Monster Sanctuary Wiki

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.

Increases allied Critical Chance stat
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%.
Increases Critical Chance stat from equipment
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.
Scales with allied Critical Chance stat
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.
Increases Critical Chance of allied hits
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.
Reduces opposing Critical Chance stat
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%.
Reduces Critical Chance of opposing hits
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.

Increases allied Critical Chance stat
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.

Increases Critical Chance stat from equipment
Shift Passive
 Blacksmithing
Aura: Increases
,
,
,
,
&
from equipment by 15% for allied Monsters.

Increases Critical Chance of allied hits
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%)

Increases Critical Chance stat

Glory
Increases critical chance by 10% and critical damage by 20%.
Increases Critical Chance of hits

Predation
Increases Critical Chance of the next attack by 20% and reduces enemy Dodge Chance by 10%.

Weapons[]

Increases allied Critical Chance stat
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[]

Increases allied Critical Chance stat
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%

Reduces allied Critical Chance stat
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%.