The Damage Multiplier stat determines the amount of damage a Monster deals in relation to the base damage output.
Skill | Effect | |||
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Power Focus | lv1 | 100 | Shield self for 4 x (50 +20% ) + Increases damage of the next attack by 15% for every ally that acted this turn (including self) | |
lv2 | 140 | Shield self for 5 x (50 +20% ) + Increases damage of the next attack by 18% for every ally that acted this turn (including self) | ||
lv3 | 180 | Shield self for 6 x (50 +20% ) + Increases damage of the next attack by 20% for every ally that acted this turn (including self) | ||
lv4 | 220 | Shield self for 7 x (50 +20% ) + Increases damage of the next attack by 22% for every ally that acted this turn (including self) | ||
lv5 | 260 | Shield self for 8 x (50 +20% ) + Increases damage of the next attack by 25% for every ally that acted this turn (including self) | ||
Skill | Effect | |
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Ballistics | This Monster deals 25% more damage, but has a 10% chance to miss each hit. | |
Channeling Balance | Unique Aura: Channel Buff also increases the damage dealt by 7.5% and reduces the damage taken by 7.5%. | |
Combo Initiator | If this Monster acts first in the turn, it deals 30% more damage with its attack and deals an additional 30% damage hit. | |
Curse Transfusion | For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction. | |
Empower | Aura: All Monsters in the party deal 5% more damage. | |
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. | |
Goblin Offense | Aura: All Goblins in the party deal 10% more damage and gain a random Buff at the start of every turn. | |
Heroic Party | Aura: Every Monster in the party deals 1% increased damage for each Buff on it. | |
Heroism | Deals 2% increased damage for every Buff on this Monster. | |
Improved Assault | Aura: Every Monster in the party deals 3% increased damage for each Might, Sorcery and Glory Buff on them. | |
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. | |
Nature's Wrath | Aura: All Nature Monsters in the party deal 15% more damage. | |
Overcast | Increases the Mana Cost of all attacks, healing and shielding actions by 10% and the power by 15%. | |
Power Chord | Damage dealt is increased by 10% for every instrument equipped. | |
Prehistoric Screech | Aura: Aerial and Reptile Monsters deal 7.5% increased damage and additional 15% against shielded enemies. | |
Primal Rage | Increases the damage dealt by 5% and additional 5% for every Age stack. | |
Protected Offense | Aura: While under the effect of a Shield, Monsters in the party deal 10% increased damage. | |
Single Strike | If this Monster is the last and only Monster during the turn to attack, it deals 25% increased damage. | |
Shift Passive | ||
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Dark Instinct | ||
Increases damage dealt by 20%.
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Item | Description
{{#if:Cookie Mushroom| | ||||
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Cookie Mushroom
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Increases damage, healing and shielding by 3%.
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Weapons[]
Item | Description
{{#if:Fan| | ||||
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Fan
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+35 +10% Increases damage, healing and shielding by 2.5%. {{#if:Fan| | ||||
Fan+1
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+50 +11% Increases damage, healing and shielding by 3%. {{#if:Fan| | ||||
Fan+2
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+70 +12% Increases damage, healing and shielding by 3.5%. {{#if:Fan| | ||||
Fan+3
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+100 +13% Increases damage, healing and shielding by 4%. {{#if:Fan| | ||||
Fan+4
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+145 +14% Increases damage, healing and shielding by 4.5%. {{#if:Fan| | ||||
Fan+5
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+200 +15% Increases damage, healing and shielding by 5%. {{#if:Torch| | ||||
Torch
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+30 +25 +20% Increases damage by 5%. {{#if:Torch| | ||||
Torch+1
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+55 +45 +22% Increases damage by 5%. {{#if:Torch| | ||||
Torch+2
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+80 +70 +24% Increases damage by 5%. {{#if:Torch| | ||||
Torch+3
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+115 +105 +26% Increases damage by 5%. {{#if:Torch| | ||||
Torch+4
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+165 +145 +28% Increases damage by 5%. {{#if:Torch| | ||||
Torch+5
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+230 +210 +30% Increases damage by 5%. {{#if:Droid Sphere| | ||||
Droid Sphere
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+50 +50 +20 Increases damage by 10%. Shield self for 200 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:Droid Sphere| | ||||
Droid Sphere+1
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+75 +75 +30 Increases damage by 12%. Shield self for 280 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:Droid Sphere| | ||||
Droid Sphere+2
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+110 +110 +45 Increases damage by 14%. Shield self for 385 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:Droid Sphere| | ||||
Droid Sphere+3
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+150 +150 +60 Increases damage by 16%. Shield self for 530 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:Droid Sphere| | ||||
Droid Sphere+4
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+210 +210 +80 Increases damage by 18%. Shield self for 725 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:Droid Sphere| | ||||
Droid Sphere+5
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+280 +280 +100 Increases damage by 20%. Shield self for 1000 at the start of every turn. Can only be equipped by Construct Monsters. {{#if:One Punch Fist| | ||||
One Punch Fist
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+45 +35 -50 +10% Increases damage of the first hit by 20%. {{#if:One Punch Fist| | ||||
One Punch Fist+1
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+65 +55 -75 +11% Increases damage of the first hit by 22%. {{#if:One Punch Fist| | ||||
One Punch Fist+2
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+90 +75 -110 +12% Increases damage of the first hit by 24%. {{#if:One Punch Fist| | ||||
One Punch Fist+3
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+130 +110 -170 +13% Increases damage of the first hit by 26%. {{#if:One Punch Fist| | ||||
One Punch Fist+4
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+180 +160 -260 +14% Increases damage of the first hit by 28%. {{#if:One Punch Fist| | ||||
One Punch Fist+5
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+250 +230 -400 +15% Increases damage of the first hit by 30%. {{#if:Tiny Pin| | ||||
Tiny Pin
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+1 +1 +15% Increases damage by 20%. Reduces damage taken by 5%. Heals by 20% of the damage done. {{#if:Projectile Sphere| | ||||
Projectile Sphere
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+30 +35 -8 Increases damage, healing and shielding by 15%. Each attack triggers 2 additional 20% damage hits. {{#if:Projectile Sphere| | ||||
Projectile Sphere+1
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+45 +55 -10 Increases damage, healing and shielding by 16%. Each attack triggers 2 additional 24% damage hits. {{#if:Projectile Sphere| | ||||
Projectile Sphere+2
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+70 +85 -12 Increases damage, healing and shielding by 17%. Each attack triggers 2 additional 28% damage hits. {{#if:Projectile Sphere| | ||||
Projectile Sphere+3
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+100 +120 -14 Increases damage, healing and shielding by 18%. Each attack triggers 2 additional 32% damage hits. {{#if:Projectile Sphere| | ||||
Projectile Sphere+4
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+140 +170 -17 Increases damage, healing and shielding by 19%. Each attack triggers 2 additional 36% damage hits. {{#if:Projectile Sphere| | ||||
Projectile Sphere+5
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+200 +230 -20 Increases damage, healing and shielding by 20%. Each attack triggers 2 additional 40% damage hits. {{#if:Tiny Pin| | ||||
Tiny Pin+1
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+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
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+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
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+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
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+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
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+6 +6 +20% Increases damage by 30%. Reduces damage taken by 10%. Heals by 30% of the damage done.
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Accessories[]
Item | Description
{{#if:Mage Flask| | ||||
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Mage Flask
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+10 Increases damage by 2.5%. Heal self for 50% Magic value at the start of every turn. {{#if:Mage Flask| | ||||
Mage Flask+1
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+16 Increases damage by 3%. Heal self for 60% Magic value at the start of every turn. {{#if:Mage Flask| | ||||
Mage Flask+2
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+24 Increases damage by 3.5%. Heal self for 70% Magic value at the start of every turn. {{#if:Mage Flask| | ||||
Mage Flask+3
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+35 Increases damage by 4%. Heal self for 80% Magic value at the start of every turn. {{#if:Mage Flask| | ||||
Mage Flask+4
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+47 Increases damage by 4.5%. Heal self for 90% Magic value at the start of every turn. {{#if:Mage Flask| | ||||
Mage Flask+5
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+60 Increases damage by 5%. Heal self for 100% Magic value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask
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+10 Increases damage by 2.5%. Heal self for 50% Attack value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask+1
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+16 Increases damage by 3%. Heal self for 60% Attack value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask+2
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+24 Increases damage by 3.5%. Heal self for 70% Attack value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask+3
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+35 Increases damage by 4%. Heal self for 80% Attack value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask+4
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+47 Increases damage by 4.5%. Heal self for 90% Attack value at the start of every turn. {{#if:Warrior Flask| | ||||
Warrior Flask+5
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+60 Increases damage by 5%. Heal self for 100% Attack value at the start of every turn. {{#if:Infinity Blaze| | ||||
Infinity Blaze
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Increases damage, healing and shielding by 15%. Reduces damage taken by 15%. Can only be equipped by Spectral Familiars.
{{#if:Infinity Blaze| | ||||
Infinity Blaze+1
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Increases damage, healing and shielding by 17%. Reduces damage taken by 17%. Can only be equipped by Spectral Familiars.
{{#if:Infinity Blaze| | ||||
Infinity Blaze+2
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Increases damage, healing and shielding by 19%. Reduces damage taken by 19%. Can only be equipped by Spectral Familiars.
{{#if:Infinity Blaze| | ||||
Infinity Blaze+3
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Increases damage, healing and shielding by 21%. Reduces damage taken by 21%. Can only be equipped by Spectral Familiars.
{{#if:Infinity Blaze| | ||||
Infinity Blaze+4
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Increases damage, healing and shielding by 23%. Reduces damage taken by 23%. Can only be equipped by Spectral Familiars.
{{#if:Infinity Blaze| | ||||
Infinity Blaze+5
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Increases damage, healing and shielding by 25%. Reduces damage taken by 25%. Can only be equipped by Spectral Familiars.
{{#if:Lion Fang| | ||||
Lion Fang
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+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
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+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
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+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
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+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
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+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
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+50 +50 +13% Increases damage by 10%. Reduces damage taken by 10%. Can only be equipped by Beast Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat
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+20 +30 Increases damage, healing and shielding by 8%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+1
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+30 +40 Increases damage, healing and shielding by 9%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+2
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+40 +50 Increases damage, healing and shielding by 10%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+3
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+55 +65 Increases damage, healing and shielding by 11%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+4
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+75 +80 Increases damage, healing and shielding by 12%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+5
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+100 +100 Increases damage, healing and shielding by 13%. Can only be equipped by Mage Monsters.
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