Endure
Appearance
| Job | Swordsman |
|---|---|
| Type | Active (Support) |
| Target | Self |
| Max level | 5 |
| SP cost | 10 |
| Duration | 7 + 6 × SkillLv s |
| Cooldown | 10 s |
| Requires | Provoke Lv 3 |
Overview
Endure suppresses the flinching animation that normally interrupts movement and attacks when the character takes damage. While active, the Swordsman can continue acting unimpeded through incoming hits. It also grants a passive boost to magic defense for the duration.
Mechanics
Endure grants two effects for its duration:
- Knock-back immunity from flinching: the character keeps moving and acting despite incoming melee hits.
- MDEF bonus: +2 × SkillLv while the buff is active.
Duration: 7 + 6 × SkillLv seconds.
Endure ends early if the character absorbs 7 hits while the buff is active, regardless of remaining time.
Leveling
| Level | Duration | MDEF bonus | Hit limit |
|---|---|---|---|
| 1 | 13 s | +2 | 7 |
| 2 | 19 s | +4 | 7 |
| 3 | 25 s | +6 | 7 |
| 4 | 31 s | +8 | 7 |
| 5 | 37 s | +10 | 7 |
Notes
- The 7-hit cancellation counts hits received, not damage instances from a single attack.
- Endure does not prevent damage: only the flinch interrupt.
- When a Crusader with the Devotion skill takes damage on behalf of party members, they may also receive Endure.
- On maps flagged for Guild vs. Guild or Battlegrounds, certain applications of Endure are restricted.