Passive skills, Shift passives, or equipment effects marked with the purple Aura tag indicate that they affect every Monster in either the player's or the enemy's party. These effects benefit everyone in the party, as opposed to being exclusive to the Monster with the Aura. For instance, Mana Upkeep is a passive skill that boosts the Mana Regeneration of every active Monster by 10%, in contrast to Improved Mana Regeneration, which only affects a single Monster since it lacks the Aura designation. Auras are active only when the Monster possessing the Aura is participating in battle.
Multiple instances of the same Aura can be stacked unless it is a "Unique Aura." If you have multiple Monsters in your party (or multiple instances on one Monster) with the same Aura, all of their effects will activate and function in tandem, boosting the overall effect. For example, if you have both a Vasuki and an Imori, each with Acid Spit learned, all Reptiles in your party (including both Monsters) will have two 7.5% chances to inflict Poison or Burn on every hit and stack two more Debuffs, instead of just one.
Skill | Effect | |
---|---|---|
Acid Spit | Aura: Reptiles in the party have a 7.5% chance on hit to apply Poison or Burn and can stack those an additional time. Additional stacks are only half as strong. | |
Aerial Maneuvers | Aura: Aerial Monsters in the party have an additional 8% chance to dodge enemy hits. | |
Ancient Nectar | Aura: Heal all allied Insects and Ancients by 7% of their own Max Health at the start of every turn. They start combat with Age. | |
Ancient Nurture | Aura: Healing and shielding skills (active and passive) of Ancients in your party are increased by 15%. They start combat with Age. | |
Ancient Predation | Aura: Allied Ancient Monsters start combat with a Predation and an Age stack. | |
Ancient Restoration | Aura: At the beginning of each turn, remove a random Debuff from Ancients in the party. They start combat with Age. | |
Anti Curse | Aura: All Debuffs are 20% less effective on Monsters in your party. | |
Aquatic Predator | Aura: Increases the Critical Chance of Aquatic Monsters in the party by 5% and the Critical Damage by 15%. | |
Armory | Aura: Increases the stats gained from accessories by 15% for allied Warrior Monsters. | |
Blood Magic | Aura: Whenever an allied Occult or Mage Monster hits an enemy, 40% chance to inflict a Bleed stack equal to 40% of that damage. | |
Buff Celebration | Aura: As long as a Monster in your party has 4 or more Buffs at the beginning of a turn, it gains 3 Charge stacks. | |
Carapace | Aura: Healing and shielding skills (active and passive) of Reptiles in your party are increased by 20%. | |
Cave Dwellers | Aura: Heal all Beast and Occult Monsters in the party by 10% of their own Max Health at the start of every turn. | |
Charge Amplifier | Aura: All Charge stacks in the party are 33% stronger. | |
Charged Banner | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Glory, Spellshield or Regeneration. | |
Charged Chant | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Sorcery, Barrier or Channel. | |
Charged Reflexes | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Might, Agility or Sidekick. | |
Charged Anomaly | Aura: For every 12 Charge stacks spent by an ally, it applies Chill, Shock or Weakness to a random enemy. | |
Charged Destruction | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Weakness or Armor Break to a random enemy. | |
Charged Hazard | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Poison or Shock to a random enemy. | |
Deep Wounds | Aura: Bleed damage on enemies is increased by 40%. | |
Demonic Theft | Aura: Whenever an Occult Monster in your party attacks an enemy, it steals one Buff from the enemy. | |
Devour | Aura: Whenever an ally knocks out an enemy Monster, it is healed by 25% of that Monster's Max Health. | |
Dominance | Aura: Enemies receive 3% increased damage for each Debuff on them. | |
Draconic Lineage | Aura: Each Dragon in the party may receive an additional stack of any Buff. Additional stacks are only half as strong. | |
Dragon Blood | Aura: Dragons in the party regenerate 9% of their Max Health each turn and have +9% Mana Regeneration. | |
Dragon Mastery | Aura: Actions by Dragons apply a Debuff to all enemies based on element. Burn, Chill, Shock, Poison, Armor Break, Support: Weakness. |
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Duality | Aura: Whenever a Monster in the party gets Might, 50% chance it also gets Sorcery, and vice versa. (Does not trigger with itself) | |
Empower | Aura: All Monsters in the party deal 5% more damage. | |
Energy Conversion | Aura: Whenever a Monster in the party consumes a Charge stack, it is healed by 1% of its Max Health. | |
Exploit Party | Aura: Whenever a Monster in the party exploits an enemy's weakness with an attack, it gains a random Buff and shields by 5% of its Max Health. | |
Exposed | Aura: Your Monsters deal 15% more damage when attacking an enemy with Blind stacks. | |
Extra Channel | Aura: Whenever a Monster in the party gains a non-Channel Buff, 15% chance they also gain Channel. | |
Fatal Upkeep | Aura: Poison, Burn and Congeal damage dealt to enemies is increased by 20%. | |
Feast | Aura: Whenever an enemy takes Bleed damage, heal all Monsters in the party by 15% of that amount. | |
Fish Scales | Aura: When an allied Aquatic Monster is hit, 35% chance to inflict a Bleed stack onto the attacker equal to damage received. (halved in Keeper Battles) | |
Goblin Defense | Aura: All Goblins in the party receive 10% less damage and gain a random Buff at the start of every turn. | |
Goblin Offense | Aura: All Goblins in the party deal 10% more damage and gain a random Buff at the start of every turn. | |
Goblin Provisions | Aura: Heal all Goblins in the party by 10% of their own Max Health at the start of every turn and apply a random Buff. | |
Goblin Recovery | Aura: All Goblins have 15% increased Mana Regeneration and gain a random Buff at the start of every turn. | |
Goblin Science | Aura: Every Goblin gains 2 Charge stacks at the end of their turn for every Goblin in the party. | |
Goblin Smith | Aura: Increases Defense, Health, Mana, Mana Regeneration, Critical Chance and Critical Damage from equipment by 15% for allied Goblins. | |
Golden Age | Aura: Whenever a Monster in the party receives an Age stack, remove a Debuff from it. | |
Gorgeous Plumage | Aura: Buffs on allies and Debuffs on enemies are 8% more effective for every Bird in the party. | |
Hard Shell | Aura: All Insects and Warriors in the party receive 5% less damage and have a 15% reduced chance to receive Critical Hits. | |
Heroic Party | Aura: Every Monster in the party deals 1% increased damage for each Buff on it. | |
Hunt | Aura: Increases the Critical Chance of the whole party by 4%. | |
Improved Assault | Aura: Every Monster in the party deals 3% increased damage for each Might, Sorcery and Glory Buff on them. | |
Infernal Roar | Aura: Critical Hits of allied Monsters have a 7.5% chance to apply Burn or Shock. | |
Insect Charge | Aura: All Insect Monsters in your party start combat with 8 Charge stacks. | |
Intelligent Swarm | Aura: Whenever an Insect or Construct Monster in the party applies a Buff or a Debuff, it gains a Charge stack. | |
Jolly Spirit | Aura: For each Monster in the party, the first time they use a non-damaging action in combat, the skill costs 50% less Mana and grants a random Buff. | |
King of Beasts | Aura: Increases this Monster's damage by 5% for each Beast in the party. All Debuffs are 15% less effective on Beasts in your party. | |
Lord of the Deep | Aura: Critical Hits of Aquatic Monsters apply Bleed stacks equal to 20% of the damage dealt. | |
Mana Upkeep | Aura: Increases Mana Regeneration of the whole party by 10%. | |
Magic Barrier | Aura: All Mage Monsters in the party start the combat with a shield equal to 150% of their Max Mana and receive 1% less damage for every 100 Max Mana. | |
Magic Penetration | Aura: Mage Monsters in the party ignore 20% of the target's Defense damage reduction value. | |
Mass Mana Charging | Aura: For every 60 Mana regenerated by this Monster, apply a Charge stack to the whole party. | |
Mass Protector | Aura: All Monsters in the party receive 15% less damage from Multi-Target-Attacks. | |
Master of Time | Aura: Ancients and Monsters with Aging start combat with an Age stack. | |
Multi Barrier | Aura: Barrier (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Bulk | Aura: Barrier (Buff) and Channel (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Channel | Aura: Channel (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Glory | Aura: Glory (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Hybrid | Aura: Might (Buff) and Sorcery (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Life | Aura: Regeneration (Buff) and Glory (Buff) can be stacked one additional time. Additional stacks are only half as strong. | |
Multi Might | Aura: Might (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Offense | Aura: Sidekick (Buff) and Glory (Buff) can be stacked one additional time. Additional stacks of Sidekick have only a 50% chance to trigger. | |
Multi Regeneration | Aura: Regeneration (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Sidekick | Aura: Sidekick (Buff) can be stacked two additional times. Additional stacks have only a 50% chance to trigger. | |
Multi Sorcery | Aura: Sorcery (Buff) can be stacked two additional times. Additional stacks are only half as strong. | |
Multi Armor Break | Aura: Armor Break (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Burn | Aura: Burn (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Chill | Aura: Chill (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Poison | Aura: Poison (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Multi Shock | Aura: Shock (Debuff) can be stacked two additional times on enemies. Additional stacks have only a 50% chance to trigger. | |
Multi Weakness | Aura: Weakness (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong. | |
Nature's Wrath | Aura: All Nature Monsters in the party deal 15% more damage. | |
Occult Control | Aura: Occult Monsters in the party receive 3.5% reduced damage from a debuffed enemy for each Debuff on them. | |
Optimal Performance | Aura: While under the effect of a Shield, Constructs in your party receive 10% less damage and are 10% more resistant to Debuffs. | |
Pecking Order | Aura: Every attack of a Bird triggers an additional hit equal to 30% of Attack or Magic value. (Depending on the attack) | |
Phoenix Heritage | Aura: Each Aerial and Bird Monster in your party applies Burn on a random enemy after each action. | |
Polluted Water | Aura: Debuffs are 10% more effective against enemies for every Aquatic Monster in the party. | |
Potion Mastery | Aura: Potion heal effects are increased by 25%. | |
Preemptive Shield | Aura: At the start of combat, apply a Shield equal to 75% of this Monster's Defense value to the whole party. | |
Prehistoric Screech | Aura: Aerial and Reptile Monsters deal 7.5% increased damage and additional 15% against shielded enemies. | |
Preparation | Aura: Every Monster in the party starts the combat with a random Buff. | |
Protected Offense | Aura: While under the effect of a Shield, Monsters in the party deal 10% increased damage. | |
Protector | Aura: All Monsters in the party receive 7.5% less damage. | |
Primal Hex | Aura: Every damaging hit, heal and shield by Nature and Mage Monsters in the party has a 4% chance to apply a random Debuff on an enemy. | |
Rampage | Aura: Increases the Critical Chance and Critical Damage of Beast Monsters in the party by 10%. | |
Scent of Blood | Aura: Your Monsters deal 10% more damage when attacking an enemy with Bleed stacks. | |
Severe Infection | Aura: Debuffs are 10% more effective against Wounded enemies. | |
Sheltered Nature | Aura: All Nature Monsters in the party start the combat with a shield equal to 25% of their Max Health and receive 1% less damage for every 1000 Max Health. | |
Shield Aura | Aura: All Shield effects of Monsters in the party are increased by 10%. | |
Skirmish | Aura: When allied Beasts or Reptiles spend a turn without attacking, apply Bleed on enemies equal to 5% of their current Health. (2% vs. Champions, Infinity Arena) | |
Slime Infestation | Aura: Each Slime in your party applies Armor Break on a random enemy after each action. | |
Slimy Support | Aura: Healing and shielding skills (active and passive) of Slimes in your party are increased by 20%. | |
Spawn of Champions | Aura: Aquatic and Warrior Monsters in the party start with Might, Glory, or Regeneration. They can gain an additional stack of those Buffs. | |
Spirit Strength | Aura: Buffs are 20% more effective on Spirit Monsters in the party. | |
Spirit World | Aura: Spirit Monsters in the party have an additional 8% chance to dodge enemy hits. | |
Splatter | Aura: When an enemy is knocked out, spread half of their Bleed stacks to the remaining enemies. (rounded up) | |
Sprawl | Aura: Each Nature Monster in the party gains a random Buff after each action. Non-damaging actions also apply a random Debuff on an enemy. | |
Stampede | Aura: When a Beast Monster in your party attacks, it deals 10% more damage for each other Beast Monster that acted before it during that turn. | |
Static Glory | Aura: Glory (Buff) also increases non-Critical damage by 15%. | |
Steampunk | Aura: Each Construct in your party applies Shock on a random enemy after each action. | |
Stuck Tight | Aura: Attacks that target Tethered enemies have 5% increased Critical Chance for each stack of Tether on the enemy. | |
Supply | Aura: Heal all Monsters in the party by 4% of this Monster's Max Health at the start of every turn. | |
Tailwind | Aura: Increases the Critical Chance of Aerial Monsters in the party by 7%. | |
Tranquility | Aura: Each Nature and Spirit Monster in your party applies Weakness on a random enemy after each action. | |
Trickster Spirit | Aura: Whenever a Spirit Monster in the party applies a Buff or a Debuff, it is shielded by 4% of its Max Health. | |
True Darkness | Aura: Whenever a Monster in the party applies a Blind stack on an enemy, 35% chance to apply a random Debuff on them. | |
Weaponry | Aura: Increases the stats gained from weapons by 25% for allied Warrior Monsters. | |
Wildlife Conservation | Aura: All Bird and Beast Monsters in the party receive 10% less damage. | |
Wonder Potion | Aura: Potions also remove 3 Debuffs from the target and add 3 random Buffs. (1 for Multi-Target Items) | |
Worm Troop | Aura: Worms in the party regenerate 20% of their Max Health each turn and have +20% Mana Regeneration. | |
Shift Passive | ||
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Curse Breaker | ||
Aura: At the start of the turn, remove a Debuff from each Monster in the party. | ||
Debuff Variety | ||
Aura: For every different type of Debuff on an enemy Monster, it deals 3% less damage and takes 3% more damage. | ||
Holy Presence | ||
Aura: Every Buff, Shield or Heal action of an ally additionally applies one random Buff. | ||
Mana Donor | ||
Aura: Whenever another Monster in the party would spend Mana, 30% of the needed Mana is taken from this Monster instead. | ||
Mass Mystify | ||
Aura: When an allied Monster applies a Debuff, it has a 70% chance to apply a random Buff to a random ally. | ||
Supremacy | ||
Aura: Whenever an allied Monster applies a Debuff, it gains 2 Charge stacks. | ||
Utopia | ||
Aura: Every Monster in the party gains 3 Charge stacks at the start of each turn. | ||
Blacksmithing | ||
Aura: Increases ,,,, & from equipment by 15% for allied Monsters. | ||
Heroic Assault | ||
Aura: Every Monster in the party gains 1% Critical Chance for each Buff on it.
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Unique Auras[]
Unique Auras are Auras that do not stack when multiple instances of the same Aura are present. This means that even if multiple Monsters in your party bring the same Unique Aura into battle, only one instance will be active, typically from the frontmost Monster with the Unique Aura. For example, sending two Monsters into battle, both with Burning Desire learned, will only trigger a single shield for the party per Burn damage activation on the enemy, rather than two, because Burning Desire is a Unique Aura.
Skill | Effect | |
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Age of Purification | Unique Aura: Whenever an ally gets an Age stack, remove a harmful Stack from all allies. (Bleed, Wound, Blind, Tether) | |
Armor Crush | Unique Aura: When a Monster in the party applies Armor Break on an enemy, 40% chance to spread it to another enemy. | |
Blinding Sparks | Unique Aura: There is a chance to apply Blind to enemies when they take Burn damage (40%) or Shock damage (20%). | |
Blood Drive | Unique Aura: Whenever an enemy takes Poison, Burn or Congeal damage, there is a 70% chance to apply a Bleed stack equal to that damage. | |
Broken Immunity | Unique Aura: Armor Break on enemies also increases chances to apply Debuffs on them by 20%. | |
Buff Corruption | Unique Aura: Weakness reduces the strength of Buffs and beneficial Stacks on enemies by 6%. | |
Buff Steal | Unique Aura: Whenever an allied Monster removes a Buff from an enemy, it steals that Buff instead. | |
Burn Down | Unique Aura: Burn (Debuff) damage dealt to enemies is increased by 50%. | |
Burning Desire | Unique Aura: Apply Shield to the party when an enemy receives Burn (Debuff) damage equal to 3% of each Monster's Max Health. | |
Chain Lightning | Unique Aura: When a Monster in the party applies Shock on an enemy, 40% chance to spread it to another enemy. | |
Channeling Balance | Unique Aura: Channel Buff also increases the damage dealt by 7.5% and reduces the damage taken by 7.5%. | |
Channeling Support | Unique Aura: Channel also improves all healing and shielding skills (active and passive) by 15%. | |
Channeling Sustain | Unique Aura: Channel also heals your Monsters by 100% of this Monster's Max Mana at the start of every turn. | |
Cleansing Burn | Unique Aura: When an ally applies Burn on an enemy or when an enemy takes Burn damage, 75% chance to remove a Buff from them. | |
Cleansing Sidekick | Unique Aura: Sidekick hits also remove a Buff from the target. | |
Combat Guard | Unique Aura: Sidekick (Buff) and Glory (Buff) also reduce the damage taken by 7.5%. | |
Congeal | Unique Aura: Chill (Debuff) deals damage to enemies at the start of their turn based on their missing Mana. | |
Corrosion | Unique Aura: Armor Break increases the Poison, Burn, Shock and Congeal damage enemies take by 20%. | |
Critical Sorcery | Unique Aura: Sorcery also increases Critical Chance by 6%. | |
Curse of Weakness | Unique Aura: When a Monster in the party applies Weakness on an enemy, 35% chance to also apply a random Debuff. | |
Demotivate | Unique Aura: Weakness (Debuff) reduces enemies' healing and shielding by 20%. | |
Disoriented | Unique Aura: Weakness (Debuff) causes enemies affected by it to have a 7.5% chance to miss each hit. | |
Electrolytes | Unique Aura: Monsters in the party have a 75% chance to remove a Debuff from themselves when they trigger Shock damage. | |
Elemental Break | Unique Aura: Armor Break (Debuff) increases enemies' weaknesses by an additional 10% and decreases their resistances by 10%. | |
Energize | Unique Aura: Monsters in the party recover 7.5% of Max Health when they trigger Shock damage. | |
Forceful Might | Unique Aura: Might also makes all attacks ignore 10% of enemy's damage reduction. | |
Forceful Sorcery | Unique Aura: Sorcery also makes all attacks ignore 10% of enemy's overall damage reduction value. | |
Frostbite | Unique Aura: When a Monster in the party applies Chill on an enemy, 50% chance to also apply Armor Break. | |
Fuel | Unique Aura: Whenever an enemy takes Burn damage, each Monster in your party gains a Charge stack. | |
Glitter | Unique Aura: For each instance of "Gold Sense" in the party, every Monster in the party deals 6% more damage and receives 6% less damage. | |
Glorious Spark | Unique Aura: Allied Monsters with Glory trigger an additional 40% damage hit. Additional stacks of Glory increase the damage by an additional 20%. | |
Igniting Gas | Unique Aura: When an enemy takes Poison (Debuff) damage, 40% chance to apply Burn. | |
Impactful Shock | Unique Aura: Shock hits have a 40% increased Critical Chance and do 10% increased base damage. | |
Improved Barrier | Unique Aura: Barrier (Buff) reduces damage received by an additional 7.5%. | |
Improved Glory | Unique Aura: Glory (Buff) increases Critical Damage by an additional 20%. | |
Improved Regeneration | Unique Aura: Regeneration (Buff) regenerates an additional 7.5% of Max Health. | |
Improved Sidekick | Unique Aura: Sidekick (Buff) damage increased by an additional 50%. | |
Incinerate | Unique Aura: When an enemy takes Burn (Debuff) damage, 40% chance to apply Armor Break. | |
Magnetize | Unique Aura: Shock on enemies causes their attacks to have a 15% chance to be redirected to the Monster in your party with the highest Defense value. | |
Mana Bolster | Unique Aura: Regeneration (Buff) and Barrier (Buff) also increase Mana Regeneration by 10%. | |
Mana Syphon | Unique Aura: Whenever an enemy takes Poison (Debuff) damage, each Monster in the party regenerates 5 Mana. | |
Martial Prowess | Unique Aura: Whenever a Monster in the party evades a hit (either by dodging or by Blind), 70% chance that they gain a random Buff. | |
Mighty Boost | Unique Aura: When an allied Monster gains Might, they gain a shield equal to 100% of their Attack and 1 harmful Stack is removed. | |
Necromancy | Unique Aura: Whenever a Monster in the party is revived, it additionally heals 25% of its Max Health, gains 3 random Debuffs and 3 Age stacks. | |
Outlast | Unique Aura: When an allied Monster gains their first, second, or third Age stack, they also gain a shield equal to 15% of their Max Health. | |
Path to Ascension | Unique Aura: When an allied Spirit gets attacked, it has a 75% chance to gain Channel or Regeneration. They can gain an additional stack of those Buffs. | |
Path to Knowledge | Unique Aura: When an allied Mage gets attacked, it has a 75% chance to gain Sorcery or Barrier. They can gain an additional stack of those Buffs. | |
Path to Valhalla | Unique Aura: When an allied Warrior gets attacked, it has a 75% chance to gain Might or Glory. They can gain an additional stack of those Buffs. | |
Plague | Unique Aura: Whenever an enemy takes Poison damage, 40% chance that the Poison spreads to another enemy. | |
Poisoned Nerves | Unique Aura: Poison (Debuff) also reduces enemy's Mana Regeneration by 10%. | |
Punishment | Unique Aura: Whenever an allied Monster removes a Buff from an enemy with an attack, there is 50% chance the attack deals an additional 30% damage hit. | |
Reckless Mending | Unique Aura: When an ally applies Armor Break or Chill, it regains 3% of Max Health and Max Mana. | |
Regeneration Shield | Unique Aura: Regeneration (Buff) also shields the Monster by 7.5% of its Max Health at the start of turn. | |
Renewal | Unique Aura: Whenever a Debuff or harmful Stack is removed from an ally, also Heal and Shield them by 100. | |
Restoration | Unique Aura: Regeneration (Buff) also has a 50% chance to remove a Debuff at the start of the turn. | |
Sensitivity | Unique Aura: Weakness causes enemies to take 10% increased damage. | |
Severe Cold | Unique Aura: Whenever an enemy takes Congeal damage, 65% chance to inflict a Wound stack on them. | |
Severe Upkeep | Unique Aura: Whenever an enemy takes Poison or Burn (Debuff) damage, 50% chance to inflict a Wound stack on them. | |
Shatter | Unique Aura: Chill causes attacks against enemies affected by it to have 10% increased Critical Chance. | |
Shield Crush | Unique Aura: Might also increases damage done against shielded enemies by 20%. | |
Shock Charging | Unique Aura: Whenever a Monster in the party triggers Shock damage, it gets 2 Charge stacks. | |
Sidekick Support | Unique Aura: Healing, Shield and Buffing actions are now also affected by Sidekick Buff - triggering additional heals (40% Magic), shields (40% Defense) or Buffs. | |
Sorcerous Boost | Unique Aura: When an allied Monster gains Sorcery, they gain a Shield equal to 100% of their Magic and 1 Debuff is removed. | |
Stunned | Unique Aura: Shock (Debuff) also reduces enemy's Dodge chance by 10% and their Critical Chance by 7%. | |
Sub Zero | Unique Aura: Chill causes enemies affected by it to take 10% increased damage. | |
Tenacious Barrier | Unique Aura: Barrier also makes all Debuffs 10% less effective. | |
Toxic Reaction | Unique Aura: When an enemy receives Shock damage, there is a 40% chance to apply Poison. | |
Weapon Break | Unique Aura: Enemies with Armor Break (Debuff) get their Critical Chance decreased by 10%. | |
Wildfire | Unique Aura: When a Monster in the party applies Burn on an enemy, 40% chance to spread it to another enemy. | |
Shift Passive | ||
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Curse Resistance | ||
Unique Aura: Allied Monsters have a 25% chance to resist the application of Debuffs and harmful Stacks. | ||
Bleed Out | ||
Unique Aura: Bleed stacks on enemies are not removed when they take Bleed damage. | ||
Overheal | ||
Unique Aura: When an allied Monster is getting healed above Max Health, convert 50% of that amount into a Shield.
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Accessories[]
Item | Description
{{#if:Cauldron| | ||||
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Cauldron
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+15 +5 Unique Aura: Debuffs are 5% more effective against enemies. {{#if:Cauldron| | ||||
Cauldron+1
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+20 +7 Unique Aura: Debuffs are 6% more effective against enemies. {{#if:Cauldron| | ||||
Cauldron+2
|
+26 +10 Unique Aura: Debuffs are 7% more effective against enemies. {{#if:Cauldron| | ||||
Cauldron+3
|
+32 +13 Unique Aura: Debuffs are 8% more effective against enemies. {{#if:Cauldron| | ||||
Cauldron+4
|
+40 +16 Unique Aura: Debuffs are 9% more effective against enemies. {{#if:Cauldron| | ||||
Cauldron+5
|
+50 +20 Unique Aura: Debuffs are 10% more effective against enemies. {{#if:Hourglass| | ||||
Hourglass
|
+60 +10 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+1
|
+100 +14 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+2
|
+150 +18 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+3
|
+220 +23 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+4
|
+300 +28 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+5
|
+400 +35 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Ancient Clock| | ||||
Ancient Clock
|
+50 +50 +50 Unique Aura: Age stacks of allied Monsters are 50% more effective. Can only be equipped by Ancient Monsters. {{#if:Ancient Clock| | ||||
Ancient Clock+1
|
+55 +55 +55 Unique Aura: Age stacks of allied Monsters are 60% more effective. Can only be equipped by Ancient Monsters. {{#if:Ancient Clock| | ||||
Ancient Clock+2
|
+60 +60 +60 Unique Aura: Age stacks of allied Monsters are 70% more effective. Can only be equipped by Ancient Monsters. {{#if:Ancient Clock| | ||||
Ancient Clock+3
|
+65 +65 +65 Unique Aura: Age stacks of allied Monsters are 80% more effective. Can only be equipped by Ancient Monsters. {{#if:Ancient Clock| | ||||
Ancient Clock+4
|
+70 +70 +70 Unique Aura: Age stacks of allied Monsters are 90% more effective. Can only be equipped by Ancient Monsters. {{#if:Ancient Clock| | ||||
Ancient Clock+5
|
+75 +75 +75 Unique Aura: Age stacks of allied Monsters are 100% more effective. Can only be equipped by Ancient Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball
|
+300 Unique Aura: Debuffs are 10% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+1
|
+440 Unique Aura: Debuffs are 11% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+2
|
+645 Unique Aura: Debuffs are 12% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+3
|
+940 Unique Aura: Debuffs are 13% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+4
|
+1370 Unique Aura: Debuffs are 14% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+5
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+2000 Unique Aura: Debuffs are 15% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Toxic Pot| | ||||
Toxic Pot
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+8 +50 -12 Unique Aura: Debuffs are 15% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+1
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+12 +80 -15 Unique Aura: Debuffs are 16% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+2
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+16 +115 -19 Unique Aura: Debuffs are 17% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+3
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+22 +175 -24 Unique Aura: Debuffs are 18% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+4
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+29 +265 -31 Unique Aura: Debuffs are 19% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+5
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+40 +400 -40 Unique Aura: Debuffs are 20% more effective against enemies.
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