Blood Knights are the beginning, and the ending of things.
Information
Icon
Type Class
Rarity Unknown
Enhancement Basic +1
Requirement
Level 1
Stack 1x
Quantity 1x
Shop Cost 0 D
Game Quantity +100x
Temporary No
VIP Only No
Marketable Yes
Sellable Yes
Faction required
Legacy, Rank 10
Rank ?
Category
Dodge Melee
Description
Blood Knights are the beginning and the ending of things.
Mana regeneration methods
Naval Commanders gain mana when they:,-Strike an enemy in combat (more effective on crits),-Are struck by an enemy in combat
Stats description
Blood Knights are the beginning and the ending of things.
Basic Attack, taught to all adventurers.
Information
Damage Base 4.5
Mana Cost 0
Distance Near
Affects Enemy
Type Auto
Cooldown 1 second
Hit Targets 1x
Charges your opponent with a Blood Aura, leaving him under a Damage over Time - effect for 14 seconds, while opening him for 50% more damage for the duration.
Information
Damage Base 15.13
Mana Cost 175
Distance Far
Affects Enemy
Type Physical
Cooldown 5 seconds
Hit Targets 1x
Auras
Applies periodic damage (or healing if the skill’s damage value is negative) to the aura target over time. The effect repeats at fixed intervals while the aura is active. The tick interval is currently set to 1.5 seconds. This handler supports both damaging and healing effects, depending on the original skill’s damage value.
Affects Enemy
Maximum Stack 1x
Duration 13 seconds
You need to confess your sins to the Queen. Deals "Bloody Confession" to your opponent which leaves him stunned for 4 seconds. This skill also weakens your opponent with 50%.
Information
Damage Base 15.38
Mana Cost 225
Distance Far
Affects Enemy
Type Physical
Cooldown 7 seconds
Hit Targets 1x
Auras
An aura that typically represents stun or immobilization effects on the avatar. When applied, it may restrict movement, actions, or other gameplay interactions depending on how the effect is implemented in the game client and server. This aura usually symbolizes the avatar being dazed or temporarily incapacitated.
Affects Enemy
Maximum Stack 1x
Duration 3 seconds
Your adrenaline is good, now isn't that right? You heal yourself which leaves you under a Heal over Time, increasing your Dodge by 30% for 10 seconds. Your blood will also strenghten up, decreasing the damage you take by 30%.
Information
Damage Base -109.17
Mana Cost 475
Distance Far
Affects Allies
Type Physical
Cooldown 11 seconds
Hit Targets 1x
Auras
Applies periodic damage (or healing if the skill’s damage value is negative) to the aura target over time. The effect repeats at fixed intervals while the aura is active. The tick interval is currently set to 1.5 seconds. This handler supports both damaging and healing effects, depending on the original skill’s damage value.
Affects Allies
Maximum Stack 1x
Duration 9 seconds
Effects:
AlliesEvasion +30
Critical Chance increased by 25%. Dodge by 20%.
Auras
Effects:
EnemyCritical +25
EnemyCritical +25
EnemyEvasion +20
Chance to Hit increased by 100%. Haste by 20%.
Auras
Effects:
EnemyHit +25
EnemyHit +100
EnemyHaste +20
You deal massive damage upon your enemy. A spammable skill which ensures that your damaging will keep flowing through as long as the fight is yours to be won.