Ember FireDamage and Burn nearby enemies with a cone of mystical flame |
Blast BombBlast away your enemies with a devastating Explosion | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
8 | 2 | Normal=20
Charged=25 Perfected=35 |
Burn | Bonus Damage | 12 | 1 | }Normal=50
Charged=60 Perfected=70 |
- | Bonus Damage | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Increases the Range by 50% | Burst an additional cone of mystical flame behind the Knight | Shoots 3 fireballs in a spread shot | Enemies hit by your Blast Bomb are Rooted for 2s | Your bombs Pull enemies towards them before exploding | Throws 3 bombs in a row | ||||||
Ultimate Upgrade | Whenever you Burn an enemy with Ember Fire, your Burn effects deal 10 increased damage | Ultimate Upgrade | Bombs explode into 3 smaller cluster bombs |
Arcane BoltsConjure Magical Bolts that Seek and Damage enemies near and far |
RuptureHeave the ground surrounding you to Stun and Damage enemies | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
10 | 3 | Normal=8x3
Charged=8x4 Perfected=8x5 |
Uncharged shoots 3 bolts, fully charged shoots 4 bolts, and perfected shoots 5 bolts | Bonus Bolts | 15 | 1 | Normal=20
Charged=25 Perfected=30 |
Stun | Bonus Damage and AoE | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Your bolts become Ghosts. Whenever you defeat an enemy with a ghost bolt, another is summoned to Seek and Damage additional enemies | Your bolts are imbued with a random element of Burn, Freeze, Poison, or Lightning | Your bolts release in an expanding circle | The ground is ruptured dealing Damage over Time | Whenever you cast a perfect Rupture, the outer ring is cast an additional time | You gain 1 Max HP for each enemy defeated by Rupture. Enemies have a chance to turn into a Potato | ||||||
Ultimate Upgrade | Arcane Bolts refreshes quicker by 1 hit every 1s | Ultimate Upgrade | Enemies below 25% HP are instantly defeated by Rupture |
ChakramShoots a spinning Bladed Disc that Ricochets off enemies |
Knight's ChargeCharge forward with incredible force, Stunning enemies in your path | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
12 | 1 | Normal=15x3
Charged=15x4 Perfected=15x5 |
Can Crit | Bonus Bounces | 12 | 1 | Normal=10
Charged=12 Perfected=15 |
Stun | Bonus Damage and Refreshes 5 | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Increases Crit Chance of Chakram by 10%. Whenever Chakram Crits, it Freezes | Whenever Chakram bounces off the Knight, their Next Weapon Attack is a guaranteed Crit | Whenever you cast a Perfect Chakram, your first hit is a Crit | Whenever you cast a perfect Knight's Charge, a meteor is summoned at the target location that deals damage and burn | Leaves a trail of Fire that Burns enemies | Your Knight's Charge is a decoy projectile that Stuns enemies | ||||||
Ultimate Upgrade | Chakram hits count towards Refreshing skills | Ultimate Upgrade | Whenever 3 or more unique enemies are hit by a Perfect Knight's Charge, it Refreshes |
Warrior WispsSummon a Wisp from the void to aid you in battle |
Frost WallConjure an Ice barrier to Freeze enemies where they stand | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
20 | 2 | Normal=6
Charged=7 Perfected=8 |
Burn, Freeze, Poison, Lightning. | Bonus Health | 15 | 1 | Normal=25
Charged=30 Perfected=35 |
Freeze | Bonus Damage and Duration | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Increases max Wisps by 1. Wisps no longer have a lifetime | You gain 2 Weapon Damage for each Wisp you have | Whenever a Wisp is defeated, each Knight is healed for 10 HP | Whenever an enemy is defeated by Frost Wall, they explode dealing Damage and Freeze enemies behind them | Increases Frost Wall damage by 50% and Freezes enemies that contact the Frost Wall | Your Frost Wall is an expanding ice ring dealing Damage and Freeze | ||||||
Ultimate Upgrade | Increases Damage, Speed, and HP for all Wisps | Ultimate Upgrade | Your Frost Wall permanently freezes Elite and Champion enemies |
CycloneConjure a Cyclone to Pull your enemies a safe distance away |
Hailstone ArmorSurround yourself with an aura of Snowballs that Damage and Freeze enemies upon touch | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
12 | 1 | Normal=4
Charged=5 Perfected=6 |
Stun | Bonus Damage and Duration | 15 | 1 | Normal=5
Charged=5 Perfected=5 |
Freeze | Bonus Snowballs | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
You gain 25% Move Speed for each active Cyclone | Whenever a Cyclone dies, Lightning is summoned | Your Cyclone stays with the Knight and no longer Pulls enemies | Thrown snowballs create an Ice Spike dealing AoE Damage around the target | Gain a passive aura that Slows enemies around you | Whenever you cast a perfect Hailstone Armor, you become Invulnerable for 4s or until you attack. Cooldown 5s | ||||||
Ultimate Upgrade | Chunks of earth are thrown dealing Damage | Ultimate Upgrade | Whenever you cast a Perfect Hailstone Armor, you gain Armor. Also releases a Frost Nova that Freezes |
BallistaSummon an ethereal Ballista to decimate approaching enemies |
Phantom SpearHurl a ghostly spear to Damage and Poison enemies | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
20 | 2 | Normal=8
Charged=10 Perfected=12 |
- | Bonus Damage and Attack Rate | 10 | 2 | Normal=20
Charged=25 Perfected=30 |
Poison | Bonus Damage and Poison Stacks | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Your Ballista is imbued with a random element of Burn, Freeze, Poison, or Lightning | Your Ballista shoots a spread of 3 arrows | Whenever an enemy is damaged by Ballista, you Heal for 2 HP | Deals Bonus Damage for each Poisoned enemy | Your Phantom Spear explodes dealing AoE Damage | Enemies hit by Phantom Spear are dealt Max Poison Stacks | ||||||
Ultimate Upgrade | Ballista can be picked up. Whenever it's picked up, it Refreshes | Ultimate Upgrade | Enemies hit by Phantom Spear are Haunted and spawn a ghost when defeated by Phantom Spear |
Arcane OrbShoots an Arcane Orb that explodes dealing Damage around it |
JudgmentMark the ground to call a storm of Lightning Bolts to Damage enemies | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
10 | 2 | Normal=12
Charged=15 Perfected=18 |
- | Bonus Damage | 12 | 1 | Normal=50
Charged=35x2 Perfected=30x3 |
Lightning | More Bolts, Reduced Cast Delay | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Arcane Orb Refreshes Quicker by 1 hit every 1s | Arcane Orb is a Cone of Damage | Whenever Arcane Orb Refreshes, 3 Seeking Orbs are summoned | Summons an additional set of Lightning Bolts | Enemies in the cast radius are Rooted | Whenever you cast a perfect Judgment, your next 6 weapon attacks have Lightning | ||||||
Ultimate Upgrade | Whenever charging, multiple Seeking Orbs are released | Ultimate Upgrade | Gain a Static Aura that deals AoE Damage |
Seek and DestroyConjure the Welder's Drill, Knocking Up enemies in its path, to burst through the ground Damaging and Burning its target. Whenever an enemy is Defeated, it Seeks another target |
Cloak and DaggerBecome Invisible. Use again while Invisible to Damage enemies and Weaken Bosses and Minibosses | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
15 | 1 | Normal=25
Charged=30 Perfected=35 |
Burn and Stun | Bonus Damage and Range | 15 | 1 | Normal=25
Charged=30 Perfected=35 |
Invisible and Weaken | Bonus Lifetime and Movespeed, Bonus Damage | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Your Drill stays in place and deals AoE damage | Whenever an enemy is defeated with your Drill, each Knight is Healed for 10 HP | Enemies hit by your Drill are Rooted | Your Dagger is replaced with 3 Daggers that attack in a cone | Whenever entering or exiting Invisibility, conjure up to 3 Lightning Bolts | While Invisible, unleash Ghosts to Seek and Damage enemies. Enemies hit by your Dagger attack are Haunted | ||||||
Ultimate Upgrade | Your drill will Seek Indefinitely until it fails to defeat a target | Ultimate Upgrade | Whenever entering or exiting Invisibility, your Next Weapon Attack is a guaranteed Crit and deals Increased Damage |
Arlan's Lucky DiceRoll the dice, dealing Damage to enemies and generating a Bonus Effect based on the dice roll |
Gravity WellFire an Energy Wave that Slows enemies and creates a Black Hole that Pulls nearby enemies closer dealing AoE Damage | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
12 | 1 | Normal=20
Charged=25 Perfected=30 |
Bonus Damage | 15 | 1 | Normal=10
Charged=15 Perfected=20 |
The initial hit applies Slow and the subsequent black hole effect pulls enemies and damages them for a variable amount (24/31/36). Enemies that cannot be pulled will not receive the secondary damage. | Bonus Damage | |||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Rolling a 1 also conjures a Food and rolling a 2 also conjures a Gem | Rolling a 3 also summons a Wisp and rolling a 4 also summons a Ballista | The chance of rolling a 5 or 6 are doubled | Conjure a Beam to Pierce and Pull enemies towards a Black Hole | Enemies hit by Gravity Well are Frozen and no longer Stunned | Gravity Well ends with an explosion of Chain Lightning that Seeks other enemies | ||||||
Ultimate Upgrade | Whenever you cast a 'Perfect' Arlan's Lucky Dice, roll a Second Dice | Ultimate Upgrade | Gravity Well destroys enemy projectiles |
Soul SiphonConjure a Beam to blast enemies. Gain bonus Skill Damage for each enemy defeated on your next Skill use |
Quasar OrbsShoots a burst of Arcane Orbs that explode dealing Damage around them | ||||||||||
Refresh | Charges | Damage | Status | Perfected | Refresh | Charges | Damage | Status | Perfected | ||
12 | 1 | Normal=20
Charged=30 Perfected=40 |
Each enemy slain by Soul Siphon grants 25% bonus Skill Damage, which is consumed upon using another skill (not necessarily Soul Siphon) | Bonus Damage | 10 | 2 | Normal=6
Charged=8 Perfected=10 |
- | Bonus Damage | ||
Upgrade 1 | Upgrade 2 | Upgrade 3 | Upgrade 1 | Upgrade 2 | Upgrade 3 | ||||||
Whenever an enemy is defeated by Soul Siphon, it Refreshes Quicker by 1 hit | Conjures 3 Beams | Enemies defeated by Soul Siphon leave a Damage AoE where they were defeated | Quasar Orbs Refreshes Quicker by 1 hit every 1s | Your Quasar Orbs deals 3 Cones of Damage | Whenever Quasar Orbs Refreshes, 3 Seeking Orbs are summoned | ||||||
Ultimate Upgrade | Whenever Soul Siphon refreshes, permanently increase Skill Damage by 1% | Ultimate Upgrade | Whenever charging, multiple Seeking Orbs are released |
Yalee BarrageSummon a Yalee that shoots Elemental orbs that Seek and Damage enemies | ||||
Refresh | Charges | Damage | Status | Perfected |
15 | 2 | Normal=10
Charged=12 Perfected=15 |
- | Bonus Damage |
Upgrade 1 | Upgrade 2 | Upgrade 3 | ||
Select an Element type. Your Yalees always deal Damage of the selected type | Summons an Additional Yalee | Your Yalees stay with the Knight | ||
Ultimate Upgrade | Summons multiple Yalees to perform an Ultimate Barrage |