Tauti: awakened class skill enhancements
Skill enchant routes of six awakened classes
In Goddess of Destruction Chapter 2 - Tauti all awakened classes received enhancement routes for their skills. The routes of six classes are collected below; the general changes to the enhancement system are described in Goddess of Destruction: Tauti.
The data reflects the Goddess of Destruction Chapter 2 - Tauti update; skill names are translated from the Russian client, using the official English names where they are known, so some may differ from the English localization.
"All elements" in the tables stands for six routes: Fire Attack, Water Attack, Wind Attack, Earth Attack, Holy Attack and Dark Attack.
Tyrr Warrior
Tyrr Warriors received the special power of a lesser giant called the Lord of Whirlwinds. They most often serve as mercenaries, develop their combat skills with inner energy and are famous for their ability to become invulnerable.
| Skill | Enhancement routes |
|---|---|
| Physical | |
| Shock Wave | Cost, Duel |
| Last Attack | Cost, Penalty Reduction |
| Armor Destruction | Cost, Duel |
| Mega Strike | Cost, Duel, all elements |
| Eternal Blow | Cost, Duel |
| Jump Attack | Cost, Chance, all elements, Cooldown |
| Power Bomber | Cost, Duel, all elements |
| Energy Blast | Cost, Chance, Cooldown, Attack, P. Def. Reduction |
| Hurricane Storm | Cost, Duel, all elements |
| Hurricane Source | Cost, Duel, all elements |
| Buffs | |
| Reduce Anger | Cost, Power, Cooldown |
| Rabbit's Squeal | Time, Knockback Chance |
| Bear's Roar | Time, Knockback Chance |
| Spear of Valor | Time, Cost, Knockback Chance, Shock Chance |
| Spirit of the Hunter | Time |
| Spirit of the Slayer | Time |
| Ogre's Howl | Time, Knockback Chance |
| Giant's Barrier | Time, Cost, Cooldown, Penalty Reduction, Shock Chance |
| Last Energy | Time |
| Hawk's Cry | Time, Knockback Chance |
| Force of Nature | HP Recovery, CP Recovery |
| Puma's Growl | Time, Knockback Chance |
| Debuffs | |
| Mighty Provocation | Chance, Cost, Range, lower target resistance to knockback, lower target resistance to shock |
| Disarm | Chance, Cost, Range, lower target resistance to knockback, lower target resistance to shock |
| Giant Punch | Chance, Cost, Cooldown, Attack, P. Def. Reduction |
Feoh Wizard
Wizards have mastered the laws of mana and of the elements that form nature. Their weak physical stats make them unfit for melee; their strength is powerful magic attacks, immobilizing enemies and keeping their distance. They can restore mana with the elements and command two kinds of magic.
| Skill | Enhancement routes |
|---|---|
| Physical | |
| Self Cleanse | Cost, HP Recovery, MP Recovery |
| Magic | |
| Greater Devil's Way | Cost, Chance, P. Def. Reduction, M. Def. Reduction, Speed Reduction, Cooldown |
| Doom's Way | Cost, Speed Reduction |
| Devil's Way | Cost, Chance, P. Def. Reduction, M. Def. Reduction, Speed Reduction, Cooldown |
| Death Howl | Cost, Duel, Chance, Range |
| Doom Gate | Cost, Speed Reduction |
| Black Hole | Cost |
| Elemental Rampage | Cost, Duel |
| Elemental Wave | Cost, Duel |
| Elemental Spike | Cost, Duel |
| Elemental Destruction | Cost, Duel |
| Final Elemental Storm | Cost, Duel |
| Mind's Choice | Cost, MP Recovery |
| Blessing Removal | Cost, Chance |
| Buffs | |
| Wizard Spirit | Cost, Chance, Time, Cooldown, Fear Chance |
| Double Casting | Cost, Time, Magic Power, Fear Chance |
| Wind Rider | Cost, Time, P. Def., M. Def., Cooldown |
| Sudden Obstacle | Cost, Time, P. Def., M. Def. |
| Debuffs | |
| Death Lord | Cost, Power |
| Touch of Darkness | Cost |
| Mass Deadly Fear | Cost, Chance, P. Def. Reduction, M. Def. Reduction, Cooldown |
| Mass Hell Binding | Cost, Power, Range |
| Hell Binding | Cost, Chance, P. Def. Reduction, M. Def. Reduction |
| Final Leap | Cost, Duel, Range, Cooldown |
| Final Flash | Cost, Duel, Range, Cooldown |
Yul Archer
Archers strike targets from afar, and with the new crossbow they shoot very fast and from long range; with a magic quiver they never run out of arrows. An archer is a good helper for tanks: he distracts and isolates monsters, weakens the enemy and provokes aggression.
| Skill | Enhancement routes |
|---|---|
| Physical | |
| Arrow Cloud | Cost, Chance, all elements |
| Lure Shot | Cost |
| Knockback Strike | Cost, Chance, all elements |
| Lightning Speed | Range |
| Retreat | Range |
| Bow Strike | Cost, Duel, all elements |
| Area Fire | Cost, Cooldown |
| Quick Shot | Cost, Duel, all elements |
| Shift Shot | Cost |
| Starshell | Cost, Range |
| Impulse Shot | Cost, Chance, all elements |
| Heavy Arrow Rain | Cost, Duel, all elements |
| Tornado Shot | Cost, Duel, all elements |
| Pin-Point Shot | Cost, Duel, all elements |
| Magic | |
| Distraction | Cost |
| Summon Hawk | Power |
| Buffs | |
| Third Eye | Cost, Time, Shock Chance, Hold Chance, Cooldown |
| Lightning Shot | Cost, Time, Shock Chance, Hold Chance, Cooldown |
| Ultimate Evasion | Cost, Time, Shock Chance, Speed, Cooldown |
| Flash | Cost, Shock Chance, Speed, Hold Chance, Knockback Chance |
| Debuffs | |
| Targeting | Chance, lower target resistance to hold, shock and knockback |
| Gravity Trap | Chance |
| Focused Targeting | Cost, Chance, lower target resistance to hold, shock and knockback |
| Foreseen Doom | Cost, Chance, Cooldown, target Speed Reduction |
| Frost Trap | Chance |
| Slow Shot | Cost, Chance, all elements, Cooldown |
Wynn Summoner
Wynn Summoners inherited the power of the giant Nabiarov, who learned how to open and close dimensions. They summon magical creatures from other dimensions and make good use of knockdown and binding.
| Skill | Enhancement routes |
|---|---|
| Magic | |
| Mana Sharing | Cost, Power |
| Replace | Cost, Range |
| Mark of Fire | Cost, Duel, all elements |
| Mark Retriever | Cost, Duel, all elements |
| Mass Servitor Blessing | Cost |
| Mass Exile | Cost, Chance |
| Summon Grim Reaper | Power |
| Summon Barrier | Cost, Time, Cooldown, Speed, HP Recovery, MP Recovery |
| Summon Saber Tooth Cougar | Power |
| Summon Cute Bear | Power |
| Servitor Major Heal | Cost |
| Servitor Balance Life | Cost |
| Thirst | Cost, Power |
| Exile | Cost, Chance |
| Convoke | Cost, Duel, all elements |
| Buffs | |
| Mass Servitor Magic Shield | Cost, Time |
| Mass Servitor Might | Cost, Time |
| Mass Servitor Ultimate Defense | Cost, Time, Speed |
| Mass Servitor Wind Walk | Cost, Time |
| Mass Servitor Shield | Cost, Time |
| Blessing of the Giants | Cost, Time |
| Debuffs | |
| Mark of Void | Cost, Cooldown, Chance, Banish Chance |
| Dimension Bounding | Cost, Cooldown, P. Def. Reduction, M. Def. Reduction |
| Mark of Weakness | Cost, Cooldown, Chance, Banish Chance |
| Mark of Plague | Cost, Cooldown, Chance, Banish Chance |
| Mark of Trick | Cost, Cooldown, Chance, Banish Chance |
Othell Rogue
A warrior exiled for his excessive cruelty, who prefers night hunting and striking from behind. Special skills let him sneak into enemy territory and vanish quickly; he fights up close, throws weapons from a distance and summons clones of himself.
| Skill | Enhancement routes |
|---|---|
| Physical | |
| Reverse Strike | Cost, Duel, all elements |
| Dagger Explosion | Cost, Duel, all elements |
| Blood Rain | Cost, Duel, all elements |
| Blood Step | Cost, Duel, all elements |
| Chain Blow | Cost, Duel, all elements |
| Heart Breaker | Cost, Duel, all elements |
| Deception | Attack |
| Buffs | |
| Shadow Hide | Cost, Time, Speed |
| Shadow Dash | Cost, Time, Shock Chance, Bleed Chance, Paralysis Chance, Cooldown |
| Angel of Death | Cost, Time, Shock Chance, Bleed Chance, Paralysis Chance, Cooldown |
| Scorpion Poison | Time, Chance |
| Counter Damage | Cost, Time |
| Ultimate Evasion | Cost, Time, Bleed Chance, Cooldown, Chance, Speed |
| Debuffs | |
| Mass Trick | Cost, Cooldown, Chance, lower target resistance to paralysis, bleed, poison and shock |
| Dark Paralyze | Cost, Chance |
| Prank | Cost, Cooldown, Chance, lower target resistance to paralysis, bleed, poison and shock |
| Shadow Chase | Cost, Cooldown, Chance, Range |
| Shadow Flash | Cost, Power, Chance |
| Dagger Thrower | Cost, Chance, all elements |
| Uppercut | Cost, Chance |
| Feint | Chance |
| Poison Zone | Cost |
| Jab | Cost, Chance |
Sigel Knight
Knights are famed for their valor, honor and the special power of a lesser giant. They usually play the tank: high defense and HP, heavy armor, a one-handed sword and a shield. Knights make skilful use of auras and pull enemies to themselves.
| Skill | Enhancement routes |
|---|---|
| Physical | |
| Superior Hate Aura | target P. Def. Reduction, target P. Atk. Reduction, lower target resistance to shock, Cooldown |
| Chain Galaxy | Cost, Duel, all elements |
| Mighty Blade | Cost, Duel, all elements |
| Superior Hate | target P. Def. Reduction, target P. Atk. Reduction, lower target resistance to shock, Cooldown |
| Chain Hydra | Range |
| Chain Strike | Attack |
| King's Attack | Cost, Duel, all elements |
| Magic | |
| Summon Golden Lion | Power |
| Buffs | |
| Spike Shield | Cost, Time |
| Noble Sacrifice | Cost, Time, HP Recovery, Cooldown |
| Ignore Death | Cost, Time, HP Recovery, Cooldown |
| Ultimate Defense | Cost, Time, Cooldown, Speed, Shock Chance |
| Protection of Faith | Cost, Time, Cooldown, Speed |
| Knight's Oath | Cost, Time, Cooldown, Shield Defense, P. Atk. |
| Debuffs | |
| Shield Wave | Cost, Chance, all elements, Cooldown |
| Last Judgment | Cost, Duel, all elements |
| Justice Punishment | Cost, Duel, all elements |
| Shield Charge | Cost, Duel, all elements |
| Shield Impulse | Cost, Chance, all elements, Cooldown |