The Damage Reduction stat determines the amount of damage reduced from an incoming hit. It does not reduce damage from Burn, Poison, Congeal, or Bleed. There are two main types of damage reduction stats: Defense Damage Reduction stat and Secondary Damage Reduction stat.
For the damage reduction value of wild Monsters, see Stats ⟶ Damage Reduction.
Defense Damage Reduction[]
Defense Damage Reduction refers to damage reduction gained solely through a Monster's Defense stat, serving as the primary method for reducing damage. Increasing a Monster's Defense stat naturally increases its Defense damage reduction. Some skills can ignore a percentage of a target Monster's Defense damage reduction. Armor Break does not directly reduce Defense damage reduction but it does lowers the Defense stat, consequently affecting the damage reduction.
Skill | Effect | ||||||
---|---|---|---|---|---|---|---|
Piercing Lightning | 40 | 4 x 40% (160%) damage + Ignores 10% of target's damage reduction value | |||||
lv2 | 70 | 4 x 55% (220%) damage + Ignores 12% of target's damage reduction value | |||||
lv3 | 110 | 5 x 55% (275%) damage + Ignores 15% of target's damage reduction value | |||||
lv4 | 150 | 5 x 70% (350%) damage + Ignores 17% of target's damage reduction value | |||||
lv5 | 200 | 6 x 75% (450%) damage + Ignores 20% of target's damage reduction value | |||||
Tackle | 50 | 3 x 60% (180%) damage + Ignores 25% of target's damage reduction value | |||||
lv2 | 80 | 4 x 60% (240%) damage + Ignores 25% of target's damage reduction value | |||||
lv3 | 110 | 5 x 60% (300%) damage + Ignores 25% of target's damage reduction value | |||||
lv4 | 150 | 6 x 60% (360%) damage + Ignores 25% of target's damage reduction value | |||||
lv5 | 200 | 7 x 65% (455%) damage + Ignores 25% of target's damage reduction value | |||||
Lava Rush | 160 | 5 x 75% (375%) damage + Ignores 50% of target's damage reduction value if it has Burn (Debuff) | |||||
lv2 | 220 | 5 x 95% (475%) damage + Ignores 50% of target's damage reduction value if it has Burn (Debuff) | |||||
Spectral Cannon | 170 | 1 x 375% damage + Ignores 50% of target's damage reduction value | |||||
lv2 | 220 | 1 x 475% damage + Ignores 50% of target's damage reduction value | |||||
Skill | Effect | |
---|---|---|
Armor Bypass | This Monster's attacks ignore 20% of the target's Defense damage reduction value. | |
Forceful Might | Unique Aura: Might also makes all attacks ignore 10% of enemy's damage reduction. | |
Forceful Sorcery | Unique Aura: Sorcery also makes all attacks ignore 10% of enemy's overall damage reduction value. | |
Magic Penetration | Aura: Mage Monsters in the party ignore 20% of the target's Defense damage reduction value. | |
Skill | |||
---|---|---|---|
Boulder Toss | 220 | ||
1 x 500% damage - Cannot be dodged Ignores 50% of target's damage reduction | |||
Elemental Strikes | 230 | ||
4 x 75% (300%) damage to all enemies Ignores 25% of target's damage reduction | |||
Ram Charge | 220 | ||
2 x 155% (310%) damage to all enemies - Ignores 25% of target's damage reduction Applies Barrier to all allies | |||
Secondary Damage Reduction[]
Secondary Damage Reduction (unofficial term) refers to damage reduction gained from other sources, such as passive skills and Age. Secondary damage reduction stacks multiplicatively, but with diminishing returns.
Skill | Effect | |
---|---|---|
Channeling Balance | Unique Aura: Channel Buff also increases the damage dealt by 7.5% and reduces the damage taken by 7.5%. | |
Combat Guard | Unique Aura: Sidekick (Buff) and Glory (Buff) also reduce the damage taken by 7.5%. | |
Critical Defense | Reduces damage taken by 10% of own Critical Damage value. | |
Curse Transfusion | For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction. | |
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 Defense | Aura: All Goblins in the party receive 10% less damage and gain a random Buff at the start of every turn. | |
Hard Shell | Aura: All Insects and Warriors in the party receive 5% less damage and have a 15% reduced chance to receive Critical Hits. | |
Heroic Defense | Reduces damage taken by 2% for every Buff on this Monster. | |
Improved Barrier | Unique Aura: Barrier (Buff) reduces damage received by an additional 7.5%. | |
Magic Barrier | Aura: All Mage Monsters in the party start the combat with a shield equal to 150% of their Max Mana and receive 1% less damage for every 100 Max Mana. | |
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. | |
Patron Chord | Damage taken is reduced by 5% for every instrument equipped. | |
Protector | Aura: All Monsters in the party receive 7.5% less damage. | |
Sheltered Nature | Aura: All Nature Monsters in the party start the combat with a shield equal to 25% of their Max Health and receive 1% less damage for every 1000 Max Health. | |
Wildlife Conservation | Aura: All Bird and Beast Monsters in the party receive 10% less damage. | |
Skill | Effect | |
---|---|---|
Exposed | Aura: Your Monsters deal 15% more damage when attacking an enemy with Blind stacks. | |
Scent of Blood | Aura: Your Monsters deal 10% more damage when attacking an enemy with Bleed stacks. | |
Skill | Effect | |
---|---|---|
Forceful Might | Unique Aura: Might also makes all attacks ignore 10% of enemy's damage reduction. | |
Forceful Sorcery | Unique Aura: Sorcery also makes all attacks ignore 10% of enemy's overall damage reduction value. | |
Shift Passive | ||
---|---|---|
Charged Up | ||
Boosts damage dealt, reduces damage taken and Mana Cost by 1% for every Charge stack. Caps at 15 stacks. | ||
Light Instinct | ||
Decrease damage taken by 15%. | ||
Mana Potential | ||
Reduces damage taken and increases the damage dealt by 1% for every 20 current Mana. (Calculated before the Mana is spent for an attack)
|
|
|
Weapons[]
Item | Description
{{#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.
|
Item | Description
{{#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.
|
Accessories[]
Item | Description
{{#if:Grey Stone| | ||||
---|---|---|---|---|---|
Grey Stone
|
Increases healing, shielding and reduces damage taken by 15%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Grey Stone| | ||||
Grey Stone+1
|
Increases healing, shielding and reduces damage taken by 18%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Grey Stone| | ||||
Grey Stone+2
|
Increases healing, shielding and reduces damage taken by 21%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Grey Stone| | ||||
Grey Stone+3
|
Increases healing, shielding and reduces damage taken by 24%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Grey Stone| | ||||
Grey Stone+4
|
Increases healing, shielding and reduces damage taken by 27%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Grey Stone| | ||||
Grey Stone+5
|
Increases healing, shielding and reduces damage taken by 30%. Non-damaging actìons apply 2 random Buffs. Can only be equipped by unshifted Monsters.
{{#if:Infinity Blaze| | ||||
Infinity Blaze
|
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
|
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
|
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
|
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
|
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
|
Increases damage, healing and shielding by 25%. Reduces damage taken by 25%. Can only be equipped by Spectral Familiars.
{{#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.
|
Item | Description
{{#if:Cursed Drum| | ||||
---|---|---|---|---|---|
Cursed Drum
|
+10 +100 +10 Increases damage taken by 10%. Healing skills (active and passive) increased by 20%. {{#if:Cursed Drum| | ||||
Cursed Drum+1
|
+14 +145 +14 Increases damage taken by 10%. Healing skills (active and passive) increased by 22%. {{#if:Cursed Drum| | ||||
Cursed Drum+2
|
+20 +205 +18 Increases damage taken by 10%. Healing skills (active and passive) increased by 24%. {{#if:Cursed Drum| | ||||
Cursed Drum+3
|
+27 +295 +23 Increases damage taken by 10%. Healing skills (active and passive) increased by 26%. {{#if:Cursed Drum| | ||||
Cursed Drum+4
|
+37 +420 +31 Increases damage taken by 10%. Healing skills (active and passive) increased by 28%. {{#if:Cursed Drum| | ||||
Cursed Drum+5
|
+50 +600 +40 Increases damage taken by 10%. Healing skills (active and passive) increased by 30%. {{#if:Earth Symbol| | ||||
Earth Symbol
|
+20 Increases damage taken by 10%. Increases earth damage by 15%. Every Earth attack hit has a 5% chance to apply Poison. {{#if:Earth Symbol| | ||||
Earth Symbol+1
|
+30 Increases damage taken by 10%. Increases earth damage by 16%. Every Earth attack hit has a 6% chance to apply Poison. {{#if:Earth Symbol| | ||||
Earth Symbol+2
|
+40 Increases damage taken by 10%. Increases earth damage by 17%. Every Earth attack hit has a 7% chance to apply Poison. {{#if:Earth Symbol| | ||||
Earth Symbol+3
|
+55 Increases damage taken by 10%. Increases earth damage by 18%. Every Earth attack hit has a 8% chance to apply Poison. {{#if:Earth Symbol| | ||||
Earth Symbol+4
|
+75 Increases damage taken by 10%. Increases earth damage by 19%. Every Earth attack hit has a 9% chance to apply Poison. {{#if:Earth Symbol| | ||||
Earth Symbol+5
|
+100 Increases damage taken by 10%. Increases earth damage by 20%. Every Earth attack hit has a 10% chance to apply Poison. {{#if:Fire Symbol| | ||||
Fire Symbol
|
+35 Increases damage taken by 10%. Increases fire damage by 15%. Every Fire attack hit has a 5% chance to apply Burn. {{#if:Fire Symbol| | ||||
Fire Symbol+1
|
+45 Increases damage taken by 10%. Increases fire damage by 16%. Every Fire attack hit has a 6% chance to apply Burn. {{#if:Fire Symbol| | ||||
Fire Symbol+2
|
+60 Increases damage taken by 10%. Increases fire damage by 17%. Every Fire attack hit has a 7% chance to apply Burn. {{#if:Fire Symbol| | ||||
Fire Symbol+3
|
+75 Increases damage taken by 10%. Increases fire damage by 18%. Every Fire attack hit has a 8% chance to apply Burn. {{#if:Fire Symbol| | ||||
Fire Symbol+4
|
+95 Increases damage taken by 10%. Increases fire damage by 19%. Every Fire attack hit has a 9% chance to apply Burn. {{#if:Fire Symbol| | ||||
Fire Symbol+5
|
+120 Increases damage taken by 10%. Increases fire damage by 20%. Every Fire attack hit has a 10% chance to apply Burn. {{#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:Wind Symbol| | ||||
Wind Symbol
|
+15 +15 Increases damage taken by 10%. Increases wind damage by 15%. Every Wind attack hit has a 5% chance to apply Shock. {{#if:Wind Symbol| | ||||
Wind Symbol+1
|
+20 +20 Increases damage taken by 10%. Increases wind damage by 16%. Every Wind attack hit has a 6% chance to apply Shock. {{#if:Wind Symbol| | ||||
Wind Symbol+2
|
+30 +30 Increases damage taken by 10%. Increases wind damage by 17%. Every Wind attack hit has a 7% chance to apply Shock. {{#if:Wind Symbol| | ||||
Wind Symbol+3
|
+45 +45 Increases damage taken by 10%. Increases wind damage by 18%. Every Wind attack hit has a 8% chance to apply Shock. {{#if:Wind Symbol| | ||||
Wind Symbol+4
|
+60 +60 Increases damage taken by 10%. Increases wind damage by 19%. Every Wind attack hit has a 9% chance to apply Shock. {{#if:Wind Symbol| | ||||
Wind Symbol+5
|
+80 +80 Increases damage taken by 10%. Increases wind damage by 20%. Every Wind attack hit has a 10% chance to apply Shock.
|
Mass Attack Reduction[]
Mass Attack Reduction is another type of damage reduction stat, albeit less common. It decreases the damage taken from multi-target damage hits. This type of damage reduction is unaffected by Armor Break and damage reduction bypass effects. Mass Protector is the only skill that alters this stat. Each instance stacks multiplicatively with diminishing returns.
Skill | Effect | |
---|---|---|
Mass Protector | Aura: All Monsters in the party receive 15% less damage from Multi-Target-Attacks. | |
Other forms of damage reduction[]
There are some passive skills and effects that reduce hit damage without increasing a Monster's secondary damage reduction. These skills and effects are unaffected by Armor Break since it only lowers secondary damage reduction. However, damage reduction bypass effects still apply, with exceptions being Anti Cascade, Barrier, Weakness, Tether, and a Monster's Elemental Resistances.
Skill | Effect | |
---|---|---|
Anti Cascade | Reduces enemy damage by 3% for every consecutive hit. (1st hit: 0% reduction, 2nd hit: 3% reduction, 3rd hit: 6% reduction) | |
Disease Control | Receive 4% reduced damage from a debuffed enemy 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. | |
Sheltered | While under the effect of a Shield, reduce all incoming damage by 15%. | |
Thick Skin | This Monster takes 10% more damage from the element it's weak to. Other damage is reduced by 20%. | |
Skill | Effect | |
---|---|---|
Forceful Might | Unique Aura: Might also makes all attacks ignore 10% of enemy's damage reduction. | |
Forceful Sorcery | Unique Aura: Sorcery also makes all attacks ignore 10% of enemy's overall damage reduction value. | |
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.
|