The Critical Chance stat is the probability of landing a Critical Hit. It is initially 10% for every Monster, and can be increased through passive skills, equipment, and Glory. The Critical Chance stat stacks additively.
Skill | Effect | |
---|---|---|
Crit Chance Plus | +5% Critical Chance | |
Aquatic Predator | Aura: Increases the Critical Chance of Aquatic Monsters in the party by 5% and the Critical Damage by 15%. | |
Critical Base | Increases Critical Chance by 15% while wearing no equipment that increases Critical Chance. | |
Critical Sorcery | Unique Aura: Sorcery also increases Critical Chance by 6%. | |
Hunt | Aura: Increases the Critical Chance of the whole party by 4%. | |
Rampage | Aura: Increases the Critical Chance and Critical Damage of Beast Monsters in the party by 10%. | |
Tailwind | Aura: Increases the Critical Chance of Aerial Monsters in the party by 7%. | |
Skill | Effect | |
---|---|---|
Armory | Aura: Increases the stats gained from accessories by 15% for allied Warrior Monsters. | |
Crit Chance Focus | Critical Chance values from equipment increased by 25%. | |
Goblin Smith | Aura: Increases Defense, Health, Mana, Mana Regeneration, Critical Chance and Critical Damage from equipment by 15% for allied Goblins. | |
Weaponry | Aura: Increases the stats gained from weapons by 25% for allied Warrior Monsters. | |
Skill | Effect | |
---|---|---|
Critical Buffs | When applying a Buff, there is a chance to also apply 2 Charge stacks, equal to this Monster's Critical Chance. | |
Critical Healing | Healing actions can land a "Critical Heal" to heal for an increased amount, based on Critical Chance and Critical Damage. (Triggering any Crit-based skills) | |
Evasion | Critical Chance also increases the chance to dodge enemy hits by 20% of the value. | |
Skill | Effect | |
---|---|---|
Backstab | Hits against enemies with 70% or more Health deal 35% more damage and have 15% increased Critical Hit Chance. | |
Counter Attack | When getting attacked, hit the attacker for 1 x 200% Attack. Hit can't be dodged and has 20% increased Critical Chance. | |
Critical Essence | Neutral attacks have 10% increased Critical Chance. | |
Critical Exploit | Attacks that exploit an enemy's weakness have 10% increased Critical Chance. | |
Critical Current | Wind attacks have 10% increased Critical Chance. | |
Critical Flames | Fire attacks have 10% increased Critical Chance. | |
Critical Ground | Earth attacks have 10% increased Critical Chance. | |
Critical Liquid | Water attacks have 10% increased Critical Chance. | |
Impactful Shock | Unique Aura: Shock hits have a 40% increased Critical Chance and do 10% increased base damage. | |
Precision | First hit of an ability has a 20% increased Critical Chance. | |
Shatter | Unique Aura: Chill causes attacks against enemies affected by it to have 10% increased Critical Chance. | |
Stuck Tight | Aura: Attacks that target Tethered enemies have 5% increased Critical Chance for each stack of Tether on the enemy. | |
Sure Strike | First hit of an ability has a 10% increased Critical Chance and cannot be dodged. | |
Skill | Effect | |
---|---|---|
Stunned | Unique Aura: Shock (Debuff) also reduces enemy's Dodge chance by 10% and their Critical Chance by 7%. | |
Weapon Break | Unique Aura: Enemies with Armor Break (Debuff) get their Critical Chance decreased by 10%. | |
Skill | Effect | |
---|---|---|
Hard Shell | Aura: All Insects and Warriors in the party receive 5% less damage and have a 15% reduced chance to receive Critical Hits. | |
Shift Passive | ||
---|---|---|
Lifelink | ||
When landing a critical hit, heal the whole party by 20% of the damage dealt. Increases Critical Chance by 7%. | ||
Assault Shield | ||
Shield by 30% of the damage dealt to enemies by critical hits. Increases Critical Chance by 7%. | ||
Heroic Assault | ||
Aura: Every Monster in the party gains 1% Critical Chance for each Buff on it.
|
Shift Passive | ||
---|---|---|
Blacksmithing | ||
Aura: Increases ,,,, & from equipment by 15% for allied Monsters.
|
Shift Passive | ||
---|---|---|
Critical Apex | ||
The Critical Chance and Critical Damage of every consecutive hit during an ability is increased by 2.5% continuously. - (For a 4 hit attack it is +0%, +2.5%, +5%, +7.5%)
|
|
|
Weapons[]
Item | Description
{{#if:Katar| | ||||
---|---|---|---|---|---|
Katar
|
+40 +7%
{{#if:Katar| | ||||
Katar+1
|
+60 +8%
{{#if:Katar| | ||||
Katar+2
|
+90 +9%
{{#if:Katar| | ||||
Katar+3
|
+130 +10%
{{#if:Katar| | ||||
Katar+4
|
+180 +11%
{{#if:Katar| | ||||
Katar+5
|
+250 +12%
{{#if:Shuriken| | ||||
Shuriken
|
+30 +30 +7%
{{#if:Shuriken| | ||||
Shuriken+1
|
+50 +50 +8%
{{#if:Shuriken| | ||||
Shuriken+2
|
+75 +75 +9%
{{#if:Shuriken| | ||||
Shuriken+3
|
+110 +110 +10%
{{#if:Shuriken| | ||||
Shuriken+4
|
+155 +155 +11%
{{#if:Shuriken| | ||||
Shuriken+5
|
+220 +220 +12%
{{#if:Staff| | ||||
Staff
|
+40 +7%
{{#if:Staff| | ||||
Staff+1
|
+60 +8%
{{#if:Staff| | ||||
Staff+2
|
+90 +9%
{{#if:Staff| | ||||
Staff+3
|
+130 +10%
{{#if:Staff| | ||||
Staff+4
|
+180 +11%
{{#if:Staff| | ||||
Staff+5
|
+250 +12%
{{#if:Fan| | ||||
Fan
|
+35 +10% Increases damage, healing and shielding by 2.5%. {{#if:Fan| | ||||
Fan+1
|
+50 +11% Increases damage, healing and shielding by 3%. {{#if:Fan| | ||||
Fan+2
|
+70 +12% Increases damage, healing and shielding by 3.5%. {{#if:Fan| | ||||
Fan+3
|
+100 +13% Increases damage, healing and shielding by 4%. {{#if:Fan| | ||||
Fan+4
|
+145 +14% Increases damage, healing and shielding by 4.5%. {{#if:Fan| | ||||
Fan+5
|
+200 +15% Increases damage, healing and shielding by 5%. {{#if:Hammer| | ||||
Hammer
|
+25 +20 +10 +8 +3%
{{#if:Hammer| | ||||
Hammer+1
|
+40 +30 +15 +11 +4%
{{#if:Hammer| | ||||
Hammer+2
|
+65 +55 +20 +14 +5%
{{#if:Hammer| | ||||
Hammer+3
|
+95 +80 +28 +18 +6%
{{#if:Hammer| | ||||
Hammer+4
|
+135 +120 +36 +22 +7%
{{#if:Hammer| | ||||
Hammer+5
|
+190 +170 +46 +28 +8%
{{#if:Katana| | ||||
Katana
|
+35 +10% +15%
{{#if:Katana| | ||||
Katana+1
|
+50 +11% +16%
{{#if:Katana| | ||||
Katana+2
|
+70 +12% +17%
{{#if:Katana| | ||||
Katana+3
|
+100 +13% +18%
{{#if:Katana| | ||||
Katana+4
|
+145 +14% +19%
{{#if:Katana| | ||||
Katana+5
|
+200 +15% +20%
{{#if:Mandolin| | ||||
Mandolin
|
+40 +25 +4% Healing skills (active and passive) increased by 10%. {{#if:Mandolin| | ||||
Mandolin+1
|
+60 +40 +5% Healing skills (active and passive) increased by 11%. {{#if:Mandolin| | ||||
Mandolin+2
|
+85 +60 +6% Healing skills (active and passive) increased by 12%. {{#if:Mandolin| | ||||
Mandolin+3
|
+125 +85 +7% Healing skills (active and passive) increased by 13%. {{#if:Mandolin| | ||||
Mandolin+4
|
+175 +120 +8% Healing skills (active and passive) increased by 14%. {{#if:Mandolin| | ||||
Mandolin+5
|
+240 +160 +9% Healing skills (active and passive) increased by 15%. {{#if:Pirate Hook| | ||||
Pirate Hook
|
+30 +25 +5% Heal self for 250 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
Pirate Hook+1
|
+50 +45 +6% Heal self for 300 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
Pirate Hook+2
|
+80 +70 +7% Heal self for 400 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
Pirate Hook+3
|
+110 +100 +8% Heal self for 500 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
Pirate Hook+4
|
+160 +145 +9% Heal self for 700 on the first critical hit of an ability. {{#if:Pirate Hook| | ||||
Pirate Hook+5
|
+230 +210 +10% Heal self for 1000 on the first critical hit of an ability. {{#if:Scythe| | ||||
Scythe
|
+30 +35 +2% +15%
{{#if:Scythe| | ||||
Scythe+1
|
+45 +55 +3% +17%
{{#if:Scythe| | ||||
Scythe+2
|
+70 +80 +4% +19%
{{#if:Scythe| | ||||
Scythe+3
|
+100 +120 +5% +21%
{{#if:Scythe| | ||||
Scythe+4
|
+140 +165 +6% +23%
{{#if:Scythe| | ||||
Scythe+5
|
+200 +225 +7% +25%
{{#if:Arch Bow| | ||||
Arch Bow
|
+35 +30 -20 +5% +10% Each attack triggers 3 additional 10% damage hits. {{#if:Arch Bow| | ||||
Arch Bow+1
|
+55 +50 -24 +6% +12% Each attack triggers 3 additional 12% damage hits. {{#if:Arch Bow| | ||||
Arch Bow+2
|
+80 +70 -28 +7% +14% Each attack triggers 3 additional 14% damage hits. {{#if:Arch Bow| | ||||
Arch Bow+3
|
+115 +105 -34 +8% +16% Each attack triggers 3 additional 16% damage hits. {{#if:Arch Bow| | ||||
Arch Bow+4
|
+160 +150 -41 +9% +18% Each attack triggers 3 additional 18% damage hits. {{#if:Arch Bow| | ||||
Arch Bow+5
|
+225 +210 -50 +10% +20% Each attack triggers 3 additional 20% damage hits. {{#if:Eclipse Sword| | ||||
Eclipse Sword
|
+50 +50 +5% +10% Increases damage taken by 15%. {{#if:Eclipse Sword| | ||||
Eclipse Sword+1
|
+75 +75 +6% +12% Increases damage taken by 15%. {{#if:Eclipse Sword| | ||||
Eclipse Sword+2
|
+110 +110 +7% +14% Increases damage taken by 15%. {{#if:Eclipse Sword| | ||||
Eclipse Sword+3
|
+150 +150 +8% +16% Increases damage taken by 15%. {{#if:Eclipse Sword| | ||||
Eclipse Sword+4
|
+210 +210 +9% +18% Increases damage taken by 15%. {{#if:Eclipse Sword| | ||||
Eclipse Sword+5
|
+300 +300 +10% +20% Increases damage taken by 15%. {{#if:Grim Ripper| | ||||
Grim Ripper
|
+40 +35 +2% +20% Increases damage taken by 10%. Heals by 10% of the damage done. {{#if:Grim Ripper| | ||||
Grim Ripper+1
|
+60 +55 +3% +24% Increases damage taken by 10%. Heals by 12% of the damage done. {{#if:Grim Ripper| | ||||
Grim Ripper+2
|
+85 +75 +4% +28% Increases damage taken by 10%. Heals by 14% of the damage done. {{#if:Grim Ripper| | ||||
Grim Ripper+3
|
+120 +110 +5% +32% Increases damage taken by 10%. Heals by 16% of the damage done. {{#if:Grim Ripper| | ||||
Grim Ripper+4
|
+170 +155 +6% +36% Increases damage taken by 10%. Heals by 18% of the damage done. {{#if:Grim Ripper| | ||||
Grim Ripper+5
|
+240 +220 +7% +40% Increases damage taken by 10%. Heals by 20% of the damage done. {{#if:Omni Sword| | ||||
Omni Sword
|
+35 +35 +10 +100 +10 +5% Can only be equipped by Warrior Monsters. {{#if:Omni Sword| | ||||
Omni Sword+1
|
+55 +55 +14 +140 +14 +6% Can only be equipped by Warrior Monsters. {{#if:Omni Sword| | ||||
Omni Sword+2
|
+75 +75 +20 +195 +18 +7% Can only be equipped by Warrior Monsters. {{#if:Omni Sword| | ||||
Omni Sword+3
|
+110 +110 +27 +265 +23 +8% Can only be equipped by Warrior Monsters. {{#if:Omni Sword| | ||||
Omni Sword+4
|
+160 +160 +37 +365 +31 +9% Can only be equipped by Warrior Monsters. {{#if:Omni Sword| | ||||
Omni Sword+5
|
+230 +230 +50 +500 +40 +10% Can only be equipped by Warrior Monsters. {{#if:One Punch Fist| | ||||
One Punch Fist
|
+45 +35 -50 +10% Increases damage of the first hit by 20%. {{#if:One Punch Fist| | ||||
One Punch Fist+1
|
+65 +55 -75 +11% Increases damage of the first hit by 22%. {{#if:One Punch Fist| | ||||
One Punch Fist+2
|
+90 +75 -110 +12% Increases damage of the first hit by 24%. {{#if:One Punch Fist| | ||||
One Punch Fist+3
|
+130 +110 -170 +13% Increases damage of the first hit by 26%. {{#if:One Punch Fist| | ||||
One Punch Fist+4
|
+180 +160 -260 +14% Increases damage of the first hit by 28%. {{#if:One Punch Fist| | ||||
One Punch Fist+5
|
+250 +230 -400 +15% Increases damage of the first hit by 30%. {{#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. {{#if:Tiny Pin| | ||||
Tiny Pin
|
+1 +1 +15% Increases damage by 20%. Reduces damage taken by 5%. Heals by 20% of the damage done. {{#if:Tiny Pin| | ||||
Tiny Pin+1
|
+2 +2 +16% Increases damage by 22%. Reduces damage taken by 6%. Heals by 22% of the damage done. {{#if:Tiny Pin| | ||||
Tiny Pin+2
|
+3 +3 +17% Increases damage by 24%. Reduces damage taken by 7%. Heals by 24% of the damage done. {{#if:Tiny Pin| | ||||
Tiny Pin+3
|
+4 +4 +18% Increases damage by 26%. Reduces damage taken by 8%. Heals by 26% of the damage done. {{#if:Tiny Pin| | ||||
Tiny Pin+4
|
+5 +5 +19% Increases damage by 28%. Reduces damage taken by 9%. Heals by 28% of the damage done. {{#if:Tiny Pin| | ||||
Tiny Pin+5
|
+6 +6 +20% Increases damage by 30%. Reduces damage taken by 10%. Heals by 30% of the damage done.
|
Accessories[]
Item | Description
{{#if:Crit Ring| | ||||
---|---|---|---|---|---|
Crit Ring
|
+10%
{{#if:Crit Ring| | ||||
Crit Ring+1
|
+11%
{{#if:Crit Ring| | ||||
Crit Ring+2
|
+12%
{{#if:Crit Ring| | ||||
Crit Ring+3
|
+13%
{{#if:Crit Ring| | ||||
Crit Ring+4
|
+14%
{{#if:Crit Ring| | ||||
Crit Ring+5
|
+15%
{{#if:Bandana| | ||||
Bandana
|
+25 +5%
{{#if:Bandana| | ||||
Bandana+1
|
+32 +6%
{{#if:Bandana| | ||||
Bandana+2
|
+40 +7%
{{#if:Bandana| | ||||
Bandana+3
|
+50 +8%
{{#if:Bandana| | ||||
Bandana+4
|
+62 +9%
{{#if:Bandana| | ||||
Bandana+5
|
+75 +10%
{{#if:Cape| | ||||
Cape
|
+5% +15%
{{#if:Cape| | ||||
Cape+1
|
+6% +16%
{{#if:Cape| | ||||
Cape+2
|
+7% +17%
{{#if:Cape| | ||||
Cape+3
|
+8% +18%
{{#if:Cape| | ||||
Cape+4
|
+9% +19%
{{#if:Cape| | ||||
Cape+5
|
+10% +20%
{{#if:Coat| | ||||
Coat
|
+100 +5%
{{#if:Coat| | ||||
Coat+1
|
+150 +6%
{{#if:Coat| | ||||
Coat+2
|
+240 +7%
{{#if:Coat| | ||||
Coat+3
|
+350 +8%
{{#if:Coat| | ||||
Coat+4
|
+500 +9%
{{#if:Coat| | ||||
Coat+5
|
+700 +10%
{{#if:Fang| | ||||
Fang
|
+8 +8 +5%
{{#if:Fang| | ||||
Fang+1
|
+13 +13 +6%
{{#if:Fang| | ||||
Fang+2
|
+18 +18 +7%
{{#if:Fang| | ||||
Fang+3
|
+25 +25 +8%
{{#if:Fang| | ||||
Fang+4
|
+35 +35 +9%
{{#if:Fang| | ||||
Fang+5
|
+50 +50 +10%
{{#if:Feather| | ||||
Feather
|
+8 +6%
{{#if:Feather| | ||||
Feather+1
|
+12 +7%
{{#if:Feather| | ||||
Feather+2
|
+16 +8%
{{#if:Feather| | ||||
Feather+3
|
+22 +9%
{{#if:Feather| | ||||
Feather+4
|
+28 +10%
{{#if:Feather| | ||||
Feather+5
|
+36 +11%
{{#if:Gauntlet| | ||||
Gauntlet
|
+12 +5%
{{#if:Gauntlet| | ||||
Gauntlet+1
|
+20 +6%
{{#if:Gauntlet| | ||||
Gauntlet+2
|
+28 +7%
{{#if:Gauntlet| | ||||
Gauntlet+3
|
+38 +8%
{{#if:Gauntlet| | ||||
Gauntlet+4
|
+50 +9%
{{#if:Gauntlet| | ||||
Gauntlet+5
|
+65 +10%
{{#if:Bead Chain| | ||||
Bead Chain
|
+90 +8 +2%
{{#if:Bead Chain| | ||||
Bead Chain+1
|
+140 +11 +3%
{{#if:Bead Chain| | ||||
Bead Chain+2
|
+220 +14 +4%
{{#if:Bead Chain| | ||||
Bead Chain+3
|
+310 +17 +5%
{{#if:Bead Chain| | ||||
Bead Chain+4
|
+450 +21 +6%
{{#if:Bead Chain| | ||||
Bead Chain+5
|
+600 +25 +7%
{{#if:Blood Vessel| | ||||
Blood Vessel
|
+5% Whenever an allied Monster applies Bleed, regenerate 2 Mana. {{#if:Blood Vessel| | ||||
Blood Vessel+1
|
+6% Whenever an allied Monster applies Bleed, regenerate 2 Mana. {{#if:Blood Vessel| | ||||
Blood Vessel+2
|
+7% Whenever an allied Monster applies Bleed, regenerate 3 Mana. {{#if:Blood Vessel| | ||||
Blood Vessel+3
|
+8% Whenever an allied Monster applies Bleed, regenerate 3 Mana. {{#if:Blood Vessel| | ||||
Blood Vessel+4
|
+9% Whenever an allied Monster applies Bleed, regenerate 4 Mana. {{#if:Blood Vessel| | ||||
Blood Vessel+5
|
+10% Whenever an allied Monster applies Bleed, regenerate 4 Mana. {{#if:Brooch| | ||||
Brooch
|
+10 +18 +3%
{{#if:Brooch| | ||||
Brooch+1
|
+16 +25 +5%
{{#if:Brooch| | ||||
Brooch+2
|
+22 +32 +6%
{{#if:Brooch| | ||||
Brooch+3
|
+30 +41 +7%
{{#if:Brooch| | ||||
Brooch+4
|
+40 +50 +8%
{{#if:Brooch| | ||||
Brooch+5
|
+55 +60 +9%
{{#if:Buckler| | ||||
Buckler
|
+10 +2% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Buckler| | ||||
Buckler+1
|
+16 +3% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Buckler| | ||||
Buckler+2
|
+24 +4% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Buckler| | ||||
Buckler+3
|
+35 +5% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Buckler| | ||||
Buckler+4
|
+47 +6% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Buckler| | ||||
Buckler+5
|
+60 +7% Allows this Monster to receive an additional stack of Sidekick + Barrier. (Additional stacks are only half as strong) {{#if:Fin| | ||||
Fin
|
+80 +3% +10%
{{#if:Fin| | ||||
Fin+1
|
+130 +4% +11%
{{#if:Fin| | ||||
Fin+2
|
+200 +5% +12%
{{#if:Fin| | ||||
Fin+3
|
+280 +6% +13%
{{#if:Fin| | ||||
Fin+4
|
+380 +7% +14%
{{#if:Fin| | ||||
Fin+5
|
+500 +8% +15%
{{#if:Flute| | ||||
Flute
|
+7 +7 +4% Healing skills (active and passive) increased by 4%. {{#if:Flute| | ||||
Flute+1
|
+12 +12 +5% Healing skills (active and passive) increased by 5%. {{#if:Flute| | ||||
Flute+2
|
+17 +17 +6% Healing skills (active and passive) increased by 6%. {{#if:Flute| | ||||
Flute+3
|
+23 +23 +7% Healing skills (active and passive) increased by 7%. {{#if:Flute| | ||||
Flute+4
|
+30 +30 +8% Healing skills (active and passive) increased by 8%. {{#if:Flute| | ||||
Flute+5
|
+40 +40 +9% Healing skills (active and passive) increased by 9%. {{#if:Gray Pearl| | ||||
Gray Pearl
|
+20 +20 +20 +200 +40 +10% Can only be equipped by unshifted Monsters. {{#if:Gray Pearl| | ||||
Gray Pearl+1
|
+30 +30 +30 +300 +50 +11% Can only be equipped by unshifted Monsters. {{#if:Gray Pearl| | ||||
Gray Pearl+2
|
+40 +40 +40 +400 +62 +12% Can only be equipped by unshifted Monsters. {{#if:Gray Pearl| | ||||
Gray Pearl+3
|
+55 +55 +55 +550 +74 +13% Can only be equipped by unshifted Monsters. {{#if:Gray Pearl| | ||||
Gray Pearl+4
|
+75 +75 +75 +750 +86 +14% Can only be equipped by unshifted Monsters. {{#if:Gray Pearl| | ||||
Gray Pearl+5
|
+100 +100 +100 +1000 +100 +15% Can only be equipped by unshifted Monsters. {{#if:Infinity Flame| | ||||
Infinity Flame
|
+6 +6 +100 +20 +5% Can only be equipped by Spectral Familiars. {{#if:Infinity Flame| | ||||
Infinity Flame+1
|
+10 +10 +160 +26 +6% Can only be equipped by Spectral Familiars. {{#if:Infinity Flame| | ||||
Infinity Flame+2
|
+15 +15 +240 +32 +7% Can only be equipped by Spectral Familiars. {{#if:Infinity Flame| | ||||
Infinity Flame+3
|
+22 +22 +340 +40 +8% Can only be equipped by Spectral Familiars. {{#if:Infinity Flame| | ||||
Infinity Flame+4
|
+30 +30 +460 +50 +9% Can only be equipped by Spectral Familiars. {{#if:Infinity Flame| | ||||
Infinity Flame+5
|
+40 +40 +600 +65 +10% Can only be equipped by Spectral Familiars. {{#if:Lucky Clover| | ||||
Lucky Clover
|
+5 +4% 10% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
Lucky Clover+1
|
+7 +5% 11% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
Lucky Clover+2
|
+10 +6% 12% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
Lucky Clover+3
|
+13 +7% 13% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
Lucky Clover+4
|
+16 +8% 14% chance to gain a random Buff when landing a Critical Hit. {{#if:Lucky Clover| | ||||
Lucky Clover+5
|
+20 +9% 15% chance to gain a random Buff when landing a Critical Hit. {{#if:Omni Ring| | ||||
Omni Ring
|
+60 +15 +5 +2% +5%
{{#if:Omni Ring| | ||||
Omni Ring+1
|
+90 +21 +7 +3% +6%
{{#if:Omni Ring| | ||||
Omni Ring+2
|
+140 +27 +9 +3% +7%
{{#if:Omni Ring| | ||||
Omni Ring+3
|
+200 +34 +11 +4% +8%
{{#if:Omni Ring| | ||||
Omni Ring+4
|
+280 +42 +14 +4% +9%
{{#if:Omni Ring| | ||||
Omni Ring+5
|
+380 +50 +18 +5% +10%
{{#if:Sun Pendant| | ||||
Sun Pendant
|
+5 +2% Shield self for 40 when receiving a Buff. {{#if:Sun Pendant| | ||||
Sun Pendant+1
|
+8 +3% Shield self for 60 when receiving a Buff. {{#if:Sun Pendant| | ||||
Sun Pendant+2
|
+12 +4% Shield self for 85 when receiving a Buff. {{#if:Sun Pendant| | ||||
Sun Pendant+3
|
+18 +5% Shield self for 110 when receiving a Buff. {{#if:Sun Pendant| | ||||
Sun Pendant+4
|
+24 +6% Shield self for 140 when receiving a Buff. {{#if:Sun Pendant| | ||||
Sun Pendant+5
|
+32 +7% Shield self for 175 when receiving a Buff. {{#if:Tambourine| | ||||
Tambourine
|
+90 +2% Healing skills (active and passive) increased by 5%. {{#if:Tambourine| | ||||
Tambourine+1
|
+135 +3% Healing skills (active and passive) increased by 6%. {{#if:Tambourine| | ||||
Tambourine+2
|
+220 +4% Healing skills (active and passive) increased by 7%. {{#if:Tambourine| | ||||
Tambourine+3
|
+330 +5% Healing skills (active and passive) increased by 8%. {{#if:Tambourine| | ||||
Tambourine+4
|
+470 +6% Healing skills (active and passive) increased by 9%. {{#if:Tambourine| | ||||
Tambourine+5
|
+650 +7% Healing skills (active and passive) increased by 10%. {{#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:Dragon Saddle| | ||||
Dragon Saddle
|
+250 +5% Heal self for 10% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dragon Saddle| | ||||
Dragon Saddle+1
|
+360 +6% Heal self for 11% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dragon Saddle| | ||||
Dragon Saddle+2
|
+515 +7% Heal self for 12% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dragon Saddle| | ||||
Dragon Saddle+3
|
+735 +8% Heal self for 13% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dragon Saddle| | ||||
Dragon Saddle+4
|
+1050 +9% Heal self for 14% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dragon Saddle| | ||||
Dragon Saddle+5
|
+1500 +10% Heal self for 15% Health value at the start of every turn. Can only be equipped by Dragon Monsters. {{#if:Dwarven Crown| | ||||
Dwarven Crown
|
+15 +150 +15 -10 +3% Shield self for 150% of Defense at the start of combat. {{#if:Dwarven Crown| | ||||
Dwarven Crown+1
|
+21 +210 +21 -12 +4% Shield self for 160% of Defense at the start of combat. {{#if:Dwarven Crown| | ||||
Dwarven Crown+2
|
+28 +280 +28 -14 +5% Shield self for 170% of Defense at the start of combat. {{#if:Dwarven Crown| | ||||
Dwarven Crown+3
|
+38 +380 +38 -16 +6% Shield self for 180% of Defense at the start of combat. {{#if:Dwarven Crown| | ||||
Dwarven Crown+4
|
+52 +520 +52 -18 +7% Shield self for 190% of Defense at the start of combat. {{#if:Dwarven Crown| | ||||
Dwarven Crown+5
|
+70 +700 +70 -20 +8% Shield self for 200% of Defense at the start of combat. {{#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. {{#if:Lion Fang| | ||||
Lion Fang
|
+8 +8 +8% Increases damage by 5%. Reduces damage taken by 5%. Can only be equipped by Beast Monsters. {{#if:Lion Fang| | ||||
Lion Fang+1
|
+12 +12 +9% Increases damage by 6%. Reduces damage taken by 6%. Can only be equipped by Beast Monsters. {{#if:Lion Fang| | ||||
Lion Fang+2
|
+17 +17 +10% Increases damage by 7%. Reduces damage taken by 7%. Can only be equipped by Beast Monsters. {{#if:Lion Fang| | ||||
Lion Fang+3
|
+25 +25 +11% Increases damage by 8%. Reduces damage taken by 8%. Can only be equipped by Beast Monsters. {{#if:Lion Fang| | ||||
Lion Fang+4
|
+35 +35 +12% Increases damage by 9%. Reduces damage taken by 9%. Can only be equipped by Beast Monsters. {{#if:Lion Fang| | ||||
Lion Fang+5
|
+50 +50 +13% Increases damage by 10%. Reduces damage taken by 10%. Can only be equipped by Beast Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings
|
+10 +80 +5% Increases chances to dodge enemy hits by 10%. Can only be equipped by Aerial Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings+1
|
+14 +130 +6% Increases chances to dodge enemy hits by 11%. Can only be equipped by Aerial Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings+2
|
+20 +200 +7% Increases chances to dodge enemy hits by 12%. Can only be equipped by Aerial Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings+3
|
+27 +280 +8% Increases chances to dodge enemy hits by 13%. Can only be equipped by Aerial Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings+4
|
+37 +380 +9% Increases chances to dodge enemy hits by 14%. Can only be equipped by Aerial Monsters. {{#if:Nimble Wings| | ||||
Nimble Wings+5
|
+50 +500 +10% Increases chances to dodge enemy hits by 15%. Can only be equipped by Aerial Monsters. {{#if:Pandora's Chest| | ||||
Pandora's Chest
|
-60 +2% Receive 3 random Buffs at the start of a turn. {{#if:Pandora's Chest| | ||||
Pandora's Chest+1
|
-60 +4% Receive 3 random Buffs at the start of a turn. {{#if:Pandora's Chest| | ||||
Pandora's Chest+2
|
-60 +6% Receive 3 random Buffs at the start of a turn. {{#if:Pandora's Chest| | ||||
Pandora's Chest+3
|
-60 +8% Receive 4 random Buffs at the start of a turn. {{#if:Pandora's Chest| | ||||
Pandora's Chest+4
|
-60 +10% Receive 4 random Buffs at the start of a turn. {{#if:Pandora's Chest| | ||||
Pandora's Chest+5
|
-60 +12% Receive 5 random Buffs at the start of a turn. {{#if:Reptilian Idol| | ||||
Reptilian Idol
|
+10 +100 +5% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Reptilian Idol| | ||||
Reptilian Idol+1
|
+15 +145 +6% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Reptilian Idol| | ||||
Reptilian Idol+2
|
+21 +205 +7% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Reptilian Idol| | ||||
Reptilian Idol+3
|
+30 +295 +8% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Reptilian Idol| | ||||
Reptilian Idol+4
|
+42 +420 +9% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Reptilian Idol| | ||||
Reptilian Idol+5
|
+60 +600 +10% Receive 2 random Buffs at the start of a turn. Can only be equipped by Reptile Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze
|
+120 +7% 15% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze+1
|
+180 +8% 17% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze+2
|
+260 +9% 19% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze+3
|
+375 +10% 21% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze+4
|
+550 +11% 23% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Spirit Blaze| | ||||
Spirit Blaze+5
|
+800 +12% 25% chance to gain a random Buff when landing a Critical Hit. Can only be equipped by Spirit Monsters. {{#if:Sun Ring| | ||||
Sun Ring
|
-5 -40 -9 +18 +10% +20%
{{#if:Sun Ring| | ||||
Sun Ring+1
|
-7 -70 -12 +25 +11% +22%
{{#if:Sun Ring| | ||||
Sun Ring+2
|
-10 -100 -16 +32 +12% +24%
{{#if:Sun Ring| | ||||
Sun Ring+3
|
-13 -140 -20 +40 +13% +26%
{{#if:Sun Ring| | ||||
Sun Ring+4
|
-18 -190 -25 +50 +14% +28%
{{#if:Sun Ring| | ||||
Sun Ring+5
|
-25 -250 -30 +60 +15% +30%
|
Item | Description
{{#if:Moon Ring| | ||||
---|---|---|---|---|---|
Moon Ring
|
+20 +160 +35 -5 -2% -5%
{{#if:Moon Ring| | ||||
Moon Ring+1
|
+28 +250 +49 -6 -2% -5%
{{#if:Moon Ring| | ||||
Moon Ring+2
|
+39 +380 +64 -8 -3% -6%
{{#if:Moon Ring| | ||||
Moon Ring+3
|
+53 +550 +80 -10 -3% -6%
{{#if:Moon Ring| | ||||
Moon Ring+4
|
+73 +750 +100 -13 -3% -7%
{{#if:Moon Ring| | ||||
Moon Ring+5
|
+100 +1000 +120 -15 -4% -8%
{{#if:Static Loop| | ||||
Static Loop
|
+20 +20 +10 +20 -10% Non-critical damage increased by 10%. {{#if:Static Loop| | ||||
Static Loop+1
|
+30 +30 +16 +25 -12% Non-critical damage increased by 12%. {{#if:Static Loop| | ||||
Static Loop+2
|
+45 +45 +24 +32 -14% Non-critical damage increased by 14%. {{#if:Static Loop| | ||||
Static Loop+3
|
+60 +60 +35 +39 -16% Non-critical damage increased by 16%. {{#if:Static Loop| | ||||
Static Loop+4
|
+80 +80 +47 +49 -18% Non-critical damage increased by 18%. {{#if:Static Loop| | ||||
Static Loop+5
|
+100 +100 +60 +60 -20% Non-critical damage increased by 20%.
|