Revenge Specialization
- ID
- 4760
- Type
- Passive
- Max level
- 5
- Cost to learn
- 1
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute |
|---|---|
| 1 | VIT |
| 2 | STR |
| 3 | VIT |
| 4 | STR |
| 5 | VIT |

Taekwon · 10 Kugan skills · 5 active, 5 passive
Revengers are born from wounds that refused to close.
They do not seek purity, serenity, or balance. They carry every curse, every humiliation, every injury as fuel, and when the world strikes them again, the answer comes back sharpened.
Their power is brutal and reactive. Status effects become damage. Low health becomes rage. Death itself becomes a threat. Enemies who rely on disabling magic may find their own afflictions reflected, while every blow against a suffering Revenger risks feeding the very force meant to destroy them.
This is not a clean path. Revengers are strongest when hurt, pressured, and surrounded by danger. They trade comfort for retaliation, stability for menace, and safety for the promise that every hostile action will have a cost.
To face a Revenger is not merely to win an exchange.
It is to survive what your victory awakens.
| Tank | ★★★☆☆ | VIT scaling, retaliation, status reflection and death punishment make the class hard to pressure cleanly. |
|---|---|---|
| Tactical | ★★★☆☆ | The kit rewards controlled risk, status exposure and timing around low-health or death-triggered effects. |
| Healer | ☆☆☆☆☆ | No direct healing identity is visible in the core kit. |
| Buffer | ★★☆☆☆ | Self-buffs through rage and status-based damage exist, but support is personal. |
| Debuffer | ★★★★☆ | Status reflection, curse on death and coma threats make enemy control attempts dangerous. |
| DPS Melee Physical | ★★★☆☆ | STR scaling and rage effects support physical retaliation, though damage often depends on being pressured. |
| DPS Ranged Physical | ☆☆☆☆☆ | No ranged physical tools are present. |
| DPS Magical | ★★☆☆☆ | Revenge Reaction can use ATK and MATK battle damage, but magical DPS is not the main identity. |
| Special | ★★★★★ | Turning affliction, low HP and death into punishment gives the Revenger one of the most reactive profiles. |
| Resources | ★★☆☆☆ | HP/SP scaling helps, but the kit leans on risk rather than recovery. |
| Mobility | ★☆☆☆☆ | The specialization threatens attackers but offers little movement or repositioning. |
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute |
|---|---|
| 1 | VIT |
| 2 | STR |
| 3 | VIT |
| 4 | STR |
| 5 | VIT |
Each common status affecting you increases all your damage by 2/4/6/8/10% (by rank).
Example: at rank 5 with two common statuses on you: +20% damage.
Each time an attack is aimed at you, even one you dodge (a miss), each common status affecting you deals Battle Damage to the attacker: 30/60/90/120/150% (by rank) of your ATK + MATK per status, with no element, ignoring the attacker's DEF and MDEF, and +50% against monsters.
Example: at rank 5 while Stunned and Poisoned, with 1,000 ATK and 500 MATK: 2 x 2,250 = 4,500 Battle Damage to a player, 6,750 to a monster.
| Level | Skill |
|---|---|
| 1 | 30% ATK + MATK as Battle Damage |
| 2 | 60% ATK + MATK as Battle Damage |
| 3 | 90% ATK + MATK as Battle Damage |
| 4 | 120% ATK + MATK as Battle Damage |
| 5 | 150% ATK + MATK as Battle Damage |
When attacking while HPs are lower than 50%, increase critical by up to 2/4/6/8/10 and physical damage by up to 2/4/6/8/10%, improved to 4/8/12/16/20 and 4/8/12/16/20% if not affected by devotion. Those bonuses are multiplied by the share of HP missing (from half the bonus at 50% HP to the full bonus at 0% HP).
Use it to prepare your revenge for 4/6/8/10/12 seconds (by rank): if a player kills you during this time, the killer falls into Coma.
Even when it is not active, a player who kills you is Cursed for 7 seconds.
Coma: the killer loses (100 - MDEF/5)% of their HP and SP, keeping at least 1. Example: with 20 MDEF, they lose 96% of them.
Grants 4/8/12/16/20% chance to reflect any common status back to the caster.
The user also resists every common status: chance to avoid them +3/6/9/12/15%.
| Level | Reflect | Resistance |
|---|---|---|
| 1 | 4% | 3% |
| 2 | 8% | 6% |
| 3 | 12% | 9% |
| 4 | 16% | 12% |
| 5 | 20% | 15% |
Removes your own common statuses, then takes the common statuses of your party members around you: they are cured and you receive the statuses for the time they had left (your resistances do not apply).
Each status taken gives back 0.4/0.8/1.2/1.6/2% (by rank) of your maximum HP, SP and LP.
Example: at rank 5, taking 3 statuses gives back 6% of your maximum HP and SP.
| Level | Area | Recovery |
|---|---|---|
| 1 | 3 x 3 cells around you | 0.4% per status |
| 2 | 5 x 5 cells around you | 0.8% per status |
| 3 | 7 x 7 cells around you | 1.2% per status |
| 4 | 9 x 9 cells around you | 1.6% per status |
| 5 | 11 x 11 cells around you | 2% per status |
For 10 seconds, each attack you receive that deals damage adds a stack (20 at most).
Use it again before the effect ends: your next attack that deals damage adds Battle Damage equal to 5/10/15/20/25% (by rank) of your ATK per stack, neutral, reduced by the target's DEF.
Example: at rank 5 with 10 stacks: 250% of your ATK as Battle Damage.
| Level | Battle Damage per stack |
|---|---|
| 1 | 5% ATK per stack |
| 2 | 10% ATK per stack |
| 3 | 15% ATK per stack |
| 4 | 20% ATK per stack |
| 5 | 25% ATK per stack |
Upon use, inflicts Bleeding during 15 seconds and/or Stun during 5 seconds in an area. Success rate depends on self lost HP and SP.
Chance = 1% per percent of HP lost + 0.5% per percent of SP lost: 0% at full HP and SP (no base chance), for example 75% with half HP and half SP.
On monsters only: if the Stun effect fails to apply, then there is the same chance to inflict Stun for 1 second ignoring Stun resistances.
| Level | Area |
|---|---|
| 1 | 3 x 3 cells around you |
| 2 | 5 x 5 cells around you |
| 3 | 7 x 7 cells around you |
| 4 | 9 x 9 cells around you |
| 5 | 11 x 11 cells around you |
For 30 seconds, all your damage is increased by 5/10/15/20/25% (by rank), but you lose 0.4/0.8/1.2/1.6/2% of your maximum HP every second. This HP loss can kill you.
Use it again to stop the effect at once, without casting time or LP cost.
| Level | Damage | HP lost per second |
|---|---|---|
| 1 | +5% | 0.4% of Max HP per second |
| 2 | +10% | 0.8% of Max HP per second |
| 3 | +15% | 1.2% of Max HP per second |
| 4 | +20% | 1.6% of Max HP per second |
| 5 | +25% | 2% of Max HP per second |