The Health stat is the amount of hit points a Monster has, indicating how much damage it can withstand before being defeated in combat. Some skills and effects are also affected by a Monster's Health, whether it is the current value or the maximum value. The maximum Health value of a Monster can increase through leveling up, passive skills, equipment, and food.
For the Health value of wild Monsters, see Stats ⟶ Health.
Skill | Effect | ||||||
---|---|---|---|---|---|---|---|
Life Wave | lv1 | 120 | Heal all for (300 + 7.5% Max ) | ||||
lv2 | 160 | Heal all for 2 x (250 + 5% Max ) | |||||
lv3 | 210 | Heal all for 2 x (500 + 6% Max ) | |||||
Revive | lv1 | 140 | Shield target for 20% of target's Max + Heal target for 5 x (50 + 15% ) | ||||
lv2 | 180 | Shield target for 20% of target's Max + Heal target for 6 x (75 + 20% ) | |||||
lv3 | 220 | Shield target for 20% of target's Max + Heal target for 6 x (125 + 30% ) | |||||
Occult Power | lv1 | 200 | Grants target Goblin or Occult Monster 4 random Buffs and a shield equal to 40% of their Max . | ||||
Skill | Effect | |
---|---|---|
Health Plus | Improve rating by 1 | |
Skill | Effect | |
---|---|---|
Armory | Aura: Increases the stats gained from accessories by 15% for allied Warrior Monsters. | |
Health Focus | Health 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 | |
---|---|---|
Ancient Nectar | Aura: Heal all allied Insects and Ancients by 7% of their own Max Health at the start of every turn. They start combat with Age. | |
Burning Desire | Unique Aura: Apply Shield to the party when an enemy receives Burn (Debuff) damage equal to 3% of each Monster's Max Health. | |
Cave Dwellers | Aura: Heal all Beast and Occult Monsters in the party by 10% of their own Max Health at the start of every turn. | |
Charged Rebirth | When this Monster is knocked out for the first time in combat, consume all Charge stacks to revive it with 1% of its Max Health for every stack. | |
Dragon Blood | Aura: Dragons in the party regenerate 9% of their Max Health each turn and have +9% Mana Regeneration. | |
Energize | Unique Aura: Monsters in the party recover 7.5% of Max Health when they trigger Shock damage. | |
Energy Conversion | Aura: Whenever a Monster in the party consumes a Charge stack, it is healed by 1% of its Max Health. | |
Exploit | When exploiting an enemy's weakness with an attack, gain a random Buff and shield self by 10% of Max Health. | |
Exploit Party | Aura: Whenever a Monster in the party exploits an enemy's weakness with an attack, it gains a random Buff and shields by 5% of its Max Health. | |
Goblin Provisions | Aura: Heal all Goblins in the party by 10% of their own Max Health at the start of every turn and apply a random Buff. | |
Health Proc | Every attack triggers an additional hit equal to 5% of Max Health. | |
Improved Regeneration | Unique Aura: Regeneration (Buff) regenerates an additional 7.5% of Max Health. | |
Life Overload | Increases Attack and Magic by 1.5% of this Monster's Max Health. | |
Life Stability | Increases Defense by 1.5% of this Monster's Max Health. | |
Necromancy | Unique Aura: Whenever a Monster in the party is revived, it additionally heals 25% of its Max Health, gains 3 random Debuffs and 3 Age stacks. | |
Outlast | Unique Aura: When an allied Monster gains their first, second, or third Age stack, they also gain a shield equal to 15% of their Max Health. | |
Phoenix Affinity | When this Monster is knocked out for the first time in combat, it is revived with 10% of its Max Health. | |
Hibernate | If this Monster spends its turn without spending Mana, it regains 25% of its Max Health and gains Barrier (Buff). | |
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. | |
Supply | Aura: Heal all Monsters in the party by 4% of this Monster's Max Health at the start of every turn. | |
Toxic Feedback | Heal for 5% of Max Health at the start of each turn for each Poison on enemies. | |
Trickster Spirit | Aura: Whenever a Spirit Monster in the party applies a Buff or a Debuff, it is shielded by 4% of its Max Health. | |
Reborn from Ashes | When this Monster is revived or revives another Monster, it additionally heals 30% of its Max Health and gains 7 Charge stacks. | |
Reckless Mending | Unique Aura: When an ally applies Armor Break or Chill, it regains 3% of Max Health and Max Mana. | |
Recover | Heals 10% of this Monster's Max Health at the start of every turn. | |
Regeneration Shield | Unique Aura: Regeneration (Buff) also shields the Monster by 7.5% of its Max Health at the start of turn. | |
Situational Support | When this Monster uses a non-damaging action for the first time in combat, apply a random Buff on all allies and shield them by 20% of their Max Health. | |
Worm Troop | Aura: Worms in the party regenerate 20% of their Max Health each turn and have +20% Mana Regeneration. | |
Skill | Effect | |
---|---|---|
Auto Heal | When attacking, also heal the Monster with the lowest Health in the party by 200% of Magic. | |
Center of Mass | Multi-Target-Attacks deal 30% extra damage to the enemy with the highest Health. Multi-Target-Heals heal the ally with the lowest Health by 30% more. | |
Combo Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 30% of Magic value. | |
Defense Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Defense value. | |
Healing Echo | When using a single-target healing action, also heal another ally with the lowest Health by 40% that ability's total healing amount. | |
Mana Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Max Mana value. | |
Power Healing | Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Attack value. | |
Skill | Effect | |
---|---|---|
Devour | Aura: Whenever an ally knocks out an enemy Monster, it is healed by 25% of that Monster's Max Health. | |
Skill | Effect | |
---|---|---|
Skirmish | Aura: When allied Beasts or Reptiles spend a turn without attacking, apply Bleed on enemies equal to 5% of their current Health. (2% vs. Champions, Infinity Arena) | |
Skill | Effect | |
---|---|---|
Backstab | Hits against enemies with 70% or more Health deal 35% more damage and have 15% increased Critical Hit Chance. | |
Center of Mass | Multi-Target-Attacks deal 30% extra damage to the enemy with the highest Health. Multi-Target-Heals heal the ally with the lowest Health by 30% more. | |
Skill | Effect | |
---|---|---|
Giantsbane | This Monster deals 5% more damage. Against enemies with a Health rating of 7 or higher, damage is increased by 20% instead. | |
Skill | |||
---|---|---|---|
Full Potential | 220 | ||
Shield target for 25% of target's Applies Might, Sorcery, Regeneration, Sidekick, Agility, and Spellshield to target | |||
Gift of Life | 220 | ||
Shield all allies for 20% of their Max Heal all allies for 3 x (400 + 50% ) | |||
Sustained Heal | 230 | ||
Heal all allies for 2 x (500 + 30% + 3% ) Applies Regeneration to all allies | |||
Skill | |||
---|---|---|---|
Gravity | 240 | ||
2 x 100% (200%) damage to all enemies Base damage is increased by 2 x 10% for every health and defense rating of the target | |||
Shift Passive | ||
---|---|---|
Eternal Heart | ||
This Monster's Max Health and Mana are increased by 12% each.
|
Shift Passive | ||
---|---|---|
Blacksmithing | ||
Aura: Increases ,,,, & from equipment by 15% for allied Monsters.
|
Shift Passive | ||
---|---|---|
Divine Shield | ||
Whenever this Monster receives a Buff, it gains a Shield equal to 5% of its Maximum Health and 1 Charge stack. | ||
Eternal Heart | ||
This Monster's Max Health and Mana are increased by 12% each. | ||
Shadow Proc | ||
Every action applies a damage hit (75% Attack or Magic), shield (75% Defense), heal (7.5% Max Health) or a random Buff, depending on action type.
|
Shift Passive | ||
---|---|---|
Overheal | ||
Unique Aura: When an allied Monster is getting healed above Max Health, convert 50% of that amount into a Shield.
|
| ||
|
Item | Description
{{#if:Potato| | ||||
---|---|---|---|---|---|
Potato
|
Health +60
{{#if:Corn| | ||||
Corn
|
Health +100
{{#if:Carrot| | ||||
Carrot
|
Health +150
{{#if:Banana| | ||||
Banana
|
Health +250
|
Item | Description
{{#if:Phoenix Tear-PD| | ||||
---|---|---|---|---|---|
Phoenix Tear
|
Shield target for 450 of target's Max Health Heal target for 4 x 200 {{#if:Phoenix Serum-PD| | ||||
Phoenix Serum
|
Shield target for 450 of target's Max Health Heal target for 5 x 450
|
Weapons[]
Item | Description
{{#if:Trident| | ||||
---|---|---|---|---|---|
Trident
|
+30 +10 +100 +20
{{#if:Trident| | ||||
Trident+1
|
+50 +16 +150 +30
{{#if:Trident| | ||||
Trident+2
|
+75 +22 +230 +40
{{#if:Trident| | ||||
Trident+3
|
+110 +30 +330 +50
{{#if:Trident| | ||||
Trident+4
|
+155 +38 +450 +60
{{#if:Trident| | ||||
Trident+5
|
+220 +50 +600 +70
{{#if:Warhorn| | ||||
Warhorn
|
+35 +100 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 75% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+1
|
+55 +160 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 85% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+2
|
+85 +240 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 95% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+3
|
+125 +320 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 105% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+4
|
+170 +400 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 115% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+5
|
+240 +500 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 125% of this Monster's Attack value. {{#if:Assisting Bow| | ||||
Assisting Bow
|
+15 +25 +100 +10 Each attack triggers 3 additional 10% damage hits. {{#if:Assisting Bow| | ||||
Assisting Bow+1
|
+25 +40 +150 +13 Each attack triggers 3 additional 12% damage hits. {{#if:Assisting Bow| | ||||
Assisting Bow+2
|
+40 +60 +220 +15 Each attack triggers 3 additional 14% damage hits. {{#if:Assisting Bow| | ||||
Assisting Bow+3
|
+55 +85 +325 +18 Each attack triggers 3 additional 16% damage hits. {{#if:Assisting Bow| | ||||
Assisting Bow+4
|
+80 +120 +475 +21 Each attack triggers 3 additional 18% damage hits. {{#if:Assisting Bow| | ||||
Assisting Bow+5
|
+100 +150 +700 +25 Each attack triggers 3 additional 20% damage hits. {{#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:Staff of Doom| | ||||
Staff of Doom
|
+30 +45 +100 +5% Every hit and heal has a 5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
Staff of Doom+1
|
+45 +65 +150 +6% Every hit and heal has a 5.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
Staff of Doom+2
|
+65 +90 +220 +7% Every hit and heal has a 6% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
Staff of Doom+3
|
+95 +130 +325 +8% Every hit and heal has a 6.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
Staff of Doom+4
|
+140 +180 +475 +9% Every hit and heal has a 7% chance to apply a random Debuff. Can only be equipped by Occult Monsters. {{#if:Staff of Doom| | ||||
Staff of Doom+5
|
+200 +250 +700 +10% Every hit and heal has a 7.5% chance to apply a random Debuff. Can only be equipped by Occult Monsters.
|
Item | Description
{{#if: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%.
|
Item | Description
{{#if:Warhorn| | ||||
---|---|---|---|---|---|
Warhorn
|
+35 +100 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 75% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+1
|
+55 +160 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 85% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+2
|
+85 +240 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 95% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+3
|
+125 +320 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 105% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+4
|
+170 +400 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 115% of this Monster's Attack value. {{#if:Warhorn| | ||||
Warhorn+5
|
+240 +500 Healing, Shielding and Buff actions heal the Monster with the lowest Health equal to 125% of this Monster's Attack value.
|
Accessories[]
Item | Description
{{#if:Vital Ring| | ||||
---|---|---|---|---|---|
Vital Ring
|
+160
{{#if:Vital Ring| | ||||
Vital Ring+1
|
+250
{{#if:Vital Ring| | ||||
Vital Ring+2
|
+380
{{#if:Vital Ring| | ||||
Vital Ring+3
|
+550
{{#if:Vital Ring| | ||||
Vital Ring+4
|
+750
{{#if:Vital Ring| | ||||
Vital Ring+5
|
+1000
{{#if:Bracer| | ||||
Bracer
|
+10 +10 +100
{{#if:Bracer| | ||||
Bracer+1
|
+16 +16 +150
{{#if:Bracer| | ||||
Bracer+2
|
+24 +24 +240
{{#if:Bracer| | ||||
Bracer+3
|
+35 +35 +340
{{#if:Bracer| | ||||
Bracer+4
|
+47 +47 +480
{{#if:Bracer| | ||||
Bracer+5
|
+60 +60 +650
{{#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:Hide| | ||||
Hide
|
+12 +110
{{#if:Hide| | ||||
Hide+1
|
+20 +180
{{#if:Hide| | ||||
Hide+2
|
+28 +260
{{#if:Hide| | ||||
Hide+3
|
+38 +370
{{#if:Hide| | ||||
Hide+4
|
+50 +520
{{#if:Hide| | ||||
Hide+5
|
+65 +700
{{#if:Hood| | ||||
Hood
|
+110 +10
{{#if:Hood| | ||||
Hood+1
|
+160 +14
{{#if:Hood| | ||||
Hood+2
|
+250 +18
{{#if:Hood| | ||||
Hood+3
|
+370 +23
{{#if:Hood| | ||||
Hood+4
|
+530 +28
{{#if:Hood| | ||||
Hood+5
|
+750 +36
{{#if:Ribbon| | ||||
Ribbon
|
+110 +25
{{#if:Ribbon| | ||||
Ribbon+1
|
+180 +32
{{#if:Ribbon| | ||||
Ribbon+2
|
+260 +40
{{#if:Ribbon| | ||||
Ribbon+3
|
+380 +50
{{#if:Ribbon| | ||||
Ribbon+4
|
+540 +62
{{#if:Ribbon| | ||||
Ribbon+5
|
+750 +75
{{#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:Charging Sphere| | ||||
Charging Sphere
|
+90 +8 Gain 1 Charge stack at the start of every turn. {{#if:Charging Sphere| | ||||
Charging Sphere+1
|
+140 +11 Gain 1 Charge stack at the start of every turn. {{#if:Charging Sphere| | ||||
Charging Sphere+2
|
+220 +14 Gain 2 Charge stacks at the start of every turn. {{#if:Charging Sphere| | ||||
Charging Sphere+3
|
+310 +17 Gain 2 Charge stacks at the start of every turn. {{#if:Charging Sphere| | ||||
Charging Sphere+4
|
+440 +21 Gain 3 Charge stacks at the start of every turn. {{#if:Charging Sphere| | ||||
Charging Sphere+5
|
+600 +25 Gain 3 Charge stacks at the start of every turn. {{#if:Crown| | ||||
Crown
|
+10 +90 +18
{{#if:Crown| | ||||
Crown+1
|
+16 +140 +25
{{#if:Crown| | ||||
Crown+2
|
+22 +220 +32
{{#if:Crown| | ||||
Crown+3
|
+30 +310 +40
{{#if:Crown| | ||||
Crown+4
|
+40 +440 +50
{{#if:Crown| | ||||
Crown+5
|
+55 +600 +60
{{#if:Dumbbell| | ||||
Dumbbell
|
+10 +100 Allows this Monster to receive an additional stack of Might + Regeneration. (Additional stacks are only half as strong) {{#if:Dumbbell| | ||||
Dumbbell+1
|
+16 +150 Allows this Monster to receive an additional stack of Might + Regeneration. (Additional stacks are only half as strong) {{#if:Dumbbell| | ||||
Dumbbell+2
|
+24 +220 Allows this Monster to receive an additional stack of Might + Regeneration. (Additional stacks are only half as strong) {{#if:Dumbbell| | ||||
Dumbbell+3
|
+35 +300 Allows this Monster to receive an additional stack of Might + Regeneration. (Additional stacks are only half as strong) {{#if:Dumbbell| | ||||
Dumbbell+4
|
+47 +400 Allows this Monster to receive an additional stack of Might + Regeneration. (Additional stacks are only half as strong) {{#if:Dumbbell| | ||||
Dumbbell+5
|
+60 +500 Allows this Monster to receive an additional stack of Might + Regeneration. (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:Frozen Tear| | ||||
Frozen Tear
|
+90 +18 +10%
{{#if:Frozen Tear| | ||||
Frozen Tear+1
|
+140 +25 +11%
{{#if:Frozen Tear| | ||||
Frozen Tear+2
|
+220 +32 +12%
{{#if:Frozen Tear| | ||||
Frozen Tear+3
|
+310 +40 +13%
{{#if:Frozen Tear| | ||||
Frozen Tear+4
|
+440 +50 +14%
{{#if:Frozen Tear| | ||||
Frozen Tear+5
|
+600 +60 +15%
{{#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:Hourglass| | ||||
Hourglass
|
+60 +10 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+1
|
+100 +14 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+2
|
+150 +18 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+3
|
+220 +23 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+4
|
+300 +28 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#if:Hourglass| | ||||
Hourglass+5
|
+400 +35 Unique Aura: Age stacks of allied Monsters are 33% more effective. {{#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: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:Slime Skin| | ||||
Slime Skin
|
+120 When getting attacked, 25% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
Slime Skin+1
|
+200 When getting attacked, 27% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
Slime Skin+2
|
+280 When getting attacked, 29% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
Slime Skin+3
|
+400 When getting attacked, 31% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
Slime Skin+4
|
+550 When getting attacked, 33% chance to apply Weakness on the attacker. {{#if:Slime Skin| | ||||
Slime Skin+5
|
+750 When getting attacked, 35% chance to apply Weakness on the attacker. {{#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:Tarot Card| | ||||
Tarot Card
|
+10 +100 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Tarot Card| | ||||
Tarot Card+1
|
+16 +150 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Tarot Card| | ||||
Tarot Card+2
|
+24 +220 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Tarot Card| | ||||
Tarot Card+3
|
+35 +300 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Tarot Card| | ||||
Tarot Card+4
|
+47 +400 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Tarot Card| | ||||
Tarot Card+5
|
+60 +500 Allows this Monster to receive an additional stack of Sorcery + Channel. (Additional stacks are only half as strong) {{#if:Totem| | ||||
Totem
|
+10 +10 +100 Shield self for 200 at the start of combat. {{#if:Totem| | ||||
Totem+1
|
+16 +16 +150 Shield self for 300 at the start of combat. {{#if:Totem| | ||||
Totem+2
|
+22 +22 +220 Shield self for 440 at the start of combat. {{#if:Totem| | ||||
Totem+3
|
+30 +30 +300 Shield self for 600 at the start of combat. {{#if:Totem| | ||||
Totem+4
|
+40 +40 +400 Shield self for 800 at the start of combat. {{#if:Totem| | ||||
Totem+5
|
+55 +55 +500 Shield self for 1000 at the start of combat. {{#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: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:Heavy Greaves| | ||||
Heavy Greaves
|
-10 -10 +10 +80 +10 Every hit has a 5% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
Heavy Greaves+1
|
-12 -12 +16 +130 +15 Every hit has a 6% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
Heavy Greaves+2
|
-15 -15 +24 +200 +20 Every hit has a 7% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
Heavy Greaves+3
|
-20 -20 +35 +280 +26 Every hit has a 8% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
Heavy Greaves+4
|
-25 -25 +47 +380 +32 Every hit has a 9% chance to apply Weakness or Armor Break. {{#if:Heavy Greaves| | ||||
Heavy Greaves+5
|
-30 -30 +60 +500 +40 Every hit has a 10% chance to apply Weakness or Armor Break. {{#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: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:Pure Leaf| | ||||
Pure Leaf
|
+10 +80 +10 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf| | ||||
Pure Leaf+1
|
+15 +120 +13 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf| | ||||
Pure Leaf+2
|
+20 +170 +17 Healing, Buffing and Shielding actions additionally remove 1 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf| | ||||
Pure Leaf+3
|
+28 +245 +22 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf| | ||||
Pure Leaf+4
|
+40 +350 +28 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters. {{#if:Pure Leaf| | ||||
Pure Leaf+5
|
+55 +500 +36 Healing, Buffing and Shielding actions additionally remove 2 Debuff. Can only be equipped by Nature Monsters. {{#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:Sharp Fin| | ||||
Sharp Fin
|
+200 +20% When getting attacked, 70% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
Sharp Fin+1
|
+300 +23% When getting attacked, 75% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
Sharp Fin+2
|
+450 +26% When getting attacked, 80% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
Sharp Fin+3
|
+650 +29% When getting attacked, 85% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
Sharp Fin+4
|
+900 +32% When getting attacked, 90% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Sharp Fin| | ||||
Sharp Fin+5
|
+1200 +35% When getting attacked, 100% chance to apply Armor Break on the attacker. Can only be equipped by Aquatic Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball
|
+300 Unique Aura: Debuffs are 10% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+1
|
+440 Unique Aura: Debuffs are 11% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+2
|
+645 Unique Aura: Debuffs are 12% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+3
|
+940 Unique Aura: Debuffs are 13% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+4
|
+1370 Unique Aura: Debuffs are 14% more effective against enemies. Can only be equipped by Slime Monsters. {{#if:Slimy Ball| | ||||
Slimy Ball+5
|
+2000 Unique Aura: Debuffs are 15% more effective against enemies. Can only be equipped by Slime Monsters. {{#if: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:Toxic Pot| | ||||
Toxic Pot
|
+8 +50 -12 Unique Aura: Debuffs are 15% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+1
|
+12 +80 -15 Unique Aura: Debuffs are 16% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+2
|
+16 +115 -19 Unique Aura: Debuffs are 17% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+3
|
+22 +175 -24 Unique Aura: Debuffs are 18% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+4
|
+29 +265 -31 Unique Aura: Debuffs are 19% more effective against enemies. {{#if:Toxic Pot| | ||||
Toxic Pot+5
|
+40 +400 -40 Unique Aura: Debuffs are 20% more effective against enemies. {{#if:Warlock Hat| | ||||
Warlock Hat
|
+20 +30 Increases damage, healing and shielding by 8%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+1
|
+30 +40 Increases damage, healing and shielding by 9%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+2
|
+40 +50 Increases damage, healing and shielding by 10%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+3
|
+55 +65 Increases damage, healing and shielding by 11%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+4
|
+75 +80 Increases damage, healing and shielding by 12%. Can only be equipped by Mage Monsters. {{#if:Warlock Hat| | ||||
Warlock Hat+5
|
+100 +100 Increases damage, healing and shielding by 13%. Can only be equipped by Mage Monsters. {{#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.
|
Item | Description
{{#if:Holy Necklace| | ||||
---|---|---|---|---|---|
Holy Necklace
|
-30 -30 -300 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#if:Holy Necklace| | ||||
Holy Necklace+1
|
-28 -28 -280 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#if:Holy Necklace| | ||||
Holy Necklace+2
|
-26 -26 -260 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#if:Holy Necklace| | ||||
Holy Necklace+3
|
-24 -24 -240 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#if:Holy Necklace| | ||||
Holy Necklace+4
|
-22 -22 -220 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#if:Holy Necklace| | ||||
Holy Necklace+5
|
-20 -20 -200 Allows this Monster to receive an additional stack of every Buff. (Additional stacks are only half as strong) {{#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: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.
|