The message you selected is no longer available for viewing.

Forsaken World Class/Race Guide.

#1SaidPersonPosted 8/2/2010 10:30:11 PM
Hello my name is Derrick and i have been playing Perfect World games for a while now. I really like this game and put together this info from the Chinese site and the English site. My Chinese isnt perfect and translators are no help at all lol. Im not going to bother with the story because most people don't even pay attention to it lol.

Races:

Humans:
A human's ability to adapt, potential to learn and charisma have led this race to assume a leadership position amongst all races of Eyrda. After Shyntola was broken, Humans sailed to Ousta with the other races. They are especially close to the Dwarves.

Humans worship the god Vyda, who stands for wisdom and soul. After the birth of the Humans, Vyda put them in a remote western land of Ousta. It seemed that Vyda did not care for the Humans, but in actuality Vyda changed his appearance to walk among the Humans teaching them skills and the art of war. As a result of Vydas' efforts, the Humans inherited his character and creativity. When war breaks out, the Humans are the first to assemble and lead the other races to defeat their foe.

Among the Humans is the great Hossinger Apelio, the creator of the Lionheart Knights and other great legends such at Wote Malong and L'ygch.

The Humans have a history of showing great heroism in dire times, making them the strongest of allies.

Class Options: Warrior, Assassin, Mage and Priest

Racial Skill: Silences, causing dizziness sometimes sleep, restores some mana.

Kindred:
The Kindred were the first race to be created out of love.

The beautiful demi-goddess Shylia, and the noble human Herghevid were the perfect couple in every way. Time however, worked against them. While Herghevid began to age, his ensuing death could not be accepted by Shylia. Therefore she sought a method to keep them together forever, and she found it with the "Mythic Embrace." Shylia performed the Mythic Embrace by pouring her blood, which contained the essence of life, into Herghevid's body, thereby giving him everlasting life. Their offspring were the first of the Kindred race.

The Kindred inherited the characteristics of their ancestors. They are sensitive, delicate and will make great sacrifices for love. One would assume the Humans and Kindred would live among each other, but this is not the case. Some Humans covet the immortality and uniqueness of the Kindred, driving these races apart through jealously. In Eyrda, the Kindred are isolated, but strongly united.


Class Options: Assassin, Mage and Vampire

Racial Skill: Silences and draws HP from enemy.

Elves:
The Elves represent great beauty. They are the darlings of nature and live deep in the forests filled with majestic trees and clear spring water. Servants of the goddess Illyfue, they inherited Illyfue's manner, therefore they tend to look down upon races who lack their elegance. It is not unknown of their dislike for the Dwarves. In the war of resistance, the Elves and Stonemen formed the Union of the Woods. This Union led them to become close battle companions.

The Elves appear to have it all with their intelligence and beauty, yet they are modest. Their affinities to nature and pious faith to the gods make them fearsome warriors.

Class Options: Warrior, Priest and Bard

Racial Skill: Stops movement of enemy. Drains the mana of enemy.
#2SaidPerson(Topic Creator)Posted 8/2/2010 10:35:28 PM
Dwarves:
The Dwarves are the oldest race of Eyrda, and the most technologically advanced. They are short, tough, thick skinned and have infinite stamina. Wielding deft hands and excellent wisdom, mining and blacksmithing are their strong points.

Often looked down upon, Dwarves have mastered machinery to create innovative inventions that give them an advantage in battle. Although magic may be their weakness, a Dwarf is never an easy battle.

In the world of Eyrda, Dwarves are the most industrious race giving them a close connection with the Human race who shares their creativity. The Elves however, scorn the Dwarves.

Class Options: Marksman

Racial Skill: Slows enemy down ( Not so sure here ) skill attack increases depending on speed and/or accuracy .

Stonemen:
In the world of Eyrda, the Stonemen represent the strongest and bravest warriors.

Stonemen are a fearless race, proud of their strong bodies and tough skin. When war breaks out, you will see the Stonemen on the front lines. Their giant bodies reassure their allies and boost morale of surrounding troops. Stonemen are not only natural born warriors, but they are experts at blacksmithing. They can craft the deadliest weapons in the world of Eyrda.

The Stonemen race creates a unity with the other races. With the Elves they created the Union of the Woods. The Lionheart Knights of the Humans also joined this Union. The Stonemen and Dwarves worship the same god named Tytan, this creates and inseparable bond between them. It's long been said, "Where there are Stonemen, other races will face no danger." This phrase best explains the relationship the Stonemen have with the inhabitants of Eyrda.

The Stoneman race is entirely male. Every hundred years a special ceremony is held at the stone altar. When the ceremony is finished, the outer layer of the giant altar fades away and gives birth to new Stonemen, who walk the land for the first time.

Class Options: Protector

Racial Skill: Stuns enemy for 3.5 seconds resulting in a gain of 100 HP.
#3SaidPerson(Topic Creator)Posted 8/2/2010 10:39:14 PM
Classes:

Warriors:
Weapon of choice: Giant 2 handed swords.

The greatest of the human kings, Hossinger Apelio, was known not only as wise and just ruler, but also as a terror on the battlefield. Enemies would panic at the sight of the legendary sword he wielded. Many great enemies fell to his blade, so many in fact, that later Warriors would wield a sword in honor of that king.

Warriors make up the vanguard of any group. They are known to lead many groups into battle with strength and valor. Their exceptional fighting ability, coupled with their fiery courage, gives their allies an edge in any group battle. A Warrior's decisiveness and mastery of tactics can bolster the group's morale, often deciding the outcome of the battle.

Skills:
These Skills are from lvl 1-40

Fierce Attack - Basic skill. Deal 100% basic damage with additional bonus damage.

Rush - Rush towards target enemy, stunning him for 3 seconds. Chance to activate a buff which will cause no cool-down for "Fierce Attack" for a short time. "Rush" cannot be used on nearby targets.

Berserk Stance - Increases attack, decreases dodge and defense. The rest of the details are slightly confusing, but character will have a chance to get certain debuff if "Berserk Stance" is switched. Can be used when in Silenced of Stunned mode.

Lightning Slash - Wind element attack. Gives target enemy 2 strikes, with the 1st strike dealing 100% basic damage with additional bonus damage, and the 2nd strike have a chance to decrease target's movement speed by 50%. Skill's cool-down will decrease and chance to lower movement speed will increase when in "Berserk Stance".

Iron Physique - Passive skill. Increases health points.

War Song - For a certain time, increases party members'... I got no idea what it is =.=''', I think its every stats of party members.

Demon Slaying Slash - Deals 100% basic damage with additional bonus damage, decreases target's Wind resistance for 12 seconds (this skill is neutral element). Cool-down for this skill decreases and will also cause target to decrease defense when in "Battle Stance".

Battle Stance - Increases defense, decreases attack. Same as "Berserk Stance", character will suffer debuff when this stance is switched. Can be used when in Silenced of Stunned mode.

Wild Strength - Passive skill. Increases basic damage.

Blessing of the War God - Increases defense, critical damage, critical rate. Rate of increment increases when player's health point is below 50%. The lower the health point, the more increment there is for defense. Can be used when in Silenced of Stunned mode.

Blood Fury Stance - Increases base health point, decreases defense. Same as other stances, will suffer debuff when this stance is switched. Can be used when in Silenced of Stunned mode.

Bloodthirsty Slash - Deals 100% basic damage with additional bonus damage and leeches health points. When used during "Blood Fury Stance", skill's distance and health points leeched will increase.

Sudden Rush - Increase character's movement speed for a limited time.

Mighty Roar - Decreases surrounding enemies' dodge, defense and movement speed. Also cancels away enemies' stealth mode.

Shining Blood Slash - Deals 90% basic damage with additional bonus damage.Chance to cause "Bleeding" status on target. Chance increases when used under "Blood Fury Stance".

Gut Wrenching Roar - Decreases surrounding enemies' attacks and critical, cancels away enemies' stealth mode.
#4SaidPerson(Topic Creator)Posted 8/2/2010 10:39:33 PM
Protector:
Weapons of choice: Hammers and sometimes, Shields.

Stonemen, created from the ancient stone from which their name derives, have a monolithic fortitude which can withstand nearly any blow. Their bravery and fearlessness are legendary, shielding their allies from vicious attacks by taking it themselves. As the Stonemen became renowned for their exploits, they were referred to as Protectors. This is a fitting name for them, for with the strength of stone, they protect those with lesser armor.

Since the time when the chief of the Stonemen, L'ygch, the Fearless Heart, helped Hossinger Apelio defeat Assaya, the Protector class became known as the foundation for any real group going into battle. Their rock-hard determination and immense fortitude ensures a group shall never fear defeat as long as their Protector stands.

Skills:

Heavy Strike - Basic skill. Deals 100% basic damage with additional bonus damage. Every point of "Rage" increase 1% more bonus damage.

Concentration of Will - This is a rather messy skill. Increases critical, increases hatred dealt (makes enemies attack you) when using skills. When attacked under this buff, character will have a chance to receive "Rage" points. "Rage" points can increase attack damage and hatred value.

Raging Strength - Earth element skill. Deals a certain basic damage to target with additional bonus damage. Uses up all "Rage" points, chance to stun target for 3 seconds. The more "Rage" point released, the more chance of stunning target and increase critical rate.

Protective Strike - Light element skill. Deals a certain basic damage to target with additional bonus damage. Gains some "Rage" points. Increases self defense, decreases attack. When under attack when using this skill, there is a chance to gain more "Rage" points, hence increasing more defense.

Healing Halo - Increases party members' healing effects. When hit, there is a chance for recovery. When not in battle, increase rate of heal point recovery. Only 1 halo can be activated at any time.

Taunt - Causes target to increase hatred and attack your character. If target is of lower level than character, the success rate is 100%. Success rate will decrease as the target's level is higher than character's. Also causes target not being able to go into stealth mode for a short time. For every "Rage" point, critical rate for "Taunt" increases and cool-down decreases.

Stone Guardian's Protection - Invincible, decreases attack, negates all damage and attack.

Strength Protection - Increases party's defense, character has a chance to gain "Rage" points when attacked.

Strong Shield - Passive skill. Increases defense.

Earth Crack - Earth element skill. Deals 100% basic damage with bonus additional damage. Causes "Stun" in a small area.

Strong Will - Passive skill. Increases health point.

Nature's Halo - Increases party's Wind and Earth resistance. Only 1 halo can be activated at any time.

Flaming Ice Halo - Increases party's Fire and Water resistance. Only 1 halo can be activated at any time.

Pure Halo - Increases party's Light and Dark resistance. Only 1 halo can be activated at any time.

Mass Taunt - Area of Effect taunt skill, cancels away enemies' stealth status.
#5SaidPerson(Topic Creator)Posted 8/2/2010 10:41:48 PM
Assassin:

Shifting through the shadows, they wait for an opportune moment to strike. The Assassin knows that a killing blow can prevent a thousand wasted strikes. What they may lack in brute strength or magical parlor tricks, they make up for in their dark, cunning, and deadly speed. Many unwary victims can fall to the Assassin's blade in the blink of an eye.

The Assassins have followed an ancient creed, "Arrive without a trace and depart without a shadow." Even the most skilled of Assassins may not be able to handle open combat, but they always have the killing strike readied for their opponent. An Assassin can see a weak spot from a mile away, and they always use this to their advantage.

Skills:

Assassinate - Basic skill, deals 100% basic damage with bonus additional damage.

Painful Jab - Dark element skill. Deals a certain amount of basic damage with bonus additional damage. Gains 1 point of "Pain". Max number of "Pain" is 4, increases character's attack.

Nightmare Killer - Finishing/ Ultimate skill for Assassin. 2 strikes, each causing 100% basic damage with bonus additional damage. Uses up all "Pain" points, causing target to enter "Hurt" status and lose health points gradually in a certain period of time. Also uses up all "Seal" points, causing target to decrease attack and speed.

Stealth - Character goes into stealth mode, decreases movement speed, increases the first damage dealt after going into stealth mode. Attacking or being attacked will cancel stealth mode. Stealth cannot be used in the midst of battle.

Throat Slash - Deals certain amount of damage with bonus additional damage, gains 1 "Seal" point. Max number of "Seal" points is 4, which increases character's critical damage.

Swift Dodge - Massively increases dodge, decreases attack.

Lethal Chase - Decreases target's speed, increases character's movement speed, at the same time moving swiftly to target. Cancels the stealth when attack, at the same time marking the target, causing target to be unable to go into stealth mode.

Throwing Strike - Dark element skill. Deals certain amount of damage with bonus additional damage. 100% cancels target's cast (if he is casting a spell) and puts him into silence mode (most probably unable to cast any spells for a short amount of time). "Pain" points will increase this skill's damage and cancels target's "Lethal Chase"'s mark effect.

Accuracy - Passive skill. Increases critical value.

Swift Shadows - Buff skill, increases movement speed.

Lethal - Passive skill. Increases critical rate.

Shadow Ambush - Dark element skill. 2 strike skill, each dealing certain amount of damage with bonus additional damage. Each strike has different critical effect and gains "Pain" points. "Pain" points increases character's attack.

Shadow Demon's Blessing - Stealth mode, decreases movement speed. Can be used in the middle of combat.

Shadow Step - Buff skill, increases critical rate when in stealth mode.

Pinnacle of Assassination - 2 strike skill, each dealing certain amount of damage with bonus additional damage. Each strike has different critical effect and gains "Seal" points. "Seal" points increases character's critical damage.
#6SaidPerson(Topic Creator)Posted 8/2/2010 10:44:03 PM
Marksman:

With a steady finger and an even steadier will, the Marksman prefers to take out enemies from a distance. Their incredible range allows them to rain a volley of pain on any unfortunate victim within sight.

In addition to this deadly range, advances in Dwarven technology led them to use of gunpowder. Following a very different type of combat from the Assassin, Marksmen whittle down their opponents from a distance instead of focusing on a single, deadly attack. Their consistent damage over time makes them deadly opponents when left alone.

Skills:

Shooting Strike - Earth element skill. Deals 100% basic damage with bonus additional damage. If used when character is under "Soul Capture" status, character gains 1 "Spirit Bullet". Every "Spirit Bullet" adds 1 critical, max number is 20. When this skill is used during "Bullet Time" status, it will use up 1 normal bullet with additional damage. When this skill is used during "Soul Capture" status, no bullets are used.

Soul Capture Shot - Fire element skill. Deals 100% basic damage with bonus additional damage. Chance to activate "Soul Capture" status, which will cancel "Shooting Strike"'s cool-down and refresh the skill. Character will also replenish mana points every 2 seconds. If this skill is used when character is under "Soul Capture" status, character gains 1 "Spirit Bullet". Every "Spirit Bullet" adds 1 critical, max number is 20. When this skill is used during "Bullet Time" status, it will use up 1 normal bullet with additional damage and increase the chance of activating "Soul Capture" status.

Bullet Time - Buff skill. Each attacking skill will now use bullets, hence releasing their full potential and damage. Can be used under Silent and Stunned status.

Continuous Reload - Buff skill. Immediately gain 2 bullets, and for a limited time, gain 1 "Spirit Bullet" every 4 seconds. Every "Spirit Bullet" adds 1 critical, max number is 20.

Soul Burning Strike - Fire element skill. Basic skill, deals 100% basic damage with bonus additional damage. Knocks target monster back (according to its health). When this skill is used during "Bullet Time" status, it will use up 1 normal bullet with additional damage and increase the distance of knock back. If the target monster is under "Hunter's Mark", it will be stunned.

Hunter's Mark - Marks target, lowers dodge and all resistance. Target cannot enter stealth mode.

Gunnery Knowledge - Passive skill. Increases shooting range for all single attacks.

Piercing Shot - Shoots through enemies in a straight row, dealing 100% basic damage with bonus additional damage. When this skill is used during "Bullet Time" status, it will use up 1 normal bullet with additional damage and decreases targets' movement speed.

Weakening Mist - Area of Effect skill. Decrease surrounding enemies' critical and movement speed.

Swift Movement - Increases movement speed. Effect is canceled after receiving 5 attacks.

Aiming Knowledge - Passive skill. Increases critical.

Slowpoke's Shot (lol) - Deals 100% basic damage with bonus additional damage and cause target to stay rooted. When this skill is used during "Bullet Time" status, it will use up 1 normal bullet with additional damage and if the target is under "Hunter's Mark", he will suffer decreased movement speed.

Increased Firepower - Passive skill. Increases critical damage.
#7SaidPerson(Topic Creator)Posted 8/2/2010 10:47:19 PM
Mage:

A mage has an eldritch control over the elements that permeate this world. Their force of will allows them to materialize the various elements into devastating spells.

During the golden age of magic, a city known as Pisuix was built. This city became the center of all magic lore and knowledge. From within its hallowed walls, Magic King, Chald Pisuix, taught many gifted students how to become powerful Mages. Beautiful and unearthly magic decorated the sky of Eyrda with its majestic and undeniable power. Those days are long gone now, and the knowledge of magic is fading, the remaining Mages keep this knowledge alive. Those who would oppose a Mage will have to contend with the destructive power of the earthly elements.

Skills:

Fireball - Fire element skill. Deals certain amount of damage with bonus additional damage and chance to cause "Burning" status.

Ice Arrow - Water element skill. Deals certain amount of damage with bonus additional damage and chance to cause "Freeze" status, making target immobile but gain 5% increased defense.

Lightning Falls - Wind element skill. Area of Effect skill. Deals certain amount of damage with bonus additional damage and chance to cause "Paralyzed" status which lowers dodge.

Art of Magic - Increases party members' mana points.

Mana Shield - Part of damage received is deducted from mana point instead of health point. When mana point is under 20%, this skill cannot be used.

Art of Transformation - Hypnotize human, plant or animal mobs and change their forms. Target will suffer decreased movement speed and the ability to attack, but will gain a significant increase in health point recovery. When attacked, the transformation will be canceled. Effect of this skill is decreased when used on other players.

Protective Ice Barrier - Covers oneself with a ice barrier, increasing defense greatly but will be unable to move or drink potions.

Swift Winds - Increases movement speed.

Mystic Knowledge - Passive skill. Increases attack for skills under Fire, Water and Wind.

Rage of the Flame Demon - Fire element skill. Area of Effect skill, fan-shape area in front of caster. Deals 100% basic damage.

Magical Knowledge - Passive skill. Increases mana points.

Armageddon - Fire element skill. Area of Effect skill. Deals 100% basic damage with bonus additional damage to selected area.

Lightning Pierce - Wind element skill. Deals 100% basic damage with bonus additional damage to enemies in a straight line. Chance to interrupt enemies' casting.

Thorns of Ice - Water element skill. Deals 100% basic damage with bonus additional damage. If this skill crits, target will suffer level 3 "Freeze". If target is already in "Freeze" status, it deals additional damage instead.

Magic Shield - Buff skill. Increases all elemental resistance.
#8SaidPerson(Topic Creator)Posted 8/2/2010 10:48:25 PM
Priest:

From the earliest of battles, Priests have played an indispensible role. Their ability to channel angelic powers and of the healing arts allowed them to save countless lives. Through their indomitable faith, Priests keep their group members fighting where otherwise they'd have long fallen.

Their faith and undeniable desire to help all, allowed Priests to harness the power of the gods to heal the wounded, protect the weak, and cure the sick. A group can walk on the edges of darkness when supported by a Priest.

Skills:


Holy Strike - Light element skill. Basic skill. Deals 100% basic damage with bonus additional damage.

Heal - Heals target, chance to double the healing amount. Healing effect is at max when caster's mana points is at 75% and above.

Icicle Strike - Water Element skill. Deals 100% basic damage with bonus additional damage and lowers target's movement. From what I read, this is Priest's main DPS skill.

Blessing of Life - Buff skill. Increases party's maximum health point.

Revitalizing Light - Revives target. Can only be used when caster is not engaged in battle.

Blessing of the Winds - Increases target's movement speed.

Light from the Heavens - According to caster's maximum health points, heals party members' health point. Can be used when in silent or stunned status.

Sacred Oath of Secrecy - Water element skill. Deals 100% basic damage with bonus additional damage and chance to drain target's mana points.

Healing Light - Heals target, target's health points will gradually be healed over a period of time. Chance to gain double the effect.

Mental Strength - Passive skill. Increases mana point.

Punishment of the Gods - Decreases target's attack and all elemental resistance.

Heavenly Shield - Target gains a protection buff which will take in some damage received.

Strike of Punishment - Light element skill. Deals 100% basic damage with bonus additional damage and decreases target's Light resistance.
#9SaidPerson(Topic Creator)Posted 8/2/2010 10:49:47 PM
Bard

Bards travel the world with their harps, singing about the deeds of great heroes all over the land. In combat, Bards can use their exceptional music ability to debilitate enemies while assisting their allies.

What Bards lack in combat skills, they certainly make it for in the mysterious effects their songs have on enemies and allies alike. With such powerful and versatile siren like abilities at their disposal, all will be affected in one way or another. When a bard is present, an average group can become a great group.

Skills:

Rhythm of Wind - Wind element skill. Deals 100% basic damage with bonus additional damage. Caster gains the musical note "C".

Rhythm of Water - Water element skill. Deals certain amount of basic damage with bonus additional damage. Caster gains the musical note "D".

Lyrics: Rippling Movement - Passive skill. When caster's musical score contains "CCD", the skill is activated. Increases attack.

Boundless Sounds - Deals 100% basic damage with bonus additional damage. Element is randomized each time of casting, it can be either Wind, Water or Light.

Lyrics: Wind of Ice - Passive skill. Activated when caster's musical score contains the notes "CDD". This will cause caster to enter "Wind of Ice" status. Caster's Wind and Water element attacks will freeze target to the ground and will be canceled after a short time or dealing 8 strikes to him. After being unfreeze, he will suffer decreased movement.

Rhythm of Light - Light element skill. Deals certain amount of basic damage with bonus additional damage. Caster gains the musical note "E".

Lyrics: Moral Boost - Passive skill. Activated when caster's musical score contains the notes "CCE". Increases party's attack, with the caster gaining bonus attack.

God Lyrics: Heaven's Tune - Area of Effect skill. Causes enemies in a certain area to fall into "Sleep" status.

Celebration of Life - Area of Effect skill. Heals party members' health point.

Song of the Winds - Area of Effect skill. Caster and nearby party members gain the blessing of the winds, increases movement speed.

Holy Song: Staunch Defense - Passive skill. Activated when caster's musical score contains the notes "DDE". Increases party's defense, with the caster gaining bonus defense.

Tune of the Winds - Buff skill. When attacked, caster has chance to decrease damage of 3 attacks and gaining mana points at the same time. When there are more than 2 "D" notes available, 3 increases to 4.

Tune of Water - Gain 2 "C" notes.

Tune of Light - According to the number of "E" notes caster has, heals caster instantly and receive "Holy Light Blessing" status. Under this status, caster's healing skills' effectiveness increases. He will also received improved healing effects when such skills are used on him.
#10SaidPerson(Topic Creator)Posted 8/2/2010 10:50:56 PM
Vampire:

Back in the ancient times, a divinely beautiful woman, Shylia, performed a dark ritual with a man named Herghevid. The original vampire was created from this forbidden act. The Life force of this great Vampire King, has given his bloodline unimaginable power.

The vampire knowledge of magic with their proficiency of close combat make them deadly foes. Seeking power at any price, they use their own blood during battle to power their spells and vicious attacks. Vampires can also save the lives of their allies through their own sacrifice. The descendants of the Vampire King are very mysterious, often not showing their hidden motives until an opportune moment, often turning the battle in their favor.

Skills:

Shadow Wave - Dark element skill. Deals 100% basic damage with bonus additional damage. Sacrificing some health points further adds to the damage. Chance to inflict "Curse of Darkness" on target, decreasing his critical. Caster has chance to trigger "Blood Demon" mode. When this skill is used under "Blood Demon" mode, its 100% chance to inflict "Curse of Darkness".

Blood Marking - Dark element skill. Deals certain basic damage with bonus additional damage. According to caster's health point percentage, leeches health points off target. Chance to inflict "Curse of Blood" on target, decreasing his maximum health point. Caster has chance to trigger "Blood Demon" mode. When this skill is used under "Blood Demon" mode, its 100% chance to inflict "Curse of Blood ".

Blood Demon Mode - Special buff triggered by other related skills. Increase attack, maximum health point, movement speed, effectiveness of healing skills. Attacking mobs within 5 levels of character will activate certain amount of healing (only 1 time in each Blood Demon Mode). "Blood Demon Mode" is canceled after dealing damage 6 times to others.

Demonic Strike - Dark element skill. Can only be used during "Blood Demon Mode". Caster will move beside target in a flash, dealing 100% basic damage with bonus additional damage.After using this skill, basic damage will increase, increase mana consumption and increase cool-down.

Demonic Flame Curse - Fire element skill. Area of Effect skill. In a limited area, all enemies are inflicted with "Demonic Flame Curse" and will be slowly "cooked" by the demonic flames (like burning status). Chance to trigger "Blood Demon Mode".

Dark Pact - Using own health points to heal target. Chance to trigger "Blood Demon Mode".

Evil Flame - Fire element skill. Deals certain basic damage with bonus additional damage. Chance to inflict "Flame Curse" (its like Bleeding effect). Caster has chance to trigger "Blood Demon" mode. When this skill is used under "Blood Demon" mode, its 100% chance to inflict "Flame Curse ".

Grand Feast - Area of Effect skill. Binds a limited number of nearby enemies to the ground. Caster will also be immobile. Caster will continuously leech health points off these targets.

Swift Bat - Changes into a bat which will dash forward a certain distance with increased speed. Cool-down for this skill decreases when used during "Blood Demon Mode".

Blood Control - Passive skill. Increases health point recovery rate.

Art of Living Blood - Bless target with a Vampire's abilities temporarily, with target having some health point leeching abilities and caster having a chance to trigger "Blood Demon Mode".