Kugan: Classics list
Introduction
The Kugan System, inherited from the previous Mystic Project servers, is one of the most important aspect of your playing experience. It allows you to add a whole new potential for your character.
These can vary from magic spells to melee attacks, the goal with these new abilities is to create ways to play never seen before on Ragnarok Online!
Kugans can be viewed in the Kugan tab, in the Skill windows. They're not limited, your character can have as many Kugans you desire, as long you have the required points. Furthermore, abilities drawn from Kugan aren't job-locked and can be used with any job.
How to learn a Kugan?
To obtain a Kugan, head to the Midgard's Library, in Midgard City. The Library is also available through the Quick Access System.
Click on the according Book to visualize the full Kugan list. Each Book represents a type of Kugan, such as the following:
- Active Kugans grant an active Skill. They bestow powerful and complex benefits at the cost of SP/LP for a short period of time.
- Passive Kugans grant a passive Skill, you don't need to use it to benefit its effects. They give benefits related to statistics, damage or resistance.
- Passive Signature Kugans also grant a passive Skill. They they offer more complicated effects, in order to improve the synergy with your gear or other Kugans. Currently, a character can only get one Signature Kugan.
Kugans list
Please find below the complete list of Classic Kugans.
Active Classic Kugans
Passive Classic Kugans
Kugan Name |
Max Level (Point cost per Level) | Effect |
---|---|---|
Toughness | 5 (1) | Grants 1/2/3/4/5% to maximum HP + fixed bonus of 1/2/3/4/5 x BaseLevel. |
Sternness | 5 (1) | Grants 1/2/3/4/5% to maximum SP + fixed bonus of 0.1/0.2/0.3/0.4/0.5 x BaseLevel. |
Limit Proficiency | 5 (1) | Increases Limit Points maximum by 4/8/12/16/20. |
Limit Improvement | 5 (1) | Increases Limit Points natural regeneration by 4/8/12/16/20%. |
Limit Management | 5 (1) | Decreases Limit Points cost from Zodiac and Kugan Skills by 4/8/12/16/20%. |
Initiative Mastery | 5 (1) | Decreases time to recover the Initiative state by 7/14/21/28/35%. Also increase damage by 2/4/6/8/10% when attacking a monster without target. |
Unstunnable | 5 (1) | Grants 3/6/9/12/15% Resistance to the Stun status. |
Unfreezable | 5 (1) | Grants 3/6/9/12/15% Resistance to the Freeze status. |
Unsleepable | 5 (1) | Grants 3/6/9/12/15% Resistance to the Sleep status. |
Unstonable | 5 (1) | Grants 3/6/9/12/15% Resistance to the Stone Curse status. |
Uncursable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Curse status. |
Unblindable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Blind status. |
Unsilencable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Silence status. |
Unconfusable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Confusion status. |
Unbleedable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Bleeding status. |
Unburnable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Burning status. |
Unpoisonable | 5 (1) | Grants 4/8/12/16/20% Resistance to the Poison status. |
Human Attacker | 5 (1) | Increases Physical Damage against Demi-human by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race (does NOT work on PLAYERS). |
Brute Attacker | 5 (1) | Increases Physical Damage against Brute by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Angel Attacker | 5 (1) | Increases Physical Damage against Angel by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Demon Attacker | 5 (1) | Increases Physical Damage against Demon by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Dragon Attacker | 5 (1) | Increases Physical Damage against Dragon by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Insect Attacker | 5 (1) | Increases Physical Damage against Insect by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Formless Attacker | 5 (1) | Increases Physical Damage against Formless by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Undead Attacker | 5 (1) | Increases Physical Damage against Undead by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Plant Attacker | 5 (1) | Increases Physical Damage against Plant by 4/8/12/16/20% and Magical Damage by 4/6/8/10/14%, halved when equipped with a Weapon Card granting bonus against this race. |
Human Defender | 5 (1) | Reduces all Damage received from Demi-human by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race (does NOT work on PLAYERS). |
Brute Defender | 5 (1) | Reduces all Damage received from Brute by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Angel Defender | 5 (1) | Reduces all Damage received from Angel by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Demon Defender | 5 (1) | Reduces all Damage received from Demon by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Dragon Defender | 5 (1) | Reduces all Damage received from Dragon by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Insect Defender | 5 (1) | Reduces all Damage received from Insect by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Formless Defender | 5 (1) | Reduces all Damage received from Formless by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Undead Defender | 5 (1) | Reduces all Damage received from Undead by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Plant Defender | 5 (1) | Reduces all Damage received from Plant by 5/10/15/20/25%, but only by 2/4/6/8/10% when equipped with a Shield Card granting Resistance to this race. |
Specialized Dealer | 5 (1) | Increases chances to activate all Weapon Card effects that inflict a Status on a target when attacking by 7/14/21/28/35% of card percentage. |
Specialized Joker | 5 (1) | Increases chances to activate all Armor Card effects that inflict a Status on a target when being attacked by 7/14/21/28/35% of card percentage. |
Two-Handed Proficiency | 5 (1) | Grants 0.5/1/1.5/2/2.5 ATK and MATK bonus per refine level of the weapon, also grants CRIT +1/2/3/4/5. User must be equipped with a Two-handed Weapon (Sword, Spear, Axe, Mace, Staff). |
Single Handed Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1% bonus to ASPD, and Casting Time and After Skill Delay reduction per refine level of the weapon. User must have an empty Left Hand (no Shield, Weapon or Left Handed Weapon equipped). |
Two Weapon Proficiency | 5 (1) | Grants 0.1/0.2/0.3/0.4/0.5% physical and magical defense penetration per refine level of the weapon, also grants chance of performing Double Attack (on auto-attacks). User must wear a weapon or Left Handed Weapon in their left hand (melee). |
Shield Proficiency | 5 (1) | Grants 0.2/0.3/0.4/0.5/0.6/0.7% DEF/MDEF per refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives 9.8% DEF/MDEF Reduces frontal damage by 2/4/6/8/10%. User must wear a Shield |
Sneaky Proficiency | 5 (1) | Increases 0.2/0.4/0.6/0.8/1% Damage per refine level of the weapon when dealing damage from the back. User must wear a Dagger (only counts for dagger equipped in Right Hand, does not stack with other Proficiency Kugans). |
Light-ranged Proficiency | 5 (1) | Inflicts 0.2/0.4/0.6/0.8/1% more Damage and Flee per refine level of the weapon when attacking at melee range (best at 1 cell from the target). User must wear a Ranged Weapon (does not stack with other Proficiency Kugans). |
Medium-ranged Proficiency | 5 (1) | Inflicts 0.2/0.4/0.6/0.8/1% more Damage and Hit per refine level of the weapon when attacking at long range (best at 7 celles from the target). User must wear a Ranged Weapon (does not stack with other Proficiency Kugans). |
Heavy-ranged Proficiency | 5 (1) | Inflicts 0.2/0.4/0.6/0.8/1% more Critical Damage and Defense Piercing per refine level of the weapon, also grants 0.4/0.8/1.2/1.6/2% longer staggering effect when hitting. User must wear a Ranged Weapon (does not stack with other Proficiency Kugans). |
Light Armor Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1% Magical Damage Resistance, Cast Cancel Resistance and maximum SP per refine level of the Armor, needs to be equipped with a Light Armor. |
Medium Armor Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1% Walking Speed, After Hit Delay Recovery and Perfect Flee per refine level of the Armor, needs to be equipped with a Medium Armor. |
Neutral Armor Proficiency | 5 (1) | Grants 0.2/0.3/0.4/0.5/0.6/0.7% Physical, Magical and Special avoidness per refine level of the Armor, needs to be equipped with a Neutral armor. |
Heavy Armor Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1% Ranged Physical Damage Resistance and Hit Rate per refine level of the Armor, needs to be equipped with an Heavy armor. |
Very Heavy Armor Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1% Melee Physical Damage Resistance, Pushback Resistance and maximum HP per refine level of the Armor, needs to be equipped with a Very Heavy armor. |
Dagger Mastery | 5 (1) | Grants 1/2/3/4/5% Defense Penetration when using Physical or Magical attacks, and increases Flee by 2/4/6/8/10, must be equipped with a dagger. |
Sword Mastery | 5 (1) | Grants 2/3/4/5/7% chance of parrying an attack, and increases HIT by 4/6/8/10/14, must be equipped with a sword. |
Axe Mastery | 5 (1) | Grants 2/3/4/6/7% more damage on Large sized targets, and increases ATK by 6/9/12/15/21, must be equipped withs an axe. |
Mace Mastery | 5 (1) | Grants 6/9/12/15/21% longer staggering effect and reduces after hit walking delay, also increases maximum HP by 2/3/4/5/7%, must be equipped with a mace. |
Shield Mastery | 5 (1) | Grants 2/3/4/5/7% chance of blocking an attack, and reduces pushbacks distance by 8/12/16/20/28%, must be equipped with a shield, does not stack with other masteries. |
Rod Mastery | 5 (1) | Grants 6/9/12/15/21 maximum MATK and 1/2/3/4/5 critical, must be equipped with a rod. |
Book Mastery | 5 (1) | Grants 1/2/3/4/5% bonus to ASPD, Casting Time and maximum SP, must be equipped with a book. |
Fist Mastery | 5 (1) | Grants 6/9/12/15/21% of Base STR as ATK and ATK2, must be equipped with knuckles. Bonus doubled if NO weapons in the right hand. |
Katar Mastery | 5 (1) | Grants 2/3/4/5/7% increase to critical rating and critical damage, must be equipped with a katar. |
Exotic Mastery | 5 (1) | Grants 6/9/12/15/21% increased chance to inflict a Status effect and increases their duration, must be equipped with a whip or an instrument. Also increases damage on a target under any status by 1/2/3/4/5% (stacks if multiple status). |
Ninja Mastery | 5 (1) | Grants 2/3/4/5/7% Walking Speed and After Skill Delay, must be equipped with ninja's weapons. |
Ranged Mastery | 5 (1) | Grants 4/8/12/16/20% chance to not consume ammunitions, increases damage of none elemental attacks by 2/4/6/8/10%, must be equipped with ranged weapons. |
Compensated Strength | 5 (1) | Grants 1/2/3/4/5 STR if base STR is lower than 80. |
Compensated Dexterity | 5 (1) | Grants 1/2/3/4/5 DEX if base DEX is lower than 80. |
Compensated Agility | 5 (1) | Grants 1/2/3/4/5 AGI if base AGI is lower than 80. |
Compensated Vitality | 5 (1) | Grants 1/2/3/4/5 VIT if base VIT is lower than 80. |
Compensated Intelligence | 5 (1) | Grants 1/2/3/4/5 INT if base INT is lower than 80. |
Compensated Luck | 5 (1) | Grants 1/2/3/4/5 LUK if base LUK is lower than 80. |
Legendary Strength | 5 (2) | Grants 2/3/4/5/7 STR if base STR is higher or equal to 80. |
Legendary Dexterity | 5 (2) | Grants 2/3/4/5/7 DEX if base DEX is higher or equal to 80. |
Legendary Agility | 5 (2) | Grants 2/3/4/5/7 AGI if base AGI is higher or equal to 80. |
Legendary Vitality | 5 (2) | Grants 2/3/4/5/7 VIT if base VIT is higher or equal to 80. |
Legendary Intelligence | 5 (2) | Grants 2/3/4/5/7 INT if base INT is higher or equal to 80. |
Legendary Luck | 5 (2) | Grants 2/3/4/5/7 LUK if base LUK is higher or equal to 80. |
Season 2 (Release Date: 04/17/2022) | ||
Summon Mastery | 5 (1) | Increases Summon power (all stats of summons) by 1/2/3/4/5% |
Offhands Mastery | 5 (1) | Increases ATK provided by offhands by 1/2/3/4/5 per weapon refine. |
Autospells Mastery | 5 (1) | Increases chances of casting any autospell skill by 3/6/9/12/15% |
Spear Mastery | 5 (1) | Ignores 2/4/6/8/10% of target's DEF, needs to be equipped with a spear. |
Mutations Mastery | 5 (1) | Your mutated skills can now be used at their full potential at higher levels. The optimal conditions for the mutation are now met at level 1 + 10/20/30/40/50% of the max level of the skill. E.g. A mutated skill with max level 10 will now work optimally at level 6 if this kugan is at level 5. |
Mutations Expertise | 5 (1) | Increases duration of mutated skills by 10/20/30/40/50% |
Kugans Expertise | 5 (1) | Increases duration of active kugans by 7/14/21/28/35% |
Marriage Mastery | 5 (1) | Lv1: No need to wear wedding ring to receive marriage skills Lv2: Marriage skills cast -10% Lv3: Marriage skills heal +10% Lv4: Marriage skills cast -10% Lv5: Marriage skills heal +10% |
Cover your Flaws | 5 (1) | Reduces the enemy's Elemental Mastery by 5/10/15/20/25% when taking elemental damage. |
Andora | 5 (1) | 2/4/6/8/10% chance to be ignored by monster (stealth). Depending on the formula user's flee-target's hit, the stealth can be stronger. If the user has flee twice higher than the target's hit, the chance to not be targeted are doubled. |
Perfection | 5 (1) | Perfect HIT +2/4/6/8/10%, also grants 0.5/1/1.5/2/2.5 raw damage per (user's HIT - target's FLEE) to any attack. Those raw damage are affected by skill's ratio if any. |
Magical Defense | 3 (1) | MDEF +1/2/3 |
Physical Defense | 3 (1) | DEF +1/2/3 |
Ain't a Dancer | 5 (1) | Reduces After Skill Delay by 3/6/9/12/15%, but only 1/2/3/4/5% if under the Bragi effect. |
Ain't a Singer | 5 (1) | Reduces Casting Time by 3/6/9/12/15%, but only 1/2/3/4/5% if under the Bragi effect. |
Status Resilience | 5 (1) | Reduces chances of being inflicted with a Status effect by 2/4/6/8/10% |
Herborist | 5 (1) | Herbs heal +40/80/120/160/200% of total INT. |
Sensor | 5 (1) | Map item drop rate +2/4/6/8/10% |
Apothecary | 5 (1) | Healing received from heal potions increased by +3/6/9/12/15% |
Alchemy | 5 (1) | All potions also heals 1/2/3/4/5% of HP potion recovery as SP. |
Pet Mastery | 5 (1) | Increases pet intimacy gained by 10/20/30/40/50% when feeding pet. |
Worst Dad Ever | 5 (1) | Reduces hospital duration to resurrect pet by 15/30/45/60/75%. The pet has to die on the character having the kugan. |
Illusion Effect | 5 (1) | Increases FLEE by 1 for every 8/7/6/5/4 INT |
Astral Mastery | 5 (1) | Zodiac skill costs 10/15/20/25/30% more LP, but effect is increased by 10/15/20/25/30% |
Astral Expertise | 5 (1) | Zodiac skill costs 10/20/30/40/50% more LP, but durations is increased by 10/20/30/40/50% |
Astral Celerity | 5 (1) | Zodiac skill casting time is reduced by 10/20/30/40/50% |
Astral Elemental | 5 (1) | Zodiac Skill grants Resistance/Mastery to an element by 2/3/4/5/7%.
|
Team Defense | 5 (1) | Reduces all damage received by monster by 3/6/9/12/15% if your are not the main target |
Team Opportunity | 5 (1) | Increase all damage inflicted to monsters by 2/4/6/8/10% if you are not the main target |
Burst Skill | 5 (1) | Choose a skill: Increases damage skill ratio (+150/300/450/600/750%) but the chosen skill now has a cooldown of 7s and SP cost +10/20/30/40/50%. If the skill delivers several hit, only applies once each 7 seconds. This is not a meant to DPS but to "burst". Lex Aeterna doesn't affect Burst damage. |
Reactive Skill | 5 (1) | Choose a skill: This skill has reduced After Cast Delay (-15/30/45/60/75%) and Casting Time (-10/20/30/40/50%) but it now has a cooldown of 7s and SP cost +10/20/30/40/50%, this is not meant to DPS but to "react". |
Mutation Skill | 5 (1) | Choose a skill: This skill will receive a mutation effect. Higher level will give better chances and effects. mutated |
Light Defense Proficiency | 5 (1) | If all your armor pieces are Light: Summon power (all stats of summons), Healing power and Magical Damage increased by 1/2/3/4/5%, and skill duration increased by +2/4/6/8/10% |
Medium Defense Proficiency | 5 (1) | If all your armor pieces are Medium: After Cast Delay, ASPD and casting time improved by 1/2/3/4/5%, grants 1/2/3/4/5% to physical, special and magical FLEE, and increases likelyhood of inflicting Status effects and duration of Status effects by 2/4/6/8/10% |
Neutral Defense Proficiency | 5 (1) | If all your armor pieces are : Neutral Increases Physical and Special Damage by 1/2/3/4/5%, improves HIT by 1/2/3/4/5% and Critical by 1/2/3/4/5. |
Heavy Defense Proficiency | 5 (1) | If all your armor pieces are Heavy: After Hit Delay reduced by 2/4/6/8/10%, grants 2/4/6/8/10% chance to counter attack with Bash Lv 5, and reduces likelihood of receiving Status effects and duration of Status effects by 2/4/6/8/10% |
Very Heavy Defense Proficiency | 5 (1) | If all your armor pieces are Very Heavy: Resistance to Neutral damage increased by 1/2/3/4/5%, improves Resistance to all Sizes by 1/2/3/4/5% and all Races by 1/2/3/4/5% |
Full Suit Up | 5 (1) | If all your armor pieces are of the same category: DEF and MDEF +1/2/3/4/5 Note: If a Shield is worn it must be of the same type as other equipment in order to benefit of this bonus. If no Shield is worn, this equipment slot is ignored. |
Light Garment Proficiency | 5 (1) | All speed attributes are increased by 0.1/0.2/0.3/0.4/0.5% (Cast time reduction, After Skill Delay, ASPD) per Garment refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a garment +10 gives 7% to speed attributes. |
Medium Garment Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1 FLEE and 0.1/0.2/0.3/0.4/0.5 PFLEE per Garment refine level, and gives the "Improve Dodge" skill at level 1/1/2/2/3 (if not yet known). Refines +7, +8 , +9 and +10 give twice the bonus, meaning a garment +10 gives 14 flee and 7 PFLEE. |
Neutral Garment Proficiency | 5 (1) | Grants CRIT +0.1/0.2/0.3/0.4/0.5 and CRIT damage +0.1/0.2/0.3/0.4/0.5% per Garment refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a garment +10 gives +7 CRIT and +7% crit damage. |
Heavy Garment Proficiency | 5 (1) | 0.5/1/1.5/2/2.5% chance per Garment refine level of counter-attacking with Battle Damage (100% of ATK, reduced by DEF, Neutral property) when attacked at long range. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a garment +10 gives 35% to counter-attack. |
Very Heavy Garment Proficiency | 5 (1) | Crit Defense +0.1/0.2/0.3/0.4/0.5% per Garment refine level, All type (long range/melee/magic/misc) resistance +0.1/0.2/0.3/0.4/0.5% per refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a garment +10 gives +7% crit defense and 7% resistance to all type of damage. |
Light Shoes Proficiency | 5 (1) | Increases Summon power (all stats of summons), Magical and Healing power 0.2/0.3/0.4/0.5/0.7% per Shoe refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shoes +10 gives +9.8% summon power, MATK and healing power. |
Medium Shoes Proficiency | 5 (1) | Increases Special Damage by 0.2/0.3/0.4/0.5/0.7% per Shoe refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shoes +10 gives +9.8% Special damage. |
Neutral Shoes Proficiency | 5 (1) | Increases Physical Damage by 0.2/0.3/0.4/0.5/0.7% per Shoe refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shoes +10 gives +9.8% physical damage. |
Heavy Shoes Proficiency | 5 (1) | 1% chance per Shoe refine level to auto-cast Endure Lv 1/2/3/4/5 (+ level acquired) when being attacked. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shoes +10 gives 14% chance to auto-cast Endure. |
Very Heavy Shoes Proficiency | 5 (1) | Crit Defense and Resistance to all Sizes increased by 0.1/0.2/0.3/0.4/0.5 per Shoe refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shoes +10 gives +7% crit defense and resistance to all sizes. |
Light Shield Proficiency | 5 (1) | All speed attributes increased by 0.1/0.2/0.3/0.4/0.5% (Cast time reduction, After Skill Delay, ASPD) per Shield refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives +7% to speed attributes. |
Medium Shield Proficiency | 5 (1) | Grants 0.2/0.4/0.6/0.8/1 FLEE and 0.1/0.2/0.3/0.4/0.5 PFLEE per Shield refine level, and gives the "Improve Dodge" skill at level 1/1/2/2/3 (if not yet known). Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives +14 flee and 7 PFLEE. |
Neutral Shield Proficiency | 5 (1) | Grants CRIT +0.1/0.2/0.3/0.4/0.5 and CRIT damage +0.1/0.2/0.3/0.4/0.5% per Shield refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives +7 CRIT and +7% crit damage. |
Heavy Shield Proficiency | 5 (1) | 0.5/1/1.5/2/2.5% chance per Shield refine level of counter-attacking with Battle Damage (100% of ATK, reduced by DEF, Neutral property) when attacked at melee range. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives +35% to counter-attack. |
Very Heavy Shield Proficiency | 5 (1) | Crit Defense and Resistance to all Races increased by 0.1/0.2/0.3/0.4/0.5 per Shield refine level. Refines +7, +8 , +9 and +10 give twice the bonus, meaning a shield +10 gives +7% crit defense and 7% resistance to all races. |
Attrition Warfare | 5 (1) | When hitting a target, every second one stack is generated which lasts 10 seconds. If 10 stacks are generated, the target's Hard DEF and Hard MDEF are reduced by 10 for 10 seconds. The duration is renewed if continuously attacking. |
Natural Resistance - Fire | 5 (1) | Fire elemental Resistance +2/4/6/8/10% |
Natural Resistance - Wind | 5 (1) | Wind elemental Resistance +2/4/6/8/10% |
Natural Resistance - Water | 5 (1) | Water elemental Resistance +2/4/6/8/10% |
Natural Resistance - Earth | 5 (1) | Earth elemental Resistance +2/4/6/8/10% |
Elemental Resistance - Holy | 5 (1) | Holy elemental Resistance +2/4/6/8/10% |
Elemental Resistance - Dark | 5 (1) | Dark elemental Resistance +2/4/6/8/10% |
Elemental Resistance - Unholy | 5 (1) | Poison/Undead/Ghost elemental Resistance +2/4/6/8/10% |
Player Defenser | 5 (1) | Reduces all damage received from Players by 4/8/12/16/20%. If a Shield Card granting Resistance to the Demi-Human Race is worn, reduces damage by 2/4/6/8/10% instead. |