Buffs

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Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump consume 50% less Endurance.

1
Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump consume 50% less Endurance. Leaving the Carp form generates an HP shield.

1
Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump consume 50% less Endurance. Leaving the Carp form generates an HP shield.

1
Scale Guard

Leaving the Carp form generates an HP shield that absorbs up to 30% of Max HP. This effect can only trigger once every 30 seconds.

110s
Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump consume 50% less Endurance. While out of combat, HP and Vitality recover over time. Leaving the Carp form generates an HP shield.

1
Fish Finds Water

In the Carp form, HP and Vitality recover over time while you are out of combat and in a non-gathering quicksand environment..

1
Fish Finds Water - Supreme

In the Carp form, HP and Vitality recover significantly over time while you are out of combat and in a colorful quicksand environment.

1
Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump no longer consume Endurance. While out of combat, HP and Vitality recover over time. Leaving the Carp form generates an HP shield.

1
Sandswirl Tail

After transforming into a carp using the movement Mystic Skill [Chasing the Moon], Sprint and Jump no longer consume Endurance. While out of combat, HP and Vitality recover over time. Leaving the Carp form generates an HP shield. In the Carp form, there is a 30% bonus chance to get double resources from gathering.

1
Defense Mastery

Reduces damage taken by 20%

1
Invigorated Warrior

Increases all damage and healing done by 5%. This effect is disabled for 5 seconds after being hit. Taking a hit also grants a Cage effect, increasing all damage taken by 5%.

1
Invigorated Warrior

Taking a hit grants an effect that increases damage taken for 5 seconds.

1
Prison

Increases all damage taken by 5%.

15s
Invigorated Warrior

Increases all damage and healing done by 5%. This effect is disabled for 5 seconds after being hit. Taking a hit also grants a Cage effect, increasing all damage taken by 3%.

1
Invigorated Warrior

Taking a hit grants an effect that increases damage taken for 5 seconds.

1
Prison

Increases all damage taken by 3%.

15s
Invigorated Warrior

Increases all damage and healing done by 5%. This effect is disabled for 5 seconds after being hit. Taking a hit also grants a Cage effect, increasing all damage taken by 3%. Cage is temporarily disabled for 5 seconds after landing any attack.

1
Escape From Cage

Lasts 5 seconds, during which damage taken is no longer increased.

15s
Invigorated Warrior

Increases all damage and healing done by 8%. This effect is disabled for 5 seconds after being hit. Taking a hit also grants a Cage effect, increasing all damage taken by 3%. Cage is temporarily disabled for 5 seconds after landing any attack.

1
Invigorated Warrior

Increases all damage and healing done by 8%. This effect is disabled for 5 seconds after being hit. While Invigorated Warrior is active, landing an attack applies a mark to the target; when attacked by a marked target, Invigorated Warrior's effect is no longer disabled. Taking a hit also grants a Cage effect, increasing all damage taken by 3%. Cage is temporarily disabled for 5 seconds after landing any attack.

1
Farewell

While this effect is present, attacks no longer disable the effect of Returning Warrior.

15s
Invigorated Warrior

The cage effect is temporarily disabled for 5 seconds after hit by any attack.

1
Bitter Seasons

When dealing damage, there is a 10% chance to apply a Poison effect for 5 seconds, dealing damage once per second. The Poison reduces target's Physical Defense by 0.6% for 10 seconds, stacking up to 5 times (duration refreshed upon stacking).

1
Qingyi's Poison

Deals damage once per second over 5 seconds (duration refreshed upon stacking).

15s
Qingyi's Charm

Reduces Physical Defense by 0.6% for 10 seconds, up to 5 stacks (duration refreshed upon stacking).

510s
Bitter Seasons

When dealing damage, there is a 10% chance to apply a Poison effect for 5 seconds, dealing damage once per second. The Poison reduces target's Physical Defense by 1.2% for 10 seconds, stacking up to 5 times (duration refreshed upon stacking).

1
Qingyi's Charm

Reduces Physical Defense by 1.2% for 10 seconds, up to 5 stacks (duration refreshed upon stacking).

510s
Bitter Seasons

Dealing or taking damage has a 10% chance to apply a Poison effect for 5 seconds, dealing damage once per second. The Poison reduces target's Physical Defense by 1.2% for 10 seconds, stacking up to 5 times (duration refreshed upon stacking).

1
Bitter Seasons

Dealing or taking damage has a 15% chance to apply a Poison effect for 5 seconds, dealing damage once per second. The Poison reduces target's Physical Defense by 1.2% for 10 seconds, stacking up to 5 times (duration refreshed upon stacking).

1
Bitter Seasons

Dealing or taking damage has a 15% chance to apply a Poison effect for 5 seconds, dealing damage once per second. The Poison reduces target's Physical Defense by 1.2% for 10 seconds, stacking up to 5 times (duration refreshed upon stacking). At 5 stacks, the Poison also reduces target's Physical Resistance by 10.

1
Qingyi's Charm

Reduces Physical Defense by 1% for 10 seconds, up to 5 stacks (duration refreshed upon stacking). Also reduces target's Physical Resistance by 10 at max stacks.

510s
Vital Leech

Casting Exhaustion Execution skill restores HP equal to 8% of the damage dealt.

1
Vital Leech

Casting Exhaustion Execution skill restores HP equal to 12% of the damage dealt.

1
Vital Leech

Casting Exhaustion Execution skill restores HP equal to 12% of the damage dealt and an additional 10 Qi.

1
Vital Leech

Casting an Exhaustion Execution Skill increases damage by 5%, restores HP equal to 8% of the damage dealt, and restores 10 Qi.

1
Vital Leech

Casting an Exhaustion Execution Skill increases damage by 5%, restores HP equal to 8% of the damage dealt, and restores 10 Qi. All attacks (except Exhaustion Execution Skills) against an Exhausted target restore HP equal to 30% of the damage dealt.

1
Fury Harvest

Vitality is required to cast Mystic Skills. Certain recovery actions have a 50% chance to grant 1 bonus Vitality. No bonus Vitality is rewarded when you gain Vitality by completing an attack, taking a hit, or successfully deflecting an attack.

1
Fury Harvest

Vitality is required to cast Mystic Skills. Certain recovery actions have a 100% chance to grant 1 bonus Vitality. No bonus Vitality is rewarded when you gain Vitality by completing an attack, taking a hit, or successfully deflecting an attack.

1
Fury Harvest

Vitality is required to cast Mystic Skills. Certain recovery actions have a 100% chance to grant 1 bonus Vitality. 10% chance to gain 1 bonus Vitality when you gain Vitality by attacking or taking a hit; no bonus Vitality is rewarded when you gain Vitality by successfully deflecting an attack.

1
Fury Harvest

Vitality is required to cast Mystic Skills. Certain recovery actions have a 100% chance to grant 1 bonus Vitality. 10% chance to gain 1 bonus Vitality when you gain Vitality by attacking or taking a hit.

1
Fury Harvest

Vitality is required to cast Mystic Skills. Certain recovery actions have a 100% chance to grant 1 bonus Vitality. 10% chance to gain 1 bonus Vitality when you gain Vitality by attacking or taking a hit. After casting a Mystic Skills Skill, 20% of Vitality consumed within 5 seconds will be refunded (no more than 10 Vitality refunded per cast).

1
Turnaround

After casting a Mystic Skills Skill, 30% of Vitality consumed within 5 seconds will be refunded (no more than 10 Vitality refunded per cast).

15s
Divine Roulette

Upon a successful deflection, gain one of the following effects for 10 seconds (Immortal Guidance: Increases the next skill's damage by 10%; Immortal Heart: The next skill is guaranteed to be Critical; Immortal Spirit: The next skill is guaranteed to be an Affinity hit). This effect can only trigger once every 30 seconds and applies to Martial Art Skills, Perception Skills, Special Skills, Charged Skills, and Varied Combos.

1
Immortal Guidance

Increases the next skill's damage by 10%.

110s
Immortal Heart

The next skill is guaranteed to be Critical.

110s
Immortal Spirit

The next skill is guaranteed to be an Affinity hit.

110s
Immortal Guidance

Immortal Guidance has not dealt any damage.

110s
Divine Roulette

Upon a successful deflection, restore 5 Qi and gain one of the following effects for 10 seconds (Immortal Guidance: Increases the next skill's damage by 10%; Immortal Heart: The next skill is guaranteed to be Critical; Immortal Spirit: The next skill is guaranteed to be an Affinity hit). This effect can only trigger once every 30 seconds and applies to Martial Art Skills, Perception Skills, Special Skills, Charged Skills, and Varied Combos.

1
Divine Roulette

Upon a successful deflection, restore 5 Qi, reduce the next damage taken by 10%, and gain one of the following effects for 10 seconds (Immortal Guidance: Increases the next skill's damage by 10%; Immortal Heart: The next skill is guaranteed to be Critical; Immortal Spirit: The next skill is guaranteed to be an Affinity hit). This effect can only trigger once every 30 seconds and applies to Martial Art Skills, Perception Skills, Special Skills, Charged Skills, and Varied Combos.

1
Immortal Body

Reduces the next damage taken by 10%.

110s
Buffs · Page 96 | Where Winds Meet Database