Soul Breaker
| Job | Assassin Cross |
|---|---|
| Type | Offensive |
| Target | Enemy |
| Element | Weapon |
| Max level | 10 |
| SP cost | 20 |
| Range | 9 cells |
| Cast time | 0.7s (instant under Cloaking) |
| Cast delay | 1.1s → 2s |
| Requires | Double Attack Lv 5, Cloaking Lv 3 |
Soul Breaker is a ranged physical attack of the Assassin Cross that hurls a shockwave to tear at the target from a distance. Its damage comes in two parts, one from the weapon and one from raw STR, making it one of the few Assassin tools that hits hard from range. Reworked on Vortex Legends.
Overview
Soul Breaker gives the Assassin Cross a long range nuke that rewards STR investment. The strength-based part of the damage cannot be dodged, so it stays reliable against high Flee targets. Cast while under Cloaking, the skill fires instantly, letting the user open a fight from stealth with no warning.
Mechanics
The total damage is the sum of two separately calculated parts:
- Weapon part: 100 × SkillLv % of ATK, affected by the target's defense and Flee as a normal ranged attack.
- STR part: a random 500~1000 base plus STR × 5 × SkillLv. This part ignores the target's Flee and elemental resistance.
Additional effects:
- If used while under the effect of Cloaking, the cast time is removed entirely.
- Killing a target with Soul Breaker restores 5% of the user's Max SP.
Damage formula: (100 × SkillLv)% ATK + 500~1000 + (STR × 5 × SkillLv)
Leveling
| Level | Weapon part (% ATK) | STR part bonus | Cast delay |
|---|---|---|---|
| 1 | 100% | STR × 5 | 1.1s |
| 2 | 200% | STR × 10 | 1.2s |
| 3 | 300% | STR × 15 | 1.3s |
| 4 | 400% | STR × 20 | 1.4s |
| 5 | 500% | STR × 25 | 1.5s |
| 6 | 600% | STR × 30 | 1.6s |
| 7 | 700% | STR × 35 | 1.7s |
| 8 | 800% | STR × 40 | 1.8s |
| 9 | 900% | STR × 45 | 1.9s |
| 10 | 1000% | STR × 50 | 2s |
Notes
The SP refund on kill makes Soul Breaker an efficient farming tool: chaining kills largely pays for its own SP cost. In PvP the instant cast from Cloaking is the main draw, since the usual 0.7s cast gives the target time to react. The strength part scales purely with the user's STR, so it keeps value even when the weapon part is walled by high defense targets.