow, Phantasmic Arrow and ranged stack conversion create excellent ranged damage. |
| DPS Magical | ★★☆☆☆ | Blue Worg and INT interactions add a magical side, but the hunter remains mostly physical. |
| Special | ★★★★★ | Alternating attack-mode stacks and parity-based worg summoning give Pack a unique hybrid identity. |
| Resources | ★★★☆☆ | Some tools cost more SP or cast time, but Adaptation and summons convert pressure efficiently. |
| Mobility | ★★★★☆ | Wind Walk and ranged-melee adaptation make movement an important part of the specialization. |
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute | HP/SP |
|---|---|---|
| 1 | DEX | +1% |
| 2 | STR | +2% |
| 3 | DEX | +3% |
| 4 | STR | +4% |
| 5 | DEX | +5% |
Enable the use of a minored version of Charge Arrow.
| Level | Skill |
|---|---|
| 1 | Charge Arrow Level 1 |
| 2 | Charge Arrow Level 2 |
| 3 | Charge Arrow Level 3 |
| 4 | Charge Arrow Level 4 |
| 5 | Charge Arrow Level 5 |
Charge Arrow stagger targets more efficiently.
| Level | Staggering |
|---|---|
| 1 | Stagger +20% |
| 2 | Stagger +40% |
| 3 | Stagger +60% |
| 4 | Stagger +80% |
| 5 | Stagger +100% |
Enable the use of a minored version of Double Strafe.
| Level | Skill |
|---|---|
| 1 | Double Strafe Level 2 |
| 2 | Double Strafe Level 4 |
| 3 | Double Strafe Level 6 |
| 4 | Double Strafe Level 8 |
| 5 | Double Strafe Level 10 |
Increases damage of Double Strafe by 2/4/6/8/10%.
When Double Strafe hits a target that your Pack Summon worg is already attacking, the worg casts Critical Slash Level 2 on it (cooldown 3 seconds).
Enable the use of a minored version of Wind Walk.
| Level | Skill |
|---|---|
| 1 | Wind Walk Level 1 |
| 2 | Wind Walk Level 2 |
| 3 | Wind Walk Level 3 |
| 4 | Wind Walk Level 4 |
| 5 | Wind Walk Level 5 |
| Cooldown | Casting Time | SP cost | Duration |
|---|---|---|---|
| 10 seconds | +50% | +50% | -85% on yourself (19.5 to 37.5 seconds) |
While your Wind Walk is active, each time you deal damage there is a 2/3/4/5/6% chance (by rank) to renew it on yourself only, at your Wind Walk level +1/+2/+3/+4/+5, for 25/30/35/40/45 seconds. No cooldown.
It is renewed only if your current Wind Walk has less time left than that, and never over a Wind Walk of a higher level (the highest is kept).
Enable the use of a minored version of Anklesnare.
| Level | Skill |
|---|---|
| 1 | Anklesnare Level 1 |
| 2 | Anklesnare Level 2 |
| 3 | Anklesnare Level 3 |
| 4 | Anklesnare Level 4 |
| 5 | Anklesnare Level 5 |
When your Anklesnare catches a target, it also inflicts Poison and Bleeding for 3/4/5/6/7 seconds (by rank). The target's resistance can block them.
Enable the use of a minored version of Phantasmic Arrow.
| Level | Skill |
|---|---|
| 1 | Phantasmic Arrow Level 1 |
| 2 | Phantasmic Arrow Level 2 |
| 3 | Phantasmic Arrow Level 3 |
| 4 | Phantasmic Arrow Level 4 |
| 5 | Phantasmic Arrow Level 5 |
Phantasmic Arrow has a 10/20/30/40/50% longer cast time (by rank), but each arrow adds a Battle Damage of 40/80/120/160/200% ATK.
This Battle Damage grows with your INT, is reduced by the target's MDEF and INT, is increased by half against monsters and has your weapon element.
If the target is under Blessing, each arrow that hits has a 20/40/60/80/100% chance (by rank) to remove Blessing and deal the same Battle Damage again.
Reduces the damage of ranged attacks received from close: the closer the attacker, the higher the resistance.
Example: at rank 5, an attack from 3 cells away deals 20% less damage.
| Level | Bonus |
|---|---|
| 1 | Short ranged resistance up to 5% |
| 2 | Short ranged resistance up to 10% |
| 3 | Short ranged resistance up to 15% |
| 4 | Short ranged resistance up to 20% |
| 5 | Short ranged resistance up to 25% |
Stacking: Damage buff (shared)
Each physical attack that deals damage adds a stack (at most one every 0.5 seconds), up to 6/8/10/12/14 stacks (by rank). Stacks are lost 7 seconds after the last one.
After a ranged attack, all your stacks boost your melee physical damage; after a melee attack, they boost your ranged physical damage, for 7 seconds.
Each stack gives +2/3/4/5/6% damage (by rank). Example: at rank 5 with 14 stacks, after a ranged attack your melee physical attacks deal +84%.
| Level | Per stack | Maximum Stacks |
|---|---|---|
| 1 | +2% per stack | 6 |
| 2 | +3% per stack | 8 |
| 3 | +4% per stack | 10 |
| 4 | +5% per stack | 12 |
| 5 | +6% per stack | 14 |
Physical attacks increased if facing multiple enemies (when at least two enemies are targeting you).
| Level | Bonus |
|---|---|
| 1 | Pack Damage +2% |
| 2 | Pack Damage +4% |
| 3 | Pack Damage +6% |
| 4 | Pack Damage +8% |
| 5 | Pack Damage +10% |
Stacking: Auto SpellTwo-Hand Quicken (shared)
Summons a big wolf (worg) to fight alongside the player for a short duration.
The Red Worg is turned towards massive physical damage and staggering.
The Blue Worg is turned towards massive magical damage and staggering.
Having more INT than STR summons a Blue Worg, otherwise a Red Worg (total stats, equipment and bonuses included).
Summon level: 40/50/60/70/80% (by rank) of (the higher of your INT and STR + your DEX) / 2, with your total stats. Example: at rank 5 with 90 STR, 10 INT and 60 DEX: a level 60 Red Worg. Needs 10 INT.
When the worg hits a target, the target is marked for 7 seconds: your attacks on it deal extra damage equal to 50% of the worg's ATK, not reduced by DEF or resistances, multiplied by the skill ratio for a skill.
| Level | Summon Level |
|---|---|
| 1 | 40% |
| 2 | 50% |
| 3 | 60% |
| 4 | 70% |
| 5 | 80% |
Blue Worg
Red Worg