Agile warriors, capable of high single-target direct damage with their combos and utility with their fast traps.
The Wind Walker relies mainly on direct damage, foregoing the many debuffs of their counterpart, the Assassin.
Those advancing from the Adventurer will gain several updated skills that are now part of a combo attack with an extremely lethal finisher in Finish Him, as well as several new utility skills including a sleep (Pacify), a ranged attack (Flying Scissors), an AoE (Whirling Death) and an escape (Vanish). They will also find several new trap skills that can extremely dangerous when used at the right place and time.
An instinctive strike deals 400/500/600/700/800/900/1000 bonus damage and interrupts actions with a chance for you to gain +10/10/11/11/12/13/14% Attack Speed for 5s. 1st part of Combo Strike. (6s CD)
A lightning-fast slash causes 15/20/25/30/35% bonus damage with a chance for you to gain +10/11/12/13/14% Attack Speed for 5s. 2nd part of Combo Strike. (6s CD)
Your momentum from the previous attacks enables you to perform a tornado-like kick, rapidly striking adjacent enemies for 20/30/40% bonus damage with a chance to gain 13/14/15% Attack Speed. 3rd part of Combo Strike. (6s CD)
Delivers a forceful roundhouse kick that deals 30/45/60% bonus damage, throws the target back 8 meters and dazes it heavily upon impact. 4th part of Combo Strike (12s CD)
Ensures a demoralized (stunned by Lashing Tail) enemy's doom, rushing to him and delivering an immensely powerful 75% bonus damage attack whilst ignoring 100% physical defense. 5th and final part of Combo Strike. (44s CD)
A powerful strike strips the enemy's defenses, dealing 400/500/600/700/800/900/1000 bonus damage and lowering his defenses by -4000/4500/5000/5500/6000/6500/7000 for 8s. (6s CD)
Injects corrosive acid into the enemy, causing intense damage and corrosion over time. (-1200/1300/1400/1500/1600 HP/s, All Attack -3/6/9/12/15% for 3s) (6s CD)
Stabs an enemy's vital points, decelerating him and causing blinding pain as 500/700/900 bonus damage. (Movement Speed -50%, All Accuracy -20/25/30% for 2.5s) (6s CD)
Flings 2 throwing knives at an enemy, causing 55/60/65% bonus damage and ignoring 10/15/20% physical defense and interrupting any actions. (10s CD)
Inject the weakened (slowed) enemy with scorpion poison, constraining movement and dealing 800/1000 bonus damage. (Immobilization, Physical Evasion -25/50% for 2s) (10s CD)
Whirling in place, you rapidly throw small blades around yourself that ravage enemies hit, dealing 25/50% bonus damage and severely wounding them (-40/50% Movement Speed/Attack Speed, Silence for 5s). (2m CD)
An expeditious forward roll moves you 12 meters forward and displaces any projectiles shot at you. (100% Long Range Physical/Magical Damage Absorb for 1.5s). (35s CD)
For a short time, you engage your supreme reflexes, deflecting incoming long-range attacks. (Long Range Physical/Magical Damage Absorb 15/20/25% for 10s) (1m CD)
Your feral nature awakens, immensely boosting your speed and agility for a short time (Movement Speed +45/50%, All Evasion +600/700 for 15s). (1m CD)
Spots a critical flaw in the enemy's defenses: next attack made against it will entirely bypass armor and deal a Critical hit. (-100% Damage Absorb, -100% Physical Defense, -10000 Physical Protection for 5s). The next attack can be from any source, not just your own attacks and is cancelled after 1 hit. (50/40/30s CD)
Creates an energizing aura that further boosts your allies' Attack Speed by 7/8/10%.
An intangible maneuver teleports you 14/18 meters backwards, clearing any crowd-control effects on you and granting 50% Movement Speed for 1/2s. (1m/45s CD)
An ancient incantation soothes the target's mind, causing it to become unresponsive unless attacked. (Sleep for 5/7s) (24s CD)
Focuses your full attention on a single target, vigilantly tracking its movements and allowing an element of surprise on attack. Target Size +30/50%, Visual Mark, -40% Damage Absorb, cancelled upon hit. (30s CD)
Drops a Snare Trap under yourself that deals 8/10k Physical damage and slows trespassers by 35/65% if triggered. Trap lasts 5s. (35s CD, shares with Snap Trap)
Sets a Snap Trap in the target area. If snapped, deals 10/12k Physical damage, largely disabling the enemy whilst in its radius (Skill Paralysis). Trap lasts 20s. (35s CD, shares with Snare Trap)