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Complete Mistfall Hunter Weapon Skill List

All classes in Mistfall Hunter have a talent tree that augments their class fantasy, but the source of combat abilities and spells comes from weapon archetypes. This list provides all weapon skills in the game and their full descriptions, so you can see how each works.

Sword and Shield Skills

Skill

Description

Impalement

Hold Major Action to cast Impalement: Thrust forward with your sword, dealing damage and gaining 2 stacks of Sword Tip. While in the Blade Edge or Strong Edge state, your travel distance is increased.

Shield Dash

Dash forward a certain distance with the shield, striking enemies in the path before stopping, dealing Physical Damage. Block attacks from the front while holding the shield. After casting a skill, Movement Speed will be briefly increased. This effect only works while wielding Weapon type: Sword and Shield. This skill can be cast while blocking.

Shield Slam

Jump with your shield raised and smash it into the ground, dealing Physical Damage and reducing enemy Movement Speed for a period of time. While jumping with the shield, you can block frontal attacks and gain a period of Super Armor.

Stacked Slash

When a normal attack hits, gain 1 stack of Sword Tip. After gaining 6 stacks of Sword Tip, enter the Blade Edge state. While in the Blade Edge state, gain another 6 stacks of Sword Tip to enter the Strong Edge state. While in the Blade Edge state, press Major Action and Minor Action to unleash Stacked Slash. After use, you will exit the Blade Edge state. When unleashed during the Strong Edge state, Stacked Slash is enhanced with increased travel distance and damage while granting Super Armor. After use, you will enter the Blade Edge state.

Stonebreaker Slash

Raise the shield to protect the body while stabbing the ground with the sword to deal Physical Damage, then dash forward slightly and pull the sword out for an upward strike, scattering rocks and dealing Physical Damage. Block attacks from the front while holding the shield. Perfect Block can be triggered during the shield-raising period after Stonebreaker Slash's wind-up animation. After a successful Perfect Block, your dash can slightly knock back enemies. Stonebreaker Slash has a shorter base cooldown in trio mode.

Whirling Cut

Dash forward and perform 2 slashes, dealing Physical Damage.

Impalement

Hold Major Action to cast Impalement: Thrust forward with your sword, dealing damage and gaining 2 stacks of Sword Tip. While in the Blade Edge or Strong Edge state, your travel distance is increased.

Hammer Skills

Skill

Description

Earthshaker

Lift the hammer and smash the ground, dealing Physical Damage. Hold the button to charge up to 2 times and gain Super Armor while charging. Enemies' Movement Speed is reduced for a short duration upon taking damage from this skill, regardless of whether the skill is charged or not. Cooldown increases with charge level.

  • Lv.1 Charge: Increases AoE and Damage Multiplier.
  • Lv.2 Charge: Grants Super Armor during casting, with increased Impact, and generates an additional seismic wave dealing Physical Damage. This skill can be cast in the air but cannot be charged.

Hammer Dash

Dash forward a certain distance with the hammer. Shoulder charge during the dash deals Physical Damage, followed by a sweeping hammer attack that deals Physical Damage. Hammer Dash has a shorter base cooldown in trio mode.

Hammer Spin

Spin the hammer, dealing Physical Damage. Can be held to consume Energy and maintain the spin. Gain Super Armor briefly when casting the skill.

Power Hammer

Press Major Action to unleash Light Strikes, chaining up to 3 hits for damage. You can hold Major Action to charge during this period.

Punishing Hammer

After launching a Light Strike with Major Action, press Minor Action to turn and dash forward slightly, slamming the hammer into the ground ahead. You can hold Minor Action to charge during this period.

Skullcrusher

Vigorously swing and smash the hammer forward, dealing Physical Damage. Hold to charge up to 2 times. Gain Super Armor during charging. Cooldown increases with charge level.

  • Lv.1 Charge: Unleash an additional sweeping attack, dealing Physical Damage.
  • Lv.2 Charge: Leap forward and smash the ground, dealing Physical Damage. Gain Super Armor during casting.

Warhammer Sling

Swing the hammer on the ground from back to front, sending rocks flying far away to deal Physical Damage and reduce enemy Movement Speed and Dodge Distance for a period of time.

Polearm and Shield

Skill

Description

Breaker Shield Bash

Strikes the back of the shield with a fist to deal damage to targets within a wide frontal area, immediately applying Wither. Possesses a Block property while the shield is raised.

Intervene

Dash forward a set distance (or directly to an ally's side if targeted). You then raise your shield to unleash an energy pulse that knocks back nearby enemies and grants a Shield to allies within range. Gain a brief Super Armor effect after dashing forward.

Javelin Thrust

Hurl your spear forward, immediately applying Wither to the target. Upon impact, rapidly leap to the target and pull out the spear with a sweeping strike to deal damage.

Rainbow Piercer

Raise your shield and charge forward, followed by a violent spear thrust. You can hold the skill to prolong the forward charge, during which turning capacity is significantly reduced. Possesses a Block property while the shield is raised. Successful hits charge your weapon with Judgment energy.

Sacred Bulwark

Infuse the shield with sacred energy to erect a massive energy barrier, during which you cannot move or turn. This barrier completely blocks frontal attacks and prevents enemies from passing through. The skill can be cast again to thrust the shield forward, dealing damage and knocking enemies back. The energy barrier shatters after blocking attacks with impact a certain number of times.

Spear Barrage

Rapidly thrust your spear forward, following up with a powerful thrust that knocks the enemy down. Successful hits charge your weapon with Judgment energy.

Greatsword Skills

Skill

Description

Breakthrough Charge

Can perform a two-stage dash attack.

  • Stage 1: Thrust forward with your sword. During the recovery, press Major Action or Minor Action to perform a branch attack (second stage).
  • Stage 2: Major Action Branch - Dash in a leftward arc, sweeping enemies. Minor Action Branch - Dash in a rightward arc, sweeping enemies.

Opportunistic Thrust

After dodging, immediately use Major Action to branch into a light strike: dash forward slightly while swinging your sword to attack.

Parry

Assume a defensive stance to parry frontal attacks (negating damage), recovering Energy with each successful parry. This stance lasts up to 5s or until you parry 5 attacks, whichever comes first. Shortly after a successful parry, press Major Action or Minor Action to perform different branch attacks:

  • Major Action: A sweeping strike against enemies in front
  • Minor Action: A long-distance dash slash

Both branch attacks apply Wither on hit. Parry has a shorter base cooldown in trio mode.

Pursuit

After any Minor Action heavy strike, you can use Major Action to branch into a light strike: rapidly swing your weapon to perform two slashes.

Radiant Retribution

Rapidly swing your Weapon type: Greatsword, performing three wide slashes in quick succession. Each attack counts as a Light Strike, and hitting enemies charges your weapon. When fully charged, it applies Judgment to the target. The final strike has a brief Super Armor effect.

Sprinting Slash

After dodging forward, immediately use Minor Action to branch into a heavy strike: leap forward while spinning to swing your weapon. After dodging backward, immediately use Minor Action to branch into a heavy strike: perform a counterattack while stepping back. Both heavy strike branches can execute enemies affected by Wither.

Thorn Guide

Shoot thorns forward with your left hand, pulling the first enemy hit toward you. If the target is too large or in a special state (e.g., Super Armor, Blocking), you will instead dash along the thorns toward them.

Withering Mark

Swing your weapon to unleash Judgment energy that attacks enemies, immediately applying Wither

Bow and Javelin Skills

Skill

Description

Frostblight Bomb

Hold to aim and throw a Frostblight Bomb. It detonates after a delay upon hitting terrain or characters, Freezing enemies within range for a period of time. Frostblight Bomb has a shorter base cooldown in trio mode.

Impact Grenade

Hold to aim and throw an Impact Grenade, which can stick to characters and the environment. It detonates after a period or when using the skill again. The explosion deals Physical Damage to enemies in range and knocks back all units in the area. Knockback distance increases with proximity to the grenade. Impact Grenade has a shorter base cooldown in trio mode.

Predator's Senses

Cast this skill to take out a secret herbal mixture to heighten your sense of smell, allowing you to sniff out nearby enemies at set intervals for a period of time. Each time, if enemy players are within range, a temporary scent trail appears pointing toward the nearest enemy player. The closer an enemy player is to the Blackarrow, the more blood-red the scent trail looks. Limited uses per match.

Rapid Arrows

After using the skill, Blackarrow enters Volley mode, allowing you to hold Major Action to rapidly fire up to 5 arrows for a certain duration, dealing Physical Damage. During Volley, shooting does not reduce Movement Speed. Dodging removes Volley.

Scattershot

Cast this skill to fire 7 arrows forward simultaneously, dealing Physical Damage to enemies on hit and knocking them back. Scattershot has a shorter base cooldown in trio mode.

Shadow Step

After using this skill, Blackarrow enters Stealth. After Stealth ends, Charge Speed will briefly increase, and you can use the skill again within a short time to re-enter Stealth. You can do this up to 3 times. Collision with other units is ignored while in Stealth. Shadow Step has a shorter base cooldown in trio mode.

Shooting

Press Major Action to quickly shoot the currently loaded arrow. Hold Major Action to charge the Weapon type: Bow. Charging does not consume Energy and increases the arrow's Damage Multiplier, Impact, Effective Range, and Maximum Range. After fully drawing, you enter an Aiming state for a short time.

Sky Piercer

Cast this skill to fully draw the Weapon type: Bow and fire a powerful arrow in a straight line toward the crosshairs, dealing Physical Damage on hit. The arrow can pierce 5 units.

Divine Infusion

Press Minor Action to perform Divine Infusion, wrapping your javelin in golden threads to enter a Divine Power state, temporarily increasing Attack. While in the Divine Power state, press Minor Action to swing the javelin to perform a melee attack.

Stitch and Thread

Activating this skill initiates a 2-second wind-up window, during which it soft-locks onto enemies near your crosshair. It prioritizes players with lower Health, locking onto up to three targets. If a higher-priority target enters the aiming area, it will replace a lower-priority target. Upon release, the javelin will pierce through the locked targets sequentially, from the closest to the farthest.

Throw

Press Major Action to quickly throw your currently equipped javelin. Hold Major Action to charge. Charging does not consume Energy and increases the javelin's Damage Multiplier, Impact, Effective Range, and Maximum Range. After reaching a full charge, you enter an Aiming state for a short time.

Trickstep Javelin

A three-stage skill. Activating this skill throws a javelin forward before backstepping. If a movement command is input during the throw, you will step once in that corresponding direction instead.

Dual Blade and Dagger Skills

Skill

Description

Bloody Blade Dance

Hold Major Action and Minor Action to channel Bloody Blade Dance, continuously attacking forward and dealing Physical Damage to enemies hit. This skill deals increased damage to Gyldhunters.

Crow Storm

Hold to aim, then throw a black crow toward the target area, unleashing a Crow Storm upon arrival. During Crow Storm, enemies continuously take Physical Damage.

Fang Rush

Shortly after using UI Dodge, press Major Action to dash forward and deal Physical Damage. After using Fang Rush, dodge energy will not recover for a certain period.

Flurry Strike

After launching a Light Strike with Major Action, press Minor Action to move backward, then dash forward to deal Physical Damage. Hold Minor Action to perform a Lv.1 charge. Lv.1 Charge: Increases Damage Multiplier and dash distance.

Inspiring Impale

Thrust forward, dealing Physical Damage to enemies hit and recovering Energy for yourself. Inspiring Impale has a shorter base cooldown in trio mode.

Phantom Shift

Hold to aim and select a landing point, then teleport to that location after aiming ends. Increases Movement Speed for a period of time after teleporting. Note: The teleportation has a distance limit.

Poison Crow Mark

Hold to aim, then throw a Poison Crow Mark toward the target direction, dealing Physical Damage to enemies hit and reducing their Movement Speed and Dodge Distance for a period of time.

Flash Stride

Dash forward a certain distance, dealing Physical Damage to enemies in the path. Flash Stride has a shorter base cooldown in trio mode.

Shadow Strike

Leave a shadow in place and dash forward, dealing Physical Damage. After a brief delay, the shadow dashes toward your position, dealing Physical Damage and stunning enemy targets it hits.

Smoke Bomb

Throw a Smoke Bomb at your feet to obscure the vision of all targets in the area. You gain increased vision range while in the smoke.

Sneak

Crush crow feather dust to enter Stealth for a period.

Mace Skills

Skill

Description

Impact Sigil

Summon an Impact Sigil at the target location. After a brief delay, it knocks back and deals Magic Damage to all enemies in its path.

Paralysis Curse

Enter a Casting state. While in this state, using Major Action summons a Paralysis Curse at the target location, dealing Magic Damage to enemies hit and reducing their Movement Speed. You can use up to 4 Paralysis Curses. If you hit the same target 3 times with Paralysis Curses within a short period, the target will also be stunned.

Rune: Ankle Cut

Strike the ground, dealing Magic Damage with Impact to targets directly hit by the weapon and inflicting Immobilized. Targets in the area not directly hit by the weapon take Magic Damage without Impact and have their Movement Speed reduced.

Rune: Corruption

Dash forward and attack, dealing Magic Damage to enemies hit and reducing the healing they receive for a period of time.

Rune: Drain

Attack forward with thorns, dealing Magic Damage to enemies hit and recovering your Health based on the damage dealt while reducing the targets' Attack for a period of time. Hitting an enemy player restores additional Health.

Rune: Stun

Leap forward, dealing Magic Damage to enemies hit and inflicting Stunned.

Rune: Sweep

Unleash a powerful strike forward, dealing Magic Damage to enemies hit.

Shapeshift

Transform into a rune, greatly increasing Movement Speed for a period of time. While in rune form, taking damage does not trigger stagger, and you can use Major Action to perform Shapebreak.

Thorn Sigil

Summon a Thorn Sigil that briefly immobilizes enemies in a large area. The thorns remain for a period of time, reducing enemy Movement Speed and dealing Magic Damage.

Unleash Zeal

Enter Zeal. While in this state, your Attack and Defense are increased. While in Zeal, Curse Mana no longer recovers automatically.

Catalyst Skills

Skill

Description

Binding Rune

Hold to aim and summon a Binding Rune at the target location. After a short delay, it establishes connections with all enemies within range. Enemies connected by the Binding Rune are immobilized and cannot jump for a period when breaking free and leaving the area. Each successful binding of a player restores Psionic Energy to the Reverent. Binding Rune is a Construct.

Blinding Rune

Hold to aim and summon a Blinding Rune at the target location. After a short delay, all enemies facing the rune within range have their vision obstructed. The farther enemies are from the Blinding Rune, the shorter the vision obstruction lasts.

Burst Rune

Hold to chant, then call down a runic impact on the target area, dealing Magic Damage to all enemies within range and recovering Psionic Energy based on the number of enemies hit. The Burst Rune leaves rune energy on the ground for a period of time. Enemies who come into contact with the rune energy will be marked by the rune. After a delay, the mark will explode, dealing Magic Damage and inflicting stagger. Magic orbs passing through the Reverent's Burst Rune carry its energy, marking enemies they hit. Burst Rune is a Construct.

Death Ward

Hold to perform Area Targeting and provide powerful buffs to selected units, granting them Super Armor and preventing death for a period of time. Death Ward cannot be used on downed targets.

Healing Art

Hold to perform Area Targeting, restoring Health to selected units. Healing Art cannot be used on downed targets and has limited uses per match, with more uses available in trio mode.

Healing Rune

Hold to chant, then summon a Healing Rune at the target location, recovering Health for all allies within range for a period of time. Limited uses per match, with more uses available in trio mode. Healing Rune is a Construct, more durable in trio mode.

Intimidation Rune

After using the skill, immediately summon an Intimidation Rune nearby, dealing Magic Damage to all enemies in the area and knocking them back. When the Intimidation Rune is shattered, it deals Magic Damage again to all enemies in the area and knocks them back. Intimidation Rune is a Construct. Summoning Intimidation Runes does not consume Psionic Energy.

Psionic Orb

Press Major Action to fire a psionic orb. Both firing and hitting with psionic orbs accelerate Psionic Energy recharge. Hold Major Action to chant and consume 1 Psionic Energy to fire an enhanced orb. Enhanced orbs have a higher Damage Multiplier, greater Impact, longer Effective Range and Maximum Range.

Psionic Shield

Hold to chant and enable Area Targeting. After chanting ends, provide a shield to selected units. Shield value scales with Attack. Psionic Shield cannot be used on downed targets and can store multiple charges.

Punishment Rune

Hold to chant, then summon a Punishment Rune at the target location, continuously dealing Magic Damage to the enemy with the lowest Health within range. The Punishment Rune prioritizes attacking enemy players and deals more Magic Damage to them. Punishment Rune is a Construct, more durable in trio mode.

Rune Summon

Consumes Psionic Energy to summon the currently selected rune at the target location.

Shelter Rune

Hold to chant, then summon a Shelter Rune at the target location, providing a shield to all allies within range. For a period of time, the rune also provides a shield at a fixed rate to the ally with the lowest Health within range. Shield value scales with Attack. Shelter Rune is a Construct, more durable in trio mode.

Stealth Rune

Hold to aim and summon a Stealth Rune at the target location, granting Stealth to all allies within range. This Stealth state remains active even when taking damage. Stealth Rune is a Construct, more durable in trio mode.

Wind Surge

After using the skill, launch a high-pressure cyclone toward the crosshair direction, dealing Magic Damage and knocking back all enemies within range.

Windwalker Rune

Hold to chant, then summon a Windwalker Rune at the target location, increasing dodge distance for all allies within range while reducing enemies' dodge distance. Windwalker Rune is a Construct, more durable in trio mode.

Staff Skills

Skill

Description

Arcane Armor

Hold to chant and gain Arcane Armor, increasing Physical Resistance. Enemies hitting the Arcane Armor will have their Movement Speed reduced.

Cryptic Ward

Use Cryptic Ward to block incoming damage. Successfully executing a Perfect Block will knock the attacker back and stun them.

Crystal Icebolt

Summon 2 Crystal Icebolts to follow you for a period of time. While active, each time you are attacked by an enemy, one icebolt will automatically launch toward the assailant to deal Magic Damage. Once the follow duration ends, any remaining icebolts will automatically fire forward.

Deep Freeze

Unleash a wave of frost in a cone in front of you, dealing Magic Damage to enemies hit and reducing their Movement Speed for a period of time.

Elemental Affinity

When Elemental Magic hits an enemy, it adds 1 stack of Elemental Mark. When an enemy's Elemental Mark reaches 2 stacks, detonate all Elemental Marks on them, dealing Magic Damage.

Eye of Insight

Hold to chant, then scan all enemy players within a large area. Limited uses per match.

Fire Bolt

Hold to chant, then launch a fire bolt toward the target direction. The fire bolt explodes upon contact with a target or the ground, dealing Magic Damage and short-term burn damage. If released before chanting completes, it recovers Energy and launches a weaker fire bolt toward the target direction, dealing reduced Magic Damage. Fire Bolt has a relatively short maximum range.

Flameblade

Form a Flameblade in hand to attack forward, dealing Magic Damage to enemies within range and inflicting short-term burn damage over time.

Forbidden Gate

Hold to chant, then summon a Forbidden Gate at the target location, blocking all units that attempt to pass through it while it lasts. The Forbidden Gate devours projectiles from enemies, while projectiles from allies are not blocked by the Forbidden Gate. Forbidden Gate is a Construct. Forbidden Gate is more durable in trio mode.

Gravitational Vortex

Hold to chant, then summon a gravitational vortex at the target location. After a delay, the vortex pulls all enemies within range toward its center and deals Magic Damage. If two or more enemies are pulled to the vortex's center, they will also be Stunned.

Meteor Charm

Hold to chant, then launch a flying star toward the target direction. The star explodes upon contact, dealing Magic Damage. If released before chanting completes, it recovers Energy and launches a weaker flying star toward the target direction, exploding upon contact and dealing reduced Magic Damage.

Meteor Impact

Hold to chant, then launch multiple meteors forward. The meteors knock up enemies on contact and deal Magic Damage. The meteors shatter upon hitting enemies or obstacles.

Mistwalk

Enter Mist Mode where you are unaffected by anything except the Gyldenmist but have greatly reduced Movement Speed. Most actions, excluding Dodge, are prohibited while in Mist Mode.

Phantom Step

Hold to chant, then cast Phantom Step to increase Movement Speed and silence footsteps. During Phantom Step, falling does not cause damage or trigger stagger

Rockblast

Hold to chant, then gather rocks at the target location, which explode shortly and deal Magic Damage.

Shadow Veil

Hold to chant, then cast Shadow Veil to enter Stealth for a period of time. Energy does not regenerate while in Stealth.

Star Shock

Expand a star ring outward, dealing Magic Damage to enemies hit and knocking them back.

Stardust Energy

Greatly increases Movement Speed while chanting. Recover Energy whenever Stardust Magic hits enemies.

Stardust Tempest

Hold to chant, then summon a Stardust Tempest at the target location, dealing Magic Damage to enemies and reducing their Movement Speed for a period of time.

Stardust Torrent

Hold to chant. After chanting, hold to guide a Stardust Torrent toward the target direction, dealing Magic Damage. The Stardust Torrent becomes stronger as guiding continues.

Thunder Pierce

Hold to chant, then throw a thunder spear toward the target direction, dealing Magic Damage to enemies hit. Thunder Pierce has a very long maximum range. If it fails to hit any enemy, it creates an electric field at its destination, dealing continuous Magic Damage to all nearby enemies and reducing their Movement Speed for a period of time. This Slow effect can stack up to 5 times.

Thunderstorm Sigil

Hold to chant, then summon a Thunderstorm Sigil at the target location, triggering a thunderstorm after a short delay, dealing Magic Damage and stunning enemies.

Thunderstrike

Hold to chant, then summon lightning at the target location, dealing Magic Damage. If released before chanting completes, it recovers Energy and summons lightning with a short delay at the target location, dealing reduced Magic Damage.

Windcraft

Cast Windcraft forward, dealing Magic Damage to enemies hit and knocking them back.


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