
Skill  Effect  

Chilling Wind  60  4 x 40% (160%) damage + Applies Chill (Debuff)  
lv2  90  5 x 40% (200%) damage + Applies Chill (Debuff)  
lv3  120  5 x 55% (275%) damage + Applies Chill (Debuff)  
lv4  160  6 x 55% (330%) damage + Applies Chill (Debuff)  
lv5  220  6 x 75% (450%) damage + Applies Chill (Debuff)  
Freeze  60  5 x 30% (150%) damage + Applies Chill (Debuff)  
lv2  90  5 x 40% (200%) damage + Applies Chill (Debuff)  
lv3  130  6 x 45% (270%) damage + Applies Chill (Debuff)  
lv4  180  6 x 60% (360%) damage + Applies Chill (Debuff)  
lv5  220  7 x 60% (420%) damage + Applies Chill (Debuff)  
Ice Bolt  60  1 x 220% damage + Applies Chill (Debuff)  
lv2  90  1 x 275% damage + Applies Chill (Debuff)  
lv3  120  1 x 335% damage + Applies Chill (Debuff)  
lv4  160  1 x 410% damage + Applies Chill (Debuff)  
lv5  210  1 x 510% damage + Applies Chill (Debuff)  
Ice Storm  120  1 x 160% damage to all + Applies Chill (Debuff) [50%]  
lv2  170  1 x 210% damage to all + Applies Chill (Debuff) [50%]  
lv3  230  2 x 130% (260%) damage to all + Applies Chill (Debuff) [50%]  
Ice Shield  lv1  160  Shield all for 2 x (200 +20% + 20% ) + Applies Chill (Debuff) to a random enemy  
lv2  220  Shield all for 2 x (300 +25% + 25% ) + Applies Chill (Debuff) to 2 random enemies  
Skill  Effect  

Deep Freeze  160  4 x 85% (340%) damage + deals an additional 40% hit for every Chill on target  
lv2  210  4 x 110% (440%) damage + deals an additional 40% hit for every Chill on target  
Skill  Effect  

Whirlpool  170  5 x 70% (350%) damage + Removes 2 Debuffs from Caster  
lv2  220  6 x 70% (420%) damage + Removes 3 Debuffs from Caster  
Restore  lv1  50  Heal target for 4 x (50 + 20% ) + Removes 1 Debuff  
lv2  80  Heal target for 5 x (60 + 25% ) + Removes 2 Debuffs  
lv3  110  Heal target for 5 x (70 + 25% ) + Removes 3 Debuffs  
lv4  150  Heal target for 6 x (100 + 25% ) + Removes 3 Debuffs  
lv5  210  Heal target for 7 x (120 + 25% ) + Removes 4 Debuffs  
Restoring Shield  lv1  50  Shield target for 4 x (50 +15% ) + Removes 1 Debuff  
lv2  80  Shield target for 5 x (60 +15% ) + Removes 2 Debuffs  
lv3  120  Shield target for 6 x (75 +15% ) + Removes 2 Debuffs  
lv4  160  Shield target for 6 x (100 +15% ) + Removes 3 Debuffs  
lv5  210  Shield target for 7 x (125 +15% ) + Removes 4 Debuffs  
Mass Restore  lv1  110  Heal all for (200 + 70% ) + Removes 1 Debuff from all allies  
lv2  150  Heal all for 2 x (175 + 40% ) + Removes 1 Debuff from all allies  
lv3  220  Heal all for 2 x (250 + 50% ) + Removes 2 Debuffs from all allies  
Skill  Effect  

Charged Anomaly  Aura: For every 12 Charge stacks spent by an ally, it applies Chill, Shock or Weakness to a random enemy.  
Chilling Cold  Every Water attack hit has a 15% chance to apply Chill.  
Cooling  Every hit has a 10% chance to apply Chill.  
Critical Freeze  The first critical hit of an ability applies Chill (Debuff).  
Disarming Shielding  For every shield applied there is a 10% chance to apply Armor Break, Weakness or Chill to a random enemy.  
Dragon Mastery  Aura: Actions by Dragons apply a Debuff to all enemies based on element. Burn, Chill, Shock, Poison, Armor Break, Support: Weakness. 

Icy Fists  Every critical hit has a 50% chance to apply Chill on enemies. This Monster can apply an additional stack of Chill.  
Icy Skin  When this Monster gets attacked, 50% chance to apply Chill on the attacker.  
Initial Chill  Apply Chill (Debuff) to a random enemy at the start of combat.  
TriMage Healing  For every heal applied there is a 10% to apply Burn, Chill or Poison to a random enemy.  
Trickster Buffing  For every Buff applied there is a 15% chance to apply Chill, Shock or Burn to a random enemy.  
Critical Hex  The first critical hit of an ability applies a random Debuff.  
Curse of Weakness  Unique Aura: When a Monster in the party applies Weakness on an enemy, 35% chance to also apply a random Debuff.  
Hex  Every hit has a 7.5% chance to apply a random Debuff.  
Hexed Touch  When this Monster gets attacked, 50% chance to apply a random Debuff on the attacker.  
Hexing Support  Whenever this Monster spends a turn without attacking an enemy, apply a random Debuff on a random enemy.  
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.  
Sprawl  Aura: Each Nature Monster in the party gains a random Buff after each action. Nondamaging actions also apply a random Debuff on an enemy.  
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.  
Skill  Effect  

Broken Immunity  Unique Aura: Armor Break on enemies also increases chances to apply Debuffs on them by 20%.  
Skill  Effect  

Icy Fists  Every critical hit has a 50% chance to apply Chill on enemies. This Monster can apply an additional stack of Chill.  
Multi Chill  Aura: Chill (Debuff) can be stacked two additional times on enemies. Additional stacks are only half as strong.  
Skill  Effect  

Antipode  When applying Chill or Burn (Debuffs) while the target already has the other Debuff, trigger an additional 125% damage hit.  
Flash Freeze  Trigger an additional 100% damage hit when applying Chill with an attack.  
Frostbite  Unique Aura: When a Monster in the party applies Chill on an enemy, 50% chance to also apply Armor Break.  
Reckless Mending  Unique Aura: When an ally applies Armor Break or Chill, it regains 3% of Max Health and Max Mana.  
Intelligent Swarm  Aura: Whenever an Insect or Construct Monster in the party applies a Buff or a Debuff, it gains a Charge stack.  
Mystify  When applying a Debuff, 50% chance to gain a random Buff.  
Proliferate  When applying a Debuff, trigger an additional 30% damage hit.  
Remunerate  When applying a Debuff, 60% chance to gain Regeneration (Buff).  
Saboteur's Shield  Apply Shield equal to 50% of own Defense when applying a Debuff.  
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.  
Vicious  When applying a Debuff, 40% chance to gain Glory (Buff).  
Skill  Effect  

Congeal  Unique Aura: Chill (Debuff) deals damage to enemies at the start of their turn based on their missing Mana.  
Gorgeous Plumage  Aura: Buffs on allies and Debuffs on enemies are 8% more effective for every Bird in the party.  
Polluted Water  Aura: Debuffs are 10% more effective against enemies for every Aquatic Monster in the party.  
Severe Infection  Aura: Debuffs are 10% more effective against Wounded enemies.  
Skill  Effect  

Antipode  When applying Chill or Burn (Debuffs) while the target already has the other Debuff, trigger an additional 125% damage hit.  
Shatter  Unique Aura: Chill causes attacks against enemies affected by it to have 10% increased Critical Chance.  
Sub Zero  Unique Aura: Chill causes enemies affected by it to take 10% increased damage.  
Death Blow  Deals 5% increased damage for each Debuff on the target.  
Disease Control  Receive 4% reduced damage from a debuffed enemy for each Debuff on them.  
Dominance  Aura: Enemies receive 3% increased damage for each Debuff on them.  
Occult Control  Aura: Occult Monsters in the party receive 3.5% reduced damage from a debuffed enemy for each Debuff on them.  
Skill  Effect  

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.  
Skill  Effect  

Anti Curse  Aura: All Debuffs are 20% less effective on Monsters in your party.  
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.  
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.  
Tenacious Barrier  Unique Aura: Barrier also makes all Debuffs 10% less effective.  
Skill  Effect  

Curse Transfusion  For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction.  
Skill  Effect  

Ancient Restoration  Aura: At the beginning of each turn, remove a random Debuff from Ancients in the party. They start combat with Age.  
Antitoxins  At the beginning of each turn, heal a random Debuff from this Monster.  
Auto Restore  When attacking, also remove 2 Debuffs from the Monster with the most Debuffs in the party.  
Buffing Restore  When applying a Buff, 50% chance that a Debuff is removed.  
Electrolytes  Unique Aura: Monsters in the party have a 75% chance to remove a Debuff from themselves when they trigger Shock damage.  
Golden Age  Aura: Whenever a Monster in the party receives an Age stack, remove a Debuff from it.  
Restoration  Unique Aura: Regeneration (Buff) also has a 50% chance to remove a Debuff at the start of the turn.  
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.  
Wonder Potion  Aura: Potions also remove 3 Debuffs from the target and add 3 random Buffs. (1 for MultiTarget Items)  
Skill  Effect  

Renewal  Unique Aura: Whenever a Debuff or harmful Stack is removed from an ally, also Heal and Shield them by 100.  
Skill  

Blizzard  240  
3 x 100% (300%) damage to all enemies Every hit has a 20% chance to apply Chill  
Cataclysm  250  
4 x 75% (300%) damage to all enemies Applies Burn, Chill, Shock, or Poison  
Frost Pierce  230  
8 x 65% (520%) damage  Critical Damage +75% Every hit has a 15% chance to apply Chill  
Polar Winds  230  
2 x 150% (300%) damage to all enemies  50% chance to apply Chill Heal all allies for 1 x (700 + 120% )  
Ion Beam  240  
9 x 60% (540%) damage Every hit has a 15% chance to apply a random Debuff  
Skill  

Bubble Deluge  240  
2 x 150% (300%) damage to all enemies Applies Channel to and removes 1 Debuff from all allies  
Aurora's Shield  220  
Shield all allies for 3 x (300 + 25% ) Removes 2 Debuffs from all allies  
Full Restore  220  
Heal target for 4 x (200 + 30% ) Shield target for 4 x (200 + 30% )  Removes 6 Debuffs  
Mega Restore  230  
Heal all allies for 3 x (250 + 40% ) Removes 3 Debuffs from all allies  
Shift Passive  

Curse Chain  
Whenever this Monster applies a Debuff to an enemy, 35% chance to spread that Debuff to another enemy.

Shift Passive  

Debuff Mastery  
This Monster may apply an additional stack of any Debuff. Additional stacks are only half as strong.

Shift Passive  

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.  
Curse Chain  
Whenever this Monster applies a Debuff to an enemy, 35% chance to spread that Debuff to another enemy.

Shift Passive  

Debuff Variety  
Aura: For every different type of Debuff on an enemy Monster, it deals 3% less damage and takes 3% more damage.

Shift Passive  

Curse Resistance  
Unique Aura: Allied Monsters have a 25% chance to resist the application of Debuffs and harmful Stacks.

Shift Passive  

Curse Breaker  
Aura: At the start of the turn, remove a Debuff from each Monster in the party.

Item  Description
{{#if:Small Antidote  

Small Antidote

Removes 2 Debuffs
{{#if:Antidote  
Antidote

Removes 4 Debuffs
{{#if:Mass Antidote  
Mass Antidote

Removes 2 Debuffs from all allies

Weapons[]
Item  Description
{{#if:Abyssal Sword  

Abyssal Sword

+40 +40 When attacking or getting attacked, 50% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword  
Abyssal Sword+1

+60 +60 When attacking or getting attacked, 60% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword  
Abyssal Sword+2

+90 +90 When attacking or getting attacked, 70% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword  
Abyssal Sword+3

+135 +135 When attacking or getting attacked, 80% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword  
Abyssal Sword+4

+185 +185 When attacking or getting attacked, 90% chance to gain a random Buff or apply a random Debuff. {{#if:Abyssal Sword  
Abyssal Sword+5

+250 +250 When attacking or getting attacked, gain a random Buff or apply a random Debuff. {{#if:Hexing Rod  
Hexing Rod

+25 +40 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Hexing Rod  
Hexing Rod+1

+40 +60 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Hexing Rod  
Hexing Rod+2

+60 +85 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Hexing Rod  
Hexing Rod+3

+80 +120 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Hexing Rod  
Hexing Rod+4

+110 +175 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Hexing Rod  
Hexing Rod+5

+160 +245 Healing, Buffing and Shielding actions also apply a random Debuff to a random enemy. {{#if:Staff of Doom  
Staff of Doom

+30 +45 +100 +5% Every hit and heal has a 5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom  
Staff of Doom+1

+45 +65 +150 +6% Every hit and heal has a 5.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom  
Staff of Doom+2

+65 +90 +220 +7% Every hit and heal has a 6% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom  
Staff of Doom+3

+95 +130 +325 +8% Every hit and heal has a 6.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom  
Staff of Doom+4

+140 +180 +475 +9% Every hit and heal has a 7% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom  
Staff of Doom+5

+200 +250 +700 +10% Every hit and heal has a 7.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters.

Item  Description
{{#if:Restoring Wand  

Restoring Wand

+30 +8 Healing, Buffing and Shielding actions additionally remove 1 Debuff. {{#if:Restoring Wand  
Restoring Wand+1

+45 +10 Healing, Buffing and Shielding actions additionally remove 1 Debuff. {{#if:Restoring Wand  
Restoring Wand+2

+65 +13 Healing, Buffing and Shielding actions additionally remove 1 Debuff. {{#if:Restoring Wand  
Restoring Wand+3

+95 +16 Healing, Buffing and Shielding actions additionally remove 2 Debuffs. {{#if:Restoring Wand  
Restoring Wand+4

+135 +20 Healing, Buffing and Shielding actions additionally remove 2 Debuffs. {{#if:Restoring Wand  
Restoring Wand+5

+190 +25 Healing, Buffing and Shielding actions additionally remove 2 Debuffs.

Accessories[]
Item  Description
{{#if:Thermal Reactor  

Thermal Reactor

+2% +10% Every hit has a 2.5% chance to apply Burn or Chill. {{#if:Thermal Reactor  
Thermal Reactor+1

+3% +11% Every hit has a 3% chance to apply Burn or Chill. {{#if:Thermal Reactor  
Thermal Reactor+2

+4% +12% Every hit has a 3.5% chance to apply Burn or Chill. {{#if:Thermal Reactor  
Thermal Reactor+3

+5% +13% Every hit has a 4% chance to apply Burn or Chill. {{#if:Thermal Reactor  
Thermal Reactor+4

+6% +14% Every hit has a 4.5% chance to apply Burn or Chill. {{#if:Thermal Reactor  
Thermal Reactor+5

+7% +15% Every hit has a 5% chance to apply Burn or Chill. {{#if:Water Symbol  
Water Symbol

+160 Increases damage taken by 10%. Increases water damage by 15%. Every Water attack hit has a 5% chance to apply Chill. {{#if:Water Symbol  
Water Symbol+1

+235 Increases damage taken by 10%. Increases water damage by 16%. Every Water attack hit has a 6% chance to apply Chill. {{#if:Water Symbol  
Water Symbol+2

+335 Increases damage taken by 10%. Increases water damage by 17%. Every Water attack hit has a 7% chance to apply Chill. {{#if:Water Symbol  
Water Symbol+3

+485 Increases damage taken by 10%. Increases water damage by 18%. Every Water attack hit has a 8% chance to apply Chill. {{#if:Water Symbol  
Water Symbol+4

+695 Increases damage taken by 10%. Increases water damage by 19%. Every Water attack hit has a 9% chance to apply Chill. {{#if:Water Symbol  
Water Symbol+5

+1000 Increases damage taken by 10%. Increases water damage by 20%. Every Water attack hit has a 10% chance to apply Chill. {{#if:Gold Feather  
Gold Feather

+12 +10% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather  
Gold Feather+1

+16 +11% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather  
Gold Feather+2

+21 +12% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather  
Gold Feather+3

+27 +13% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather  
Gold Feather+4

+35 +14% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters. {{#if:Gold Feather  
Gold Feather+5

+45 +15% When attacking or getting attacked, gain a random Buff or apply a random Debuff. Can only be equipped by Bird Monsters.

Item  Description
{{#if:Cauldron  

Cauldron

+15 +5 Unique Aura: Debuffs are 5% more effective against enemies. {{#if:Cauldron  
Cauldron+1

+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: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

+2000 Unique Aura: Debuffs are 15% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Toxic Pot  
Toxic Pot

+8 +50 12 Unique Aura: Debuffs are 15% more effective against enemies. {{#if:Toxic Pot  
Toxic Pot+1

+12 +80 15 Unique Aura: Debuffs are 16% more effective against enemies. {{#if:Toxic Pot  
Toxic Pot+2

+16 +115 19 Unique Aura: Debuffs are 17% more effective against enemies. {{#if:Toxic Pot  
Toxic Pot+3

+22 +175 24 Unique Aura: Debuffs are 18% more effective against enemies. {{#if:Toxic Pot  
Toxic Pot+4

+29 +265 31 Unique Aura: Debuffs are 19% more effective against enemies. {{#if:Toxic Pot  
Toxic Pot+5

+40 +400 40 Unique Aura: Debuffs are 20% more effective against enemies.

Item  Description
{{#if:Pure Leaf  

Pure Leaf

+10 +80 +10 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf  
Pure Leaf+1

+15 +120 +13 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf  
Pure Leaf+2

+20 +170 +17 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf  
Pure Leaf+3

+28 +245 +22 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf  
Pure Leaf+4

+40 +350 +28 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf  
Pure Leaf+5

+55 +500 +36 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters.

Debuffs  

