Checking server…
MYTH OF SOMAREBORN

HUMAN & DEVIL WORLDS

Combat, mastery & mage support.

Build a role for your character, then plan what to learn next. Your character’s adventure guide shows their saved skills and available lessons.

Weapon mastery grows with your level.

High-level weapon auras require 195 matching weapon skill. Their level 110, 150 and 200 tiers strengthen selected attack auras to 3%, 6% and 9%. Selected attack passives use whichever is higher: their original flat bonus or 5%, 6% and 7% of current attack. Other abilities keep their own rules; every passive is not a percentage bonus.

Compare your actual skill, equipment and ability description before changing your build. A higher attack bonus alone does not account for accuracy, weapon delay or a target’s defence.

Choose when to disappear or stand your ground.

AbilityWhoEffectCooldown
StealthBow / Knuckle · level 15020 seconds concealed. A hostile attack, spell or ability reveals you. Enemies within three tiles get a faint warning shimmer.3 minutes
Iron SkinSword / Spear / Axe · level 15030 seconds of 10% physical damage reduction. Clears and prevents Slow and Poison. Prevents Paralysis and Concussion only if activated before the incoming ability.5 minutes

Mages give a party more options.

Human and Devil mages have Haste, Might and Ward. Each gives a 10% bonus for five minutes with a 60-second cooldown. Haste improves normal weapon attack speed; Might improves physical attack; Ward improves both physical and magical defence. Only one of these mage buffs can be active on a player at once. Applying another replaces the previous buff.

Reflect LV2 and LV3 last 90 seconds and share a four-minute cooldown. LV2 reflects spells; LV3 also covers weapon abilities. They use Human Blue Magic and Devil Black Magic. Party upgrades have their own lessons and costs.

Full Cleanse uses Human White Magic or Devil Black Magic. Its level 100 / 150 / 200 ranks have 30 / 20 / 15-second cooldowns. A manual cleanse removes harmful magical conditions and can refresh existing positive buffs on another player. Echoes cleanse only when needed, remove negatives only and share your cleanse cooldown.

Healing reaches eight tiles and scales with the caster’s intelligence and relevant magic skill. Check your learned rank and native magic school when choosing a healing spell.

Blink, regroup & bring the party.

Blink leaves a brief afterimage and gives two seconds of concealment; attempting a hostile spell reveals you. Terrain still controls legal destinations. Cliff routes are being checked; do not assume Blink can cross every blocked tile or wall.

Group teleport invitations let nearby party members accept or decline. Check the destination and combat restrictions before confirming. Regroup works on the same map: level 150 has a 60-minute cooldown, and level 200 reduces it to 30 minutes, sharing the cooldown. Each invited player accepts individually within 20 seconds. Recent same-race PvP blocks Regroup; Human-versus-Devil rescue is allowed.

Arcane Echoes are a staff ability. They can use spells their owner knows, with a 50% attacking Echo and a 25% Echo that can attack or use Weaken. Use their controls to hold attacks. Monsters target the owner when attacked by Echoes.

Plan the hunt.

Open the Mini maps to find a hunting area. Select your character for their permanent marker unlocks, then click a camp for exact stats, possible native loot and its configured respawn information. Hero equipment comes from essence quest hand-ins; it is not ordinary monster loot.

Open my adventure guide ↗