DEFENDER'S STRIKE // POWER OF THE CHOSEN
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If this ability Crits, gain 10% Speed Meter.
Requires Gear Tier 3
![ALPHA ABILITY RUNE](/images/icons_inventory_misc/ability_mat_a.png)
50
![GOLD COINS](/images/icons_inventory_currency/grind.png)
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
Level 4
+10% Speed Meter increase.
Requires Gear Tier 7
Level 5
+50% damage dealt.
Requires Gear Tier 9
Deal up to 1,301 damage to target opponent 3 times. 25% bonus chance to critically strike.
If Empowered, instead perform the following: Deal up to 3,902 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
Deal up to 1,301 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 10% Speed Meter.
If Empowered, instead perform the following: Deal up to 3,902 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 10% Speed Meter.
Deal up to 1,951 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 10% Speed Meter.
If Empowered, instead perform the following: Deal up to 5,852 unavoidable damage to target opponent. Reduce Speed Meter by 10%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 10% Speed Meter.
Deal up to 1,951 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 20% Speed Meter.
If Empowered, instead perform the following: Deal up to 5,852 unavoidable damage to target opponent. Reduce Speed Meter by 20%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 20% Speed Meter.
Deal up to 2,601 damage to target opponent 3 times. 25% bonus chance to critically strike. If this ability critically strikes, gain 20% Speed Meter.
If Empowered, instead perform the following: Deal up to 7,803 unavoidable damage to target opponent. Reduce Speed Meter by 20%. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns. If this ability critically strikes, gain 20% Speed Meter.
SPEAR VAULT // FORCE OF NATURE
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
If Empowered, 25% chance to inflict Stun for 1 turn.
Requires Gear Tier 3
![ALPHA ABILITY RUNE](/images/icons_inventory_misc/ability_mat_a.png)
50
![GOLD COINS](/images/icons_inventory_currency/grind.png)
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
Level 4
If this ability defeats an opponent, take an Extra Turn.
Requires Gear Tier 7
Level 5
+50% damage dealt.
Requires Gear Tier 9
Deal up to 3,414 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.
Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns.
Deal up to 3,414 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.
Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns. 25% chance to inflict [STUN] for 1 turn.
Deal up to 5,121 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit.
Empowered:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 (max: 4) turns. 25% chance to inflict [STUN] for 1 turn.
Deal up to 5,121 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit. If this ability defeats an opponent, take an Extra Turn.
If Empowered, instead perform the following:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 turn. 25% chance to inflict [STUN] for 1 turn. If this ability defeats an opponent, take an Extra Turn.
Deal up to 6,828 damage to target opponent. Inflict or extend [DAMPENED] for 2 (max: 4) turns on primary target. Chain to 1 - 3 adjacent opponents. Deal 20% increased damage per Hit. If this ability defeats an opponent, take an Extra Turn.
If Empowered, instead perform the following:
This ability affects all opponents. Inflict or extend [DAMPENED] for 2 turn. 25% chance to inflict [STUN] for 1 turn. If this ability defeats an opponent, take an Extra Turn.
ROYAL ATLANTEAN HEALING // ATLANTEAN FORCEFIELD
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY].
Requires Gear Tier 4
Level 3
+25% Health and +25% Defense for The Stone Kings.
Requires Gear Tier 6
Level 4
+30% Health restored. +30% Shield.
Requires Gear Tier 8
Level 5
+25% Health and +25% Defense for The Stone Kings.
Requires Gear Tier 10
Perform the following on target teammate:
Restore 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 Health over 2 turns.
If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:
If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turn.
The Stone Kings have 21,883 Health, 722 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:
Grant all teammates: 2,917 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 Health over 2 turns.
If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:
If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.
The Stone Kings have 21,883 Health, 722 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:
Grant all teammates: 2,917 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 3,646 Health. Grant 2,917 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 3,646 Health over 2 turns.
If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:
If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.
The Stone Kings have 29,177 Health, 962 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:
Grant all teammates: 2,917 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 4,521 Health. Grant 3,500 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 4,558 Health over 2 turns.
If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:
If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.
The Stone Kings have 29,177 Health, 962 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:
Grant all teammates: 3,500 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
Perform the following on target teammate:
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 4,521 Health. Grant 3,500 Shield. Grant [DEFENSE UP] for 2 turns and 1 [CONTINUOUS HEALING], restoring 4,558 Health over 2 turns.
If Empowered, instead perform the following: All teammates gain 1 [UNDEFEATABLE] (max: 2) and [CRIT IMMUNITY] for 2 turns. Shield increased by 100%. Then, perform the following:
If The Stone Kings are not a teammate, summon The Stone Kings.
If The Stone Kings are a teammate, grant all teammates [HARMFUL IMMUNITY] for 2 turns.
The Stone Kings have 36,471 Health, 1,203 Defense, 2,917 Recovery, 158 Speed, and perform the following actions:
Grant all teammates: 3,500 Shield and 25% [DAMAGE REFLECT] for 1 turn. Gain 1 [UNDEFEATABLE] up to a max of 2.
BE NOT AFRAID // ALL WILL BE WELL
Level 1
Unlocks this Ability.
Requires Gear Tier 3
Level 2
Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY].
Requires Gear Tier 5
Level 3
+30% Health restored. +50% damage dealt.
Requires Gear Tier 7
Level 4
-1 Magic Cost.
Requires Gear Tier 9
Level 5
+30% Health restored. +50% damage dealt.
Requires Gear Tier 10
When a teammate takes 40% of their Health as damage, restore 3,646 Health to target and adjacent teammates.
Empowered:
Also perform the following: Deal up to 1,734 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 3,646 Health to target and adjacent teammates.
Empowered:
Also perform the following: Deal up to 1,734 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 4,521 Health to target and adjacent teammates.
Empowered:
Also perform the following: Deal up to 3,035 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 4,521 Health to target and adjacent teammates.
Empowered:
Also perform the following: Deal up to 3,035 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
When a teammate takes 40% of their Health as damage, perform the following: Cleanse 1 Harmful effect, prioritizing [HEAL BLOCK] and [HELPFUL IMMUNITY]. Restore 5,396 Health to target and adjacent teammates.
Empowered:
Also perform the following: Deal up to 4,335 damage to all opponents. Inflict or extend [OFFENSE DOWN] for 1 (max: 3) turn. If target already had [OFFENSE DOWN], inflict or extend [DAMPENED] for 2 (max: 4) turns.
CHOSEN OF ATLANTIS
Level 1
Unlocks this Ability.
Requires Gear Tier 4
Level 2
Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Requires Gear Tier 6
Level 3
+20% Offense. +20% Defense.
Requires Gear Tier 8
Level 4
+15% damage reduction.
Requires Gear Tier 9
Level 5
+20% Offense. +20% Defense.
Requires Gear Tier 10
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:
Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects.
Empowered:
All abilites change or have additional effects. Gain 20% Offense, Gain 20% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:
Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Empowered:
All abilites change or have additional effects. Gain 20% Offense, Gain 20% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:
Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Empowered:
All abilites change or have additional effects. Gain 40% Offense, Gain 40% Defense, and take 15% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:
Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Empowered:
All abilites change or have additional effects. Gain 40% Offense, Gain 40% Defense, and take 30% reduced damage.
On Turn Start and when performing a direct heal, gain 1 Altantean Crystal. When 4 Atlantean Crystals are gained:
Become Empowered. Gain [INVULNERABLE] until end of the current turn. Cleanse all Harmful effects. Perform "All Will Be Well" regardless of Magic Charge. Perform "Atlantean Forcefield" and consume current Magic Charge.
Empowered:
All abilites change or have additional effects. Gain 60% Offense, Gain 60% Defense, and take 30% reduced damage.