nyuuzyou/wikis huggingface dataset:
Weapon Blocking

Weapon Blocking (Alt: Weapon Blocking) is a 3rd class active skill available as Guillotine Cross.
==Effect==
Allow to automatically block melee physical attacks temporarily. When blocking a hit, this skill can be followed up with Weapon Crush or Eternal Slash. After blocking a hit, will be activated for 10 seconds, during which Counter Slash can be used. Maintaining this skill active will drain 3 SP every 5 seconds and can be cancelled by using it again.
Level	Chance of Effect	SP Cost
1 	12% 	40
2 	14% 	36
3 	16% 	32
4 	18% 	28
5 	20% 	24
===Notes===
*The incoming attacks do not have to hit the user to engage a block.
*A blocked hit will cause a movement delay that lasts approximately 1.5 seconds. This will not prevent the usage of skills.
==Changelog==
*
**After blocking a hit, will be activated for 10 seconds, during which Counter Slash can be used.
Weapon Crush

Weapon Crush (Alt: Weapon Crush) is a 3rd class offensive skill available as Guillotine Cross.
==Effect==
Perform a retaliation after blocking a hit, which will inflict 100% physical damage. It has a chance of divesting the attacker's equipped weapon, which is the same chance as the Rogue's Divest Weapon skill. This skill can only be used when blocking a strike.
Level	Base Duration	Base Duration
Level	vs. Monster 	vs. Player
1 	90s 	75s
2 	120s 	90s
3 	150s 	105s
4 	180s 	120s
5 	210s 	135s
*Base Duration is affected by the difference between both the user's and target's DEX. (, )
Weapon Materials

==Axes==
==Daggers==
==Fists==
==Maces==
==Spears==
==Swords==
==Two-handed Swords==
==Metals and Stones==
{|class="wikitable" style="font-size:smaller;"
|-style="font-size:small;"
!Result!!colspan=2|Materials
|-
!
|colspan=2|
|-
!
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Category:General Information
Weapon Perfection

Weapon Perfection (Alt: Weapon Perfection) is a 2nd class supportive skill available as Blacksmith and Mastersmith.
==Effect==
Removes the size penalty associated with the equipped weapon of the user and party members temporarily.
Level	Duration	SP Cost
1 	10s 	18
2 	20s 	16
3 	30s 	14
4 	40s 	12
5 	50s 	10
==External==
===Bestowed from===
* - Level 1; If upgrade level is +9 or higher, autocast when physically attacking
* - Level 3; Autocast when physically attacking
*Swordsman Card Set - Level 1; Autocast when physically attacking (Swordman class only)
*Boys White Hat - Level 1; Autocast when physically attacking. When refined to +5 or higher, Increases chance to autocast based on refined level of the hat
Weapon Quicken

Weapon Quicken (Alt: Weapon Quicken) is an active skill available to Mercenaries.
==Effect==
Places a temporary buff on the mercenary that increases Attack Speed.
Level	Duration	SP Cost
1 	30s 	14
2 	60s 	18
3 	90s 	26
4 	120s 	28
5 	150s 	30
6 	180s 	34
7 	210s 	38
8 	240s 	42
9 	270s 	46
10 	300s 	50
===Notes===
*Unlike Two Hand Quicken, this skill does not have animation.
==Mercenaries who know this skill==
*Nami (3rd Grade Bowman) - Level 1
*Hiyori (8th Grade Bowman) - Level 2
*Suki (10th Grade Bowman) - Level 5
*Luise (3rd Grade Fencer) - Level 1
*Paolo (6th Grade Fencer) - Level 5
*Thierry (8th Grade Fencer) - Level 10
*Wayne (10th Grade Fencer) - Level 10
*Thyla (6th Grade Spearman) - Level 2
*Roux (10th Grade Spearman) - Level 5
*Doppelganger Mercenary - Level 5
Weapon Repair

Weapon Repair (Alt: Repair Weapon) is a 2nd class supportive skill available as Blacksmith and Mastersmith.
==Effect==
Repairs the damaged equipment of a single target, allowing it to be usable again. The required item varies depending on the equipment to be repaired.
Equipment 	Material
Lv1 Weapon	
Lv2 Weapon	
Lv3 Weapon	
Lv4 Weapon	
Armor 	
===Notes===
*Can activate 3 cells away from target, but only succeeds if target is within 2 cells.
Weaponry Research

Weaponry Research (Alt: Weaponry Research) is a 2nd class passive skill available as Blacksmith, Mastersmith and expanded Super Novice.
==Effect==
Raises the success rate of forging. This skill also raises Physical Attack (Weapon Mastery) and the accuracy with any weapon.
Level	Forging Rate Increase	ATK Increase	
1 	1% 	2 	102%
2 	2% 	4 	104%
3 	3% 	6 	106%
4 	4% 	8 	108%
5 	5% 	10 	110%
6 	6% 	12 	112%
7 	7% 	14 	114%
8 	8% 	16 	116%
9 	9% 	18 	118%
10 	10% 	20 	120%
===Notes===
*The bonuses are apparently scaled according to the user's Job Level.
*This skill does not increase the success rate of weapon upgrades performed by NPCs.
Weapons

== General Overview ==
:For a general overview: Weapons General Overview
== Weapon List==
Each class has its own specialty concerning weapons (aside from TaeKwon), and some weapons are more versatile, usable by multiple classes. There are 14 types of weapons:
* Bows (Archer classes and Rogue)
* Instruments (Bard)
* Whips (Dancer)
* One Handed Swords
* Two Handed Swords (Swordsman classes)
* Rods
* Maces
* Knuckles (Monk and Priest)
* Books
* Daggers
* Spears (Swordsman classes)
* Katars (Assassin)
* Axes
* Guns (Gunslinger classes)
* Huuma Shuriken (Ninja classes)
There are also "Support" weapons, which are used in conjunction with the main weapons. In the equipment window, it will show up in the center of your character's sprite. Usually these items are consumed when you execute an attack.
* Arrows (Archer classes)
* Bullets (Gunslinger classes)
* Cannon Ball (Mechanic and Genetic)
* Shuriken and Kunai (Ninja classes)
* (Assassin)
== Weapon Level ==
There are 5 levels of weapon, which directly affect how that weapon is upgraded, the effect upgrading has on that weapon, and the ATK and MATK variance of the weapon.
Weapon Level	Upgrade Catalyst	Catalyst Cost 	Upgrade Cost	Bonus ATK per Upgrade	Safety Level
Level 1 	 	200 Zeny from NPC Shop 	50 Zeny 	+2 	+7
Level 2 	 	1,000 Zeny from NPC Shop	200 Zeny 	+3 	+6
Level 3 	 	Monster Drop 	5,000 Zeny 	+5 	+5
Level 4 	 	Monster Drop 	20,000 Zeny 	+7 	+4
Level 5 	 	Ether Dust + Oridecon 	50,000 Zeny 	+8 	+3
For full information on refinement, please see the Refinement System article.
Category: Weapons
Category: Items
Weekly Turn-In Events/2023

== January 12 - January 26 2023 ==
Weekly Turn-In Monsters	Weekly Turn-In Monsters	Weekly Turn-In Monsters 	Weekly Turn-In Monsters	Weekly Turn-In Monsters	Weekly Turn-In Monsters	Weekly Turn-In Monsters	Weekly Turn-In Monsters	Weekly Turn-In Monsters
Map 	From date 	Monster 	Lvl 	Element 	Race 	Size 	Bounty 	Eden
Low TI (70-100) 	January 12 	https://db.irowiki.org/image/monster/1884.png	84 	Earth 3 	Plant 	Medium 	- 	-
Low TI (70-100) 	January 12 	https://db.irowiki.org/image/monster/1198.png	98 	Undead 4 	Demon 	Medium 	Geffen (80-100) 	Eden (91-99)
Low TI (70-100) 	January 19 	https://db.irowiki.org/image/monster/2071.png	80 	Fire 3 	Demon 	Large 	- 	-
Low TI (70-100) 	January 19 	https://db.irowiki.org/image/monster/1417.png	90 	Shadow 1 	Brute 	Medium 	- 	Eden (86-90)
 	 	 	 	 	 	 	 	
Mid TI (101-125) 	January 12 	https://db.irowiki.org/image/monster/1148.png	102 	Neutral 2 	Demon 	Medium 	Comodo (80-105) 	Eden (100-110)
Mid TI (101-125) 	January 12 	https://db.irowiki.org/image/monster/1772.png	124 	Neutral 4 	Demi-Human 	Medium 	Rachel (120~140) 	Eden (121-130)
Mid TI (101-125) 	January 19 	https://db.irowiki.org/image/monster/1775.png	103 	Water 2 	Formless 	Large 	Rachel (100-120) 	Eden (100-110)
Mid TI (101-125) 	January 19 	https://db.irowiki.org/image/monster/1682.png	121 	Undead 2 	Undead 	Medium 	Lighthalzen (120-140) 	-
 	 	 	 	 	 	 	 	
High TI (126-150) 	January 12 	https://db.irowiki.org/image/monster/1753.png	128 	Shadow 3 	Demon 	Medium 	Hugel (120-140) 	-
High TI (126-150) 	January 12 	https://db.irowiki.org/image/monster/1919.png	132 	Shadow 3 	Demon 	Medium 	- 	Eden (131-140)
High TI (126-150) 	January 19 	https://db.irowiki.org/image/monster/2024.png	133 	Earth 2 	Formless 	Large 	Manuk (120-140) 	-
High TI (126-150) 	January 19 	https://db.irowiki.org/image/monster/2366.png	148 	Neutral 3 	Formless 	Small 	Eclage (145-165) 	-
Weekly Turn-In Events/2025

== January 21 ~ February 06 ==
Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters
Level Range 	From date 	Monster 	Lv. 	Element 	Race 	Size 	Bounty Board 	Eden Group
Low TI (70-100) 	January 21 	 	86 	Earth 1 	Dragon 	Medium 	Bounty Board (80-100) 	Eden (86-90)VIP Turn-In (61-80)
Low TI (70-100) 	January 21 	 	98 	Earth 2 	Demon 	Large 	- 	-
Low TI (70-100) 	January 09 	 	81 	Fire 2 	Demi-Human 	Large 	Al de Baran (100-120) 	-
Low TI (70-100) 	January 09 	 	100 	Wind 3 	Demon 	Medium 	Geffen (80-100) 	-
 	 	 	 	 	 	 	 	
Mid TI (101-125) 	January 21 	 	121 	Earth 2 	Demi-Human 	Large 	- 	-
Mid TI (101-125) 	January 21 	 	121 	Poison 1 	Insect 	Large 	- 	-
Mid TI (101-125) 	January 09 	 	115 	Shadow 2 	Demi-Human 	Medium 	Geffen (100-120) 	Eden (111-120)
Mid TI (101-125) 	January 09 	 	121 	Undead 2 	Undead 	Medium 	Lighthalzen (120-140) 	-
 	 	 	 	 	 	 	 	
High TI (126-150) 	January 21 	 	148 	Neutral 3 	Formless 	Small 	Eclage (145-165) 	-
High TI (126-150) 	January 21 	 	136 	Earth 2 	Insect 	Medium 	Manuk (140-160) 	Eden (131-140)
High TI (126-150) 	January 09 	 	144 	Earth 2 	Insect 	Medium 	Mora (140-160) 	-
High TI (126-150) 	January 09 	 	126 	Earth 1 	Demon 	Small 	Veins (120-140) 	-
== January 09 ~ January 21 ==
Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters	Gramps Turn-In Monsters
Level Range 	From date 	Monster 	Lv. 	Element 	Race 	Size 	Bounty Board 	Eden Group
Low TI (70-100) 	January 09 	 	81 	Fire 2 	Demi-Human 	Large 	Al de Baran (100-120) 	-
Low TI (70-100) 	January 09 	 	100 	Wind 3 	Demon 	Medium 	Geffen (80-100) 	-
Low TI (70-100) 	December 19 	 	86 	Shadow 1 	Demi-Human 	Medium 	Al de Baran (80-100) 	Eden (86-90)
Low TI (70-100) 	December 19 	 	92 	Neutral 1 	Formless 	Large 	- 	-
 	 	 	 	 	 	 	 	
Mid TI (101-125) 	January 09 	 	115 	Shadow 2 	Demi-Human 	Medium 	Geffen (100-120) 	Eden (111-120)
Mid TI (101-125) 	January 09 	 	121 	Undead 2 	Undead 	Medium 	Lighthalzen (120-140) 	-
Mid TI (101-125) 	December 19 	 	120 	Holy 3 	Brute 	Medium 	Splendide (100-120) 	Eden (111-120)
Mid TI (101-125) 	December 19 	 	110 	Water 3 	Formless 	Large 	Rachel (100-120) 	Eden (100-110)
 	 	 	 	 	 	 	 	
High TI (126-150) 	January 09 	 	144 	Earth 2 	Insect 	Medium 	Mora (140-160) 	-
High TI (126-150) 	January 09 	 	126 	Earth 1 	Demon 	Small 	Veins (120-140) 	-
High TI (126-150) 	December 19 	 	143 	Wind 2 	Insect 	Medium 	Mora (140-160) 	-
High TI (126-150) 	December 19 	 	140 	Neutral 1 	Formless 	Small 	Bounty Board (140~160) 	-
Weekly Turn-In Events/Archive

== Overview ==
This is an archive of the Weekly Turn-In Events page for the current year.
 2025
= Previous Years =
 2024, 2023
 2022
, 2021
, 2020
2019
, 2018
, 2017
 2016
, 2015
, 2014
 2013
, 2012
, 2011
Weight Limit

== General ==
The weight limit is how much you can carry. If a character is carrying 50% or more of the weight limit, he has minor overweight. Minor overweight cancels HP Recovery, SP Recovery, Increase HP Recovery and Increase SP Recovery as well as restricting the use of skills that create items, like Find Stone and Arrow Crafting. When carrying 90% or more of the weight limit, the character has major overweight. During major overweight, a character cannot attack or use skills at all.
Pushcart does not increase your character's weight limit. See the skill description for how it works.
== Calculation ==
 var MAX_WGT = 2000;
 MAX_WGT += 30 * BASE_STR;
 MAX_WGT += WGT_JOB;
 MAX_WGT *= 1 + WGT_MULT;
 MAX_WGT += WGT_MOD;
 
 BASE_STR : Base stat value of STR
 WGT_JOB : See the job modifier table
 WGT_MOD : Sum of modifiers
 WGT_MULT : Sum of weight multiplier
Base value 2000. Add 30 per base STR. Add mod from job. Multiply by multiplier from skills. Add modifiers.
=== Modifiers ===
* Dragon Training: +300 per level
* Enlarge Weight Limit: +200 per level
* Madogear License: +1500 when wearing Madogear
* Peco Peco Ride: +1000 when mounted
* SLS Courier: +10% per level
* Baby classes have the same job modifier as Novices
Note that there are two versions of Enlarge Weight Limit. One of them is a merchant class skill, while the other can be obtained through the use of the Kafra Shop item Gym Pass. These two versions do stack.
=== Job modifiers ===
Swordsman 	Swordsman 	Archer 	Archer 	Thief 	Thief 	Acolyte 	Acolyte 	Merchant 	Merchant 	Mage 	Mage 	Novice/Super Novice 	TaeKwon Kid 	TaeKwon Kid 	Gunslinger 	Ninja 	Summoner 	 	
800 	800 	600 	600 	400 	400 	400 	400 	800 	800 	200 	200 	0 	800 	800 	800 	600 	0 	 	
Knight 	Crusader 	Hunter 	Dancer Bard 	Assassin 	Rogue 	Priest 	Monk 	Blacksmith	Alchemist 	Wizard 	Sage 	Super Novice 	TaeKwon Master	Soul Linker 	Rebel 	Kagerou Oboro 	 	 	
800 	800 	700 	700 	400 	400 	600 	600 	1000 	1000 	400 	400 	0 	800 	400 	800 	600 	 	 	
Rune Knight 	Royal Guard 	Ranger 	Maestro Wanderer 	Guillotine Cross	Shadow Chaser	Arch Bishop	Sura 	Mechanic 	Geneticist	Warlock 	Sorcerer 	Expanded Super Novice	Star Emperor 	Soul Reaper 	  	  	  	 	
2000 	1500 	1200 	1200 	1200 	800 	1000 	1000 	1800 	1200 	1000 	1000 	0 	800 	600 	  	  	  	 	 
Dragon Knight	Imperial Guard	Wind Hawk	Troubadour Trouvere	Shadow Cross 	Abyss Chaser 	Cardinal 	Inquisitor	Meister 	Biolo 	Arch Mage	Elemental Master	Hyper Novice 	Sky Emperor 	Soul Ascetic	Night Watch	Shinkiro Shiranui	Spirit Handler	 	
2500 	2500 	2200 	2200 	2200 	2200 	2000 	2200 	2800 	2200 	2000 	2000 	2000 	2200 	2200 	? 	? 	2200 	 	
 
Category:Mechanics
Werner Laboratory Central Room

Note: You can exit, enter, and re-create the instance as many times as you want until you kill Cutie. YSF01 Seyren has no effect. 
#Go to top right corner and talk to Rookie to enter.
#Inside, speak to Rookie outside the laboratory and ask:
#* To fight , pick "About the monster in the central room". Tell him "I am the pet child hunter!"
#* To fight YSF01 Seyren, pick "About YSF01"
#:
#Navigate your way through Werner Laboratory and find Rookie on the east side. Talk to him and he will activate the portal to the instance.
#:
#Click on Central Room portal to the right of Rookie to enter the instance.
#Once inside, walk all the way north, you can ignore all the that appear and kill only the ones guarding each security device.
#Just like before, there are two Security Devices, one to the west and one to the east.
#*Refer to the Displayed Samples and Security Device Access section below for a guide on how to activate them.
#Once both are activated, you can now pass through the central gate in the main hallway.
#This version of the instance spawns 3 Special Guards on each side of the room when you walk through the hallways. Defeat them to enable the Security Device NPCs.
#Activate both Security Devices once again and then enter the warp at the center-north of the room.
#In this new room, walk on the warp by the big door, and you can rewatch the story or you can skip it to move straight to the MVP.
#*Note: If planning (or trying) to kill both, fight YSF01 Seyren first.
#*Choose "Story" to fight YSF01 Seyren.
#*Choose "Battle" to fight Cutie.
#Once you defeat the monster(s) of choice, speak with Rookie outside the laboratory to receive 3 Schwartz's Honor Token for each daily completed.
::Rookie believes that this Cutie was one of the objects that split itself by being transplanted with the hearts of Ymir.
==== Displayed Samples and Security Device Access ====
Arranged along both sides of the central hallway are displayed samples/specimens with names differentiated as either RED or BLUE.
When Security Devices provide a specimen's name, you will need to enter the opposing color.
There are two Security Devices assigned to each gate in the first 2 areas. If the correct color is given, that Security Device will be activated. But if the wrong color is given, both Security Devices in that room will reset. 
Notes: For the colorblind, the first choice presented by Security Devices will be the Red option. The second option will be Blue.
{| class="wikitable sortable sortable" style="float: left;"	
Sample Name 	Correct Answer
Contradiction	Red
Dusk 	Red
Sunset 	Red
Girl 	Red
Glow 	Red
Happiness 	Red
Solitude 	Red
Rose 	Red
Sea 	Red
Twilight 	Red
HomeComing 	Red
=== Monster List ===
*Special Guard
*YSF01 Seyren
*Cutie
Whip

Whips are weapons used by Dancers. Many have slotted varieties. They are one-handed weapon.
Size 	Damage
Small 	75%
Medium	100%
Large 	50%
== List ==
Name	Possible Slots	Level	Attack	Weight	Additonal Notes
 	, 	1 	45 	40 	N/A
 	, 	2 	80 	30 	N/A
 	, 	2 	95 	100 	N/A
 	0 	3 	50 	0 	DEX +2. Increases physical damage vs. Demi-Human. Increases the damage inflicted with Arrow Vulcan.
 	0 	3 	125 	0 	Character bound.
 	0 	3 	110 	70 	N/A
 	0 	3 	110 	70 	N/A
 	0 	3 	110 	70 	N/A
 	, 	3 	135 	90 	N/A
 	0 	3 	110 	70 	N/A
 	0 	3 	120 	40 	CRIT +20
 	1 	3 	170 	50 	MATK +50. Decreases variable casting time of Deep Sleep Lullaby and Swing Dance. SP cost of each skill decreased by 4 for each upgrade above +6.
 	, 	3 	105 	70 	LUK +3
 	0 	3 	50 	0 	Increases physical damage vs. Demi-Human. Physical attacks bypass the defense of Demi-Human.
 	, 	3 	120 	70 	N/A
 	3 	3 	110 	70 	AGI +2, DEX +3, The target gets knock backed by 2 cells when Slinging Arrow or 3 cells when Arrow Vulcan is used.
 	0 	4 	140 	120 	Bleeding by chance
 	0 	4 	185 	130 	Agi-Up by chance with level equal to refine rate
 	0 	4 	135 	70 	CRIT +5, Perfect Dodge +2, FLEE +10
 	2 	4 	100 	200 	AGI +2, INT +2, LvL 3 Jupitel Thunder by chance, Arrow Vulcan by chance with level equal to refine rate
 	0 	4 	50 	0 	Increases physical damage vs. Demi-Human. Physical attacks bypass the defense of Demi-Human. +6 upgrade bonus: Increases physical damage bonus til an upgrade of +14. Increases defense bypass.+9 upgrade bonus: Adds a chance of using Tarot Card of Fate Lv 5 on the target when Arrow Vulcan is used.
 	0 	4 	100 	40 	DEX +5, AGI +1
 	, 	4 	150 	110 	+10% dealt with Arrow Vulcan and Slinging Arrow
 	0 	4 	115 	30 	Poison by high chance
 	0 	4 	100 	100 	MATK +130, INT +2, AGI -2. Adds a low chance of triggering Siren's Voice Lv 1 with every physical attack.
 	1 	4 	110 	150 	SP +5 with each kill, LvL 1 Area Silence by chance, LvL 3 Frost Nova by chance when hit
 	2 	4 	120 	100 	INT +2, Adds a 10% chance of freezing the enemy when using Slinging Arrow. When upgraded to +10 or higher, chance increases to 20%.
==Related Links==
Category:Dancer
Whirlwind

__NOTOC__
Whirlwind (Alt: Violent Gale) is a 2nd class supportive skill available as Sage and Scholar.
==Effect==
Casts an area on the ground that amplifies all Wind property attacks and increases the flee rate of all characters within its area of effect. Each cast consumes a .
Level	Wind Damage Boost	FLEE Boost	Duration	SP Cost
1 	10% 	3 	1m 	48
2 	14% 	6 	2m 	46
3 	17% 	9 	3m 	44
4 	19% 	12 	4m 	42
5 	20% 	15 	5m 	40
=== Notes ===
*This skill extends the duration of Fire Wall by 50%.
*This skill cannot be cast on a cell currently affected by any floor skill or ground targeted skill.
*Initial cast consumes one and grants the Elemental Floor buff for the duration. Casting this skill, Deluge or Volcano while the buff is active will not incur a Gemstone cost.
==External==
===Bestowed from===
* - Level ; Autocast on self when physically attacking
==History==
 has the previous version of this skill before the 2020 skill updates.
==Changelog==
*
**Catalyst changed.
***Old: 
***New:
White Imprison

__NOTOC__
White Imprison (Alt: White Imprison) is a 3rd class active skill available as Warlock.
==Effect==
Attempts to leave a single target imprisoned behind a white curtain, rendering it immobilized. Imprisoned entities will only take damage from Ghost property attacks or from attacks that inflict fixed damage, such as Gravitational Field and Gloria Domini. When the curtain wears off, the target will take a set amount of fixed damage.
Level	Success Rate	Success Rate	Base Duration	Base Duration	Damage	SP Cost
Level	Vs. Monsters	Vs. Players 	Vs. Monsters 	Vs. Players 	Damage	SP Cost
1 	50% 	30% 	15s 	6s 	400 	50
2 	60% 	40% 	15s 	8s 	800 	55
3 	70% 	50% 	15s 	10s 	1,200 	60
4 	80% 	60% 	15s 	12s 	1,600 	65
5 	90% 	70% 	15s 	14s 	2,000 	70
 = [15 − {(Target_VIT + Target_LUK) ÷ 20}]s
===Notes===
*The user can cast this skill on itself with 100% success rate, in which case it lasts only 5 seconds.
*Although items or skills cannot be used while imprisoned, some status effects can still be applied, and even knock off the effects of this skill if used in a physical attack, but the damage is still applied when this skill ends.
*Some other single targeting skills, such as Marsh Of Abyss and Lex Aeterna, can still be used without having any direct effect on this skill.
*Status Recovery can successfully remove the effect of this skill without the target taking any damage.
Wild Fire

Wild Fire (Alt: Wild Fire) is a 4th Expanded class active skill available as Night Watch.
==Effect==
Fires a bullet towards the ground, inflicting ranged physical damage to targets within the range.
* If a Shotgun is equipped, inflicts more damage than a Grenade Launcher but within a narrower area.
* If a Grenade Launcher is equipped, inflicts damage in a wider area than a Shotgun.
* If you have an Aiming Count active, the skill consumes all the Aiming Count and skill damage is increased according to the amount of Aiming Count consumed.
===Shotgun===
Level	Base Damage (ATK)	Aiming Count Multiplier	Area of Effect
1 	2,000% 	500 	5x5
2 	3,500% 	1,000 	5x5
3 	5,000% 	1,500 	5x5
4 	6,500% 	2,000 	7x7
5 	8,000% 	2,500 	7x7
===Grenade Launcher===
Level	Base Damage (ATK)	Aiming Count Multiplier	Area of Effect
1 	1,800% 	500 	9x9
2 	3,100% 	1,000 	9x9
3 	4,400% 	1,500 	9x9
4 	5,700% 	2,000 	11x11
5 	7,000% 	2,500 	11x11
 Damage (ATK) = [(Base_Damage + (Aiming Count x Multiplier) + 5 x CON) x ]%
==External==
===Enhanced By===
====Headgear====
* 
** For every 10 base levels, increases damage by 1%.
====Armor====
* 
** If grade C or higher, increases damage by 5% for every 3 refine levels.
** If grade A or higher, increases damage by 5% for every 3 refine levels.
====Weapon====
* 
** For every 2 refine levels, increases damage by 6%.
* 
** Increases damage by 5%.
** If refine level is +5 or higher, increases damage by 10%.
** If refine level is +9 or higher, increases damage by 10%.
** If refine level is +11 or higher, increases damage by 5%.
** When equipped with -
*** For every 3 refine levels of weapon, increases damage by 4%.
*** If weapon is grade B or higher, increases damage by 10%.
*** When helmet is enchanted with , increases damage by 15%.
* 
** Increases damage by 5%.
** If refine level is +5 or higher, increases damage by 10%.
** If refine level is +9 or higher, increases damage by 10%.
** If refine level is +11 or higher, increases damage by 5%.
** When equipped with -
*** For every 3 refine levels of weapon, increases damage by 4%.
*** If weapon is grade B or higher, increases damage by 10%.
*** When helmet is enchanted with , increases damage by 15%.
* 
** For every 2 refine levels, increases damage by 6%.
** If grade C or higher, increases damage by 10%.
** When enchanted with -
*** Increases damage by 5%.
*** If Grade D or higher, increases damage by 3%.
*** If Grade B or higher, increases damage by 4%.
*** If Grade A or higher, increases damage by 6%.
* 
** Increases damage by 10%.
** If grade D or higher, increases damage by 5%.
** If grade C or higher, increases damage by 3%.
** If grade B or higher, increases damage by 5%.
** When equipped with , increases damage by 7% for every 2 refine levels of weapon.
====Accessory====
* 
** For every 10 base levels, increases damage by 1%.
====Shadows====
* 
** Increases damage by 5%.
** For every 3 refine levels, increases damage by 1%.
====Equipment Sets====
* + 
** If refine level is +10 or higher, increases damage by 10%.
** If grade C or higher, increases damage by 10%.
==Changelog==
* TBA
Will of Faith

Will of Faith (Alt: Will of Faith) is a 4th class passive skill available as Inquisitor.
==Effect==
When equipping a knuckle, increase physical damage against and reduce damage taken from Demon and Undead race.
Level	Damage Increase	Damage Reduce
1 	3% 	1%
2 	4% 	2%
3 	5% 	3%
4 	6% 	4%
5 	7% 	5%
6 	8% 	6%
7 	9% 	7%
8 	10% 	8%
9 	11% 	9%
10 	12% 	10%