Astound
Increases the knockback distance of fully drawn Concussive Arrows.
Plan your Mistfall Hunter talent builds — every class has two branches with five tiers each, including exclusive capstone talents. [GO → Mistfall Hunter Complete Guide Hub]
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Talents define your build within each class. This database covers all talent nodes with prerequisites and exclusivity notes.
Each Mistfall Hunter class has two talent branches with five tiers each, including exclusive capstone talents at the top. This database lists every talent with its class, branch, unlock level, prerequisites, and exclusivity notes.
Use the filters to explore talents by class or branch, and hover any card for the full description and preset usage notes. Plan your build before spending talent points.
Increases the knockback distance of fully drawn Concussive Arrows.
Increases the chaining range of the lightning generated by a fully drawn Lightning Arrow.
Increases the Damage Multiplier of fully charged Splatter Arrow's splash.
Upon hitting an enemy, Bloodfly Arrow deals reduced DoT but inflicts bonus Swarm stacks. Hitting an enemy that has Swarm stacks with any fully drawn arrow other than Bloodfly Arrow will detonate the Swarm, dealing bonus damage. The more Swarm stacks the target has, the higher the damage dealt. The swarm detonation deals Critical Damage, with a portion converted to True Damage.
Fully drawn Steel Arrows gain increased Impact and Damage Multiplier when hitting a second target after piercing a unit.
When carrying at least 2 Hunter's Arrows, hitting an enemy with a shot reduces the remaining cooldown of all skills.
Changes roll into dodge and unlocks Dodge Power Shot. Dodge Power Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire the currently loaded quick-charge arrow toward enemies near the crosshairs. Quick-charge arrows can activate all special effects of fully drawn arrows but have a lower Damage Multiplier. This skill has a cooldown.
Changes roll into dodge and unlocks Dodge Rapid Shot. Dodge Rapid Shot: Shoot immediately after dodging, consuming additional Energy to quickly fire both the currently loaded arrow and a normal arrow toward enemies near the crosshairs. This skill has a cooldown.
After hitting an enemy with a shot, increases the duration of all active debuffs on that enemy.
Fully-drawn arrows will home in on enemies near the crosshairs.
When carrying at least 2 Archer's Arrows, fully drawing and immediately firing Normal Arrows recovers Energy.
Frostblight Bomb reduces the Movement Speed of enemies entering the blast area during the delayed explosion phase for a period of time.
Enemies damaged by Impact Grenade have reduced Movement Speed for a period of time.
Enemies hit by Barbed Arrow are Stunned for a period of time if they reach the maximum number of dodge uses before the Barbed Arrow effect ends.
Increases the effective range of Featherlight Arrows.
After Sonic Arrow hits terrain, it emits sound waves multiple times over a period of time. This effect will not trigger if it hits players or monsters.
Increases the poison duration and total Damage Multiplier of Spore Arrow, but reduces the Damage Multiplier per second.
After Paralysis Arrow expires, it leaves an aftereffect that reduces the enemy's Skill Cooldown Speed for a period of time.
Rapid Arrows increase the Damage Multiplier with each hit on the same enemy.
After Scattershot knocks back enemies, if they stop due to obstruction, they will be Stunned. The greater the impact force when enemies hit obstacles, the longer the Stun duration.
Sky Piercer's Physical Damage is partially converted to True Damage.
After hitting an enemy with a shot, increase Movement Speed for a period of time.
Enemies hit by normal arrows have reduced Movement Speed for a period of time. This effect can stack up to 3 times.
Increases the Damage Multiplier of quick shots.
Increases the number of uses for Predator's Senses and reduces its base cooldown.
Attacks received during Shadow Step's Stealth no longer remove Stealth.
Increase Charging Speed for shooting.
Increases the Damage Multiplier of fully drawn arrows.
Increases Movement Speed when shooting.
Increase Movement Speed during Block.
Hitting enemies with a shield attack briefly taunts them. This effect has a cooldown.
Successful Block adds 1 stack of Indomitable Will. Successful Perfect Block adds 3 stacks of Indomitable Will.
Landing consecutive Hammer attacks recovers Energy.
Hammer normal attacks deal increased damage and additional damage to shields.
When the Hammer deals damage, it accumulates Stun stacks. At 6 Stun stacks, the Hammer's next attack will Stun the target and remove all stacks. Major Action hits accumulate 1 Stun stack, while Minor Action and skill hits accumulate 2 Stun stacks. Note: Hammer Spin hits during the spin only apply 1 stack of Stun. The final hit applies 2 stacks of Stun.
You can move, jump, and dodge while charging Earthshaker. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast.
When a charged attack hits, it reduces the cooldown of Earthshaker.
Increases the dash distance of Hammer Dash.
Gain Super Armor while casting Hammer Dash.
Increase the rotation speed, Movement Speed, and turning speed of Hammer Spin.
Extends the duration of Hammer Spin's Super Armor effect.
Stack the Indomitable Will effect when attacked. There is a brief interval between effect triggers.
After a charge-type skill reaches the next phase, you gain 2 stacks of Indomitable Will. For hold-to-use skills, you gain 1 stack of Indomitable Will periodically.
Increase Critical Damage Resistance.
The last hit of Shield Dash reduces the skill's remaining cooldown when hitting an enemy player.
After successfully blocking during Shield Dash, enemies on hit by this skill are Stunned for a period of time.
Shield Slam can be quickly cast while blocking with the shield raised.
Increases the slow effect of Shield Slam, and enemies directly hit by the shield are Stunned for a period.
Each enemy hit by Shield Slam adds 3 stacks of Indomitable Will.
You can move and dodge while charging Skullcrusher. You may dodge up to 2 times, and each dodge consumes Energy. Once you dodge during charging, the skill's cooldown will be the same as that of a Lv.2 charge cast.
Skullcrusher on Lv.1 Charge grants Super Armor during casting.
When a charged attack or skill hits, it reduces the cooldown of Skullcrusher.
Stonebreaker Slash can be cast during the Breakaway window, but this will increase the skill's base Energy cost and extend its base cooldown time.
After Stonebreaker Slash's Perfect Block succeeds, it grants Super Armor during the skill and increases the skill's damage.
Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage.
Stonebreaker Slash supports holding the button. While held, the travel distance is increased and you deal damage while moving.
Warhammer Sling can be held to perform a Lv.1 charge. Lv.1 Charge: Increases maximum range and Damage Multiplier.
Warhammer Sling throws 3 stones; however, the damage, damage area, and impact of the stones are reduced.
Allows you to sense the corpses of other Gyldhunters.
Increases Gyldenblod gained.
Increases resistance to the Gyldenmist, slowing the rate of Gyldening.
Increases damage dealt to monsters but reduces damage dealt to Gyldhunters.
While in the Blade Edge or Strong Edge state, Sword and Shield attacks deal increased damage.
All Perfect Blocks grant you a shield and briefly increase damage dealt and your Movement Speed.
After a charge-type skill grants Super Armor through charging, it greatly increases Physical Resistance and Magic Resistance. This effect is removed when Super Armor ends.
After Block, there is a very brief window to trigger Perfect Block, but using Block consumes Energy. After a successful Perfect Block, you can immediately enter the Momentum status. Block has a lower base Energy cost in trio mode. Additionally, a special Block skill can be cast during the Breakaway window. This skill can only be used to trigger Perfect Block and cannot maintain the shield for long.
You can move and dodge while charging Power Hammer and Punishing Hammer. You may dodge up to 2 times, and each dodge consumes Energy.
Sword Tip stacks gained from normal attacks and Impalement are replaced by Shield Pressure. Upon reaching 6 stacks of Shield Pressure, you gain 1 stack of Momentum. Momentum can accumulate up to 2 stacks. Shield attacks from skills also grant 2 stacks of Shield Pressure on hit. When you have Momentum, you can press Major Action and Minor Action to consume 1 stack of Momentum and unleash Shockwave Strike.
The number of Sword Tip stacks required to enter the Blade Edge and Strong Edge states is reduced to 4.
Sword attacks from skills also grant 1 stack of Sword Tip on hit.
When triggering Super Armor Clash, your own Energy will not be reduced, and the enemy will be Stunned.
The Whirling Cut (Dash) skill becomes available on Sword and Shield. Whirling Cut (Dash): Quickly dash to attack, dealing Physical Damage. Use this skill again within a short time to cast Whirling Cut. Whirling Cut (Dash) has a shorter base cooldown in trio mode.
The Whirling Cut (Bounce) skill becomes available on Sword and Shield. Whirling Cut (Block): Raise the shield for an omnidirectional Perfect Block, then perform a fierce slash dealing Physical Damage. Use this skill again to cast Whirling Cut. Whirling Cut (Block) has a shorter base cooldown in trio mode.
Gain 1 stack of Sword Tip on skill hit. While in the Blade Edge or Strong Edge state, this skill deals increased damage.
After a successful Perfect Block triggered by Whirling Cut (Block), Whirling Cut grants Super Armor, and its Damage Multiplier is increased.
Woodling merchants will offer you a discount during matches.
Allows you to learn the spawn location of the Smuggler Woodling and Soul Ferry in advance.
Greatly increases damage dealt to Returner Woodlings.
Hold Major Action to chant, consuming more Psionic Energy. After hitting an enemy player, it recovers Health for the ally with the lowest Health. Healing scales with Attack.
After firing two enhanced orbs, the next enhanced orb will have greatly increased flight speed and tracking effect.
Hold Major Action to chant, consuming more Psionic Energy to fire an enhanced orb with a higher Damage Multiplier.
If a Shield applied by a Reverent remains undamaged for a period of time, it automatically recovers Shield value. The recovery speed scales with Attack.
After the Blinding Rune causes players to have obstructed vision, it recovers Psionic Energy for the Seer. The more players with obstructed vision, the more Psionic Energy is recovered.
Enemy players within a certain range of the Blinding Rune have their vision obstructed even if they are not facing it.
Enemies knocked back by the Intimidation Rune have reduced Movement Speed for a period of time.
Enemies become Stunned for a period of time after breaking free and leaving the Binding Rune's range.
When enemies remain in contact with the Burst Rune for an extended period or enter the rune area multiple times, the attached rune energy increases, causing the explosion to have increased Damage Multiplier.
While within the range of your own Punishment Rune, hitting an enemy with your magic orb immediately triggers a follow-up attack from the Punishment Rune. The more Psionic Energy consumed by the magic orb that hits the enemy, the higher the Damage Multiplier of the follow-up attack. Follow-up attacks triggered by enhanced orbs restore Psionic Energy to the Reverent.
Increases the duration of Super Armor provided by Death Ward.
When Death Ward's death prevention effect ends, the target gains a shield. Shield value scales with Attack.
When your Health is below a certain percentage of your Maximum Health, increases the healing of [Rune: Drain].
[Rune: Sweep] deals partial True Damage.
Increases the healing reduction effect caused by [Rune: Corruption] and its duration.
Increases the duration of the Movement Speed reduction effect caused by [Rune: Ankle Cut].
Increases the dash distance of [Rune: Stun].
Reduces the duration of the Healing Rune but increases the Health recovery rate.
Increases the shield value provided by the Shelter Rune.
Allied units within the Windwalker Rune's area of effect gain increased dodge energy recovery speed.
Healing Art recovers additional Health based on the target's missing Health.
Healing Art removes all debuffs with remaining duration from the target.
Impact Sigil reduces the healing received by enemies hit and reduces their Movement Speed.
Impact Sigil recovers a certain amount of Curse Mana upon hitting enemies.
While Paralysis Curse is active, movement speed is no longer reduced, and casting while moving is allowed.
Paralysis Curse recovers a certain amount of Curse Mana upon hitting enemies.
Increases the healing bonus.
Increases shield strength and additionally increases shield strength based on Magic Damage.
Gain a shield when performing Breakaway. This effect has a cooldown. Shield value scales with Attack.
The enhanced orb recovers Psionic Energy after landing a critical hit. The more Psionic Energy the enhanced orb consumes, the more Psionic Energy it recovers. If the critical hit strikes a player, it recovers even more Psionic Energy.
Reduces the chanting time of Psionic Shield.
When the shield provided by Psionic Shield is destroyed, replaced, or expires, it refunds charge time for the Psionic Shield skill based on the total damage absorbed during its duration.
After using the branch attack Shapebreak from Shapeshift, increases Physical Damage and Magic Damage dealt for a period of time.
Increases the duration and Movement Speed of Shapeshift.
When enemy players are within the range of Thorn Sigil, their dodge distance is reduced.
Gain Magic Resistance and Physical Resistance while within the range of Thorn Sigil.
Gain a certain amount of Curse Mana after using Breakaway.
Enemies hit by Wind Surge are Stunned for a period of time if hit again by an enhanced orb within a short period. The more Psionic Energy the enhanced orb consumes, the longer the Stunned effect lasts.
Increases the knockback distance of Wind Surge.
Successfully casting Wind Surge increases your Movement Speed for a period of time.
Attacks during Zeal grant increased Curse Mana.
Gain Super Armor during Zeal with increased Magic Resistance and Physical Resistance.
Continuously gain Curse Mana during Zeal.
Immediately recovers a large amount of Curse Mana upon entering Zeal.
Increases the duration of Zeal and boosts Movement Speed. However, taking damage reduces the duration of Zeal.
Dealing damage with a Mace increases the duration of Zeal. The number of times this effect can trigger per Zeal is capped.
After hitting an enemy with Dual Blades, increases Physical Damage dealt by Dual Blades for a period of time, stacking up to 5 times. At maximum stacks, additionally grants Physical Piercing.
When hitting enemies with Dual Blades attacks, applies a stackable Wound that lasts for a short duration. When Wound reaches 10 stacks, it detonates and deals True Damage to the target.
Flurry Strike can now be charged up to 2 times. Lv.2 Charge: Increases Damage Multiplier and dash distance.
Pursuit Strike no longer consumes Energy, but this effect has a cooldown.
When performing Light Strikes, Heavy Strikes, and casting skills with dual blades equipped, one dodge can be performed. This dodge still costs dodge energy but allows for earlier recovery cancellation.
Hitting enemies with Fang Rush or Bloody Blade Dance removes negative effects that prevent dodge energy recovery and additionally recovers Energy.
After hitting an enemy with Bloody Blade Dance, increases Physical Damage for a period of time, stacking up to 4 times. During Bloody Blade Dance, you can deflect enemy projectiles. Successfully deflecting enemy projectiles recovers a certain amount of Energy.
Bloody Blade Dance can be quickly activated after a Dodge. Using Bloody Blade Dance this way temporarily halts dodge energy recovery.
Sword Aura from Bloody Blade Dance recovers Energy upon hitting enemies.
Enemies hit multiple times by Crow Storm are stunned. Players already stunned only take damage and do not accumulate Crow Storm stacks.
Increases the flying speed and maximum range of the crows in Crow Storm. Increases the AoE of Crow Storm.
Flash Stride can be held to charge up twice. However, the dash distance is reduced when not charged. 1st charge: Slightly increase Damage Multiplier and dash distance. 2nd charge: Increase Damage Multiplier and dash distance.
When Flash Stride hits, you recover Energy for each enemy hit.
Inspiring Impale no longer consumes Energy.
After Inspiring Impale hits, it applies Healing Block for a period of time.
After casting Phantom Shift, casting it again will return to the location of the first Phantom Shift cast.
After casting Phantom Shift, gain Super Armor while increasing Physical Resistance and Magic Resistance for a period.
After Poison Crow Mark hits, it applies Healing Block for a period of time.
After Poison Crow Mark hits, impair their vision and hearing for a period.
Poison Crow Mark recovers a certain amount of Energy upon hitting enemies.
Casting Shadow Strike increases Physical Damage for a period of time.
When the afterimages summoned by Shadow Strike hit enemies, Shadow Strike's remaining cooldown is greatly reduced.
Shadow Wheel Slash consumes more Energy but deals increased Physical Damage.
After Shadow Wheel Slash hits an enemy, reduce their Movement Speed for a period of time.
Each hit of Shadow Wheel Slash's branch attacks reduces the remaining cooldown of Sneak and additionally recovers Energy.
Within the Smoke Bomb's area of effect, all interactions are disabled for both allies and enemies, and your Smoke Bombs can now be thrown to a targeted area.
Within the Smoke Bomb's area of effect, reduces enemy Movement Speed and the Healing they receive.
After exiting Stealth or Shadow Veil, all Dagger backstabs are treated as critical hits for a period of time.
Exiting Stealth allows entering Shadow Veil after a brief delay. After exiting Shadow Veil, using a Dagger to attack enemies within a short time will cause you to re-enter Shadow Veil for a fixed duration after a short delay. The maximum number of times you can re-enter Shadow Veil through Frequency Shift after exiting Shadow Veil is 3. This count resets each time you exit Stealth.
Exiting Stealth unharmed while wielding a Dagger grants significantly increased Physical Damage and continuous Energy recovery for a certain period.
While in Stealth, your Movement Speed is increased when moving toward enemies within a certain range.
Upon casting Spinning Slash, increase Physical Damage for a period of time.
While in Stealth, you cannot be detected and will not make any sound if not moving.
Killing an enemy player immediately resets the remaining cooldown of Sneak and fully recovers Energy.
Each time you enter Stealth or Shadow Veil, your Movement Speed is greatly increased for a short duration.
While in Stealth, interactions won't break Stealth, but the interaction speed will be slower.
Sneak allows you to quickly enter a Stealth state.
After hitting an enemy, increase Movement Speed for a period of time.
When Light Strikes hit enemies, reduces the remaining cooldown of the currently equipped weapon's exclusive skills. Dagger Exclusive Skills: Flash Stride, Sneak Dual Blades Exclusive Skills: Spinning Slash, Inspiring Impale
Fire Bolt deals partial True Damage. Fire Bolt does not benefit from this effect when chanting is incomplete.
Flameblade deals a portion of damage as True DMG.
Jumping does not interrupt chanting.
Increases Movement Speed while chanting.
When Energy is low, increases Energy Recovery Speed.
Dodging does not interrupt chanting. This effect has a cooldown.
Reduces the base cooldown of Crystal Icebolt and increases its maximum duration.
Reduces the base Energy cost of Deep Freeze.
Increases the Chanting Speed of Gravitational Vortex.
Reduces the dodge distance of enemies hit by Stardust Tempest.
Stardust Torrent can be guided into a stronger stage.
Reduces the Movement Speed of enemies hit by Thunderstrike. This effect can stack up to 2 times.
Each enemy hit by Thunderstorm Sigil reduces its remaining cooldown.
Hitting an enemy with Thunder Pierce reduces the skill’s remaining cooldown time.
Increases the damage area of Meteor Charm. Meteor Charm does not benefit from this effect when chanting is incomplete.
During Rockblast preparation, reduces the Movement Speed of all enemies within range.
Star Shock knocks back enemies and reduces their Movement Speed.
Meteor Impact can now knock up enemy players in Super Armor state, but its base cooldown is increased.
Increases Chanting Speed for Stardust spells. When chanting Stardust spells, the first attack received will not interrupt chanting (Stardust Torrent's casting phase also benefits from this effect). This effect has a cooldown.
Elemental reactions are enhanced to trigger additional effects based on the element type that detonates the Elemental Mark. Thunder: Fires a lightning chain at the nearest enemy, bouncing multiple times and dealing Magic Damage to enemies. Fire: Continuously deals Magic Damage to enemies for a period of time. Ice: Inflicts Frozen on enemies for a period of time. Fire Bolt and Thunderstrike do not apply Elemental Marks to enemies when chanting is incomplete.
After triggering Elemental Arcana, gain Surge for a period of time. While Surge is active, casting elemental spells consumes Surge. If a spell that consumes Surge hits an enemy, it immediately triggers Elemental Arcana. This effect has a cooldown.
Increase Movement Speed after casting an Elemental Magic.
Hold Fn to skip the chanting phase while consuming more Energy. This effect has a cooldown.
While Stardust Arcana is on cooldown, each skill cast reduces its remaining cooldown by a certain amount.
Increases the maximum uses of Eye of Insight.
Increase Movement Speed while Shadow Veil is active.
Increases the knockback distance of Cryptic Cyclone.
Forbidden Gate no longer blocks allied units. Allied units passing through Forbidden Gate gain increased Movement Speed for a period of time.
Increases the duration of Arcane Armor.
Reduces the base cooldown of Cryptic Ward.
Increases the Chanting Speed for Phantom Step while increasing its cooldown.
Restore Energy while Mistwalk is active.
Compresses the attack width of Breaker Shield Bash while greatly increasing its range, additionally applying an effect that reduces the enemy's dodge distance.
Attacks from Breaker Shield Bash apply a Slow effect.
The sweeping attack from Breakthrough Charge's second-stage branch can immediately execute enemies affected by Wither.
The sweeping attack from Breakthrough Charge's second-stage branch grants brief Super Armor.
Wither applied by a Greatsword now automatically executes itself when its duration ends, and the Wither status can no longer be refreshed. However, the explosion from the automatic execution does not apply Wither to affected enemies.
Wither applied by a Greatsword also inflicts a linked debuff. When Execute extends Wither's duration, additional linked debuffs are applied. Up to 3 linked debuffs can be applied, in order: slightly reduced Movement Speed; slightly increased Vulnerability; slight Health loss over time. When Wither is removed, all linked debuffs are removed as well.
Enhances the explosion triggered by Counter-Impact's shield bash, knocking back other units near the primary target and applying a Slow effect to all enemies within the area for a set duration.
The area explosion from Wither executed by a Greatsword reapplies Wither to all affected enemies.
Casting a Polearm and Shield skill enhances the shield bash of the next Charged Dash. Upon hitting the first enemy, it triggers an energy explosion that damages nearby enemies.
Execute with a Greatsword no longer consumes Wither (but damage is slightly reduced) and extends the duration of Wither.
When enemies affected by Wither die, you recover a small amount of Health. The recovery amount increases based on the number of debuffs linked to the target's Wither state, and is further increased if the target is a player. This effect does not apply when equipped with a Polearm and Shield.
Allows up to 2 dodges while raising the shield during Charged Dash (consumes Dodge Energy). Each dodge executed during this time increases the charge level of Charged Dash by 1.
Wither no longer explodes immediately when executed by a Greatsword; instead, it triggers an area explosion after a brief delay with increased damage.
Casting a Polearm and Shield skill (when the skill's key effect is triggered) increases the charge level of Charged Dash by 1 for a short duration.
Dodging forward while raising the shield during Charged Dash grants Super Armor, increases the dash distance, and deals damage, while also executing enemies affected by Wither.
The radius for Intervene to apply a Shield is increased.
Targeting an ally in a downed state with Intervene applies a Redemption Mark. While marked, the target cannot be executed and will automatically be revived after a set duration. The mark breaks upon sustaining a certain amount of impact.
Intervene also grants an additional boost to the ally's Movement Speed.
The sweeping strike of Javelin Thrust is replaced with a heavy kick that knocks the enemy back a significant distance (allowing for camera adjustments during the animation to control the knockback direction). This effect only applies to small-sized units and players, and cannot affect units in a special state, such as Super Armor or Frozen.
Enemies knocked back by the heavy kick are stunned briefly if they collide with a wall. If they collide with another enemy, both units are stunned.
Greatly increases the duration for which the weapon remains fully charged with Judgment energy.
After Breakaway, the weapon is instantly fully charged with Judgment energy.
A successful execution briefly increases Physical Damage.
Increases Magic Resistance.
After casting any Greatsword skill, press Major Action to branch into Pursuit.
A successful parry greatly reduces this skill's remaining cooldown once.
Radiant Retribution's displacement distance is increased.
The final strike of Radiant Retribution can execute enemies affected by Wither.
Hitting an enemy with Rainbow Piercer grants Super Armor for a set duration. This effect triggers only once per cast.
Rainbow Piercer can continuously push a small-sized unit (player or mob) forward. The pushed unit cannot use Breakaway, though the Energy cost of the skill increases while pushing. Units in a special state (such as Super Armor or Frozen) cannot be pushed.
During Sacred Bulwark, you can move and slowly turn.
Sacred Bulwark drastically increases the durability of the energy barrier, allowing it to withstand attacks with higher impact.
Every two rounds of rapid thrusts from Spear Barrage increases the charge level of Charged Dash.
Thorn Guide can interact with the environment (e.g., ground, walls) to pull yourself toward them for rapid movement.
Enemies pulled by Thorn Guide have reduced Movement Speed for a period of time.
Increases Skill Cooldown Speed.
When wielding a Greatsword, you can equip one additional skill, but the Polearm and Shield has one skill slot disabled.
When wielding a Polearm and Shield, you can equip one additional skill, but the Greatsword has one skill slot disabled.
Withering Mark can pass through enemies to hit more targets, and its knockback effect is enhanced.
Withering Mark can immediately execute enemies affected by Wither. (If the target is not inflicted with Wither, Wither will be applied first.)
The database currently tracks 235 talents. By type: Core Archetype (11), Weapon Mastery (9), Battle Hardened (6), Zeal Enhancement (6), Supreme Arcane (6).
Yes. Each talents page includes search and filter controls. Use the type dropdown to narrow by weapon type, slot, item category, or enemy tier, and the rarity dropdown to focus on specific rarity tiers.
On desktop, hover any card to see detailed stats in a tooltip. The stats include combat value, durability, attack, defense, and other relevant fields depending on the category.
All data is sourced from Mistfall Hunter game files and community contributions at GameGuidesBox.com, then formatted for easy browsing and comparison.
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