FANDOM


The Faerie is a young girl whose persona is at best naive and at worst sociopathic. Her love of fun and games combined with her magical powers causes disaster to follow in her wake.

Faerie specializes in magic damage and status effects. Faerie's specialties include:

  • Single-target thunder magic that can paralyze enemies;
  • Group-target ice magic that can freeze enemies; and
  • Several buffs that mitigate damage or counterattack with magic when struck

LineageEdit

Faerie begins the game with Hell Witch and obtains Death as part of her tutorial.

(Rank 20 stats.)

  • Max HP + 1200
  • All Resistance + 300
  • Speed + 200
  • Critical Hit + 100
  • Power of the Hell Witch (Specialist)
Power of the Hell Witch

8.0% chance when Faerie's attack hits

1 random target

Deals 400 + 90% of Faerie's attack

5.0% chance to insta-kill minions

Faerie's ATK and MATK +60

8.0% chance when Faerie's attack hits

1 random target

Deals 600 + 90% of Faerie's attack

5.0% chance to insta-kill minions

Faerie's ATK and MATK +120

8.0% chance when Faerie's attack hits

1 random target

Deals 800 + 90% of Faerie's attack

5.0% chance to insta-kill minions

Faerie's ATK and MATK +180

(Rank 20 stats.)

  • Physical Damage +600
  • Magical Damage +600
  • Defense +450
  • Magic Defense +450
  • Critical Hit +100
  • Power of Death (Specialist)
Power of Death

8.0% chance when Faerie's attack hits

1 random target

Deals 1800 + 100% of Faerie's attack

10% chance to insta-kill minions

Faerie's ATK and MATK +480

Faerie SkillsEdit

Scythe of Death

1 front target

600 True damage

3.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +1%

[Passive] Magical Damage +1%

1 front target

750 True damage

4.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +2%

[Passive] Magical Damage +2%

1 front target

950 True damage

5.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +3%

[Passive] Magical Damage +3%

1 front target

1200 True damage

6.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +4%

[Passive] Magical Damage +4%

1 front target

1500 True damage

7.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +5%

[Passive] Magical Damage +5%

[Passive] All Attributes +1

1 front target

1850 True damage

8.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +6%

[Passive] Magical Damage +6%

[Passive] All Attributes +1

1 front target

2250 True damage

9.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +7%

[Passive] Magical Damage +7%

[Passive] All Attributes +2

1 front target

2700 True damage

10.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +8%

[Passive] Magical Damage +8%

[Passive] All Attributes +2

1 front target

3200 True damage

11.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +9%

[Passive] Magical Damage +9%

[Passive] All Attributes +3

1 front target

3750 True damage

12.0% chance to inflict [Open Wound] (target loses 10% of current HP per round)

[Passive] Physical Damage +10%

[Passive] Magical Damage +10%

[Passive] All Attributes +3

This tree focuses on counterattacks and punishment of status effects.

1 front target

Deals 100 + 100% of ATK as Physical damage.

35.0% chance to apply [Open Wounds] (Target lose 10% of current HP per round for 3 rounds).

1 front target

Deals 175 + 100% of ATK as Physical damage.

45.0% chance to apply [Open Wounds] (Target lose 10% of current HP per round for 3 rounds).

1 front target

Deals 250 + 100% of ATK as Physical damage.

55.0% chance to apply [Open Wounds] (Target lose 10% of current HP per round for 3 rounds).

Requires Dance of Torment.

1 front target

Deals 300 + 110% of ATK as Physical damage.

35.0% chance to apply [Deter] (Target lose Def and M.Def for 3 rounds).

Deals 35.0% more damage if target has [Open Wounds].

1 front target

Deals 450 + 110% of ATK as Physical damage.

45.0% chance to apply [Deter] (Target lose Def and M.Def for 3 rounds).

Deals 45.0% more damage if target has [Open Wounds].

1 front target

Deals 600 + 110% of ATK as Physical damage.

55.0% chance to apply [Deter] (Target lose Def and M.Def for 3 rounds).

Deals 55.0% more damage if target has [Open Wounds].

Requires Dance of Terror.

1 target with highest HP

Deals 600 + 135% of ATK as Fire damage.

Applies [Spell Kill] (Target cannot regen and status can't be dispelled for 3 rounds}.

Deals more damage based on Target's current HP %.

2-round cooldown.

1 target with highest HP

Deals 900 + 135% of ATK as Fire damage.

Applies [Spell Kill] (Target cannot regen and status can't be dispelled for 3 rounds}.

Deals more damage based on Target's current HP %.

2-round cooldown.

1 target with highest HP

Deals 1200 + 135% of ATK as Fire damage.

Applies [Spell Kill] (Target cannot regen and status can't be dispelled for 3 rounds}.

Deals more damage based on Target's current HP %.

2-round cooldown.

Requires Dance of Hatred.

3 front target

Deals 3000 + 85% of ATK as Dark damage.

15.0% chance to insta-kill minions.

3-round cooldown.

3 front target

Deals 4000 + 85% of ATK as Dark damage.

20.0% chance to insta-kill minions.

3-round cooldown.

3 front target

Deals 5000 + 85% of ATK as Dark damage.

25.0% chance to insta-kill minions.

3-round cooldown.

3 front target

Deals 6000 + 85% of ATK as Dark damage.

30.0% chance to insta-kill minions.

3-round cooldown.

Requires Field of Flame and Satan's Contract.

1 target with most debuffs

Deals 1200 + 170% of ATK as Physical damage.

Applies [Soul Slash] (Target loses 8.0% of All Resist)

Deals more damage based on target's missing HP %.

1 target with most debuffs

Deals 1200 + 180% of ATK as Physical damage.

Applies [Soul Slash] (Target loses 16.0% of All Resist)

Deals more damage based on target's missing HP %.

1 target with most debuffs

Deals 1200 + 190% of ATK as Physical damage.

Applies [Soul Slash] (Target loses 24.0% of All Resist)

Deals more damage based on target's missing HP %.

Note: This section is pretty confusing, since they activate either on attack or when attacked (or both?). The description in-game doesn't make the distinction.

2 front friendly targets

Deals 350 + 65% of ATK as Physical damage.

2 front friendly targets

Deals 500 + 65% of ATK as Physical damage.

2 front friendly targets

Deals 650 + 65% of ATK as Physical damage.

2 front friendly targets

Deals 800 + 65% of ATK as Physical damage.

Requires Field of Thorns.

Self

Deals 650 + 120% of MATK as Dark damage, absorb 20% of it as HP.

Self

Deals 900 + 120% of MATK as Dark damage, absorb 25% of it as HP.

Self

Deals 1150 + 120% of MATK as Dark damage, absorb 30% of it as HP.

Requires Field of Souls.

4 front friendly targets

Deals 800 + 70% of MATK as Fire damage.

1-round cooldown.

4 front friendly targets

Deals 1100 + 70% of MATK as Fire damage.

1-round cooldown.

4 front friendly targets

Deals 1400 + 70% of MATK as Fire damage.

1-round cooldown.

Increases ATK and HIT according to Character Level.

Increases ATK and HIT according to Character Level. (more than Primary)

Increases ATK and HIT according to Character Level. (more than Advanced)

Increases ATK and HIT according to Character Level. (more than Specialist)

Requires Astrology.

Soul Harvest deals (10.0% * number of debuffs) more damage on targets.

Soul Harvest deals (15.0% * number of debuffs) more damage on targets.

Soul Harvest deals (20.0% * number of debuffs) more damage on targets.

Requires Fatal Combat.

50.0% chance to revive once per battle when you die.

60.0% chance to revive once per battle when you die.

70.0% chance to revive twice per battle when you die.

80.0% chance to revive twice per battle when you die.

90.0%(?) chance to revive thrice(?) per battle when you die.

This tree focuses on elemental damage and inflicting status effects. It also provides Frost Shield, a very useful defensive move.

1 front target

Deals 170 + 100% of MATK as Ice damage.

30.0% chance of lowering target Ice Resistance by 15.0%

1 front target

Deals 290 + 100% of MATK as Ice damage.

35.0% chance of lowering target Ice Resistance by 20.0%

1 front target

Deals 410 + 100% of MATK as Ice damage.

40.0% chance of lowering target Ice Resistance by 25.0%

Requires Frost Bolt.

3 front targets

Deals 500 + 35% of MATK as Ice damage.

15.0% chance to freeze targets.

3 front targets

Deals 800 + 35% of MATK as Ice damage.

20.0% chance to freeze targets.

3 front targets

Deals 1100 + 35% of MATK as Ice damage.

25.0% chance to freeze targets.

3 front targets

Deals 1400 + 35% of MATK as Ice damage.

30.0% chance to freeze targets.

Requires Ring of Frost.

Self Buff

All Resistance +6%

Damage Reflect +800

Absorbs Damage (according to Char Level)

1-round cooldown.

Self Buff

All Resistance +8%

Damage Reflect +1200

Absorbs Damage (more than Primary)

1-round cooldown.

Self Buff

All Resistance +10%

Damage Reflect +1600

Absorbs Damage (more than Advanced)

1-round cooldown.

Requires Frost Shield and Elemental Shock.

4 front targets

Deals 3000 + 75% of MATK as Ice damage.

35.0% chance to freeze targets.

3-round cooldown.

4 front targets

Deals 4000 + 75% of MATK as Ice damage.

45.0% chance to freeze targets.

3-round cooldown.

4 front targets

Deals 5000 + 75% of MATK as Ice damage.

55.0% chance to freeze targets.

3-round cooldown.

4 front targets

Deals 6000 + 75% of MATK as Ice damage.

65.0% chance to freeze targets.

3-round cooldown.

Increase Elemental Damage according to Character Level.

Increase Elemental Damage according to Character Level. (more than Primary)

Increase Elemental Damage according to Character Level. (more than Advanced)

Increase Elemental Damage according to Character Level. (more than Specialist)

Increase Elemental Damage according to Character Level. (more than Elite)

Requires Master of Elements.

Grants 3.6% Ice and Thunder Penetration.

Grants 7.2% Ice and Thunder Penetration.

Grants 10.8% Ice and Thunder Penetration.

Requires Elemental Affinity.

Every 6th spell has a 75% chance to stun on hit.

Every 6th spell has a 80% chance to stun on hit.

Every 5th spell has a 85% chance to stun on hit.

Every 5th spell has a 90% chance to stun on hit.

1 target infront of caster

Deals 300 + 100% of MATK as Thunder damage.

20.0% chance to paralyze target.

1 target infront of caster

Deals 460 + 100% of MATK as Thunder damage.

25.0% chance to paralyze target.

1 target infront of caster

Deals 620 + 100% of MATK as Thunder damage.

30.0% chance to paralyze target.

1 target infront of caster

Deals 780 + 100% of MATK as Thunder damage.

35.0% chance to paralyze target.

Requires Lightning.

3 friendly targets around and including the caster.

Grants extra Thunder damage (according to Character Level) and 10.0% Thunder Penetration for 3 Rounds (Including the round it is cast on).

3 friendly targets around and including the caster.

Grants extra Thunder damage (more than Primary) and 15.0% Thunder Penetration for 3 Rounds (Including the round it is cast on).

3 friendly targets around and including the caster.

Grants extra Thunder damage (more than Advanced) and 20.0% Thunder Penetration for 3 Rounds (Including the round it is cast on).

3 friendly targets around and including the caster.

Grants extra Thunder damage (more than Specialist) and 25.0% Thunder Penetration for 3 Rounds (Including the round it is cast on).

4 friendly targets around and including the caster.

Grants extra Thunder damage (more than Elite) and 25.0% Thunder Penetration for 3 Rounds (Including the round it is cast on).

Requires Power of Thor.

1 target infront of caster.

Deals 800 + 135% of MATK as Thunder damage.

Reduces target's Thunder Resist by 30% for 3 Rounds (Including current round).

2-round cooldown.

1 target infront of caster.

Deals 1100 + 135% of MATK as Thunder damage.

Reduces target's Thunder Resist by 35% for 3 Rounds (Including current round).

2-round cooldown.

1 target infront of caster.

Deals 1400 + 135% of MATK as Thunder damage.

Reduces target's Thunder Resist by 40% for 3 Rounds (Including current round).

2-round cooldown.

Requires Thunder Burst.

1 center target

Deals 1500 + 170% of MATK as Thunder damage.

All other targets takes 10% the damage.

3-round cooldown.

1 center target

Deals 1500 + 180% of MATK as Thunder damage.

All other targets takes 15% the damage.

3-round cooldown.

1 center target

Deals 1500 + 190% of MATK as Thunder damage.

All other targets takes 20% the damage.

3-round cooldown.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.