ADVENTURE GUIDE / EQUIPMENT
Fighter's Flute
戦士のフルート
Artifacts
The music of the flute grants critical striking powers to any fighter of note.
Stats and inherent effects
- Cooldown
- 5
- Cost
- 45
Possible equipment effects
These effects are not guaranteed attachments.
View 102 effect descriptions
Acrobat I
Reduces rolling cooldown time by 10%.
Acrobat II
Reduces rolling cooldown time by 15%.
Acrobat III
Reduces rolling cooldown time by 25%.
Spiritual I
Increases Soul capacity by 25%.
Spiritual II
Increases Soul capacity by 30%.
Spiritual III
Increases Soul capacity by 35%.
Pack Leader I
Companions deal 20% more damage.
Pack Leader II
Companions deal 25% more damage.
Pack Leader III
Companions deal 30% more damage.
Bounty Hunter I
Deal 20% more damage to wounded enemies.
Bounty Hunter II
Deal 25% more damage to wounded enemies.
Bounty Hunter III
Deal 30% more damage to wounded enemies.
Cooldown I
Reduces artifact cooldown time by 10%.
Cooldown II
Reduces artifact cooldown time by 15%.
Cooldown III
Reduces artifact cooldown time by 20%.
Deflection I
Grants a 10% chance to deflect enemy projectiles.
Deflection II
Grants a 15% chance to deflect enemy projectiles.
Deflection III
Grants a 20% chance to deflect enemy projectiles.
Duelist I
Melee attacks deal 20% more damage to primary targets.
Duelist II
Melee attacks deal 25% more damage to primary targets.
Duelist III
Melee attacks deal 30% more damage to primary targets.
Finesse I
Increases attack damage by 15% when jumping or rolling.
Finesse II
Increases attack damage by 25% when jumping or rolling.
Finesse III
Increases attack damage by 35% when jumping or rolling.
Pyromancer I
Fire attacks deal 10% more damage.
Pyromancer II
Fire attacks deal 15% more damage.
Pyromancer III
Fire attacks deal 20% more damage.
Veterinarian I
Defeated companions come back 5% faster.
Veterinarian II
Defeated companions come back 10% faster.
Veterinarian III
Defeated companions come back 15% faster.
Shepherd I
Companions take 5% less damage.
Shepherd II
Companions take 10% less damage.
Shepherd III
Companions take 15% less damage.
Cryomancer I
Frost attacks deal 10% more damage.
Cryomancer II
Frost attacks deal 15% more damage.
Cryomancer III
Frost attacks deal 20% more damage.
Assassin I
Grants a 10% chance to stay in Shadowcloaking when attacking.
Assassin II
Grants a 15% chance to stay in Shadowcloaking when attacking.
Assassin III
Grants a 20% chance to stay in Shadowcloaking when attacking.
Healer I
Increases healing given to yourself and allies by 25%.
Healer II
Increases healing given to yourself and allies by 35%.
Healer III
Increases healing given to yourself and allies by 50%.
Electromancer I
Lightning attacks deal 10% more damage.
Electromancer II
Lightning attacks deal 15% more damage.
Electromancer III
Lightning attacks deal 20% more damage.
Looter I
Grants a 20% chance to get additional loot drops.
Looter II
Grants a 40% chance to get additional loot drops.
Looter III
Grants a 60% chance to get additional loot drops.
Luck I
Grants a 10% chance to drop duplicate variations of items.
Luck II
Grants a 15% chance to drop duplicate variations of items.
Luck III
Grants a 20% chance to drop duplicate variations of items.
Marksman I
Critical hits with ranged weapons deal 15% more damage.
Marksman II
Critical hits with ranged weapons deal 20% more damage.
Marksman III
Critical hits with ranged weapons deal 25% more damage.
Strength I
Critical hits with melee weapons deal 15% more damage.
Strength II
Critical hits with melee weapons deal 20% more damage.
Strength III
Critical hits with melee weapons deal 25% more damage.
Raider I
Grants a 1% chance of higher rarity loot drops.
Raider II
Grants a 2% chance of higher rarity loot drops.
Raider III
Grants a 3% chance of higher rarity loot drops.
Venomancer I
Poison attacks deal 10% more damage.
Venomancer II
Poison attacks deal 15% more damage.
Venomancer III
Poison attacks deal 20% more damage.
Precision I
Increases chance of critical hits with melee attacks by 10%.
Precision II
Increases chance of critical hits with melee attacks by 15%.
Precision III
Increases chance of critical hits with melee attacks by 20%.
Projectile Protection I
Take 10% less damage from ranged attacks.
Projectile Protection II
Take 15% less damage from ranged attacks.
Projectile Protection III
Take 20% less damage from ranged attacks.
Prospector I
Grants a 5% chance to receive additional emeralds.
Prospector II
Grants a 10% chance to receive additional emeralds.
Prospector III
Grants a 15% chance to receive additional emeralds.
Protection I
Take 10% less damage.
Protection II
Take 15% less damage.
Protection III
Take 20% less damage.
Swiftness I
Increases melee attack speed by 10%.
Swiftness II
Increases melee attack speed by 15%.
Swiftness III
Increases melee attack speed by 20%.
Stealth I
Shadowcloaking lasts 20% longer.
Stealth II
Shadowcloaking lasts 25% longer.
Stealth III
Shadowcloaking lasts 35% longer.
Evasion I
Grants a 10% chance to evade melee damage.
Evasion II
Grants a 15% chance to evade melee damage.
Evasion III
Grants a 20% chance to evade melee damage.
Soulmancer I
Soul attacks deal 10% more damage.
Soulmancer II
Soul attacks deal 15% more damage.
Soulmancer III
Soul attacks deal 20% more damage.
Reaper I
Increases souls gained by 25%.
Reaper II
Increases souls gained by 35%.
Reaper III
Increases souls gained by 45%.
Prowler I
Increases movement speed by 15% while Shadowcloaking.
Prowler II
Increases movement speed by 20% while Shadowcloaking.
Prowler III
Increases movement speed by 30% while Shadowcloaking.
Vanguard I
Deal 20% more damage to enemies who are at full health.
Vanguard II
Deal 35% more damage to enemies who are at full health.
Vanguard III
Deal 50% more damage to enemies who are at full health.
Sorcerer I
Artifact attacks deal 10% more damage.
Sorcerer II
Artifact attacks deal 15% more damage.
Sorcerer III
Artifact attacks deal 20% more damage.
Ally I
Positive statuses you apply to yourself and allies last 15% longer.
Ally II
Positive statuses you apply to yourself and allies last 30% longer.
Ally III
Positive statuses you apply to yourself and allies last 50% longer.