Edge Specialization
- ID
- 4280
- 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 | AGI | +1% |
| 2 | STR | +2% |
| 3 | AGI | +3% |
| 4 | DEX | +4% |
| 5 | AGI | +5% |

Rogue · 10 Kugan skills · 1 active, 9 passive
Edges are assassins of angles, silence and the instant before a target understands where danger stands.
They do not win by meeting strength head-on. They fracture attention, slide through blind spots, and make the back of an enemy's guard more important than the front. Their art is built on initiative: strike first, strike from the wrong side, and leave the opponent slower, weaker or trapped before the duel has properly begun.
Backstab and Raid define their pressure, but the Edge path is more than a knife in the dark. Close Confine fixes a victim in place, Hiding and Tunnel Drive turn terrain into cover, Reject Sword gives defensive teeth, and Invisible techniques let the assassin remain dangerous while unseen. Their mobility is precise rather than explosive, built from short windows, speed penalties reduced, and moments of vanished presence.
An Edge does not need to overpower the enemy.
They only need to decide which direction the enemy forgot to defend.
| Tank | ★★☆☆☆ | Reject Sword and stealth tools help survival, but the specialization avoids pressure more than it absorbs it. |
|---|---|---|
| Tactical | ★★★★★ | Initiative, back attacks, Close Confine, invisibility and positional debuffs create very high decision depth. |
| Healer | ☆☆☆☆☆ | No healing tools are present. |
| Buffer | ★★☆☆☆ | Waltz, Wits and Trick provide personal mobility and back-damage benefits. |
| Debuffer | ★★★★☆ | Backstab DEF reduction, Raid HIT pressure and confinement tools make Edge a strong disruption path. |
| DPS Melee Physical | ★★★★☆ | Backstab, Raid and back-damage scaling support strong close physical burst. |
| DPS Ranged Physical | ☆☆☆☆☆ | No ranged physical identity is present. |
| DPS Magical | ☆☆☆☆☆ | The specialization does not build around magical damage. |
| Special | ★★★★★ | Invisibility, initiative rules, back-angle scaling and Abyss give Edge a very specialized assassin profile. |
| Resources | ★★☆☆☆ | The kit has normal HP/SP scaling but no major resource recovery engine. |
| Mobility | ★★★★★ | Hiding, Tunnel Drive, speed improvements and invisibility make this one of the most mobile Assassin paths. |
Each level grants +2 to one attribute and +1% HP/SP.
| Level | Attribute | HP/SP |
|---|---|---|
| 1 | AGI | +1% |
| 2 | STR | +2% |
| 3 | AGI | +3% |
| 4 | DEX | +4% |
| 5 | AGI | +5% |
Stacking: DEF debuff (shared)
Enable the use of a minored version of Back Stab.
| Level | Skill |
|---|---|
| 1 | Back Stab Level 2 |
| 2 | Back Stab Level 4 |
| 3 | Back Stab Level 6 |
| 4 | Back Stab Level 8 |
| 5 | Back Stab Level 10 |
As long as the player has the initiative in battle then Back Stab adds a DEF debuff on hit for a short period of time (7 seconds).
A player has the initiative when he didn't get involved in a fight for at least 7 seconds.
This DEF debuff will be applied after the Back Stab hit, so the first hit does not get benefit from it.
In addition, Back Stab staggers targets more efficiently.
Stagger effect will increase target's after hit delay.
| Level | DEF debuff | Staggering |
|---|---|---|
| 1 | 3% | Stagger +10% |
| 2 | 6% | Stagger +20% |
| 3 | 9% | Stagger +30% |
| 4 | 12% | Stagger +40% |
| 5 | 15% | Stagger +50% |
Stacking: HIT debuff (shared)
Enable the use of a minored version of Raid.
| Level | Skill |
|---|---|
| 1 | Raid Level 1 |
| 2 | Raid Level 2 |
| 3 | Raid Level 3 |
| 4 | Raid Level 4 |
| 5 | Raid Level 5 |
Each target attacked by Raid (hit or miss) loses 5/10/15/20/25% of its HIT, then 5/10/15/20/25 more HIT, for 7 seconds (by rank).
Example: at rank 5, a target with 200 HIT drops to 125.
Enable the use of a minored version of Close Confine.
| Level | Skill |
|---|---|
| 1 | Close Confine Level 1 |
| 2 | Close Confine Level 2 |
| 3 | Close Confine Level 3 |
| 4 | Close Confine Level 4 |
| 5 | Close Confine Level 5 |
When you use Close Confine, for 7 seconds you deal 3/6/9/12/15% more damage (by rank) to the confined target and take 3/6/9/12/15% less damage from it.
Enable the use of a minored version of Hiding & Tunnel Drive.
| Level | Skill |
|---|---|
| 1 | Hiding Level 1 & Tunnel Drive Level 1 |
| 2 | Hiding Level 1 & Tunnel Drive Level 2 |
| 3 | Hiding Level 1 & Tunnel Drive Level 3 |
| 4 | Hiding Level 1 & Tunnel Drive Level 4 |
| 5 | Hiding Level 1 & Tunnel Drive Level 5 |
Increase the level of Tunnel Drive by 1 per Edge Hiding level (normal version, not minored).
Without Reject Sword in your skill tree: gives the minored Reject Sword at the level of this Kugan, with a 30 second cooldown, a 2 second casting time (not reduced by DEX), SP cost +150% and a duration cut by 90% (30 seconds instead of 300).
| Level | Skill |
|---|---|
| 1 | Reject Sword Level 1 |
| 2 | Reject Sword Level 2 |
| 3 | Reject Sword Level 3 |
| 4 | Reject Sword Level 4 |
| 5 | Reject Sword Level 5 |
Increase the level of Reject Sword by 1 per Edge Reject level (normal version, not minored).
Gives the skill Invisible at the level of this Kugan: you become invisible for 3/4/5/6/7 seconds (by rank). Your attacks and skills do not end it; detection (Sight, Ruwach...) still reveals you.
Like Cloaking, it only starts next to a wall unless you have Cloaking level 3 or more, and at levels 1 and 2 walking away from walls ends it. Your walking speed while invisible is that of Cloaking at the same level.
| Level | Skill | SP | Cast | Duration | Cooldown |
|---|---|---|---|---|---|
| 1 | Invisible Level 1 | 30 SP | Cast 0.5 s | Lasts 3 s | Cooldown 7 s |
| 2 | Invisible Level 2 | 40 SP | Cast 0.5 s | Lasts 4 s | Cooldown 7 s |
| 3 | Invisible Level 3 | 50 SP | Cast 0.5 s | Lasts 5 s | Cooldown 7 s |
| 4 | Invisible Level 4 | 60 SP | Cast 0.5 s | Lasts 6 s | Cooldown 7 s |
| 5 | Invisible Level 5 | 70 SP | Cast 0.5 s | Lasts 7 s | Cooldown 7 s |
When used, Invisible increases the caster's Back Stab damage by 3/6/9/12/15% for 7 seconds as well.
Walking speed +1/2/3/4/5% (by rank), and every walking speed penalty you suffer (statuses, cart...) is reduced by 10/20/30/40/50%.
| Level | Walk penalty reduction | Walk bonus |
|---|---|---|
| 1 | 10% | 1% |
| 2 | 20% | 2% |
| 3 | 30% | 3% |
| 4 | 40% | 4% |
| 5 | 50% | 5% |
Your damage is increased by 2/4/6/8/10% (by rank) when you hit a target from behind, and by half of that from its sides. Works with any attack type; Back Stab always counts as an attack from behind.
| Level | Bonus |
|---|---|
| 1 | Damage from behind +2%, from the sides +1% |
| 2 | Damage from behind +4%, from the sides +2% |
| 3 | Damage from behind +6%, from the sides +3% |
| 4 | Damage from behind +8%, from the sides +4% |
| 5 | Damage from behind +10%, from the sides +5% |
You and your party members within 1 cell (3x3) become invisible for 3/4/5/6/7 seconds (by rank), with Invisible level 6/7/8/9/10.
Attacking or using skills does not end this invisibility; detection (Sight, Ruwach...) still reveals you.
Like Cloaking, a member without Cloaking level 3 or more only becomes invisible next to a wall. Walking speed while invisible is that of Cloaking at the same level.
| Level | Duration |
|---|---|
| 1 | Invisible for 3 seconds (Invisible level 6) |
| 2 | Invisible for 4 seconds (Invisible level 7) |
| 3 | Invisible for 5 seconds (Invisible level 8) |
| 4 | Invisible for 6 seconds (Invisible level 9) |
| 5 | Invisible for 7 seconds (Invisible level 10) |