# DeFi Kingdoms

Official DeFi Kingdoms Whitepaper, last updated August 8, 2025

![Welcome to the Kingdoms!](/files/bGK0Wq0IweJSSv2iEcPz)

### Introduction

DeFi Kingdoms is a cross-chain, fantasy RPG game built on a strong DeFi protocol. The game features DEXs, liquidity pool opportunities, and a market of rare, utility-driven NFTs, which all together create a beautiful, immersive online world in the incredibly nostalgic form of fantasy pixel art.&#x20;

DeFi Kingdoms gameplay is live on the following blockchains:

* **DeFi Kingdoms: Crystalvale** lives on [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), an [Avalanche](https://www.avax.network/) L1
* **DeFi Kingdoms: Serendale** can be found on the [Kaia](https://www.kaia.io/) blockchain
* The **DFK Colosseum**, featuring exclusive PVP content, is built on [Metis](https://www.metis.io/)

<figure><picture><source srcset="/files/55u2GCXKmsESx1d8YE6r" media="(prefers-color-scheme: dark)"><img src="/files/c8UWpxLYTrDDTihB4Tk7" alt=""></picture><figcaption></figcaption></figure>

Come join our amazing [community](https://www.defikingdoms.com/social.html)!

### The Motivation for Creating DeFi Kingdoms

As big fans of the innovation happening in DeFi and in blockchain technology in general, our team had been waiting for a DeFi project to truly embrace the full potential of the blockchain in game form. Trading, returns, and moonshots are undoubtedly fun, but why couldn't it feel more like a game? Why couldn't we build an operation and level it up to increase returns? Why couldn't we do daily quests and collect rare NFTs that actually augment and impact the rewards and returns? Once we decided it needed to be built, we jumped headfirst into production, and DeFi Kingdoms was born!

### A Dedicated Team and a Shared Vision

We wanted a DEX that allows holders to not just hold a monetary token, but own a token that is usable, valuable, and gives back in many fun ways. We’ve packaged DeFi elements into a fun and synergistic game, providing JEWEL, CRYSTAL, and JADE token holders with an engaging and meaningful experience. We’re here for the long term, planning features for phases soon to come–and some a little further down the road–to set this community and project up for maximum success.


# Realms

DeFi Kingdoms has always been envisioned as a **cross-chain game** with **multiple realms** that have their own unique flavors and different opportunities for players. Currently, there are two realms: **Serendale** and **Crystalvale**, with more planned in the future. The **DFK Colosseum**, exclusively on Metis, is where PVP combat takes place.  Other blockchains will have [**Outposts**](#outposts) allowing players to easily onboard and bridge tokens from the chain of their choice into one of our realms.

## Realms

### Crystalvale (DFK Chain)

<figure><img src="/files/2LNxbkobBWmRecibIewV" alt=""><figcaption></figcaption></figure>

DeFi Kingdoms: Crystalvale launched on March 30, 2022. This was the first expansion to DeFi Kingdoms and lives on [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), an Avalanche subnet. Crystalvale introduced the new Power Token, [CRYSTAL](/how-defi-kingdoms-works/power-tokens/crystal-token), along with new Hero classes, and a brand new world to explore.

### Serendale 2.0 (Kaia)

<figure><img src="/files/7F1PlhgJ9hEkTrmmNJ7f" alt=""><figcaption></figcaption></figure>

DeFi Kingdoms: Serendale relaunched on the Kaia (formerly Klaytn) blockchain on December 7, 2022, using the new Power Token, JADE, and bringing additional Hero classes and an updated flavor to match its new home.

## DFK Colosseum (Metis)

<figure><img src="/files/yhryEVp523lSu1IApYb2" alt="" width="563"><figcaption></figcaption></figure>

The **DFK Colosseum** launched on October 4, 2024, bringing our exclusive Player-vs-Player Combat System to the Metis blockchain. Bring your best Heroes and compete head-to-head against other players, with an on-chain Tournament system coming soon!

## Outposts

### Avalanche C-Chain

<figure><img src="/files/ELAozSl34JB9pn0FSSRC" alt=""><figcaption><p>"Beautiful, isn’t it? Snow-capped mountains and forests teeming with life! The calming sounds of water flowing down the river… it’s all so breathtaking. Don’t be shy, take a look! I promise I won’t push you over, hee hee." — Snow Sage Ellia</p></figcaption></figure>

The **Avalanche C-Chain Outpost** was launched on March 30, 2022 as part of the launch of DeFi Kingdoms: Crystalvale on [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), an Avalanche subnet. Visit **Snow Sage Ellia** to swap tokens or easily bridge them to either of our Realms.

### Harmony

### Serendale 1.0

<figure><img src="/files/9j4OfdHF60WgHVi0Ld1k" alt=""><figcaption></figcaption></figure>

DeFi Kingdoms: Serendale originally launched on the Harmony network on August 22, 2021 as a DEX with LP farming opportunities. Heroes and Quests came soon after. Serendale on Harmony officially closed on October 12, 2022, and was converted into an Outpost.

<figure><img src="/files/PjDFYOzLywDRy6hYOmmd" alt=""><figcaption><p>“The thread of this reality has finally snapped and has begun to sag under the enormity of its own weight. Yes, the <strong>Portal</strong> remains intact but no one can say for how long. Please, save yourself…” — Druid Lisa</p></figcaption></figure>

Players can withdraw remaining liquidity from the Gardens by speaking with **Druid Lazarus**, convert remaining xJEWEL back to JEWEL through **Banker Ian**, and Bridge any remaining Heroes, Tokens, or Items through **Dockmaster Maria**.


# Ecosystem & Power Tokens

## Ecosystem Token

When DeFi Kingdoms: Serendale launched on Harmony, the [JEWEL](/how-defi-kingdoms-works/power-tokens/jewel-token) token launched alongside it. Unlike the average crypto token, JEWEL acts as the main token of value in a metaverse game, giving it utility above and beyond that of a regular coin.&#x20;

With recent changes to the DeFi Kingdoms tokenomics, JEWEL is now the Ecosystem token that is used across realms. In addition to being the native gas token on [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), JEWEL is used for [liquidity pooling in the Gardens](/how-defi-kingdoms-works/the-gardens), and [staking at the Jeweler](/how-defi-kingdoms-works/the-jeweler) for governance rights, fee distribution opportunities, and in-game [Power-Ups](/how-defi-kingdoms-works/the-jeweler/power-ups).

Players who [stake JEWEL tokens](/how-defi-kingdoms-works/the-jeweler) receive cJEWEL in Crystalvale and sJEWEL in Serendale.

### Fee Distribution

Unless otherwise specified throughout these documents, the JEWEL fees from in-game transactions, as applicable, are apportioned to the respective wallets for each realm as follows:

* 5% - Burned
* 15% - [Jeweler Rewards](/how-defi-kingdoms-works/the-jeweler#fee-distribution) (cJEWEL / sJEWEL)
* 30% - Quest Reward Fund ([DFK Chain](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) / [Kaia](https://scope.klaytn.com/account/0x24D557a1C580ec8B78E6e0de910df5E0CE090049))
* 50% - Development Fund

## Power Tokens

With the expansion of DeFi Kingdoms: Crystalvale onto the DFK Chain, each realm now also has its own dedicated Power Token, which is used for all game transactions, such as purchasing Hero and Pet NFTs, summoning new Heroes and hatching Pets, leveling Heroes, and more. Power Tokens can be swapped in the DEX for other tokens and in-game items, pooled for liquidity, and are emitted by the Gardens in each realm.

The Power Token in Crystalvale is [CRYSTAL](/how-defi-kingdoms-works/power-tokens/crystal-token), while the Power Token in Serendale on Kaia is [JADE](/how-defi-kingdoms-works/power-tokens/jade-token).

### Fee Distribution

Unless otherwise specified throughout these documents, the Power Token fees from every in-game transaction, as applicable, are apportioned to the respective wallets for each realm as follows:

{% hint style="info" %}
These percentages were last adjusted on January 16, 2024, reallocating a portion of the amount previously burned to reward LP stakers instead.
{% endhint %}

* 15% - Burned
* 10% - LP Staking Rewards
* 15% - [Jeweler Rewards](/how-defi-kingdoms-works/the-jeweler#fee-distribution) (cJEWEL / sJEWEL)
* 30% - Quest Reward Fund ([DFK Chain](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) / [Kaia](https://scope.klaytn.com/account/0x24D557a1C580ec8B78E6e0de910df5E0CE090049))
* 30% - Development Fund

CRYSTAL and JADE are the lifeblood of our project and have features that provide players the opportunity to earn while playing rather than buying games and subscriptions with no potential to recoup costs spent. In DeFi Kingdoms, good gameplay decisions and a little luck have the potential to reward players with actual crypto tokens while they play a game they enjoy.

### Utility

Since both CRYSTAL and JADE share much of the same utility (for example, they can both be used to mint new NFTs), the value of the tokens is linked. This provides exciting arbitrage opportunities across blockchains and ensures that cross-chain expansion does not lead to a loss of value for older tokens. Future expansions are expected to follow the same strategy.

Additionally, JEWEL is used for gas fees on the [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), where the gameplay transactions for Crystalvale take place.&#x20;

Specific information about each token can be found on the [JEWEL Token](/how-defi-kingdoms-works/power-tokens/jewel-token), [CRYSTAL Token](/how-defi-kingdoms-works/power-tokens/crystal-token), and [JADE Token](/how-defi-kingdoms-works/power-tokens/jade-token) pages and issuance schedules for each can be found on the [Ice Gardens](/how-defi-kingdoms-works/the-gardens/ice-gardens) and [JADE Gardens](/how-defi-kingdoms-works/the-gardens/jade-gardens) pages.


# JEWEL Token

![JEWEL](/files/eeYhtSZ5C4SmCqUzY0X9)

## Updated Tokenomics

### JEWEL Maximum Supply

The JEWEL token has a maximum supply of **125,000,000** tokens.

As of December 2022, all JEWEL that will ever exist has been minted and is circulating or burned, though some remains held in a [vesting contract](#vesting-jewel).

Given the fully minted supply and the consistency of burned tokens through gameplay and gas fees on [DFK Chain](/how-defi-kingdoms-works/defi-kingdoms-blockchain), **JEWEL is a deflationary token.**

### "The Splittening"

In accordance with the [community governance vote](https://vote.defikingdoms.com/#/proposal/0x2a83ec79bf88a5d8170b831b4c941a934e47ca0c569a40bb8d240666978b73e6) adopted on 9/1/2022, **JEWEL emissions on Harmony ended and locked JEWEL on Harmony was set to never unlock.**

At the time that Harmony emissions ceased, approximately 112,851,539 JEWEL was circulating as unlocked, and approximately 283,644,055 JEWEL was locked.

To account for the reduction in maximum supply and existing locked JEWEL, this difference was  redistributed as CRYSTAL, JADE and JEWEL on Crystalvale and Serendale 2.0. This airdrop took place alongside the launch of Serendale 2.0. Vested tokens are unlocking retroactively to the start of the original Locked JEWEL unlocking schedule on September 24, 2022 ([Harmony Block #31,772,767](https://explorer.harmony.one/block/31772767)).

As of 3/20/2023, all of these distributions have taken place.

<img src="/files/2KQBePJyNDGeapTfQTlZ" alt="" data-size="original">

The final percentages of locked JEWEL redistribution were as follows:

* **Locked CRYSTAL**: 44.07342236579% (DFK Chain)
* **Locked JADE**: 44.07342236579% (Klaytn)
* **Vested JADE**: 5.806824466532% (Klaytn)
* **Vested JEWEL**: 4.283393907257% (DFK Chain)
* **Liquid JADE**: 1.762936894631% (Klaytn)

### Vesting JEWEL

According to the percentages above, and to bring the new maximum supply to 125,000,000, approximately 12,148,460 JEWEL was placed in a [vesting contract](https://subnets.avax.network/defi-kingdoms/address/0x9a7C710A6E3A86c69F2FE704AD223Ce76934bb37) on DFK Chain, vesting over one year according to the schedule above.

Approximately 1,710,424 of this JEWEL was allocated to the [Development Fund](/how-defi-kingdoms-works/power-tokens/crystal-token#multisig-wallet-treasury) on DFK Chain, according to the percent of the locked balances held in the team funds on Harmony. Another 59,001 JEWEL was allocated to the Jeweler on DFK Chain according to percent of the locked balance of the Jeweler contract on Harmony.

The remaining 10,379,035 JEWEL was allocated to individual wallets.

## Original Tokenomics

{% hint style="danger" %}
In accordance with the project's [updated tokenomics](#updated-tokenomics), above, this information is no longer up-to date, but has been left here for reference.
{% endhint %}

### JEWEL Maximum Supply

{% hint style="info" %}
Per the [updated tokenomics](#updated-tokenomics), above, the JEWEL cap has been lowered to 125m.
{% endhint %}

The JEWEL token has a hard cap of **500,000,000** tokens.

### Token Allocations

{% hint style="info" %}
These allocations were based on the original emissions schedule and 500m maximum token supply. Since JEWEL emissions ended early, approximately 386.5m JEWEL was emitted from the Gardens in addition to the 10m JEWEL pre-mint. All 283.6m locked and vesting JEWEL was converted as part of the project's [updated tokenomics](#updated-tokenomics).
{% endhint %}

JEWEL initially had the following token allocations:

* **10,000,000 JEWEL** - Pre-Mints as described below
* **\~418,800,000 JEWEL** - Emitted from the Gardens to reward liquidity providers and locked/unlocked according to the [Issuance Schedule](/how-defi-kingdoms-works/the-gardens/jewel-gardens#issuance-schedule).
* **\~71,200,000 JEWEL** - Emitted from the Gardens to fund the project and reward players. These emissions did not count against those described in [JEWEL Gardens](/how-defi-kingdoms-works/the-gardens), and were subject to separate [locking rates](/how-defi-kingdoms-works/the-gardens#allocations-and-rewards). These allocations were broken down as follows:
  * \~13.82m unlocked JEWEL / \~11.31m locked JEWEL - Development Fund Multisig
  * \~13.82m unlocked JEWEL / \~11.31m locked JEWEL - Marketing Fund Multisig
  * \~0.84m unlocked JEWEL / \~15.91m locked JEWEL - Founders Fund Multisig
  * \~2.3m unlocked JEWEL / \~1.89m locked JEWEL - Jeweler (to reward xJEWEL stakers)

### Pre-Minting

**10,000,000 JEWEL** tokens were pre-minted and distributed as follows:

* **5,000,000 JEWEL**: Allocated to the Development Fund Multisig Safe to fund the future development of the game. These tokens were time-locked and released over a set schedule as features are completed.
* **2,000,000 JEWEL**: Allocated to the Marketing Fund Multisig Safe for promotion of the project, including marketing, airdrops, etc. These tokens were also time-locked to release slowly over the next few years to ensure that there are always funds available to market the game and acquire new players and traders.
* **2,000,000 JEWEL**: Allocated for initial liquidity. These tokens were matched with ONE tokens to form the initial liquidity pool and will not be withdrawn or sold.
  * **Initial Liquidity Fund:** The LP tokens from the initial liquidity are permanently held in the [Marketing Fund Multsig Safe](https://explorer.harmony.one/address/0x3875e5398766a29c1b28cc2068a0396cba36ef99), and will never be broken.
* **1,000,000 JEWEL**: Allocated to the Founders Fund Multisig Safe for bounties and hours for the founding team based on their work towards launch. Half of these tokens were awarded at launch, and the other half will vest over time.

## Harmony Multisig Wallets

{% hint style="info" %}
*Note: Most liquid funds from these multisigs have been moved to their counterparts on DFK Chain. Locked JEWEL held in these wallets was redistributed according to the project's updated tokenomics, above.*
{% endhint %}

**Our funds are secured in multisig wallets at** [**https://multisig.harmony.one**](https://multisig.harmony.one)**.** These wallets will be controlled by 5 members of the core team, which may change from time to time. Any transaction will require 3 out of 5 signatures to execute. This helps to protect against hacks that would target the treasuries, ensuring that there is no single point of failure. Additionally, this protects against any one member of the team having the power to make any changes on their own, without the rest of the team being aware of and agreeing to it. It also gives 100% transparency, as anyone can view all of the transactions that are proposed before they are executed, as well as a history of every past transaction that was executed, including the executing wallets.&#x20;

We know there has been concern with some other projects selling a large amount of tokens at launch that left some feeling frustrated in the project. We seek to help put these concerns at ease with these measures to help our community have confidence in the DeFi Kingdoms project.&#x20;

You can see the addresses of these funds here:

* **Development Fund Multisig Safe:** [`0xa4b9A93013A5590dB92062CF58D4b0ab4F35dBfB`](https://explorer.harmony.one/address/0xa4b9a93013a5590db92062cf58d4b0ab4f35dbfb)
* **Marketing Fund Multisig Safe:** [`0x3875e5398766a29c1B28cC2068A0396cba36eF99`](https://explorer.harmony.one/address/0x3875e5398766a29c1b28cc2068a0396cba36ef99)
* **Founders Fund Multisig Safe:** [`0x79F0d0670D17a89f509Ad1c16BB6021187964A29`](https://explorer.harmony.one/address/0x79f0d0670d17a89f509ad1c16bb6021187964a29)

Additional notable project smart contracts on Harmony include:

* **Quest Fund Smart Contract:** [`0x5ca5bcd91929c7152ca577e8c001c9b5a185f568`](https://explorer.harmony.one/address/0x5ca5bcd91929c7152ca577e8c001c9b5a185f568)
* **Pay Portal Vesting Contract:** [`0x2b12d9a2480d6dd9f71dabaa366c87134195b679`](https://explorer.harmony.one/address/0x2b12d9a2480d6dd9f71dabaa366c87134195b679)

#### **Multisig Signer Addresses**&#x20;

* Pine Cone: `0x826c3c6946cAF394c8811814Bb54B56480E39aa9`
* Sashei: `0x42C1B36BB243bFE02326473EC02a3488b55183E5`
* Bolon Soron: `0x2f26B3426504c28C29b6eDecae399D54717526CF`
* Professor Tango: `0x03B5c81d9759eb3ca12b2201891e61EE4bDfBB7A`
* Cabby: `0x18644254ADE30800bfbf9f4140C6a47Bf4465A2f`


# CRYSTAL Token

![CRYSTAL](/files/nTiUEeQ1lrkITUwVXlkS)

### CRYSTAL Maximum Supply

The CRYSTAL token has a hard cap of **250,000,000** tokens.

{% hint style="info" %}
As of December 30, 2023, all 250mm CRYSTAL has been fully emitted through the Gardens.
{% endhint %}

{% hint style="info" %}
The CRYSTAL cap was raised from 125m as part of the project's [updated tokenomics](/how-defi-kingdoms-works/power-tokens/jewel-token#updated-tokenomics). The additional 125m CRYSTAL tokens were converted from Locked JEWEL into Locked CRYSTAL.
{% endhint %}

### Allocations

CRYSTAL has the following token allocations:

* **3,000,000 CRYSTAL** - Pre-mints as described below.
* **125,000,000 CRYSTAL** - Locked and airdropped to holders of Locked JEWEL on Harmony, and unlocking ratably over the course of one year, beginning around March 22, 2023.
* **\~101,666,667 CRYSTAL** - Emitted from the Gardens to reward liquidity providers and locked/unlocked according to the [Issuance Schedule](/how-defi-kingdoms-works/the-gardens/ice-gardens#issuance-schedule).
* **20,333,333 CRYSTAL** - Emitted from the Gardens to fund the project and reward players. These emissions do not count against those described in [Ice Gardens](/how-defi-kingdoms-works/the-gardens/ice-gardens), and are subject to separate [locking rates](/how-defi-kingdoms-works/the-gardens#allocations-and-rewards). These allocations are broken down as follows:
  * 3.355m unlocked CRYSTAL / 2.745m locked CRYSTAL - Development Fund Multisig
  * 3.355m unlocked CRYSTAL / 2.745m locked CRYSTAL - Marketing Fund Multisig
  * \~0.21m unlocked CRYSTAL / \~3.86m locked CRYSTAL - Founders Fund Multisig
  * \~2.24m unlocked CRYSTAL / 1.83m locked CRYSTAL - Jeweler (to reward xCRYSTAL/cJEWEL stakers)

### Pre-Minting

A pre-mint of **3,000,000 CRYSTAL** occurred prior to launch of Crystalvale. These tokens were used in part for initial liquidity with the remainder used to fund a variety of rewards for players.

### DFK Chain Multisig Wallets

**Our funds are secured in multisig wallets.** These wallets are controlled by 5 members of the project, which may change from time to time. Any transaction requires 3 out of 5 signatures to execute. This helps to protect against hacks that would target the treasuries, ensuring that there is no single point of failure. Additionally, this protects against any one member of the team having the power to make any changes on their own, without the rest of the team being aware of and agreeing to it. It also gives 100% transparency, as anyone can view all of the transactions that are proposed before they are executed, as well as a history of every past transaction that was executed, including the executing wallets.

We know there has been concern with some other projects selling a large amount of tokens at launch that left some feeling frustrated in the project. We seek to help put these concerns at ease with these measures to help our community have confidence in the DeFi Kingdoms project.

You can see the addresses of these funds here:

{% hint style="info" %}
The original [CRYSTAL Quest Fund Multisig](https://subnets.avax.network/defi-kingdoms/address/0x64a3dc745806d9d6e88ea5555F8fdA65B147A31D) has been phased out and replaced with a new [Quest Reward Fund](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) smart contract.
{% endhint %}

* **Development Fund Multisig:** [`0x33Bb4C3393082245Ea993Bf808b66F90F63dDBBD`](https://subnets.avax.network/defi-kingdoms/address/0x33Bb4C3393082245Ea993Bf808b66F90F63dDBBD) &#x20;
* **Marketing Fund Multisig:** [`0x249CACA3b06c507aA55A56a9E6D3D3f6F3EBadb9`](https://subnets.avax.network/defi-kingdoms/address/0x249CACA3b06c507aA55A56a9E6D3D3f6F3EBadb9)
* **Founders Fund Multisig:** [`0x4f28c8C3c81fB2aE79d09595EDf2C194a0f309B8`](https://subnets.avax.network/defi-kingdoms/address/0x4f28c8C3c81fB2aE79d09595EDf2C194a0f309B8)
* **Bridge Supply Fund:** [`0x0B608dE616aeC05df2da2BA3179f48e318060E2c`](https://subnets.avax.network/defi-kingdoms/address/0x0B608dE616aeC05df2da2BA3179f48e318060E2c)&#x20;

Initial Liquidity LP tokens are held in the Marketing Fund Multisig.

#### **Multisig Signer Addresses**&#x20;

* Professor Tango: `0x03B5c81d9759eb3ca12b2201891e61EE4bDfBB7A`
* Bolon Soron: `0xa1ebf6eb5966332f8fee1f1eab4b5c91f92e727b`
* Sashei: `0x011ebdFD1Fe16F619F8470dc42D6875CB084984c`
* Pine Cone: `0x826c3c6946cAF394c8811814Bb54B56480E39aa9`
* Cabby: `0x18644254ADE30800bfbf9f4140C6a47Bf4465A2f`


# JADE Token

<figure><img src="/files/LEYh8bchHZzrIggzTIae" alt=""><figcaption><p>JADE</p></figcaption></figure>

### JADE Maximum Supply

The JADE token has a hard cap of **250,000,000** tokens.

{% hint style="info" %}
As of March 4, 2024, all 250mm JADE has been fully emitted through the Gardens.
{% endhint %}

### **Token Allocations**

JADE has the following token allocations:

* **787,500 JADE** - Pre-mints as described below.
* **5,000,000 JADE** - Claimable in full from the Jeweler at launch to holders of Locked JEWEL on Harmony.
* **\~16,469,178 JADE -** Claimable at launch from the Jeweler by holders of locked JEWEL on Harmony, vesting over one year according to the original JEWEL unlock schedule from September 24, 2022 ([Harmony Block #31,772,767](https://explorer.harmony.one/block/31772767)).
* **125,000,000 JADE** - Locked and airdropped to holders of Locked JEWEL on Harmony, and unlocking ratably over the course of one year, beginning around November 30, 2023.
* **\~85,619,435 JADE** - Emitted from the Gardens to reward liquidity providers and Locked/Unlocked according to the [Issuance Schedule](/how-defi-kingdoms-works/the-gardens/jade-gardens#issuance-schedule).
* **\~17,123,887 JADE -** Emitted from the Gardens to fund the project and reward players. These emissions do not count against those described in [JADE Gardens](/how-defi-kingdoms-works/the-gardens/jade-gardens), and are subject to separate [locking rates](/how-defi-kingdoms-works/the-gardens#allocations-and-rewards). These allocations are as follows:
  * \~5.82 unlocked JADE / \~7.88m locked JADE - Development Fund Multisig
    * (*Note: The allocations to the Development Fund, Marketing Fund, and Founders Fund are all held in this single multisig.*)
  * \~1.88m unlocked JADE / \~1.54m locked JADE - Jeweler (to reward sJEWEL stakers)

### **Pre-Minting**

A small amount of JADE was pre-minted prior to launch and distributed as follows:

* [**Kaia Utility Wallet**](https://scope.klaytn.com/account/0xfECBd8Dd13fB958594Ad5d22d477786622A58Bca)**: 37,500  JADE**— for initial LP Liquidity
* [**Kaia Quest Reward Fund**](https://scope.klaytn.com/account/0x24D557a1C580ec8B78E6e0de910df5E0CE090049)**: 750,000 JADE** — for Gardening Quest rewards

### **Initial Liquidity**

In addition to the pre-mint of 37,500 JADE, an additional 300,000 JADE (from the liquid JADE distribution to the Dev Fund) plus the equivalent of JEWEL from project funds was allocated toward initial liquidity for the JADE–JEWEL and JADE–KLAY Liquidity Pairs. **These LP Tokens and others created by the project are held in the** [**Liquidity Fund Multisig**](https://scope.klaytn.com/account/0x65b8131cb67c7f17e60b9114bcc0ae9755ae89a0) **and never placed in the Gardens.**

### **Kaia Multisig Wallets**

Development funds on Kaia are held in a **single multisig wallet** that requires 3 out of 5 signatures for any transactions to execute. A [portion of fees from in-game transactions](/how-defi-kingdoms-works/power-tokens#transactions-and-fee-distribution) are sent to this address. Additional multisigs are used for other purposes, like holding LP Tokens.

* **Development Fund Multisig:** [`0xa03990511B6ee8BDb24C1693f9f8BD90DDfFd19D`](https://scope.klaytn.com/account/0xa03990511B6ee8BDb24C1693f9f8BD90DDfFd19D)
* **Liquidity Fund Multisig:** [`0x65b8131cb67c7f17e60b9114bcc0ae9755ae89a0`](https://scope.klaytn.com/account/0x65b8131cb67c7f17e60b9114bcc0ae9755ae89a0)

#### **Multisig Signer Addresses:**

* Professor Tango: `0x03B5c81d9759eb3ca12b2201891e61EE4bDfBB7A`
* Bolon Soron: `0xa1ebf6eb5966332f8fee1f1eab4b5c91f92e727b`&#x20;
* Sashei: `0x011ebdFD1Fe16F619F8470dc42D6875CB084984c`
* Pine Cone: `0x826c3c6946cAF394c8811814Bb54B56480E39aa9`
* Cabby: `0x18644254ADE30800bfbf9f4140C6a47Bf4465A2f`


# Decentralized Exchange

DeFi Kingdoms currently has two decentralized exchanges that use the tried-and-true UniswapV2 Protocol. DeFi Kingdoms: Crystalvale's DEX trades in JEWEL, CRYSTAL, AVAX, and a variety of tokens on DFK Chain, our Avalanche subnet, while DeFi Kingdoms: Serendale's DEX trades in JEWEL, JADE, KAIA, and a host of other tokens on the Kaia network. Trading is one of the main reasons we are drawn to blockchain technology and we want to make the experience fun and enjoyable for all within the realms.

<figure><img src="/files/sR2yW64fhQvAP865xhMU" alt=""><figcaption><p>Merchant Matoya in Serendale's Central Marketplace</p></figcaption></figure>

From the [Marketplace](/gameplay/locations/marketplace), you can swap tokens at current exchange rates. These tokens can be placed in liquidity pools, which will earn fees any time anyone trades those token pairs. Additionally, the LP tokens for certain incentivized token pairings can also earn CRYSTAL or JADE rewards when staked in the [Gardens](/how-defi-kingdoms-works/the-gardens).


# The Jeweler

## Jeweler 2.0

The **Jeweler 2.0** adopts the benefits gained from the **veToken** governance model developed by [Curve](https://curve.fi/), and combines that with a method for fee distribution, airdrop rewards, and in-game [Power-Ups](/how-defi-kingdoms-works/the-jeweler/power-ups). **cJEWEL** is the name for the **Governance Token** in Crystalvale, and **sJEWEL** is the equivalent for Serendale (both are functionally the same, though these docs will use cJEWEL for convenience).

{% hint style="info" %}
The Jeweler 2.0 model was adopted by [community governance vote](https://vote.defikingdoms.com/#/proposal/0x8b74fefcfbd5b6751c190361577fd65ff79084b5250ed3265a14a16140d67fba) on 10/14/2022 and went into effect on 11/4/2022. It replaced the [Jeweler 1.0](#jeweler-1.0) model that used xJEWEL and xCRYSTAL.
{% endhint %}

Players receive cJEWEL or sJEWEL tokens by **locking their JEWEL** in the Jeweler in the applicable realm for a duration of time of their choosing. This locking mechanism encourages staking into the protocol, and allows those who want to support the project for the long term to have more of a say and receive a larger share of the rewards. It also discourages third-parties from gaming votes and snapshots by buying large amounts of JEWEL right before, only to sell right after.

cJEWEL/sJEWEL tokens are **soulbound** to the wallet that generates them and cannot be transferred or traded. Players may hold their cJEWEL/sJEWEL after the locking period has expired and still receive rewards and governance power.&#x20;

### **Benefits to Holding**

The four main benefits to holding cJEWEL are: Governance, fee distribution, in-game enhancements and premium feature access (Power-Ups), and token locking.

* [Governance](#governance-votes) will utilize the cJEWEL/sJEWEL balance of users for voting on proposals.&#x20;
* Rewards will come by way of [fee distribution](#fee-distribution), but also regular airdrops can be implemented thanks to the safer timelock nature of cJEWEL/sJEWEL.
* In-game [Power-Ups](#power-ups) will allow players to allocate a certain amount of their cJEWEL/sJEWEL in order to gain access to bonuses, enhancements, and premium features, all while still earning the normal rewards.
* Due to cJEWEL and sJEWEL requiring some period of **JEWEL** token locking in order to be created, the expected outcome of this system is an overall reduction of the available liquid supply of JEWEL (depending on user engagement with the system).

### Locking Mechanism

Players may lock their JEWEL in the Jeweler contract for any length of time between 7 days and 1095 days (3 years). In exchange, they will receive an amount of cJEWEL/sJEWEL relative to the amount locked and the duration of time locked, according to this formula, where `MAX DAYS` is equal to 1095 and `daysLocked` is a minimum of 7:

$$
cJEWEL\_{earned} = (\frac{JEWEL\_{deposited} \*  days\_{locked}}{MAX \_{DAYS}})
$$

{% hint style="info" %}

#### **Example**

<img src="/files/1iwubrBHoI6BFnsyzEmS" alt="" data-size="original">Keal has 50,000 JEWEL and wants to deposit them in the Jeweler. He decides to deposit for the minimum locking period of 7 days and receives \~320 cJEWEL.

![](/files/BQckOM9PJawJMgOknV7s) Rolando doesn’t have the same means as Keal, but he decides to make up for that by depositing his JEWEL for longer. Not willing to be outdone by Keal, he acquires 320 cJEWEL of his own by depositing \~960 JEWEL for one year.

**Takeaway*****:** You don’t have to have the most JEWEL to have the most influence with this model.*
{% endhint %}

Players can receive more cJEWEL without depositing more JEWEL by **extending the locking period**. They can also **add more JEWEL** to what is already locked (using the same remaining time locked) to receive more cJEWEL. Rewards may be claimed manually, but will also be automatically claimed when a player makes an additional deposit, extends their locking period, or withdraws their JEWEL balance.

#### Withdrawing

When players withdraw JEWEL from the cJEWEL contract, they may **only withdraw 100% of the balance**. This means that all cJEWEL will be burned whenever a player performs this action.

{% hint style="warning" %}

#### Emergency Withdraw

If the locking period has not expired, players can only withdraw using the **Emergency Withdraw** method, which will **return 50% of their locked balance and burn the remaining 50%**.
{% endhint %}

#### Jeweler Interactions

This model changes the way players will interact with the Jeweler, allowing them to call the following functions:&#x20;

* `createLock` - Takes a selected amount of JEWEL to deposit and days to lock and gives back cJEWEL based on the values chosen (only available if you have 0 cJEWEL)
* `increaseAmount` - Allows players to add more JEWEL to your deposited balance and receive more cJEWEL based on the remaining locking schedule for their existing balance
* `increaseUnlockTime` - Allows players to receive cJEWEL by extending the unlocking period of their existing JEWEL balance
* `claimReward` - Allows players to claim any pending fee-distribution rewards from the Jeweler
* `updatePool` - Will update the rewards available to everyone with cJEWEL by pulling in fees from the Fee Collector contract (this is also called whenever anyone deposits, extends unlocking periods, claims rewards, or withdraws)
* `withdraw` - Allows players to withdraw their entire JEWEL balance from the Jeweler if their locking period is expired
* `emergencyWithdraw` - Allows players to withdraw before their locking period is expired, but with a 50% penalty (which is burned)

### Governance Votes

Like many DeFi projects, the developers of DeFi Kingdoms may call for governance votes to empower token holders to make decisions about the direction of the project. Governance votes might determine the inclusion of a new token in incentivized pools, the retirement of a token from the pools, or a policy change that impacts token holders.

When this happens, the vote is announced on Discord and through the other DeFi Kingdoms social media accounts. cJEWEL and sJEWEL holders can visit the [Governance portal](https://vote.defikingdoms.com/), where they can connect their wallet and cast a number of votes equal to the number of tokens held.

Governance votes allow the holders of the token to have an active voice in decision-making, and the developers view this as a key component to a successful DeFi project.

{% hint style="info" %}
**Governance Weighting**\
In addition to cJEWEL and sJEWEL holders being able to vote, holders of Hero NFTs and Land NFTs also grant Voting Power.&#x20;

* Hero NFTs have the Voting Power of 10 cJEWEL/sJEWEL&#x20;
* Gen0 Heroe NFTs have an additional 990 voting power for a total of 1000
* Land NFTs have the voting power for 5000 cJEWEL/sJEWEL tokens

These weightings were adopted by [community governance vote](https://vote.defikingdoms.com/#/proposal/0x5eb9d24ca5b67c4e033b7b0c4fa3673b8a0f6eb31143edce678964ef8fba9636) on 6/4/2024.
{% endhint %}

### Fee Distribution

A portion of the transaction fees collected in-game are sent to the Jeweler as rewards for depositors. This includes 1/6 of collected fees from the DEX and [15% of Power Token fees](/how-defi-kingdoms-works/power-tokens#transactions-and-fee-distribution) from in-game transactions, including Hero summons, Pet incubations, Hero, Pet, and Land sales, and Hero meditations.&#x20;

These fees are sold for JEWEL and will accrue for the player according to their share of the total cJEWEL/sJEWEL in circulation, and will be claimable at any time, similar to how the [Gardens](/how-defi-kingdoms-works/the-gardens) work.  Because the amount of tokens coming into this reward pool fluctuates based on transaction volume, and because each player's share fluctuates with deposits and withdrawals, the Jeweler does not have a fixed APR.

{% hint style="info" %}
Since fees accrue and are distributed separately on each realm, cJEWEL and sJEWEL rewards will differ depending on the transaction volume in Crystalvale and Serendale. Players should choose carefully where and for how long they stake their JEWEL.
{% endhint %}

Claiming rewards can be done manually at any time, and will also happen automatically whenever the player deposits more JEWEL, extends their locking time, or withdraws their JEWEL balance.

For more technical detail on how these fees are apportioned to token holders, see [this article](https://dev.to/heymarkkop/understanding-sushiswaps-masterchef-staking-rewards-1m6f).

### Power-Ups

Holders of cJEWEL/sJEWEL will be able to activate **in-game enhancements and rewards** by allocating a portion of their holdings toward activating them. Power-Ups use your “available Power-Up balance,” which is the total amount of cJEWEL you hold minus the cJEWEL requirements of each of your active Power-Ups. Activating Power-Ups does not consume cJEWEL or the JEWEL used to produce it. Power-Ups can be deactivated at any time, or automatically, if the player's cJEWEL balance drops below the minimum necessary to keep them active.

Power-Up rewards may include bonuses to Hero experience, reduced in-game fees, and access to premium features. These Power-Ups are being continuously implemented over time.

Learn more about [Power-Ups](#power-ups).

### Contract Addresses

* cJEWEL (DFK Chain): [`0x9ed2c155632C042CB8bC20634571fF1CA26f5742`](https://subnets.avax.network/defi-kingdoms/address/0x9ed2c155632C042CB8bC20634571fF1CA26f5742)
* sJEWEL (Kaia): [`0xaA8548665bCC12C202d5d0C700093123F2463EA6`](https://scope.klaytn.com/token/0xaa8548665bcc12c202d5d0c700093123f2463ea6)

## Jeweler 1.0

The **Jeweler 1.0** was adapted from [SushiSwap](https://www.sushi.com/)'s [SushiBar](https://docs.sushi.com/docs/Products/Yield%20Farming/The%20SushiBar) contract, which allowed players to stake JEWEL and CRYSTAL for xJEWEL and xCRYSTAL, respectively. A portion of collected in-game fees were swapped for the Power Token, increasing the ratio between the Power Token and the xToken. &#x20;

When the player withdrew, they exchanged their xToken for the Power Token. The longer they had held the xToken, the more the ratio would have increased, and therefore the more of the Power Token they received back relative to their deposits.

### Contract Addresses

#### Harmony

* xJEWEL: [`0xA9cE83507D872C5e1273E745aBcfDa849DAA654F`](https://explorer.harmony.one/address/0xA9cE83507D872C5e1273E745aBcfDa849DAA654F)

#### DFK Chain&#x20;

* xCRYSTAL: [`0x6e7185872bcdf3f7a6cbbe81356e50daffb002d2`](https://subnets.avax.network/defi-kingdoms/address/0x6e7185872bcdf3f7a6cbbe81356e50daffb002d2)
* xJEWEL: [`0x77f2656d04E158f915bC22f07B779D94c1DC47Ff`](https://subnets.avax.network/defi-kingdoms/token/0x77f2656d04E158f915bC22f07B779D94c1DC47Ff)


# Power-Ups

## **What are Power-Ups?**

**Power-Ups** are a collection of **in-game enhancements** that are available to players that hold [governance tokens](/how-defi-kingdoms-works/the-jeweler). Each Power-Up has a specific c/sJEWEL amount that must be allocated to it in order to activate its benefits. Some **premium features** will also require Power-Up allocations prior to access. Power-Ups do not consume c/sJEWEL nor the JEWEL used to produce the c/sJEWEL, but will only remain active if you continue to hold the necessary balance required to activate them.

### **Power-Up Types**

There are currently three primary Power-Up types:

* **Type 1 Power-Ups:** These Power-Ups are the simplest type, as they provide a single tier of benefits that is activated by allocating the required amount of c/sJEWEL. Cancelling this power-up will remove its benefits until it is re-activated, after waiting the necessary hold time.
* **Type 2 Power-Ups:** These Power-Ups present the player with multiple tier options with varying c/sJEWEL allocation requirements for each tier. Once a tier is selected, the player can increase to a higher tier at any time but not decrease tiers without cancelling the Power-Up first.
* **Type 3 Power-Ups:** These Power-Ups provide a variable number of charges based on the number of Heroes a player owns. Each charge contains multiple Hero slots. There is a fixed c/sJEWEL allocation required for every charge of these Power-Ups. Once activated, the player will assign their Heroes up to the maximum charges and total allotted Hero slots. The player may remove Heroes from the Power-Up, but will have to wait until after the specified slot hold time before assigning another. All Heroes must be unassigned from the Power-Up before it can be cancelled. Additional charges can be added but not removed without first cancelling the Power-Up.

### **Power-Up Requirements**

Each Power-Up has a **Minimum Lock Time** associated with it. In order to activate a Power-Up, players must have a c/sJEWEL lock time higher than the minimum lock time specified by each Power-Up, as well as ensure that it remains above that minimum time. If the player's c/sJEWEL lock time drops below the minimum lock time of a Power-Up, the Power-Up will be cancelled.

Players must also maintain an amount of c/sJEWEL equal to the amount they have allocated to Power-Ups. Calling the [Emergency Withdraw](/how-defi-kingdoms-works/the-jeweler#withdrawing) function will cancel all Power-Ups.&#x20;

### Cancelling Power-Ups

When a Power-Up is cancelled, the c/sJEWEL allocated to it will not be immediately available for use elsewhere. Instead, each Power-Up has a **Cancellation Hold Time** that indicates how long after cancelling the Power-Up the c/sJEWEL will be available again for use elsewhere.

A **Hero Slot Hold Time** of the same duration as the Cancellation Hold Time also goes into effect when removing Heroes from a Type 3 Power-Up. Players must wait this amount of time before re-assigning those slots to other Heroes.

## Available Power-Ups

<table data-view="cards" data-full-width="true"><thead><tr><th>Name</th><th>Cost</th><th>Description</th><th>Minimum Lock Time</th><th>Cancellation Hold Time</th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><strong>Quick Study</strong></td><td>30 per 6 Heroes</td><td>Grants a 15% bonus to experience gained from questing to each assigned Hero.</td><td>7 days</td><td>1 day</td><td><a href="/files/WBN5ZUJ9HBieNP7ZTygi">/files/WBN5ZUJ9HBieNP7ZTygi</a></td></tr><tr><td><strong>Rapid Renewal</strong></td><td>20 per 6 Heroes</td><td>Reduces the stamina recharge rate of assigned Heroes by an additional 3 seconds per Hero level.</td><td>7 days</td><td>1 day</td><td><a href="/files/9ANJY0ptbq032PyRSjF9">/files/9ANJY0ptbq032PyRSjF9</a></td></tr><tr><td><strong>Backstage Pass</strong></td><td>50</td><td>Grants access to the Combat Testing Grounds.</td><td>7 days</td><td>1 day</td><td><a href="/files/Q2gdku3zDbFmtEkv3XuA">/files/Q2gdku3zDbFmtEkv3XuA</a></td></tr><tr><td><strong>Premium Provisions</strong></td><td>500</td><td>Increases the duration of well-fed time gained from Regular Pet Treats by 1 day and Premium Pet Treats by 4 days</td><td>14 days</td><td>14 days</td><td><a href="/files/MMbAhKr0VvRjBGnLaCxQ">/files/MMbAhKr0VvRjBGnLaCxQ</a></td></tr><tr><td><strong>Master Merchant</strong></td><td>500 / 5000</td><td>Provides a 0.1% / 0.5% discount on Bazaar Trading Fees</td><td>7 days</td><td>1 day</td><td><a href="/files/7tFaDNhTKZK16179NPBD">/files/7tFaDNhTKZK16179NPBD</a></td></tr><tr><td><strong>Thrifty</strong></td><td>500 / 1500</td><td>Provides a chance to randomly recover used items after combat</td><td>7 days</td><td>1 day</td><td><a href="/files/0dKeYNzv4mYxfwB1L8Sx">/files/0dKeYNzv4mYxfwB1L8Sx</a></td></tr></tbody></table>


# The Gardens

In each realm, the Gardens is a place to stake Liquidity Pool tokens (“LP tokens”) in select pools to receive a share of Power Token emissions. In the JADE gardens of Serendale, players can stake to receive JADE emissions, while in the Ice Gardens of Crystalvale, CRYSTAL emissions are rewarded to those who stake.

<figure><img src="/files/l2IKhzXuLx8TUz6GzdnZ" alt=""><figcaption></figcaption></figure>

### Epochs and Emissions

Additionally, players can assign their [Hero](/gameplay/heroes) NFTs to work in their gardens through [Gardening Quests](https://docs.defikingdoms.com/learn/gameplay/professions/gardening). Those Heroes earn additional rewards in JEWEL, CRYSTAL, or JADE based on the skill of the Hero and the amount of LP tokens staked in the garden they're tending, so players who stake LP tokens in the Gardens and quest Heroes in those same gardens have synergistic utility for their NFTs right away.

Each Power Token has its own emissions schedule. Generally speaking, emissions per minute/block are higher when the token launches, and decrease over time. This decrease in emissions is not linear, so it is important to review the emissions schedules for each token in its related Gardens subpage.

Emissions are governed by periods of time called Epochs. Each token starts in Epoch 1 on launch, which has the highest emission rate. With each Epoch, the rate may change or may remain consistent, as shown in each token's chart on its Gardens page.

Epochs are based on timestamps and last exactly one week.

### Allocations and Rewards

The total amount of each Power Token emitted per minute can be determined by Epoch, but those tokens have to go somewhere! Each individual garden (representing a specific incentivized LP pair) is assigned an allocation of the total tokens minted. The allocation for each incentivized pool can be viewed in the Seed Box on each realm. Based on the current Epoch, its emission rate, and the allocation for a specific pool, players can determine how many tokens will be emitted to that pool every second, minute, or day. From there, the pool divides those tokens among all of the players staking LP tokens in that pool proportional to their share of the total pool and distributes them as rewards. When making these calculations it is imperative to remember that players can enter or leave liquidity pools freely, so each player's share is constantly in flux as liquidity is added or removed.

#### Project Allocations

In order to fund the project and sustain rewards to players, and to avoid passing on additional fees, whenever a player claims their rewards in the Gardens, the Master Gardener contract mints an additional percentage (detailed on each token's allocation information) of the claimed token to project wallets, including the Jeweler. These mints do not come out of the Garden emissions per epoch as detailed on each realm's Gardens page, but they do count toward the token's total supply. These funds are subject to separate locking rates as follows:

* Development Fund, Marketing Fund, Jeweler - 45% locked
* Founders Fund - 95% locked

These locking rates allow for the stability and development of the project over time, while continuing to incentivize its long-term growth and success. They also provide guaranteed rewards over a lengthy period of time to players who [stake in the Jeweler](/how-defi-kingdoms-works/the-jeweler) on each realm.

### Locking Model

To balance the high emissions rates in earlier Epochs and to provide price stability, our tokenomics include a locking model on Gardens rewards. Until a certain point in each emission schedule, only a portion of the tokens grown, harvested, and distributed as Gardens rewards to LP token stakers is unlocked. Once claimed, these unlocked reward tokens transfer directly into the player’s wallet and are immediately usable. However, a portion of Gardens rewards are also locked deep underground. These rewards are allocated to the player's wallet, but cannot be traded and can only be used for certain in-game activities.

For each token, starting in Epoch 1, 5% of claimed rewards are unlocked while 95% are locked. Each Epoch, the percentage of claimed rewards that are unlocked increases by 2%, so in Epoch 2, 7% are unlocked and 93% are locked, and so on. It is important to note that these percentages are based on the Epoch at the time that the player chooses to claim, not when the rewards were allocated. If a player chooses not to claim right away, the percentage of tokens that will be unlocked that they will be able to claim increases by 2% each Epoch. Once a player does claim, however, the remainder of the claimed rewards, which are locked, remain locked until the end of Epoch 51, at which point they begin unlocking ratably over the next 52 Epochs, unless unlocked through other means, such as [Mining Quests](https://docs.defikingdoms.com/learn/gameplay/professions/jewel-mining). After Epoch 51, no further locking will occur and all newly generated rewards will be fully unlocked immediately.

#### Early Unlocking with Hero NFTs

One of the most unique features of DeFi Kingdoms is our NFTs, our [Heroes](/gameplay/heroes), that provide true in-game utility. The Mining profession is one such use-case. Players who have locked rewards can send their Heroes on Mining Quests to unlock some of those tokens early, granting access to locked rewards before their natural unlock.

Not all Heroes will have the same level of proficiency in Mining, so it is important to learn about the various stats that Heroes use and how each profession works when looking to buy and use them. You can find more details about that in the [Profession Quests](https://docs.defikingdoms.com/learn/gameplay/professions) section of the documents.

### **Garden Staking Deposit and Withdrawal Fees**

**There are no deposit fees for staking LP tokens in the Gardens.** To protect against flash loans and price manipulation, we have implemented withdrawal fees for withdrawing staked LP tokens. Each deposit a player makes to a pool resets the fee timer. The withdrawal fees are listed below:

* **25%** slashing fee if a user withdraws **during the same block.**
* **8%** fee if a user withdraws in under **1 hour.**
* **4%** fee if a user withdraws in under **24 hours.**
* **0%** fee if a user withdraws after **24 hours.**


# JEWEL Gardens

{% hint style="danger" %}
In accordance with the [community governance vote](https://vote.defikingdoms.com/#/proposal/0x2a83ec79bf88a5d8170b831b4c941a934e47ca0c569a40bb8d240666978b73e6) adopted on 9/1/2022, **JEWEL emissions on Harmony have ended and locked JEWEL will never unlock.**

For details on these changes, please read about the project's [updated tokenomics](/how-defi-kingdoms-works/power-tokens/jewel-token#updated-tokenomics).
{% endhint %}

{% hint style="info" %}
On account of the above, the information below about the original Serendale JEWEL Gardens is no longer applicable, but has been left here for reference.
{% endhint %}

### Issuance Schedule

The issuance of JEWEL as rewards for staking LP tokens in the Garden is scheduled to change during each consecutive period of time, which we refer to as an Epoch. Each Epoch is 302,400 blocks on the Harmony Blockchain, and the length of each Epoch depends on the average block speed on Harmony. Epochs were calculated to 302,400 blocks so that each Epoch would equal one week assuming a speed of 2 seconds per block on the Harmony Blockchain. However, if block speeds are longer than 2 seconds per block on average, an Epoch will last longer than a week.

<table><thead><tr><th width="150" align="center">Epoch</th><th width="150" align="center">Block</th><th width="150" align="center">JEWEL/block</th><th align="center">JEWEL/minute</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">16,350,367</td><td align="center">256</td><td align="center">7680</td></tr><tr><td align="center">2</td><td align="center">16,652,767</td><td align="center">128</td><td align="center">3840</td></tr><tr><td align="center">3</td><td align="center">16,955,167</td><td align="center">96</td><td align="center">2880</td></tr><tr><td align="center">4</td><td align="center">17,257,567</td><td align="center">64</td><td align="center">1920</td></tr><tr><td align="center">5</td><td align="center">17,559,967</td><td align="center">56</td><td align="center">1680</td></tr><tr><td align="center">6</td><td align="center">17,862,367</td><td align="center">48</td><td align="center">1440</td></tr><tr><td align="center">7</td><td align="center">18,164,767</td><td align="center">40</td><td align="center">1200</td></tr><tr><td align="center">8</td><td align="center">18,467,167</td><td align="center">32</td><td align="center">960</td></tr><tr><td align="center">9</td><td align="center">18,769,567</td><td align="center">28</td><td align="center">840</td></tr><tr><td align="center">10</td><td align="center">19,071,967</td><td align="center">24</td><td align="center">720</td></tr><tr><td align="center">11</td><td align="center">19,374,367</td><td align="center">20</td><td align="center">600</td></tr><tr><td align="center">12</td><td align="center">19,676,767</td><td align="center">16</td><td align="center">480</td></tr><tr><td align="center">13</td><td align="center">19,979,167</td><td align="center">15</td><td align="center">450</td></tr><tr><td align="center">14</td><td align="center">20,281,567</td><td align="center">14</td><td align="center">420</td></tr><tr><td align="center">15</td><td align="center">20,583,967</td><td align="center">13</td><td align="center">390</td></tr><tr><td align="center">16</td><td align="center">20,886,367</td><td align="center">12</td><td align="center">360</td></tr><tr><td align="center">17</td><td align="center">21,188,767</td><td align="center">11</td><td align="center">330</td></tr><tr><td align="center">18</td><td align="center">21,491,167</td><td align="center">10</td><td align="center">300</td></tr><tr><td align="center">19</td><td align="center">21,793,567</td><td align="center">9</td><td align="center">270</td></tr><tr><td align="center">20-35</td><td align="center">22,095,967</td><td align="center">8</td><td align="center">240</td></tr><tr><td align="center">36+</td><td align="center">26,934,367</td><td align="center">4</td><td align="center">120</td></tr></tbody></table>

*\*Listed emissions are spread out across all gardens. See the Seed Box for pool-specific emission rates.*

The current block number is shown in the bottom right of the game screen, or players may visit the[ Harmony Blockchain Explorer](https://explorer.harmony.one/) to see the current Harmony block. Please note that Harmony block speeds fluctuate and should be viewed on an average (i.e. daily or weekly basis) when trying to plan your Garden farming strategies.

### Locking

Claimed locked JEWEL will remain **locked until block 31,772,767,** which marks the end of Epoch 51. Locked rewards will begin unlocking ratably at that time over the following 52 Epochs. At the time of writing, unlocking is estimated to begin in Q3 2022; however, network latency has already extended the duration of most Epochs and it is not possible to determine a specific date when this block will be reached.

The percentage of JEWEL that is unlocked when claimed began at 5% in Epoch 1 and increases by 2% each Epoch. Unclaimed rewards continue to unlock on this schedule until claiming, at which time unlocked rewards go directly into the player's wallet and locked rewards become fully locked until the end of Epoch 51.

### Locking Model - Simplified Examples

Below are two simplified examples that show how the locking model works. For the sake of simplicity, **the examples assume no compounding** of unlocked claimed rewards into additional LP positions and that a player earned 100 JEWEL in Garden rewards during Epoch 1, 50 JEWEL in Epoch 2 and so on to reflect the reduced JEWEL emission per Epoch. In both scenarios, 301.6 JEWEL is earned, but the amount unlocked versus locked is different. This locking model provides players the opportunity to choose a strategy that suits their style and risk appetite.

**Illustrative Example A**: Rewards earned during each Epoch are claimed during each Epoch (and not compounded).

* *10 Epoch Summary*:
  * Total unlocked JEWEL: **29.8** JEWEL
  * Total locked JEWEL: **271.8** JEWEL (inaccessible until after Epoch 51 unless unlocked earlier via Heroes)
  * Total rewards: **301.6** JEWEL
  * *Lower unlocked JEWEL over the sample period, but allows for use of and potential compounding of unlocked JEWEL during sample period, which could result in more unlocked JEWEL than not claiming over the same period depending on what you choose to do with such unlocked claimed rewards. The choice is yours!*

|   Epoch  | Unlocked at time of claiming | Locked at time of claiming | Example JEWEL Earned during Epoch | Unlocked Claimed during Epoch | Locked Claimed During Epoch | Unlocked Cumulative | Locked Cumulative |
| :------: | :--------------------------: | :------------------------: | :-------------------------------: | :---------------------------: | :-------------------------: | :-----------------: | :---------------: |
|  Epoch 1 |              5%              |             95%            |               100.0               |              5.0              |             95.0            |         5.0         |        95.0       |
|  Epoch 2 |              7%              |             93%            |                50.0               |              3.5              |             46.5            |         8.5         |       141.5       |
|  Epoch 3 |              9%              |             91%            |                37.5               |              3.4              |             34.1            |         11.9        |       175.6       |
|  Epoch 4 |              11%             |             89%            |                25.0               |              2.8              |             22.3            |         14.6        |       197.9       |
|  Epoch 5 |              13%             |             87%            |                21.9               |              2.8              |             19.0            |         17.5        |       216.9       |
|  Epoch 6 |              15%             |             85%            |                18.8               |              2.8              |             15.9            |         20.3        |       232.8       |
|  Epoch 7 |              17%             |             83%            |                15.6               |              2.7              |             13.0            |         22.9        |       245.8       |
|  Epoch 8 |              19%             |             81%            |                12.5               |              2.4              |             10.1            |         25.3        |       255.9       |
|  Epoch 9 |              21%             |             79%            |                10.9               |              2.3              |             8.6             |         27.6        |       264.6       |
| Epoch 10 |              23%             |             77%            |                9.4                |              2.2              |             7.2             |         29.8        |       271.8       |

**Illustrative Example B**: Rewards are not claimed until the end of Epoch 10.

* 10 Epoch Summary:
  * Total unlocked JEWEL: **69.4** JEWEL
  * Total locked JEWEL: **232.2** JEWEL (inaccessible until after Epoch 51 unless unlocked earlier via Heroes)
  * Total rewards: **301.6** JEWEL
  * *Higher unlocked JEWEL count by the end of sample period, but unable to use or compound unlocked Jewel during sample period.*

|   Epoch  | Unlocked at time of claiming | Locked at time of claiming | Example JEWEL Earned during Epoch | Cumulative UNCLAIMED Unlocked | Cumulative UNCLAIMED Locked | Cumulative CLAIMED Unlocked | Cumulative CLAIMED Locked |
| :------: | :--------------------------: | :------------------------: | :-------------------------------: | :---------------------------: | :-------------------------: | :-------------------------: | :-----------------------: |
|  Epoch 1 |              5%              |             95%            |               100.0               |              5.0              |             95.0            |             0.0             |            0.0            |
|  Epoch 2 |              7%              |             93%            |                50.0               |              10.5             |            139.5            |             0.0             |            0.0            |
|  Epoch 3 |              9%              |             91%            |                37.5               |              16.9             |            170.6            |             0.0             |            0.0            |
|  Epoch 4 |              11%             |             89%            |                25.0               |              23.4             |            189.1            |             0.0             |            0.0            |
|  Epoch 5 |              13%             |             87%            |                21.9               |              30.5             |            203.9            |             0.0             |            0.0            |
|  Epoch 6 |              15%             |             85%            |                18.8               |              38.0             |            215.2            |             0.0             |            0.0            |
|  Epoch 7 |              17%             |             83%            |                15.6               |              45.7             |            223.1            |             0.0             |            0.0            |
|  Epoch 8 |              19%             |             81%            |                12.5               |              53.4             |            227.8            |             0.0             |            0.0            |
|  Epoch 9 |              21%             |             79%            |                10.9               |              61.4             |            230.8            |             0.0             |            0.0            |
| Epoch 10 |              23%             |             77%            |                9.4                |              69.4             |            232.2            |             69.4            |           232.2           |


# Ice Gardens

Information about the Ice Gardens and CRYSTAL issuance.

{% hint style="info" %}
As of December 30, 2023, all 250mm CRYSTAL has been fully emitted through the Gardens.
{% endhint %}

### LP Staking

With the completion of CRYSTAL Emissions from the original Ice Gardens, a new system has been put in place to incentivize providing liquidity to the Decentralized Exchange in Crystalvale.

Players who stake Liquidity Pool tools in the Ice Gardens are rewarded a [percentage of collected in-game fees](/how-defi-kingdoms-works/power-tokens#fee-distribution-1). These rewards are distributed according to the allocation to each incentivized Garden and the player's staked percentage of that Garden's LP tokens.

### Issuance Schedule (Completed)

The issuance of CRYSTAL is scheduled to change during each consecutive period of time, which we refer to as an Epoch. Each Epoch is exactly one week long and begins at 20:00 Eastern Time on the date listed in the table below. Emissions will continue until CRYSTAL has been fully emitted.

<table><thead><tr><th width="150" align="center">Epoch</th><th align="center">Date</th><th width="162" align="center">CRYSTAL/second</th><th align="center">CRYSTAL/minute</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">Mar 30, 2022</td><td align="center">16</td><td align="center">960</td></tr><tr><td align="center">2</td><td align="center">Apr 6, 2022</td><td align="center">12</td><td align="center">720</td></tr><tr><td align="center">3</td><td align="center">Apr 13, 2022</td><td align="center">10</td><td align="center">600</td></tr><tr><td align="center">4</td><td align="center">Apr 20, 2022</td><td align="center">8</td><td align="center">480</td></tr><tr><td align="center">5</td><td align="center">Apr 27, 2022</td><td align="center">7</td><td align="center">420</td></tr><tr><td align="center">6</td><td align="center">May 4, 2022</td><td align="center">6</td><td align="center">360</td></tr><tr><td align="center">7</td><td align="center">May 11, 2022</td><td align="center">5</td><td align="center">300</td></tr><tr><td align="center">8</td><td align="center">May 18, 2022</td><td align="center">5</td><td align="center">300</td></tr><tr><td align="center">9</td><td align="center">May 25, 2022</td><td align="center">4</td><td align="center">240</td></tr><tr><td align="center">10</td><td align="center">Jun 1, 2022</td><td align="center">4</td><td align="center">240</td></tr><tr><td align="center">11</td><td align="center">Jun 8, 2022</td><td align="center">3</td><td align="center">180</td></tr><tr><td align="center">12</td><td align="center">Jun 15, 2022</td><td align="center">3</td><td align="center">180</td></tr><tr><td align="center">13</td><td align="center">Jun 22, 2022</td><td align="center">2</td><td align="center">120</td></tr><tr><td align="center">14</td><td align="center">Jun 29, 2022</td><td align="center">2</td><td align="center">120</td></tr><tr><td align="center">15</td><td align="center">Jul 6, 2022</td><td align="center">2</td><td align="center">120</td></tr><tr><td align="center">16</td><td align="center">Jul 13, 2022</td><td align="center">2</td><td align="center">120</td></tr><tr><td align="center">17</td><td align="center">Jul 20, 2022</td><td align="center">1.5</td><td align="center">90</td></tr><tr><td align="center">18</td><td align="center">Jul 27, 2022</td><td align="center">1.5</td><td align="center">90</td></tr><tr><td align="center">19</td><td align="center">Aug 3, 2022</td><td align="center">1.5</td><td align="center">90</td></tr><tr><td align="center">20</td><td align="center">Aug 10, 2022</td><td align="center">1.5</td><td align="center">90</td></tr><tr><td align="center">21-100</td><td align="center">Aug 17, 2022</td><td align="center">1</td><td align="center">60</td></tr><tr><td align="center">101+</td><td align="center">Feb 28, 2024</td><td align="center">.5</td><td align="center">30</td></tr></tbody></table>

### Locking

Claimed locked CRYSTAL will remain locked until March 22, 202&#x33;**,** which marks the end of Epoch 51. Locked rewards will begin unlocking ratably at that time over the following 52 Epochs.&#x20;

The percentage of CRYSTAL that is unlocked begins at 5% in Epoch 1 and increases by 2% each Epoch. Unclaimed rewards continue to unlock on this schedule until claiming, at which time unlocked rewards go directly into the player's wallet and locked rewards become fully locked until the end of Epoch 51.

### Transferring Locked CRYSTAL

The Locked CRYSTAL balance of a wallet can be transferred to another wallet once every 72 hours by visiting the Manager in the [Jeweler zone](/gameplay/locations/jeweler). The recipient wallet will first need to Allow Transfer from the source wallet. Receiving Locked CRYSTAL in this way will also claim any unlockable CRYSTAL.


# JADE Gardens

Information about the JADE Gardens and JADE issuance.

{% hint style="info" %}
As of March 4, 2024, all 250mm JADE has been fully emitted through the Gardens.
{% endhint %}

### Issuance Schedule

The issuance of JADE is scheduled to change during each consecutive period of time, which we refer to as an Epoch. Each Epoch is exactly one week long and begins at 5pm EST on the date listed in the table below:

<table><thead><tr><th width="117" align="center">Epoch</th><th width="159" align="center">Date</th><th width="109" align="center">JADE/sec</th><th width="112" align="center">JADE/min</th><th align="center">Unlocked %</th><th align="center">Locked %</th></tr></thead><tbody><tr><td align="center">1</td><td align="center">Dec 8, 2022</td><td align="center">16</td><td align="center">960</td><td align="center">5%</td><td align="center">95%</td></tr><tr><td align="center">2</td><td align="center">Dec 15, 2022</td><td align="center">12</td><td align="center">720</td><td align="center">7%</td><td align="center">93%</td></tr><tr><td align="center">3</td><td align="center">Dec 22, 2022</td><td align="center">10</td><td align="center">600</td><td align="center">9%</td><td align="center">91%</td></tr><tr><td align="center">4</td><td align="center">Dec 29, 2022</td><td align="center">8</td><td align="center">480</td><td align="center">11%</td><td align="center">89%</td></tr><tr><td align="center">5</td><td align="center">Jan 5, 2023</td><td align="center">7</td><td align="center">420</td><td align="center">13%</td><td align="center">87%</td></tr><tr><td align="center">6</td><td align="center">Jan 12, 2023</td><td align="center">6</td><td align="center">360</td><td align="center">15%</td><td align="center">85%</td></tr><tr><td align="center">7</td><td align="center">Jan 19, 2023</td><td align="center">5</td><td align="center">300</td><td align="center">17%</td><td align="center">83%</td></tr><tr><td align="center">8</td><td align="center">Jan 26, 2023</td><td align="center">5</td><td align="center">300</td><td align="center">19%</td><td align="center">81%</td></tr><tr><td align="center">9</td><td align="center">Feb 2, 2023</td><td align="center">4</td><td align="center">240</td><td align="center">21%</td><td align="center">79%</td></tr><tr><td align="center">10</td><td align="center">Feb 9, 2023</td><td align="center">4</td><td align="center">240</td><td align="center">23%</td><td align="center">77%</td></tr><tr><td align="center">11</td><td align="center">Feb 16, 2023</td><td align="center">3</td><td align="center">180</td><td align="center">25%</td><td align="center">75%</td></tr><tr><td align="center">12</td><td align="center">Feb 23, 2023</td><td align="center">3</td><td align="center">180</td><td align="center">27%</td><td align="center">73%</td></tr><tr><td align="center">13</td><td align="center">Mar 2, 2023</td><td align="center">2</td><td align="center">120</td><td align="center">29%</td><td align="center">71%</td></tr><tr><td align="center">14</td><td align="center">Mar 9, 2023</td><td align="center">2</td><td align="center">120</td><td align="center">31%</td><td align="center">69%</td></tr><tr><td align="center">15</td><td align="center">Mar 16, 2023</td><td align="center">2</td><td align="center">120</td><td align="center">33%</td><td align="center">67%</td></tr><tr><td align="center">16</td><td align="center">Mar 23, 2023</td><td align="center">2</td><td align="center">120</td><td align="center">35%</td><td align="center">65%</td></tr><tr><td align="center">17</td><td align="center">Mar 30, 2023</td><td align="center">1.5</td><td align="center">90</td><td align="center">37%</td><td align="center">63%</td></tr><tr><td align="center">18</td><td align="center">Apr 6, 2023</td><td align="center">1.5</td><td align="center">90</td><td align="center">39%</td><td align="center">61%</td></tr><tr><td align="center">19</td><td align="center">Apr 13, 2023</td><td align="center">1.5</td><td align="center">90</td><td align="center">41%</td><td align="center">59%</td></tr><tr><td align="center">20</td><td align="center">Apr 20, 2023</td><td align="center">1.5</td><td align="center">90</td><td align="center">43%</td><td align="center">57%</td></tr><tr><td align="center">21-47</td><td align="center">Apr 27, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">45%-97%</td><td align="center">55%-3%</td></tr><tr><td align="center">48</td><td align="center">Nov 2, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">99%</td><td align="center">1%</td></tr><tr><td align="center">49</td><td align="center">Nov 9, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">100%</td><td align="center">0%</td></tr><tr><td align="center">50</td><td align="center">Nov 16, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">100%</td><td align="center">0%</td></tr><tr><td align="center">51</td><td align="center">Nov 23, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">100%</td><td align="center">0%</td></tr><tr><td align="center">52-100</td><td align="center">Nov 30, 2023</td><td align="center">1</td><td align="center">60</td><td align="center">100%</td><td align="center">0%</td></tr><tr><td align="center">101+</td><td align="center">Nov 7, 2024</td><td align="center">.5</td><td align="center">30</td><td align="center">100%</td><td align="center">0%</td></tr></tbody></table>

### Locking

Claimed locked JADE will remain locked until approximately **November 30, 2023**, which marks the end of **Epoch 51.** Locked rewards will begin unlocking ratably at that time over the following 52 Epochs.

The percentage of JADE that is unlocked begins at 5% in Epoch 1 and increases by 2% each Epoch. Unclaimed rewards continue to unlock on this schedule until claiming, at which time unlocked rewards go directly into the player’s wallet and locked rewards become **fully locked until the end of Epoch 51.**

### Transferring Locked JADE

The Locked JADE balance of a wallet can be transferred to another wallet once every 72 hours by visiting the Manager in the [Jeweler zone](/gameplay/locations/jeweler). The recipient wallet will first need to Allow Transfer from the source wallet. Receiving Locked JADE in this way will also claim any unlockable JADE once the unlocking period begins.

<br>


# Heroes & NFTs

An overview of the various NFTs used in DeFi Kingdoms

Though gardening and growing JEWEL and CRYSTAL tokens is amazing on its own, we wanted to add a bit of sword and sorcery to this fantasy kingdom, and what better way to do that than introducing one-of-a-kind pixel art Hero NFTs?&#x20;

<figure><img src="/files/6BKUViyl0XRRekUq8Cye" alt=""><figcaption></figcaption></figure>

## Heroes

Going one step further than the standard NFTs, DeFi Kingdoms Hero NFTs are full RPG characters with [stat blocks](#stats), consumable resources like HP, MP, and Stamina, as well as a [leveling](/gameplay/heroes/leveling) system. These NFTs are one of the key features of the game. Heroes can work multiple [professions](/gameplay/quests/professions) for rewards (including tending gardens for additional rewards and mining locked tokens for earlier access), participate in [quests](/gameplay/quests), and eventually battle each other and a variety of enemies in future updates. Heroes are both central to gameplay and important tools to earn a variety of rewards.

### **Hero Genes**

Heroes have two sets of genes, one for appearance and another for their playable attributes, such as profession, class, subclass, passive and active abilities, and more. During [Summoning](/gameplay/heroes/summoning), the newly summoned Hero will acquire genes from both source Heroes used in the summoning. **There is also a chance of mutations in genes, resulting in new, rare abilities, classes, and aesthetics!**

### **Summoning and Trading**

Heroes are summoned through a dimensional portal by combining the genes of two existing Heroes and paying a summoning cost. Since there are so many parts that make up a Hero, each new NFT has a unique combination of appearance, class, and stats. Summoning is an art and a science, but with significant elements of chance as well. Every summon has a chance to produce an extremely rare and valuable Hero to play with or trade!

Heroes can be purchased or listed for sale in the [Tavern](/gameplay/locations/tavern). Players may also offer their Heroes up for hire in the Tavern, to be used by other players for Summoning.

### **Stats**

Heroes have various [stats](/gameplay/heroes/stats) that impact their performance in each profession and their strength in combat. These stats can be increased as Heroes gain experience and [level up](/gameplay/heroes/leveling).

### **Quests**

Heroes are able to go on various [quests](/gameplay/quests) within the kingdom. [Profession Quests](/gameplay/quests/professions) allow Heroes to gather in-game resources, earn additional tokens from the Gardens, and unlock tokens early, all while gaining experience and increasing their profession skill. Heroes can also participate in [Training Quests](/gameplay/quests/training-quests) that require them to utilize their stats to achieve certain goals, engage in dialogue with NPCs, and travel the map to successfully complete. Eventually, Heroes will battle enemies as well. The latter features are currently in development.

### **PvP**

Heroes will be able to participate in 3v3 [combat](/gameplay/combat) against other players both for fun and to compete for wagers. Additionally, periodic tournaments will be held that reward winning teams from the Quest Fund. Maximize your stats and take your rightful place as the world champion! PvP is in active development.

## **Pets**

<figure><img src="/files/PsGW8huI3wUKoARAMO6Q" alt=""><figcaption></figcaption></figure>

Heroes can sometimes find eggs that they may hatch into rare [Pet NFTs](/gameplay/pets) that will accompany them on their adventures. These Pets can grant stat bonuses, provide bonuses to abilities, and more. Each Pet that is hatched has a chance of being a different rarity, similar to Heroes, and the number and magnitude of bonuses they receive is based on that rarity and randomness.

## **Land**

<figure><img src="/files/ZICszd7r6gFKF4Ypzt6F" alt=""><figcaption></figcaption></figure>

Heroes will have the opportunity to compete for the right to purchase land, which is a special kind of upgradeable and limited NF&#x54;**.** Land can be bought and sold, and will be able to be built on, and visited by traveling Heroes. The latter features are currently in development.

## **Equipment**

Heroes will be able to find, craft, and equip valuable equipment NFTs that will grant them special passive and active abilities, and increase their stats. The equipment & crafting systems are currently in development.


# DeFi Kingdoms Blockchain

Information about DFK Chain, an Avalanche Subnet

With the DeFi Kingdoms: Crystalvale expansion, DeFi Kingdoms introduced its own blockchain, which handles gameplay transactions in Crystalvale and hosts the Crystalvale DEX. The DeFi Kingdoms Blockchain, or **DFK Chain**, was built in partnership with Avalanche using their [Subnet technology](https://docs.avax.network/subnets).

### DFK Chain Advantages

DFK Chain uses [JEWEL](/how-defi-kingdoms-works/power-tokens/jewel-token) for gas. This adds additional utility to the JEWEL token and simplifies life for players so that they don't need to hold an out-of-ecosystem token just to pay for gas fees.&#x20;

Using JEWEL for gas means that we can better control gas prices. This mechanism allows us to ensure greater stability in the network and keep fees as low as possible for our users.

In addition, DFK Chain only handles transactions for DeFi Kingdoms and our partners, on RPCs managed by Ava Labs and POKT, with more nodes to come. That means that block speed and transaction finality are not placed at the whim of the blockchain as a whole, giving us more control over user experience.

### Gas Fee Distribution

Gas fees are collected by a smart contract and then distributed as follows:

* 25% is given to the designated wallets of the validators. This allows us to attract more validators and further decentralize the chain.
* 50% is burned. This will continuously increase the value of JEWEL by implementing a consistent burn mechanic and deflating the supply.
* 25% will be sent to the [Quest Reward Fund](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) to reward our community and players.

### Gas Token, Bridged JEWEL and Wrapped JEWEL

A protocol is in place to automatically exchange JEWEL bridged onto the DFK Chain for the native JEWEL gas token. No special action is needed on the part of players to handle this. The implementation of DFK Chain does not impact the total cap of JEWEL.

The native gas token JEWEL can also be wraped into an ERC-20 wJEWEL, as needed, in Crystalvale. This process is handled automatically when trading on the Crystalvale DEX, as well as by other contracts.

As the native gas token on DFK Chain, JEWEL has no contract address. However, the contract address for wJEWEL is: [`0xCCb93dABD71c8Dad03Fc4CE5559dC3D89F67a260`](https://subnets.avax.network/defi-kingdoms/address/0xCCb93dABD71c8Dad03Fc4CE5559dC3D89F67a260).

### DFK Chain Technical Specs

The DFK Chain is built on Avalanche's Subnet platform. More information about Avalanche Subnets can be found on their [website](https://docs.avax.network/build/tutorials/platform/subnets/).

Additional specific technical information about DFK Chain can be found in the DeFi Kingdoms Developer Docs at: <https://devs.defikingdoms.com/dfk-chain>.

### DFK Chain RPC Information

Please visit [Chainlist](https://chainlist.org/?search=dfk) for information on available RPCs. Chainlist will also configure these RPCs for you automatically if you choose.

### DFK Validator Fees

Validator fees that are received for the DFK-owned validators being used on DFK Chain are held in the following smart contract: [`0xED6dC9FD092190C08e4afF8611496774Ded19D54`](https://subnets.avax.network/defi-kingdoms/address/0xED6dC9FD092190C08e4afF8611496774Ded19D54).

## Ecosystem

<table data-view="cards"><thead><tr><th></th><th></th><th data-type="content-ref"></th><th data-hidden data-card-cover data-type="image">Cover image</th></tr></thead><tbody><tr><td><strong>Supra</strong></td><td><p>Providing:</p><ul><li>Price Feeds</li><li>VRF</li></ul></td><td><a href="https://supra.com/">https://supra.com/</a></td><td data-object-fit="contain"><a href="/files/30XxBQLG2tNDAhJdEUYW">/files/30XxBQLG2tNDAhJdEUYW</a></td></tr><tr><td><strong>Covalent GoldRush</strong></td><td><p>Providing:</p><ul><li>Multichain Data APIs</li></ul></td><td><a href="https://goldrush.dev/">https://goldrush.dev/</a></td><td data-object-fit="contain"><a href="/files/IyaQ7B34LmdlLc5Tfyxa">/files/IyaQ7B34LmdlLc5Tfyxa</a></td></tr></tbody></table>


# Roadmap

DeFi Kingdoms will continue to grow with new features, systems, maps, and cross-chain gameplay!&#x20;

{% hint style="info" %}
This roadmap lists many, but not all feature releases currently planned. While they are generally in the order in which we expect them to be released, some items may shift and be released earlier or later, and others will be subdivided into additional parts.
{% endhint %}

## Current Priorities

<figure><img src="/files/Zay16X1Oxd9C8ErS1tkd" alt="" width="375"><figcaption></figcaption></figure>

* **Pet Combat Bonuses:** Reveal your Pets' combat bonuses and use them in PvE & PvP combat.
* **Equipment Durability:** A major aspect of the Equipment system, items will begin to degrade through use, eventually becoming unusable unless repaired or restored.
* **Glory and Honor:** Battle opponents with Glory on the line! Stake your Honor on the outcome of Bouts against other Commanders! Those with the most Glory and/or Honor will be rewarded!
* **Additional Combat Classes**: We are actively adding additional Class Skills to combat, and all classes can be used now with their basic attacks.

### Secondary Priorities

* **Even more Combat Classes**: Adding additional Class Skills to combat. All classes can be used now with their basic attacks.
* **Additional Hunts Reward System:** A way to incentivize the grinder, this reward system will be backdated to include all victorious Hunts from the Void Hunt: Mad Boar launch up until the system is introduced.
* **PVE Content Expansion:** Building on the Hunts and Patrols systems to bring additional unique combat experiences.
* **Combat Enhancements:** We are always working on improvements to both combat itself and the surrounding systems. Upgrades and updates will be coming!

## Long-Term Roadmap Features

* **Level 10 Mining Quests**: The final Profession Quests, Gold Mining and Token Mining, will get their more challenging Level 10 variants.
* **Yellow Egg Hatching (Mining Pets)**: Explore many new mining-themed pets and equip them to your Heroes to help them yield the best rewards while down in the mines.
* **Traveling System**: Heroes will now be able to travel with their Heroes and Pets between different regions on the map to visit lands and complete quests.
* **In-Game Chat**: Communicate with other players around the world with our in-game chat feature: -recruit guild members, trade Heroes, challenge players and more.
* **Achievements**: Earn and collect unique achievements with a variety of challenging tasks and show them off to other players!
* **Crafting**: Use your Heroes to harvest and craft various items and equipment!
* **Golden Egg Hatching**: The fifth and final egg type will be available for hatching new Pets.
* **Land Functionality**: DeFi Kingdoms Lands will receive a full set of features, including the release of land in Crystalvale.
* **Guild Implementation**: Players will be able to create and manage guilds, and access guild-unique features.
* **Limited Quests**: Send your Heroes on unique, limited quests to earn special rewards.
* **Dungeons**: Send your Heroes out to fight and explore unique Dungeons.
* **Large-Scale PvP**: Compete with your Heroes in large-scale world events and challenge frightening enemies!

## Completed

### 2025

#### August

<figure><img src="/files/g1l8nD9TiNb4LpPkLwMK" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Pirate Combat Skills:** They've been sailing the seven seas, digging up buried treasure, and making scurvy dogs walk the plank but now they've finally arrived! Put your hands or... hooks together for your favorite scallywags, the unsinkable [Pirate](/gameplay/combat/pirate), whose combat skills are now available for use!

#### July

:white\_check\_mark: **Banked Shot Clock & New Sudden Death Tournament Modes:** Our newest additions for Tournaments and Custom Tournaments, these new modes allow new flexibility for setting Shot Clock restrictions and Sudden Death customization. Get your tomatoes ready!

#### June

:white\_check\_mark: **Expanded Treasure Chest System:** A set of brand new Treasure Chests that can drop from Tournaments, Patrols, and Void Hunts, which may contain rare and valuable items and equipment!

:white\_check\_mark: **Hero Trait Tournament Restrictions:** With Hero Trait data now bridged to Metis, Tournaments and Custom Tournaments now have full access to setting restrictions around Hero Traits. No Resurrection? No problem.

#### May

<figure><img src="/files/30wbAzzRqmHND4xoKQ6C" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Divine Altar & Hero Transcendence:** With the assistance of the High Valkyrie, your Heroes can now transcend their mortal form and join the armies of the gods in their eternal struggles. A Divine Altar is available in both Crystalvale and Serendale, where Heroes are permanently burned in exchange for Divine Essence, an extremely powerful substance with myriad uses, as well as additional rewards.

:white\_check\_mark: **Level Reset & Rerolls:** Use Divine Essence to reset your Hero back to Level 1, or to reroll your Meditation Rewards, in order to build the strongest Heroes possible.

:white\_check\_mark: **Item Upgrading:** Use Divine Essence to upgrade your Runes, Attunement Crystals and Enhancement Stones into more powerful versions!

<figure><img src="/files/BYLBxWggDwORcKC7A6CP" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Hosted Tournaments:** Your Rules. Your Arena. Your Tournament. This expansive new system allows any player, project, guild, or embodied person to create their own Tournament, including rulesets, rewards, entry fees, and even branding, offering a totally new way to engage players, represent guilds and projects, and be a part of the competitive gaming scene.

<figure><img src="/files/A5MNywNJ1FTeQYZb7ufp" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Wizard Combat Skills:** Masters of arcane knowledge, wielders of great power, and keepers of the lost secrets of the universe, the [Wizard](/gameplay/combat/wizard) is the latest class whose combat skills are now available for play, with a whole host of new combat mechanics!

#### April

:white\_check\_mark: **Token Manager Feature:** Easily find and send any token on any wallet with the new Token Manager.

#### March

:white\_check\_mark: **Treasure Chests:** Pop open those chests and see what you get! Tournament Treasure Chest rewards are now openable with a variety of rare Equipment NFTs and more!

:white\_check\_mark: **Voucher System Expansion:** JEWEL, CRYSTAL, and JADE Vouchers are now usable on all of our NFT marketplaces (Hero, Pet, Equipment) and in every realm!

:white\_check\_mark: **Tournament Shot Clock & Sudden Death Improvements:** A variety of changes to the Tournament Shot Clock and Sudden Death mechanics to encourage players to keep the battles moving and avoid stalling.

:white\_check\_mark: **Realm Explorer:** No wallet? No problem. Explore all of the realms and look around at what all DFK has to offer before you ever have to connect a wallet.

#### February

<figure><img src="/files/rz56B7ZxlRGov6HSf26b" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Tournaments**: Exclusively on [Metis](https://www.metis.io/), battle it out in a no-holds-barred tournament series where only one player will emerge as Champion of the Arena! Compete in PVP combat against the best of the best in daily, weekly, and monthly bracket-style tournaments for lucrative prizes. This initial progressive tournament series lasts 6 months, with a grand total of $75,000 in cash-equivalent prizes, plus NFTs and other rewards!

#### January

<figure><img src="/files/3vQ45dhITYpmLSokaFx5" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Patrols**: Exclusively on [Metis](https://www.metis.io/), protect the citizens of Submersia from ruffians, monsters, and deep-sea terrors in our brand new entry-level PVE combat experience! Patrols introduces 3 new combat stages with fantastic art and music, 51 possible enemy encounters, 12 new monsters with unique abilities, stats, and FX, 8 new rare equipment drops, a new consumable combat item, and a whole lot of fun!

:white\_check\_mark: **Patrol Demo**: New to DFK? Jump right into the action without needing to own a Hero or connect a wallet. Each Demo includes hand-selected Heroes, abilities, and battle budget to give you a proper taste of the fight for an appropriately leveled and equipped Hero. Rewards not included.

:white\_check\_mark: **New Potions**: Looking to expand your combat arsenal? Look no further than this set of five new craftable potions for use in PVE and PVP combat. Give your punches more POW today!

:white\_check\_mark: **Updated NFT Bridges**: All of our in-game NFT bridges have been upgraded to use[ Layer Zero's](https://layerzero.network/) V2 cross-chain messaging protocol. Bridge multiple Heroes, plus their Pets and equipment in a single transaction!

### 2024

#### November

<figure><img src="/files/aM3MRAcaSQgAgG8PIKOc" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Submersian Shell, Raffle, & Quest System**: Earn Submersian Shells from doing activities throughout the Colosseum and use those Shells as raffle tickets for a variety of prizes. Collect enough Shells to complete daily and other quests for bonus Shells!

#### October

<figure><img src="/files/yhryEVp523lSu1IApYb2" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Player vs Player (PVP) Combat**: Launched with initial exclusivity on the [Metis](https://www.metis.io/) blockchain, this core game mode allows players to fight other players in the **Colosseum** -- an animated, action-packed, turn-based combat mode featuring near endless possibilities with an extensive skill tree, Hero equipment, and Hero team variations.
* :white\_check\_mark: **Hero Spectating System:** Pledge (stake) your Heroes as Bannermen to earn Influence & fee sharing. Use that Influence to vote on the outcome of Bouts, and win a portion of the rewards!
* :white\_check\_mark: **Basic Equipment Shop:** A shop for players to acquire starter gear for their Heroes, until better can be found.

#### August

* :white\_check\_mark: **Hero Combat Traits:** Use your Heroes' genetic Active and Passive Ability Traits in PvE and PvP combat.

<figure><img src="/files/JsGCcGjBMbqssGWLjkjN" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Expeditions**: This feature allows players to send their Heroes questing for longer periods of time. Until the user ends the Expedition, the Heroes will automatically farm materials for the player.

#### July

* :white\_check\_mark: **DFK Duel Season 8:** This season of DFK Duel launched with a completely re-written contract that automates future seasons. No more extended between-season downtime! This release brings DFK Duel to a "feature complete" state.

#### June

* :white\_check\_mark: **In-Game Governance Voting:** Powered by Snapshot, players can now vote on governance proposals through a native, in-game interface.

#### May

<figure><img src="/files/53BtPEUAuMqiP8qNtqmc" alt="" width="563"><figcaption></figcaption></figure>

:white\_check\_mark: **Berserker Combat Skills:** Unleash your inner rage with the [Berserker](/gameplay/combat/berserker), the latest class to join the fray with a full combat codex!

#### April

:white\_check\_mark: **DFK Duel Season 7:** The newest season of DFK Duel launches with a brand new contract, Pack (5v5) Mode, and new Keepsies and Deathmatch private challenges.

<figure><img src="/files/rk4gbs4K61SRA778Ch1M" alt="" width="450"><figcaption></figcaption></figure>

* :white\_check\_mark: **Seer Combat Skills:** The [Seer](/gameplay/combat/seer) joins the lineup of Heroes with full combat codices, bending time to their will and harnessing powerful stones to either heal or destroy.

#### March

* :white\_check\_mark: **LP Staking - Serendale:** With JADE fully emitted, LP Stakers in Serendale are now incentivized by a percentage of fees collected through in-game features, providing a sustainable model to token redistribution.

#### February

<div data-full-width="false"><figure><img src="/files/QSegBecqUkgFt5LehCvg" alt=""><figcaption></figcaption></figure></div>

* :white\_check\_mark: **Void Hunt: Bad Motherclucker:** Our newest **Player vs Environment (PvE)** offering, players must face off against a trio of vicious Rocbocs in order to win mysterious **Void Shards**, Equipment NFTs, and other prizes.
* :white\_check\_mark: **Bring Your Own Potions (BYOP):** Players must now craft and bring their own Potions for use in Void Hunts, bringing additional utility to these items and the materials required to brew them. As part of this update, *all* combat Potions are now usable during combat.

<figure><img src="/files/rpldI94gBnfDmzyvp5Fg" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **New Equipment:** All new equipment drops, including brand new Weapon types and first-ever Armor and Off-Hand items.
* :white\_check\_mark: **Sponsored Hunt Raffles:** Now even more prizes are available through the Daily Hunt Raffles, made possible by donations from generous sponsors. Our first Sponsored Raffle from the [Klaytn Foundation](https://klaytn.foundation/) totals 50,000 KLAY in prizes!
* :white\_check\_mark: **Quest Re-Queue Feature:** Automatically re-queue your Quests once they have completed, and manage them in a single location!

#### January

* :white\_check\_mark: **LP Staking - Crystalvale:** With CRYSTAL fully emitted, LP Stakers are now incentivized by a percentage of fees collected through in-game features, providing a sustainable model. A new interface allows for easy migration from the old staking system to the new one.
* :white\_check\_mark: **Hunt Daily Raffle:** Every Void Hunt you win now enters you into a daily raffle to earn 1000 CRYSTAL. Defeat those Boars and walk away with the jackpot!
* :white\_check\_mark: **Visage Auctions:** Trade or sell your Visages to other players with the Visage Auction feature. Visages can be sold once they've left the shop for good!

### 2023

#### December

<figure><img src="/files/OksKr3c5Qq4uVwLdDks5" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Visages & Visage Shop:** Spice up your Heroes’ style with a selection of custom, limited Visages! These items are purely cosmetic and can be equipped over combat weapons, armor, and accessories.
* :white\_check\_mark: **DFK Smart Wallets on Kaia:** DFK Smart Wallets provided by Halliday now fully support Serendale on Kaia! Bridge your Heroes, tokens, and items back and forth, and get the full DFK experience in both realms.
* :white\_check\_mark: **Quick Trade:** Buy items from the Bazaar or Trader with one-click-access from your inventory or crafting NPCs. Now you don't need to walk all the way across town if you're short one Bloater!

#### November

<figure><img src="/files/ba7CHcTv51xhu4eiGoBF" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **DFK Duel Season 6:** The newest season brings even better features to the Champion System, plus five unique equippable items to boost your Duel prowess!

<figure><img src="/files/2GBF7ePdu9DTpTu96FMs" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Warrior Combat Skills:** The [Warrior](/gameplay/combat/warrior) joins the Knight, Archer, and Priest as fully playable classes in combat with all of their available skills.

#### October

<figure><img src="/files/PSbmc61YnC1pyjiwzLdM" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Halloween Spooktacular Event**: Win limited-time only cosmetics, and Dark Summon Heroes for a chance to Summon with all new skin colors!

<figure><img src="/files/GVvuGgm9iWqUpsJlq7wg" alt=""><figcaption></figcaption></figure>

* :white\_check\_mark: **Void Hunt: Mad Boar**: Our first **Player vs Environment (PvE)** offering, players will pit three of their Heroes in head-to-head combat against a pack of corrupted wild boars in order to win mysterious **Void Shards**, Equipment NFTs, and other prizes.
* :white\_check\_mark: **Equipment**: Earn new weapon, armor, and accessory Equipment NFTs to boost your Heroes' stats in their battles.

#### September

<figure><img src="/files/OVfWiiGdLSmtwHuxB1qw" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Onboarding Flow Updates**: Fiat-to-Crypto Onramps, DFK Smart Wallets using ERC-4337 account abstraction powered by [Halliday](https://www.halliday.xyz/), Combat Demos, and a new Tutorial feature all welcome new players and reduce friction to the Web3 onboarding process.

#### August

* :white\_check\_mark: **Multi-Meditation Feature**: Level all of your Heroes in a single transaction through the re-designed Meditation Circle.
* :white\_check\_mark: **DFK Duel Champion Matches**: Who is the Champion? *You* are! Send your Heroes to topple the existing Champion in an all-out competition for dominance, and earn a percentage of the fees collected from DFK Duels.

#### July

<figure><img src="/files/WARXywlWARDcS4kyM8pT" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **The Bazaar**: Trade materials, rare items, and tokens in our decentralized order book marketplace, which allows players to set their own prices.

#### June

<figure><img src="/files/JDKDTXxbbJ2ci1RlO4Zu" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Hero Art & Animation Updates**: All new Hero art and background images, plus a complete rewrite of the system powering Hero animations that will be used in combat and elsewhere going forward.&#x20;

#### May

<figure><img src="/files/1K4hVPk8dcmywMykvrCU" alt="" width="563"><figcaption></figcaption></figure>

* :white\_check\_mark: **Pet Treats, Feeding, and Equipping**: Craft Pet Treats and keep your Pets fed while they are bonded to a Hero! Bonding Pets is the first iteration of Hero Equipment and sets the stage for more to come.
* :white\_check\_mark: **Green Egg Hatching (Gardening Pets)**: Our third set of unique Pets in various rarities and odd variants. Equip them to a Hero to boost their Gardening skills!
* :white\_check\_mark: **Skill 10 Fishing, Foraging, & Gardening**: Our first Skill 10 Profession Quests kicked off with Fishing, Foraging, and Gardening, allowing more experienced Heroes to earn greater rewards than with the base quests.
* :white\_check\_mark: **Pet Utility**: Boost your Heroes' performance in questing while they have a bonded Pet companion. But beware: Pets need to be fed and looked after to serve as helpful partners!

#### April

* :white\_check\_mark: **Hero Crafting Gene Reveal**: Bring your Heroes to the Meditation Circle to reveal their Crafting Profession Genes. Plus major behind-the-scenes changes to the Hero NFT contract.

#### March

* :white\_check\_mark: **Combat Testing Grounds**: Pre-Alpha access to our upcoming PVP combat feature, developed in collaboration with [Wisdom Gaming](https://www.wisdom.gg/). Try out Hero skills and abilities and provide valuable testing and feedback, all while battling a pack of ravenous blubs! New Hero classes and additional functionality will be consistently added to this initial release.

#### February

* :white\_check\_mark: **Deferred Fees & Token Offerings**: The new Deferred Fee Structure allows players to defer game fees by using locked tokens. Token Offerings give players the chance to win Blessings of rare items in exchange for Offerings of locked or unlocked tokens.

#### January

* :white\_check\_mark: **Power-Ups**: Use your cJEWEL and sJEWEL to unlock additional features! The first two Power-Ups allow your Heroes to earn more experience and regain their stamina faster, and many more Power-Ups are slated to launch in the future.

### 2022

#### December

<figure><img src="/files/7F1PlhgJ9hEkTrmmNJ7f" alt=""><figcaption></figcaption></figure>

* :white\_check\_mark: **Serendale 2.0 Launch on Kaia**: Serendale is back on a new home! The world you know and love is now accessible on the **Kaia** blockchain (formerly Klaytn), featuring the new Power Token **JADE** and a total of four new classes: the basic **Legionnaire** and **Scholar** classes, as well as the advanced **Bard** class and the elite **SpellBow** class.

#### November

* :white\_check\_mark: **Jeweler 2.0 (cJEWEL/sJEWEL)**: Our single staking xJEWEL is replaced with cJEWEL (Crystalvale) and sJEWEL (Serendale). Lock your JEWEL to receive in-game fees – the longer you lock, the more cJEWEL/sJEWEL you receive, and with it higher rewards.
* :white\_check\_mark: **Dark Summoning**: This feature allows players to sacrifice two Heroes to summon a new Hero. The reward for paying the blood price is that this summoning ritual has lower costs, higher chances for rarer Heroes and some of the parents’ levels carry over.

#### October

* :white\_check\_mark: **The Calamity of Serendale 1.0**: Serendale is falling apart! DeFi Kingdoms **officially leaves the Harmony blockchain** – but Serendale will be back soon. A small outpost will still allow players to bridge their remaining assets to DFK Chain.
* :white\_check\_mark: **Pet Bridge**: Use the Docks to send your Pets to Crystalvale, as dark clouds are gathering over their homeland. The Pet Bridge is powered by [Synapse's](https://explorer.synapseprotocol.com/) cross-chain messaging protocol.

#### September

* :white\_check\_mark: **Crystalvale Stone Carver**: Players can now craft Enhancement Stones on Crystalvale.
* :white\_check\_mark: **Crystalvale Pet Hatching**: Pets are now available on Crystalvale!
* :white\_check\_mark: **Multi-Questing**: This new feature allows the queuing and submission of several quests at once.
* :white\_check\_mark: **Kingdom Builder Integration**: Visit the Jester and the Archivist in the Castle to learn more about games, applications, and tools built around DeFi Kingdoms by our community members and partners.
* :white\_check\_mark: **Crystalvale Gardening Quests**: Our Gardening Quests are now enabled on Crystalvale. In addition to earning CRYSTAL, players can now send a second Hero to earn JEWEL as well!

#### August

* :white\_check\_mark: **Item Bridge**: Players can now send their in-game items back and forth between the realms, powered by[ Layer Zero's](https://layerzero.network/) cross-chain messaging protocol.
* :white\_check\_mark: **Crystalvale Castle Zone**: Visit the Dwarf King in his Castle, which will house various NPCs in the future.
* :white\_check\_mark: **Crystalvale Training Quests**: Training Quests are now enabled on Crystalvale.
* :white\_check\_mark: **Item Trader Redesign**: The Marketplace Trader now prices by supply and demand: if many players buy an item, the price goes up, but if demand goes down, so does the price.

#### July

* :white\_check\_mark: **Crystalvale Alchemist**: The Alchemist is now accessible on Crystalvale for potion crafting.
* :white\_check\_mark: **Crystalvale Mining Quests**: Use your Heroes to mine and unlock some of your Locked CRYSTAL or earn some Gold!
* :white\_check\_mark: **Crystalvale Hero Leveling**: Players can now level up their Heroes on Crystalvale.
* :white\_check\_mark: **Crystalvale Fishing & Foraging Quests**: Heroes can now fish and forage on Crystalvale, where they can find realm-specific quest rewards.
* :white\_check\_mark: **Merch Store Launch**: Get your hands on exclusive DeFi Kingdoms Merch at our newly launched Merch store!

#### June

* :white\_check\_mark: **DFK Duels Launch**: Fight other players Heroes in the **DFK Duels** minigame and earn raffle tickets, which can be used to earn lucrative rewards.

#### May

* :white\_check\_mark: **Marketplace Rework #2**: Our Marketplace received its second visual rework.
* :white\_check\_mark: **Pet NFT Release**: Hatch your blue and gray eggs to receive Pet NFTs! Hundreds of pets featuring different rarities - and some uniquely odd pets – are starting to populate Serendale. In the future, pets can be equipped to Heroes to allow for the boosting of their stats and skills; Pets from green, yellow golden eggs will follow!
* :white\_check\_mark: **Stone Carver**: A new NPC has been added to the **Portal** – the Stone Carver can craft valuable Enhancement Stones for the right materials.
* :white\_check\_mark: **Hero Bridge**: Send your Heroes between Serendale and Crystalvale at the **Docks**, powered by [Synapse's](https://explorer.synapseprotocol.com/) cross-chain messaging protocol..
* :white\_check\_mark: **Crystalvale Summoning**: Players are now able to summon new Heroes on Crystalvale using the new CRYSTAL Power Token.

#### April

* :white\_check\_mark: **Crystalvale Portal, Meditation Circle, and Tavern Zones**: Three new zones are available on Crystalvale with custom pixel art and music!
* :white\_check\_mark: **Training Quests**: A new set of quests releases – use your Heroes to compete in a test of skill to earn Experience, Gold, or rare items.

#### March

* :white\_check\_mark: **Cross-Chain Bridge**: Using the Docks, players can now send their tokens as cargo between Serendale and Crystalvale through [Synapse's](https://explorer.synapseprotocol.com/) cross-chain messaging protocol.
* :white\_check\_mark: **Leaderboards**: Compete with other players on unique daily, weekly, and monthly quests to earn lucrative rewards.

<figure><img src="/files/2LNxbkobBWmRecibIewV" alt=""><figcaption></figcaption></figure>

* :white\_check\_mark: **Crystalvale and DFK Chain Launch**: Our winter-themed first expansion **Crystalvale** launches on our own [**DFK Chain**](/how-defi-kingdoms-works/defi-kingdoms-blockchain), an [Avalanche Subnet](https://www.avax.network/subnets). Players are able to explore a whole new region with a new set of Gen0 Heroes featuring the new **Seer** and **Berserker** classes, as well as the advanced **Shapeshifter** class. This realm also features a new **Power Token: CRYSTAL**.

#### February

* :white\_check\_mark: **The Perilous Journey**: A unique event launches leading up the release of our first expansion! Send your Heroes sailing to chart a course to Crystalvale – but beware, the sea is dangerous and not every Hero may come back alive!

#### January

* :white\_check\_mark: **World Map Extension**: With the release of Lands, our world map expanded in size, allowing players to explore many different regions of Serendale.
* :white\_check\_mark: **Land Release**: A new unique set of NFTs, Land, is released. Players are able to own and trade Land plots, which will host different features and events in the future.
* :white\_check\_mark: **Castle Zone**: The large Serendale Castle is now accessible!
* :white\_check\_mark: **Jewel Mining Quest**: Following the mining of Gold, players can now send Heroes to unlock some of their Locked JEWEL.

### 2021

#### December

* :white\_check\_mark: **Gold Mining Quest**: Mining, the fourth and last Profession Quest kicks off with Gold Mining, allowing players to have their Heroes mine valuable Gold.
* :white\_check\_mark: **Alchemist Zone**: Visit the Alchemist to craft powerful potions that aid your Hero in battle or refresh their Stamina.
* :white\_check\_mark: **Gardening Quest**: Our third Profession Quest, Gardening, is available and allows players to earn rewards based on the amount of Seeds (LP Tokens) they have staked in the Gardens.
* :white\_check\_mark: **Hero Leveling**: Once your Hero’s experience bar is full, they can now visit the **Meditation Circle** zone to level up and improve their stats.
* :white\_check\_mark: **Item Vendor**: The Item Vendor opens shop and allows for the selling of quest rewards for Gold. He also has some valuable items in stock for the player to purchase!
* :white\_check\_mark: **Meditation Circle Zone**: A new zone has been discovered – the Meditation Circle is still charging, but soon your Heroes will be able to use this zone to level up.
* :white\_check\_mark: **Fishing and Foraging Quests**: Our first set of Profession Quests kick off with Fishing and Foraging! Send your Heroes on quests to earn experience, valuable rewards, and materials.

#### November

* :white\_check\_mark: **Docks Zone**: The Docks open – in the future ships will allow for traveling other regions on other blockchains.
* :white\_check\_mark: **World Map Release**: Players are now able to explore the World Map and directly navigate between zones.
* :white\_check\_mark: **Marketplace Rework #1**: Our Marketplace zone received its first visual rework!

#### October

* :white\_check\_mark: **Tavern & Hero Sales**: The **Scarlet Hearth Tavern** opens it doors, allowing for the buying, selling, and renting of Heroes.
* :white\_check\_mark: **Portal Zone & Hero Summoning**: Players are now able to use two Heroes to summon a new Hero, featuring the genetic traits of the parent Heroes in the newly added Portal zone.

#### September

* :white\_check\_mark: **Genesis Gen0 Sale**: The Gen0 Hero genesis mint marked the launch of our Hero NFTs. The limited 2000 Gen0 Heroes, which sold out in just a few minutes, were the genetic ancestors of all future Serendale Heroes.

#### **August**

<figure><img src="/files/9j4OfdHF60WgHVi0Ld1k" alt=""><figcaption></figcaption></figure>

* :white\_check\_mark: **DeFi Kingdoms Launch**: On August 22, 2021 DeFi Kingdoms officially launched, featuring a pixel art interface, a decentralized exchange via the **Trader**, and the **Gardens**, allowing for the staking of LP seeds and earning of **JEWEL**.<br>


# Getting Started

Much of the gameplay in DeFi Kingdoms is centered around [Heroes](/gameplay/heroes), the utility-based NFTs that can gather resources with [Professions](/gameplay/quests/professions) and will eventually be able to participate in combat quests and even PVP. You can visit the [Tavern](/gameplay/locations/tavern) to buy Heroes and you can learn more about what makes each Hero unique in the [Heroes](/gameplay/heroes) section of this guide.

![The Tavern](/files/S1BcBzWoRojTNvLwys3m)

If you don't have enough CRYSTAL or JADE yet to purchase a Hero, that's ok, too! You can deposit what you do have through the [Jeweler](/gameplay/locations/jeweler) (DEX & game fee distribution) or in the Gardens (liquidity pooling) to begin earning more tokens. Of course, you'll need to visit the [Marketplace](/gameplay/locations/marketplace) to trade for JEWEL in the first place.

The possibilities for gameplay and earning in DeFi Kingdoms are many and varied, so don't hesitate to explore this guide further to learn more about the options available to you!


# Heroes

Heroes in DeFi Kingdoms are utility-based NFTs with a variety of uses.&#x20;

Heroes can be paired to [Summon](/gameplay/heroes/summoning) more Heroes, whose classes, [stats](/gameplay/heroes/stats), and [rarity](/gameplay/heroes/rarity) are partially determined by the two Heroes used to infuse the Summoning Crystal.&#x20;

Heroes can engage in [Profession Quests](/gameplay/quests/professions) to earn JEWEL, CRYSTAL, JADE and in-game resources, as well as increases to the relevant profession skill and experience toward the next Hero level. Once Heroes reach an experience threshold, they can [level up](/gameplay/heroes/leveling) at the Meditation Circle.

Eventually, Heroes will be able to participate in further [Quests](/gameplay/quests) to gain loot and experience, including PVE quests in which they battle enemies.

The [Tavern](/gameplay/locations/tavern) hosts the NFT Agent, who can assist with buying and selling Heroes, as well as renting them out for use in the Summoning [Portal](/gameplay/locations/portal).


# Stats

Heroes come in many varieties, and it would help to understand more about them before picking one. Let’s start with a Hero's stats. The capabilities of all Heroes are governed by the same set of stats. Each Hero’s starting stats will be determined by their class, their stat bonus genes, their rarity, and bonuses applied during the summoning process (granted by the summoners spending extra Gaia’s Tears and/or certain Enhancement Stones).

## Hit Points (HP)

Hit Points are the measure of how alive a Hero is. If they become injured, they will need to rest or use potions to recover HP. If this goes to 0, the Hero can become exhausted, or worse…

## Mana Points (MP)

Mana Points are used to cast spells and use skills. When this reaches zero, the Hero can no longer use spells or skills until they use a Mana Potion.

## Stamina

Stamina is used to perform Quests. If the Hero has no stamina, they must rest naturally (1 stamina recovered every 20 minutes) or go to the inn and pay JEWELs to drastically increase their stamina recovery rate.

## Strength (STR)

Strength adds a multiplier to various actions, especially physical attacks and skills.

## Dexterity (DEX)

Dexterity plays a lesser role in defense, and modifies attack damage from certain weapons.

## Agility (AGI)

Agility determines the time between a Hero’s actions in combat. It also plays a role in Evasion.

## Vitality (VIT)

Vitality is the primary stat that impacts HP growth, and has added benefits to recovering from certain debuffs.

## Endurance (END)

Endurance adds to defense, and increases debuff resistance.

## Intelligence (INT)

Intelligence adds a multiplier to various actions, especially skills and magic, and modifies Magic Evasion. This stat also plays into how much MP is gained when leveling up.

## Wisdom (WIS)

Adds a multiplier to magic attacks and skills and increases Magic Defense. This stat also plays into how much MP is gained when leveling up (to a lesser extent than INT).

## Luck (LCK)

The higher Hero’s luck, the more likely it is for a Hero to land a critical strike. Luck also slightly increases chances to find rare items during Quests and plays a small role in Evasion.


# Rarity

Each Hero has not only a class, subclass, and array of [stats](/gameplay/heroes/stats), but a rarity level as well. Every **Summon** has a chance to produce Heroes of each rarity level; however, [Summoning](/gameplay/heroes/summoning) with more rare Heroes increases the likelihood that the Summoned Hero will be of a higher rarity. Rare Heroes are coveted because each level of rarity corresponds with bonuses to the base stat levels of your Hero.

## Rarity Indicators

The following symbols appear in the center of your Hero's card, indicating their rarity level.&#x20;

&#x20;![](/files/y3s2rxsLSx4cJdPF3ywF)   **Common**

&#x20;![](/files/zn23BIxnM2okSYY1McYs)   **Uncommon**

![](/files/YF2OzhfMUcXIr3jgf5fj)   **Rare**

![](/files/1Xc8NWtgyYrsgjcAEkP5)  **Legendary**

![](/files/372JtW8N5N3ZIFbR6Ydo) **Mythic**

## Rarity and Summoning

The rarity of a Hero is influenced by the rarity of the Heroes used to infuse the Summoning Crystal.&#x20;

![Summoning Rarity](/files/4nFkrmfMLPXzxC2re7Ty)

For full information on Summoning, visit the main [Summoning](/gameplay/heroes/summoning) topic page.

## Shininess

In addition to rarity, every Hero has a small chance of being Shiny, which increases if the Summoning Heroes are also Shiny. Being Shiny makes heroes more popular among the ladies and gentlemen of the court, ensures they never step in dung, and makes their character card Shiny. It has no other use in the game and is purely aesthetic.


# Summoning

<figure><img src="/files/XYcufT4VZchiPMlveuZW" alt=""><figcaption><p>The Crystalvale Summoning Portal</p></figcaption></figure>

To summon, two Heroes must visit the **Arch Druid** and infuse a Summoning Crystal with their combined essence. **Infused Crystals** are then used at the [Portal](/gameplay/locations/portal) to seek Heroes from far away lands that are in tune with the Heroes that infused the crystal.

![Infused Crystal](https://dfk-hv.b-cdn.net/art-assets/crystal-yellow.gif)

To infuse a crystal, Heroes pour their energy into **Gaia’s Tears** and the **Power Token** of that realm, which are then fed into a Summoning Crystal. Stronger Heroes may use additional Gaia’s Tears to cause the portal to seek stronger Heroes more like the summoner.

### Summoning Mechanics

#### Summoning Cooldown

The act of summoning is an exhausting process, and that exhaustion compounds with each act of summoning. For each summon a Hero performs, they must wait for a **cooldown period** before they can summon again.&#x20;

Gen0 Heroes have a base cooldown of 4 hours, and each summon increases that cooldown by an additional 4 hours, up to a maximum of 14 days.

Gen1+ Heroes use the following cooldown formula, in which there is a minimum of 32 hours after they are first summoned before they can summon themselves:

$$
baseCooldown = (24 + 8 \* generation) \* (summonCount + 1)
$$

{% hint style="info" %}
This cooldown structure was changed by [governance vote](https://vote.defikingdoms.com/#/proposal/0xf38713aae62984a9d9e93435991051af82fd14cd9e10e974472057e57a0caa7a) on 6/15/2024, and the changes went into effect on 6/28/2024
{% endhint %}

#### Summoning Costs

The exhaustion of summoning doesn’t end at just a cooldown. The amount of Power Tokens needed for each Hero to infuse the next Summoning Crystal also increases by 2 Power Tokens after each Summon. Gen0 Heroes have the lowest starting cost for summoning (6 Power Tokens), and each generation above 0 will see an increase of 10 Power Tokens per generation in cost for their summons compared to lower generations.

$$
powerTokenCost = 6+2*summonCount + 10*generation
$$

{% hint style="info" %}
Note: Gen0 Heroes have a maximum Power Token cost of 30.
{% endhint %}

#### Generations & Maximum Summons

What’s this? Yes, unfortunately only Gen0 Heroes are able to maintain their attunement to Gaia summon after summon. **All later generations simply have a limit to how many times they can focus their energies into Gaia’s Tears.** Once they have expended the last of their attunement energies, they can no longer summon.

Another quirk of the summoning process is that the Portal seeks those who have similar attunement strength as the weakest summoner. So if a Gen0 summoner Hero infuses a crystal with a Gen1 summoner Hero with only four remaining summons worth of attunement, then the summoned Gen2 will only be able to summon three times (the same number of remaining summons as the weakest summoner after summoning this new hero). Two Gen0 summoners will Summon a Gen1 with ten summons' worth of attunement.

#### Attunement Limitations

Summoned Heroes are too similar to the Heroes that summoned them to be able to properly attune a new Summoning Crystal. This is also true for pairs of Heroes that were summoned by one or two of the the same Heroes. All other combinations of Heroes will not encounter any trouble attuning a Summoning Crystal so long as they have remaining attunement energy.

### Boosted Summons

For every 5 levels a summoning Hero has reached, the player may increase the Gaia's Tear cost by 10 to provide bonuses to the Summoned Hero. Those bonuses are applied to the summoned Hero’s stats, Primary Stat Growth, and Secondary Stat Growth. The bonuses are based on the summoning Hero’s top three stats, and each summoning Hero may provide their own bonuses if they use extra tears.

<figure><img src="/files/RLEfAZKEzJ4J3sNIwoIJ" alt="" width="223"><figcaption><p>Tears Bonus</p></figcaption></figure>

The bonuses loop through the following pattern with each increased step in +10 tears paid per summoning Hero:

1. +`(1 + loopCount)` to stat matching highest stat of summoning Hero
2. +`(1 + loopCount)`% to primary stat growth rate of stat matching the highest stat of summoning Hero
3. +`(2 + loopCount)`% to secondary stat growth rate of stat matching the highest stat of summoning Hero
4. +`(1 + loopCount)` to stat matching second highest stat of summoning Hero
5. +`(1 + loopCount)`% to primary stat growth rate of stat matching the second highest stat of summoning Hero
6. +`(2 + loopCount)`% to secondary stat growth rate of stat matching the second highest stat of summoning Hero
7. +`(1 + loopCount)` to stat matching third highest stat of summoning Hero
8. +`(1 + loopCount)`% to primary stat growth rate of stat matching the third highest stat of summoning Hero
9. +`(2 + loopCount)`% to secondary stat growth rate of stat matching the third highest stat of summoning Hero

In these formulas, `loopCount` indicates the number of times the bonuses have looped back to step 1 (this happens at +100 and +190 tears added). So the second time around, on step 1 the bonus would be +2 added to the stat matching the highest stat of the summoning Hero, and so on.

{% hint style="info" %}
**Examples**

* A Level 30 Wizard (highest stats INT, WIS, and LCK) pays 70 Gaia’s Tears (base 10 + 60 for 6 steps of 5 levels). The Summoned Hero receives +1 to INT and WIS, +1% primary stat growth to INT and WIS, and +2% secondary stat growth to INT and WIS.
* A Level 100 Wizard (highest stats INT, WIS, and LCK) pays 210 Gaia’s Tears (base 10 + 200 for 20 steps of 5 levels). The Summoned Hero receives +6 to INT, +3 WIS, and +3 LCK, +6% primary stat growth to INT, +3% to WIS, and 3% to LCK, and +5% secondary stat growth to INT, WIS, and LCK.
  {% endhint %}

These bonuses are **per** summoning Hero, so the maximum possible for two Level 100 Heroes to spend would be 420 Gaia's Tears (`base 10*2 + 200*2 extra`).

### Enhancement Stones

[**Enhancement Stones**](/gameplay/items/enhancement-stones) can also be used during summoning to further improve the starting stats and stat growth values of the summoned Hero! Each Enhancement Stone is attuned to a particular stat. Rarer and more potent Enhancement Stones will increase these values even further.

### Hero Ranks

<figure><img src="/files/AzCKx3IGUGbwItIMGiWJ" alt=""><figcaption></figcaption></figure>

Summoning with Heroes that have the appropriate genes can cause a genetic mutation that results in a higher ranked Hero being Summoned from the Portal. The chart above displays the genetic combinations needed to Summon each possible Hero class.

* **Basic** - Warrior, Knight, Thief, Archer, Priest, Wizard, Monk, Pirate, Berserker, Seer, Legionnaire, Scholar
* **Advanced** - Paladin, DarkKnight, Summoner, Ninja, Shapeshifter, Bard
* **Elite** - Dragoon, Sage, SpellBow
* **Exalted** - DreadKnight

Heroes of higher rank have better starting stats and stat growth values than those of ranks below them. However, a side effect of their advanced abilities is that they require **more Gaia's Tears** to perform a Summon than Heroes of lower ranks. In addition, higher-ranked Heroes are more difficult for the Portal to have a chance to locate, so higher-ranked Heroes have **lower maximum summons** than lower-ranked ones. The table below displays the Gaia's Tears requirements and the maximum number of Summons for higher-ranked classes:

| Rank     | Minimum Gaia's Tears | Maximum Summons |
| -------- | -------------------- | --------------- |
| Basic    | 10                   | 10              |
| Advanced | 40                   | 5               |
| Elite    | 70                   | 3               |
| Exalted  | 100                  | 1               |

### Hero Rarity

The rarity level of a Summoned Hero is impacted by the rarity of the two Heroes used to infuse the Summoning Crystal.

![Summoning Rarity](/files/4nFkrmfMLPXzxC2re7Ty)

The chart above illustrates the likelihood that pairing Heroes of given rarities will result in a Summoned Hero of a given rarity. For further information on this topic, visit the [Rarity](/gameplay/heroes/rarity) topic page.


# Dark Summoning

Dark Summoning allows players to sacrifice two Heroes in order to summon a new one.

**Dark Summoning** allows players to sacrifice two Heroes in order to summon a new one. There are reduced costs and restrictions on the summon, and in exchange, benefits to the new Hero. Dark Summoning is only available in Crystalvale.

> *"What do we have here? Hrrgh... A new face. Yesss... and there, behind the eyes, a darkness... deepening. Come, young one, stand with me and look into the void. There is pain there, yesss... but also great power."*

<div align="center"><figure><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/dark-crystal.gif" alt=""><figcaption></figcaption></figure></div>

## Mechanics

Dark Summoning works the same as standard Summoning, where two Heroes can create a new Hero. Hero genetics and remaining summons are passed down in the same way. Players are allowed to use [Enhancement Stones](/gameplay/items/enhancement-stones) and infuse the new summon with Gaia's Tears to receive stat bonuses.&#x20;

There a few key differences from standard Summoning, however:

### Hero Burning

{% hint style="warning" %}
Unlike standard Summoning, in Dark Summoning, the two summoning Heroes are **sacrificed (burned)**, and permanently sent to a Graveyard wallet. *This action cannot be undone.*
{% endhint %}

### Reduced Summoning Costs

Dark Summoning costs 1/4 the amount of CRYSTAL of standard Summoning.

### Removed Restrictions

* Heroes with zero summons remaining are eligible to Dark Summon. Any resulting Hero will also have zero summons (even in the case of a Hero Class mutation).
* There are no restrictions on Dark Summoning with Heroes that share a common origin.
* The summoning cooldown on Heroes is ignored when Dark Summoning.

### Additional Restrictions

* Gen0 Heroes are ineligible for Dark Summoning.
* Heroes listed for hire in the [Tavern](/gameplay/locations/tavern) cannot be used in Dark Summoning. Players must own both summoning Heroes.

## Hero Benefits

In exchange for the sacrifice of the summoning Heroes, Dark Summoned Heroes receive the following benefits:

### Level Carryover

Dark Summoned Heroes are eligible to immediately [level up](/gameplay/heroes/leveling) to the average level of the two summoning Heroes (rounded down). No XP is necessary for these level ups, and any XP earned will not carry over. Level ups are done individually, and players can choose stats for Gaia's Blessing and use [Attunement Crystals](/gameplay/items/attunement-crystals) during each one.

### Rarity

The base rarity chances for Dark Summoned Heroes are increased from regular Summoning as follows:

<figure><img src="/files/AmdhAX8ENSkdcEG9IaQe" alt=""><figcaption><p>Base Rarity chances for Dark Summoned Heroes</p></figcaption></figure>

#### Rarity Floor

The lowest rarity possible when Dark Summoning is based on the average rarity of the two sacrificed Heroes (rounded down). The floor rarity does not increase the chances of getting higher rarities, it simply guarantees that the summoned Hero will not be a lower rarity than the average of the two sacrificed Heroes.

{% hint style="info" %}
Example: a Common Hero paired with a Rare would have a floor rarity of Uncommon, and likewise for a Common paired with a Legendary.
{% endhint %}

#### Rarity Overcharging

Players may spend extra CRYSTAL and Gaia’s Tears to increase the chances of getting higher rarity Heroes. The amount extra allowed to be paid is based on the sum of the remaining summons of the two summoning Heroes. For each remaining summon, players may pay 0.625 CRYSTAL and 20 Gaia’s Tears to receive 1/5th of the bonus that is gained by summoning with a rarer Hero. So, for example, if they have 20 remaining summons, it would be as if both Heroes were two rarity levels higher than they actually are.

{% hint style="info" %}
Rarity overcharging does not affect the number of summons that the new Hero will have.
{% endhint %}

#### Rarity Calculations

The calculations for Dark Summoning rarity are as follows:

**`rareMod`** = the sum of the rarity values of the two Heroes. Common has a rarity value of 0, and each step up in rarity increases the value by 1, so Mythic has a rarity value of 4.

**`chargeValue`** = this value represents the number of remaining summons from the sacrificed Heroes that players pay extra to overcharge. This value can range from 0 to 20 depending on the two Heroes sacrificed.

* `Common = 527000 - 34250*rareMod - 6850*chargeValue`
* `Uncommon = 300000 + 10250*rareMod + 2050*chargeValue`
* `Rare = 140000 + 9375*rareMod + 1875*chargeValue`
* `Legendary = 30000 + 8500*rareMod + 1700*chargeValue`
* `Mythic = 3000 + 6125*rareMod + 1225*chargeValue`

Divide these values by `10000` to find the final percentage.

### Shiny

The chance of receiving a [Shiny](/gameplay/heroes/rarity#shininess) Hero is increased by 5x over standard Summoning.


# Leveling

Heroes can increase their stats by leveling up. To level up, a Hero must first have accumulated enough experience from their adventures. Once they have done that, they visit the **Meditation Circle**, and spend a certain number of runes and Power Tokens based on their level. They also have the option to use an [Attunement Crystal](/gameplay/items/attunement-crystals) while leveling up, which will increase the success rate for certain stat increases.

<figure><img src="/files/SX4JqLbXHfrU2rMSkDD3" alt=""><figcaption><p>The Crystalvale Meditation Circle</p></figcaption></figure>

Each set of 10 levels has a focus rune associated with it. For levels 1 through 10, that rune is the **Shvās Rune**, and for levels 11-20, it is the **Moksha Rune**.

![Shvās Rune](https://dfk-hv.b-cdn.net/art-assets/rune.gif)

The rune cost for leveling increases each time a Hero moves to an odd-numbered level. So, a Level 1 Hero will pay one Shvās Rune to level up to Level 2, then two Shvās Runes to move from level 2 to 3 and again from 3 to 4, and so on. As a result, the maximum number of any single rune type needed in a single level-up is five. Leveling costs are summarized in a chart below.

After reaching level 10, the Hero will need an additional rune type (Moksha Rune) to level up further. However, as the Hero progresses from level 11 to 20, their Shvās Rune cost will decrease each time the Moksha Rune cost increases. The Shvās Rune cost will stop decreasing once it reaches 1 (meaning a Hero will always pay at least 1 rune of a type they have used before). This pattern continues with new rune types every ten levels.

![](/files/NuFpCL41sU97NmizZLgR)

The Power Token cost of leveling up is `0.1*currentLevel`.

The benefit of leveling up is an increase to a Hero’s stats. Excluding HP, MP, and Stamina, the game will roll twice for each stat to see if they increase. The first roll will be based on the Hero’s **Primary Stat Growth** percentage, which is primarily based on the Hero’s class. The second roll is based on the Hero’s **Secondary Stat Growth** percentage, which is primarily based on the Hero’s subclass. For each successful roll, the stat receives +1 to its value.

Primary Stat Growth and Secondary Stat Growth are important factors that the player can modify through the use of enhancement stones and summoner bonuses from spending additional Gaia’s Tears during the summoning process (more on this later).

See these [stat growth breakdown charts](https://docs.google.com/spreadsheets/d/1jfG6E6otW1V6ZLQycF5DumoBr_LrpQaz7cTmDPpwV2s/edit#gid=655220330) for insight into the base growth rates of each class.

In addition to these two rolls per stat, the player will be given a choice of one stat to grant an extra +1 bonus. But that is not all, players also have a chance to seek Gaia’s blessing for two other stats. Gaia’s blessing has a 50% chance of increasing each of the selected stats.

<figure><img src="/files/pKa7amY3CDPQqcslT5u6" alt=""><figcaption><p>Stat Selection in Leveling</p></figcaption></figure>

In summary, when a Hero levels up the following will happen:&#x20;

1. The game will roll for each stat to increase based on the Hero's primary stat growth parameters and any bonuses provided by attunement crystals. Successful rolls receive +1 to that stat.&#x20;
2. The game will roll for each stat to increase based on the Hero's secondary stat growth parameters and any bonuses provided by attunement crystals. Successful rolls receive +1 to that stat.&#x20;
3. The game provides a +1 bonus to the stat selected by the player.&#x20;
4. The game will roll for the two stats selected to seek Gaia's blessing. Each has a 50% chance of success. Successful rolls receive +1 to that stat.

Stamina has a fixed growth rate for all Heroes. It increases by 1 every even level.

Lastly, HP and MP increases are calculated after other stat bonuses are applied. Each class has its own chances for small, regular, or large increases in HP and MP. For example, a Wizard has higher chances for large MP increases, but lower chances for large HP increases.

### Rarity Bonus

Heroes with rarity above Common receive additional stat bonuses when they are first summoned and then every 5 levels thereafter (at Level 5, Level 10, etc.). These bonuses increase with Hero rarity and are distributed as follows:

#### Uncommon <a href="#id-473a" id="id-473a"></a>

* +1 to two random, mutually exclusive stats

#### Rare <a href="#id-1ad5" id="id-1ad5"></a>

* +1 to three random, mutually exclusive stats
* +1 to a random stat (including any that received a bonus already)

#### Legendary <a href="#id-9763" id="id-9763"></a>

* +1 to three random, mutually exclusive stats
* +1 to two random, mutually exclusive stats (including any that received a bonus already)
* +2 to a random stat (including any that received a bonus already)

#### Mythic <a href="#id-8525" id="id-8525"></a>

* +2 to three random, mutually exclusive stats
* +1 to three random, mutually exclusive stats (including any that received a bonus already)
* +1 to a random stat (including any that received a bonus already)

This chart shows an average breakdown of stats at Level 100, by Hero rarity, using a Knight/Knight Hero as a reference:

<figure><img src="https://miro.medium.com/v2/resize:fit:1400/0*DQ8r4M3FZIGSX1UP.png" alt="" height="388" width="700"><figcaption><p>Average stat distribution of a Level 100 Knight/Knight of each rarity</p></figcaption></figure>

For reference, Level 100 Mythic Heroes will have, on average, **200 more** stat points than Level 100 Common Heroes do.


# Quests

<figure><img src="/files/U1ZGOWOf8K17eCUWg44y" alt=""><figcaption><p>Druid Lam</p></figcaption></figure>

Aside from [Summoning](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/heroes/summoning), the primary focus of Heroes is to go on quests and collect useful items and experience. Quests can be divided into two categories: [Profession Quests](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/quests/professions) and [Training Quests](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/quests/training-quests). Profession quests are non-combat oriented quests to learn and excel at different useful skills to the kingdom. Adventure Quests involve going to a remote location with a team of Heroes to fight evil, and the spoils of those battles are yours for the taking. Adventure quests will not be available until later phases. Four different professions will be available to Heroes: [Gardening](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/quests/professions/gardening), Mining (both [Gold Mining](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/quests/professions/gold-mining) and [JEWEL mining](https://app.gitbook.com/o/-MfzWIcQKNVkQQhxiNQM/s/-MfUam-1n-JpNfAIQQey/~/changes/eM0rU9H3mYSfBAjSOLwP/learn/quests/professions/jewel-mining)), Fishing, and Foraging. Each profession has a profession skill associated with it which has a chance to increase each time a Hero does an associated profession quest. As those skills increase, so too will the Hero’s ability to earn rewards from that profession. In addition, each of these professions has a gene associated with it. Heroes receive additional benefits when doing profession quests that match their profession gene, including an increased chance for rewards and a reduction in the quest's Stamina cost.


# Profession Quests

<figure><img src="/files/DGMdwqYnHos4mrodwjls" alt=""><figcaption><p>The Crystalvale Professions Zone</p></figcaption></figure>

Profession Quests are one type of quest that Heroes can participate in, earning item rewards and experience points (XP). Each Hero has a Profession that they specialize in, which gives them more efficiency when engaging in that Quest. Quest rewards are determined by the Hero's Profession Skill, as well as the two stats that are associated with each Profession. Find more details on each individual Profession page.


# Fishing

Information about Fishing Quests

**Fishing Quests** can be performed by up to six Heroes at a time in each realm. These quests yield **Fish** and other rare items.

> *Beautiful lake, isn't it? Looking over the water will do miracles for your soul. When my wife and kids come down to join me, there's no other place I would rather be.*
>
> *How about joining me for some fishing?*

Fishing Quests are begun in the **Professions** zone by speaking to the **Fisher**. Any Hero can attempt Fishing Quests, but Heroes with the **Fishing profession gene** will use their Stamina more efficiently and have increased chances of item rewards. Successfully completing a Fishing Quest will grant each Hero a small amount of XP, and a chance toward increasing their **Fishing skill**, which, over time, will allow them to undertake more difficult quests. Heroes may also bring a [Pet companion](/gameplay/pets) with them to receive additional bonuses.

These quests have a chance to reward Heroes with **Fish**, **Gaia's Tears**, **Runes**, and **Blue Pet Eggs**. All fish may be sold to the Vendor in the [Marketplace](/gameplay/locations/marketplace) for **Gold** or swapped at the Trader for other tokens or items. Some items are also used as reagents in crafting **Potions** and [Enhancement Stones](/gameplay/items/enhancement-stones), for hatching [Pets](/gameplay/pets), and for [leveling Heroes](/gameplay/heroes/leveling).

### Fishing Basics

#### Duration per Attempt

**20 seconds** per Hero per attempt

#### Stamina Required per Attempt

7 Stamina (5 with the **Fishing profession gene**)

#### Required Hero Range

1-6 Heroes

#### Minimum XP Reward

15 XP per Quest attempt

### **Skill 10 Fishing Quests**

Heroes with existing Fishing skill can perform more difficult quests for a chance at increased rewards. Skill 10 Fishing Quests introduce the following differences from Skill 0 Quests:

* Heroes must meet a minimum **Fishing skill** requirement of 10 to participate
* The base Hero **Experience Point (XP)** gain per quest attempt is raised to +25 XP
* Heroes receive an **additional chance at a bonus roll for item rewards**
* The chance of **Fishing skill increases** relative to the quest level is reduced by half

### **Pet Bonuses**

Heroes that are bonded with a fed Pet that has the **Fishing Gathering Profession Bonus** will receive an additional bonus to their quest reward rolls. Possible Pet Fishing bonuses are drawn from the following:

<figure><img src="/files/8AEMXMepmzKnBTJMC6hF" alt=""><figcaption></figcaption></figure>

For the purposes of the bonuses listed above:

* "Rare" Fish include:
  * Serendale: Shimmerskin, Sailfish, Silverfin
  * Crystalvale: Shimmerskin, King Pincer, Three-Eyed Eel
* "High Value" Fish include:
  * Serendale: Silverfin, Redgill
  * Crystalvale: King Pincer, Speckle Tail

### **Item Rewards**

{% hint style="info" %}
The item drop rates below are increased by varying combinations of the Hero's **Agility** and **Luck** stats, its **Fishing skill,** and the presence of the **Fishing profession gene**.
{% endhint %}

#### Serendale

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td>Nothing</td><td>50%</td><td>0 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bloater.png" alt="Milkweed"> Bloater</td><td>23%</td><td>1 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/ironscale.png" alt="" data-size="original"> Ironscale</td><td>9.015%</td><td>7 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/lanterneye.png" alt="" data-size="original"> Lantern-Eye</td><td>9.015%</td><td>7 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/redgill.png" alt="" data-size="original"> Redgill</td><td>6.015%</td><td>5 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/silverfin.png" alt="Green Pet Egg"> Silverfin</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/sailfish.png" alt="Green Pet Egg" data-size="original"> Sailfish</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shimmerskin.png" alt=""> Shimmerskin</td><td>0.915%</td><td>35 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr></tbody></table>

#### Crystalvale

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td>Nothing</td><td>50%</td><td>0 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/frost-bloater.png" alt="Milkweed"> Frost Bloater</td><td>23%</td><td>1 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/ironscale.png" alt="" data-size="original"> Ironscale</td><td>9.015%</td><td>7 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/lanterneye.png" alt="" data-size="original"> Lantern-Eye</td><td>9.015%</td><td>7 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/speckle-tail.png" alt="" data-size="original"> Speckle Tail</td><td>6.015%</td><td>5 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/threeEyedEel.png" alt="Green Pet Egg"> Three-Eyed Eel</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/king-pincer.png" alt="Green Pet Egg" data-size="original"> King Pincer</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shimmerskin.png" alt=""> Shimmerskin</td><td>0.915%</td><td>35 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr></tbody></table>

#### All Realms

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>5% / 7.5% *</td><td>10 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shvas-rune.gif" alt=""> Shvās Rune</td><td>0.2% / 1% *</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt=""> Moksha Rune</td><td>0.006% / 0.03% *</td><td>100 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-blue.png" alt="Green Pet Egg"> Blue Pet Egg</td><td>0.0015%</td><td>100 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr></tbody></table>

\* The higher percentage applies to Heroes with the **Fishing profession gene.**


# Foraging

Information about Foraging Quests

**Foraging Quests** can be performed by up to six Heroes at a time in each realm. These quests yield **Plants** and other rare items.

> *Barren our valley may appear; however, you will find many surprises within the nooks and crannies of the white expanse.*

Foraging Quests are begun in the **Professions** zone by speaking to the **Forager** or **Forester**, depending on the realm. Any Hero can attempt Foraging Quests, but Heroes with the **Foraging profession gene** will use their Stamina more efficiently and have increased chances of item rewards. Successfully completing a Foraging Quest will grant each Hero a small amount of XP, and a chance toward increasing their **Foraging skill**, which, over time, will allow them to undertake more difficult quests. Heroes may also bring a [Pet companion](/gameplay/pets) with them to receive additional bonuses.

These quests have a chance to reward Heroes with **Plants**, **Gaia's Tears**, **Runes**, and **Grey Pet Eggs**. All plants may be sold to the Vendor in the [Marketplace](/gameplay/locations/marketplace) for **Gold** or swapped at the Trader for other tokens or items. Some items are also used as reagents in crafting **Potions** and [Enhancement Stones](/gameplay/items/enhancement-stones), for hatching [Pets](/gameplay/pets), and for [leveling Heroes](/gameplay/heroes/leveling).

### Foraging Basics

#### Duration per Attempt

**20 seconds** per Hero per Attempt

#### Stamina Required per Attempt

7 Stamina (5 with the **Foraging profession gene**)

#### Required Hero Range

1-6 Heroes

#### Minimum XP Reward

15 XP per Quest attempt

### **Skill 10 Foraging Quests**

Heroes with existing Foraging skill can perform more difficult quests for a chance at increased rewards. Skill 10 Foraging Quests introduce the following differences from Skill 0 Quests:

* Heroes must meet a minimum **Foraging skill** requirement of 10 to participate
* The base Hero **Experience Point (XP)** gain per quest attempt is raised to +25 XP
* Heroes receive an **additional chance at a bonus roll for item rewards**
* The chance of **Foraging skill increases** relative to the quest level is reduced by half

### **Pet Bonuses**

Heroes that are bonded with a fed Pet that has the **Foraging Gathering Profession Bonus** will receive an additional bonus to their quest reward rolls. Possible Pet Foraging bonuses are drawn from the following:

<figure><img src="/files/0CQFZKGVdcLrYclvF9AU" alt=""><figcaption></figcaption></figure>

For the purposes of the bonuses listed above:

* "Rare" Plants include:
  * Serendale: Swift-Thistle, Goldvein
  * Crystalvale: Skunkshade, Shaggy Cap
* "High Value" Plants include:
  * Serendale: Goldvein, Redleaf
  * Crystalvale: Shaggy Cap, Knaproot

### **Item Rewards**

{% hint style="info" %}
The item drop rates below are increased by varying combinations of the Hero's **Dexterity** and **Intelligence** stats, its **Foraging skill,** and the presence of the **Foraging profession gene**.
{% endhint %}

#### Serendale

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td>Nothing</td><td>50%</td><td>0 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/ragweed.png" alt="Milkweed"> Ragweed</td><td>23%</td><td>1 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/rockroot.png" alt="" data-size="original"> Rockroot</td><td>9.015%</td><td>8 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/redleaf.png" alt="" data-size="original"> Redleaf</td><td>6.015%</td><td>5 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/darkweed.png" alt="Green Pet Egg"> Darkweed</td><td>6.015%</td><td>8 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/ambertaffy.png" alt="Green Pet Egg" data-size="original"> Ambertaffy</td><td>4.015%</td><td>10 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/goldvein.png" alt=""> Goldvein</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/swift-thistle.png" alt="Green Pet Egg"> Swift-Thistle</td><td>0.915%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr></tbody></table>

#### Crystalvale

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td>Nothing</td><td>50%</td><td>0 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/frost-drum.png" alt="Milkweed"> Frost Drum</td><td>23%</td><td>1 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/rockroot.png" alt="" data-size="original"> Rockroot</td><td>9.015%</td><td>8 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/knaproot.png" alt="" data-size="original"> Knaproot</td><td>6.015%</td><td>5 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/darkweed.png" alt="Green Pet Egg"> Darkweed</td><td>6.015%</td><td>8 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/ambertaffy.png" alt="Green Pet Egg" data-size="original"> Ambertaffy</td><td>4.015%</td><td>10 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shaggyCaps.png" alt=""> Shaggy Cap</td><td>1.015%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/skunkShade.png" alt="Green Pet Egg"> Skunkshade</td><td>0.915%</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr></tbody></table>

#### All Realms

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>5% / 7.5% *</td><td>10 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shvas-rune.gif" alt=""> Shvās Rune</td><td>0.2% / 1% *</td><td>30 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt=""> Moksha Rune</td><td>0.006% / 0.03% *</td><td>100 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-grey.png" alt="Green Pet Egg"> Grey Pet Egg</td><td>0.0015%</td><td>100 XP</td><td>per <strong>5-7</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr></tbody></table>

\* The higher percentage applies to Heroes with the **Foraging profession gene**.


# Gardening

Information about Gardening Quests

**Gardening Quests** can be performed by up to two Heroes at a time in each of the incentivized liquidity pools listed in the **Seed Box** in the Gardens. These quests award **Power Tokens** and **JEWEL**, as well as **Plants** and other rare items.

> *A friend of the gardens is a friend of mine. Please, let me show you our ways. Together, we can grow a beautiful field.*

Gardening Quests are begun in the **Professions** area by speaking to the **Gardener**. Heroes may Garden in any of the available Gardens, but increased **Token Rewards** are only available from those in which the player has planted seeds, and the Token yield increases with the number of seeds planted by the player in that particular garden.

Any Hero can attempt Gardening Quests, but Heroes with the **Gardening profession gene** will use their Stamina more efficiently and have increased chances of item rewards. Successfully completing a Gardening Quest will grant each Hero a small amount of XP, and a chance toward increasing their **Gardening skill**, which, over time, will allow them to undertake more difficult quests. Heroes may also bring a [Pet companion](/gameplay/pets) with them to receive additional bonuses.

These quests also have a chance to reward Heroes with **Plants**, **Gaia's Tears**, **Runes**, and **Green Pet Eggs** whether the player has seeds in the garden or not. All plants may be sold to the Vendor in the [Marketplace](/gameplay/locations/marketplace) for **Gold** or swapped at the Trader for other tokens or items. Some items are also used as reagents in **Potions** and [Enhancement Stones](/gameplay/items/enhancement-stones), for hatching [Pets](/gameplay/pets), and for [leveling Heroes](/gameplay/heroes/leveling).

### **Gardening Basics**

#### Duration per Stamina

12 minutes (10 with the **Gardening profession gene**)

#### Stamina Required

1 Stamina minimum

#### Required Hero Range

1-2 Heroes per Garden

#### Minimum XP Reward

4 XP per Stamina spent + 8 XP per 5 Stamina spent

### **Skill 10 Gardening Quests**

Heroes with existing Gardening skill can perform more difficult quests for a chance at increased rewards. Skill 10 Gardening Quests introduce the following differences from Skill 0 Quests:

* Heroes must meet a minimum **Gardening skill** requirement of 10 to participate
* The base Hero **Experience Point (XP)** gain per quest attempt is raised to: 9 XP per Stamina spent + 13 XP per 5 Stamina spent
* For every 10 Stamina spent Gardening, Heroes receive an **extra roll for finding Plants**
* The chance of **Gardening Skill increases** relative to the quest level is reduced by half
* The base **token reward** amount is doubled

### **Pet Bonuses**

Heroes that are bonded with a fed Pet that has the **Gardening Gathering Profession Bonus** will receive an additional bonus to their quest reward rolls. Possible Pet Gardening bonuses are drawn from the following:

<figure><img src="/files/sv2SxSvSINytC6rEVej8" alt=""><figcaption></figcaption></figure>

### **Token Rewards**

The first Hero sent to quest in each Garden will be rewarded in the realm's **Power Token**, while the second Hero will earn **JEWEL**. These rewards are funded by the Quest Reward Fund wallet ([Crystalvale](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) / [Serendale](https://scope.klaytn.com/account/0x24D557a1C580ec8B78E6e0de910df5E0CE090049)) on each realm. Gardening yields rely heavily on the player's share of the **Liquidity Pools** that their Heroes will work in, the overall balance of the Quest Fund, and the stats of the questing Heroes. Consequently, there will be a large variance in yields between players and pools as well as a variance in yields over time as the Quest Fund grows or shrinks.

#### Formula

Gardening Token Rewards use the following formula, which applies to both Power Token and JEWEL rewards, when applicable.

`earnRate (per stamina spent) =`**`annealingFactor`**`* (`**`rewardPool`**`*`**`poolAllocation`**` `*`*`***`LPowned`**`* (0.1 + (`**`WIS`**`+`**`VIT`**`) / 1222.22 +`**`GrdSkl`**`/ 244.44)) / ((300 - (50 *`**`geneBonus`**`)) *`` `**`rewardModBase`**`)`

Calculated from these variables:

* **`annealingFactor`** - A multiplier applied at launch that gradually decreases over time, letting the Quest Fund continue to grow. **`annealingFactor`** begins at `50` and decreases every two weeks to a minimum of `1`.
  * For the purposes of calculating **`daysSinceLaunch`**, Gardening Quests on both Crystalvale and Serendale launched on 9/15/2022.

```python
if daysSinceLaunch < 168:
    annealingFactor = (9100 - 49 * (daysSinceLaunch / 14) * 14) / 182
else:
    annealingFactor = (850 - 25 * ((daysSinceLaunch / 14) - 11)) / 100
```

* **`rewardPool`** - The relevant token balance in the Quest Reward Fund ([Crystalvale](https://subnets.avax.network/defi-kingdoms/address/0x1137643FE14b032966a59Acd68EBf3c1271Df316) / [Serendale](https://scope.klaytn.com/account/0x24D557a1C580ec8B78E6e0de910df5E0CE090049)).&#x20;
* **`poolAllocation`** - The percent of token emissions allocated to the specific garden (in decimals, e.g. `0.1` for 10%).&#x20;
* **`LPowned`** - The percent of the Liquidity Pool that the player owns in the selected Garden (in decimals, e.g. `0.0015` for 0.15%).&#x20;
* **`WIS`** / **`VIT`** - The value of the Hero's **Wisdom** and **Vitality** stats, respectively.
* **`GrdSkl`** - The Hero's **Gardening** skill, rounded down (e.g. use `15` for 15.9 Gardening).&#x20;
* **`geneBonus`** - If a Hero has the **Gardening profession gene**, it provides a 20% bonus to Token returns, increases the chances of finding Gaia's Tears and Runes, and decreases the amount of time spent Gardening per stamina from 12 minutes to 10 minutes. If the Hero has this gene, **`geneBonus`**`= 1`, if not, **`geneBonus`**`= 0`.&#x20;
* **`rewardModBase`** - The modifier used to determine the final token award:
  * For Skill 0 Quests: `144`
  * For Skill 10 Quests: `72`

#### Minimum Reward

The minimum Token Reward earned per Stamina spent is .0002. If **`earnRate`** is below this threshold, it will be raised to .0002.

Minimum rewards are only active when there is at least 420,000 of the appropriate token available in the Quest Reward Fund.

#### Gardening Jackpots

For every 15 Stamina spent during the quest, the player will receive a bonus roll with a 9.9% chance to receive .1 bonus Token and a .1% chance to receive an additional 1 bonus Token. This bonus is halved if the Hero does not have the **Gardening profession gene**. Players cannot receive both bonuses at once.

Jackpot rewards are only active when there is at least 950,000 of the appropriate token available in the Quest Reward Fund.

### **Item Rewards**

{% hint style="info" %}
The item drop rates below are increased by varying combinations of the Hero's **Wisdom** and **Vitality** stats, its **Gardening skill,** and the presence of the **Gardening profession gene**.
{% endhint %}

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"> </th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"> Bluestem</td><td>9%</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/bluestem.png" alt="Bluestem"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/spider-fruit.png" alt="Spiderfruit"> Spiderfruit</td><td>6%</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/spider-fruit.png" alt="Spiderfruit"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/milkweed.png" alt="Milkweed"> Milkweed</td><td>4%</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>7.5% / 11.25% *</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shvas-rune.gif" alt=""> Shvās Rune</td><td>0.3% / 1.5% *</td><td>30 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt=""> Moksha Rune</td><td>0.009% / 0.045% *</td><td>100 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"> Green Pet Egg</td><td>0.005%</td><td>100 XP</td><td>per <strong>10</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr></tbody></table>

\* The higher percentage applies to Heroes with the **Gardening profession gene**.


# Gold Mining

Information about Gold Mining Quests

**Gold Mining Quests** can be performed by up to six Heroes at a time in each realm. These quests award **Gold**, and can award other rare items.

> *Oi! Want to work those wee arms ya got? Grab a pickaxe! There's plenty o' shinies awaiting eager hands ta take them home!*

Gold Mining Quests are begun in the **Professions** zone by speaking to the **Miner** or **Pickman**, depending on the realm. Any Hero can attempt Gold Mining Quests, but Heroes with the **Mining profession gene** will use their Stamina more efficiently and have increased chances of item rewards. Successfully completing a Gold Mining Quest will grant each Hero a small amount of XP, and a chance toward increasing their **Mining skill**.

These quests also have a chance to reward Heroes with **Gaia's Tears**, **Runes**, and **Yellow Pet Eggs**. All of these items may be swapped at the Trader in the [Marketplace](/gameplay/locations/marketplace) for other tokens or items. Some items are also used as reagents in **Potions** and [Enhancement Stones](/gameplay/items/enhancement-stones), for hatching [Pets](/gameplay/pets), and for [leveling Heroes](/gameplay/heroes/leveling).

### **Mining Basics**

#### Duration per Stamina

12 minutes (10 with the **Mining profession gene**)

#### Stamina Required

1 Stamina minimum

#### Required Hero Range

1-6 Heroes

#### Minimum XP Reward

4 XP per Stamina spent + 8 XP per 5 Stamina spent

### **Gold Rewards**

The amount of **Gold** rewarded from **Gold Mining Quests** per Stamina spent is based on the Hero's **Strength** and **Endurance** stats, its **Mining skill,** and the presence of the **Mining profession gene**. Each Hero calculates Gold rewards independently, even when questing as a group.

### **Item Rewards**

{% hint style="info" %}
The item drop rates below are increased by varying combinations of the Hero's **Strength** and **Endurance** stats, its **Mining skill,** and the presence of the **Mining profession gene**.
{% endhint %}

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"> </th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>7.5% / 11.25% *</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shvas-rune.gif" alt=""> Shvās Rune</td><td>0.3% / 1.5% *</td><td>30 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt=""> Moksha Rune</td><td>0.009% / 0.045% *</td><td>100 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-yellow.png" alt="Green Pet Egg"> Yellow Pet Egg</td><td>0.005%</td><td>100 XP</td><td>per <strong>10</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr></tbody></table>

\* The higher percentage applies to Heroes with the **Mining profession gene**.


# Token Mining

Information about Token Mining Quests

**Token Mining Quests** can be performed by up to six Heroes at a time in each realm. These quests unlock [**Power Tokens**](/how-defi-kingdoms-works/power-tokens) from your locked balance, and can award other rare items.

> *Ready to start doing some mining for some real treasure, are ye? Let's get ta diggin'! I'll treat ya to some ale if we come back alive!*

Token Mining Quests are begun in the **Professions** zone by speaking to the **Miner** or **Pickman**, depending on the realm. Heroes may only begin Token Mining Quests if the player has a locked balance of the realm's Power Token. The token yield increases with the locked balance of the player—up to a specific limit.

Any Hero can attempt Token Mining Quests, but Heroes with the **Mining profession gene** will use their Stamina more efficiently and have increased chances of item rewards. Successfully completing a Token Mining Quest will grant each Hero a small amount of XP, and a chance toward increasing their **Mining skill**.

These quests also have a chance to reward Heroes with **Gaia's Tears**, **Runes**, and **Yellow Pet Eggs**. All of these items may be swapped at the Trader in the [Marketplace](/gameplay/locations/marketplace) for other tokens or items. Some items are also used as reagents in **Potions** and [Enhancement Stones](/gameplay/items/enhancement-stones), for hatching [Pets](/gameplay/pets), and for [leveling Heroes](/gameplay/heroes/leveling).

### **Mining Basics**

#### Duration per Stamina

12 minutes (10 with the **Mining profession gene**)

#### Stamina Required

1 Stamina minimum

#### Required Hero Range

1-6 Heroes

#### Minimum XP Reward

4 XP per Stamina spent + 8 XP per 5 Stamina spent

### **Token Rewards**

**Token Mining Quests** require the player to select a **Lead Miner** for each quest, whose stats determine the maximum amount of Power Tokens that can be unlocked during that quest. These stats include the Hero's **Strength** and **Endurance** scores, their **Mining** skill, and whether they have the **Mining profession gene**. Up to five additional Heroes can be added to assist the Lead Miner, whose stats all determine the final quest reward. If the group's total unlockable amount reaches the maximum unlockable amount, adding additional Heroes will not increase the token rewards further, although those Heroes can still receive **item rewards**.

#### Formula

The unlocked Power Token reward for Mining per stamina spent is equal to the **`maxUnlockRate`** or the sum of the **`heroUnlockRate`** for each Hero sent on the Quest, whichever value is smaller.&#x20;

These values are calculated from the following formulas and variables:

* **`maxUnlockRate`** - The maximum amount of Power Tokens that can be unlocked per stamina spent. This amount is set according to the stats of the **Lead Miner**:\
  `maxUnlockRate = (1000 * (0.25 + (`**`STR`**`+`**`END`**`) * 0.000625 + (`**`MinSkl`**`) * 0.0025)) /`` `**`lockedRatio`**
* **`heroUnlockRate` -** The amount of Power Tokens that are unlocked per stamina spent. This amount is calculated according to the stats of **each Miner**:\
  `heroUnlockRate = (1000 * (0.25 + (`**`STR`**`+`**`END`**`) * 0.000625 + (`**`MinSkl`**`) * 0.0025)) / (6 * (1000 - 166 *`` `**`geneBonus`**`))`
* **`lockedRatio`** - The ratio between **`minLocked`** and **`lockedPT`**:

```python
if lockedPT > minLocked:
    lockedRatio = (1000 - 166 * geneBonus)
else:
    lockedRatio = ((1000 - 166 * geneBonus) * minLocked) / lockedPT
```

* **`lockedPT`** - The number of locked Power Tokens in the player's wallet.
* **`minLocked`** - The minimum amount of locked Power Tokens a player must have to get the maximum mining reward. Set to `5000` Power Tokens.
* **`STR`** / **`END`** - The value of the Hero's **Strength** and **Endurance** stats, respectively.
* **`MinSkill`** - The Hero's **Mining** skill, rounded down (e.g. use `15` for 15.9 Mining).&#x20;
* **`geneBonus`** - If a Hero has the **Mining profession gene**, it provides a 20% bonus to Power Token returns, increases the chances of finding Gaia's Tears and Runes, and decreases the amount of time spent Mining per stamina from 12 minutes to 10 minutes. If the Hero has this gene, **`geneBonus`**`= 1`, if not, **`geneBonus`**`= 0`.

#### Mining Jackpots

For every 15 Stamina spent by the **lead miner**, the player will receive a bonus roll with a 10% chance to unlock bonus Power Tokens. The maximum bonus is 10 Power Tokens if the wallet has at least 1,250 locked Power Tokens. This bonus scales down linearly if the wallet has less than 1,250 locked Power Tokens, and is halved if the **Lead Miner** does not have the **Mining profession gene**.

### **Item Rewards**

{% hint style="info" %}
The item drop rates below are increased by varying combinations of the Hero's **Strength** and **Endurance** stats, its **Mining skill,** and the presence of the **Mining profession gene**.
{% endhint %}

<table><thead><tr><th width="233.69851729818782">Name</th><th width="184">Base Drop Rate</th><th width="170">XP Awarded</th><th>Stamina Usage</th><th data-hidden align="center"> </th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>7.5% / 11.25% *</td><td>10 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/shvas-rune.gif" alt=""> Shvās Rune</td><td>0.3% / 1.5% *</td><td>30 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt=""> Moksha Rune</td><td>0.009% / 0.045% *</td><td>100 XP</td><td>per <strong>5</strong> Stamina</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-yellow.png" alt="Green Pet Egg"> Yellow Pet Egg</td><td>0.005%</td><td>100 XP</td><td>per <strong>10</strong> Stamina</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr></tbody></table>

\* The higher percentage applies to Heroes with the **Mining profession gene**.


# Training Quests

![Stats relating to the trainer NPC at a glance (Credit: Albus)](/files/ChohPRNdBhKtnNd6kKvM)

## Overview <a href="#overview" id="overview"></a>

Training quests are a different kind of activity that Heroes can perform. Like the [profession quests](/gameplay/quests/professions), training quests do not require equipment. However, unlike the [profession quests](/gameplay/quests/professions), they do have a chance of failure.

There are eight training quests available to heroes, each corresponding to one of the eight main stats of a Hero. These are arm wrestling (STR), darts (DEX), game of ball (AGI), dancing (END), helping the farms (VIT), alchemist assistance (INT), puzzle solving (WIS), and card game (LCK). Training quests are instantaneous quests, meaning that they require an upfront cost of stamina and result in receiving some reward after a short period of time.

Each Trainer specializes in a specific discipline (Stat). The Hero competes against the Trainer in their specific discipline. Once the Hero grows too strong in that specific stat they can surpass their Trainer and will be encouraged to seek a stronger trainer elsewhere (tier 2 training quest).

When a training attempt is successful, the Hero receives a flat amount of Gold and a roll for a [Shvās rune](/gameplay/heroes/leveling), an lesser [attunement crystal](/gameplay/items/attunement-crystals), and a Page of the Eternal Story. **NOTE:** Unsuccessful attempts do not receive any of these rolls.

Each Training Quest attempt consumes **5 stamina**. You can send up to **6 Heroes per transaction** with attempts limited only by stamina. Each Hero must be able to perform the same number of attempts when grouped.

## Reward Screen

![Quest completion, rewards and performance screen](/files/MXaph518KcUfHmKTZ1dz)

The quest completion screen will display any rewards earned ([Shvās rune](/gameplay/heroes/leveling), [lesser attunement crystals](/gameplay/items/attunement-crystals), a Page of the Eternal Story, Gold, and XP per [Hero](/gameplay/heroes)) and how many of your attempts you passed or failed, denoted by an X or a check mark.

The token rewards from Training Quests have a fixed chance to drop, but only if an attempt is successful. Below are the chances for each item to drop:

* Shvas Runes - 1%
* Lesser Attunement Crystals - 0.5%
* Pages of the Eternal Story - 0.75%

## Meet the Trainers

### Orvin - Puzzle Solving

![Stats Focus: WIS](/files/MUVV7V4gOh8AK3FDlV4h)

![](/files/roEBi8NkaVQidI2yMdM1)

### Arnold - Alchemist Assistance

![Stats Focus: INT](/files/WeGOXren3E0UaDkR7qDl)

![](/files/pimtsPtzNO8AGRGurRGz)

### Farmer Quill - Helping the Farm

![Stats Focus: VIT](/files/Snkzmf8UYIM7ghCVm1nE)

![](/files/wdfsAf18Tcbqsz3hGUNL)

### Layla - Darts

![Stats Focus: DEX](/files/d2IKHXaaS9iMuBmu6PUL)

![](/files/hNKzNcWoyX3Si6lNn2bo)

### Lucky Moe - Card Game

![Stats Focus: LCK](/files/cYktn4qLP78adwjjZz2c)

![](/files/2OZhJl6z10nuxWBBjJtP)

### Ice Reaver Zaine - Arm Wrestling

![Stats Focus: STR](/files/qz9qJWSWDfo70gGhzqC0)

![](/files/gJ8Hwe3Cgzw1SA9DO6lC)

### Isabelle - Dancing

![Stats Focus: END](/files/pvx0FtXMGQ2WVtIpvURa)

![](/files/Pi0jLBwBql6hP2XCZcXq)

### Street Kid Carlin - Game of Ball

![Stats Focus: AGI](/files/3MIi0napImgk7QztGux4)

![](/files/6HjbjdlKCIr4pHpmO8mF)


# Void Hunt: Mad Boar

**Void Hunts** are Player vs Environment (PvE) combat experiences that can be undertaken with three Heroes. Send your Combat Party into the wilderness to defeat epic beasts and earn XP, **Void Shards**, **Gaia’s Tears**, or rare equippable items. Defend the realm, join the Hunt today!

> *There have been reports of a mama boar and her piglets infected with manshroom spores terrorizing villages in the snowy cliffs above Reyalin Mountain Pass. We are calling on all able-bodied Heroes to go investigate.*

<figure><img src="/files/GVvuGgm9iWqUpsJlq7wg" alt=""><figcaption></figcaption></figure>

### Void Hunt Basics

#### Required Heroes & Level

* 3 Heroes per Hunt
* Difficulty scales from Hero Level 10+

#### Stamina Required per Attempt

Consumes 25 Stamina upon completion

#### Minimum XP Reward

* 750 XP on a successful Hunt
* 150 XP on an unsuccessful Hunt

#### Costs

* 10 CRYSTAL, 1000 Gold for an initial attempt
* 5 CRYSTAL, 500 Gold per retry

### Rewards

<table><thead><tr><th width="372.44245696361145">Name</th><th width="184">Base Drop Rate</th><th width="170">Quantity</th><th data-hidden align="center"></th></tr></thead><tbody><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/gaias-tear.png" alt="" data-size="original"> Gaia's Tear</td><td>100%</td><td>4-100</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/moksha-rune.gif" alt="" data-size="original"> Moksha Rune</td><td>5%</td><td>1-3</td><td align="center"></td></tr><tr><td><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/void.gif" alt="Green Pet Egg"> Void Shard</td><td>10%</td><td>1</td><td align="center"><img src="https://defi-kingdoms.b-cdn.net/art-assets/items/pet-egg-green.png" alt="Green Pet Egg"></td></tr><tr><td><img src="/files/HGRs0Cpx0basyX9tIhmo" alt="" data-size="original"> Mysterious Equipment Box</td><td>1%*</td><td>1</td><td align="center"></td></tr></tbody></table>

\*The drop rate of equipment is increased by the combined Luck score of your combat party's Heroes. The full formula is `1% + (0.02% * partyLCK)`.

## Void Hunt Status Effects & Keywords

{% content-ref url="/pages/TMxYNheN5KvGlzPtxtJM" %}
[Status Effects & Mechanics Glossary](/gameplay/void-hunt-mad-boar/status-effects-and-mechanics-glossary)
{% endcontent-ref %}


# Status Effects & Mechanics Glossary

The following Status Effect and Mechanics keywords may be encountered during Void Hunts.

## Status Effect Keywords

<table data-full-width="true"><thead><tr><th width="103"> </th><th width="142">Name</th><th width="413">Description</th><th> </th></tr></thead><tbody><tr><td><img src="https://lh6.googleusercontent.com/CXsDWCT-Mu8OVh5XQNb8OPZ1cT59Fca8zl1-Mf-LE9tl3g2qTRA7D9Omkiq5fepqdudAgCY90ZUIVkd3ODDYB7UGmZvlrXaIX-fbb-awC20u3L4IYEv5IJFy28HC9djnIF1Yc59kuvFyos0nzCJLj9U" alt="" data-size="line"></td><td>Amnesia X</td><td><p>Skills with Amnesia cannot be used again for X turns.<br></p><p>Cannot be cleansed.</p></td><td><img src="https://lh5.googleusercontent.com/5IwHhvdCZ08uM5XDKWmZdQ9Veb71Lc2CcTXruFp6898fvaFEYtlf9zhoCQ0V0wNMT9G1GNYI3Rohq07zuDxVpzYCdxLB9Ytk2_E-JrWnnbwYxjIu6zEkUZeC5QktQdwx77n5X5Fak9wWVleEUN4sQTA" alt=""></td></tr><tr><td><img src="https://lh3.googleusercontent.com/iZmEHZEPV9um1USy3U5D1pHvAKcj6_8wbn2s0rC-ENsPnceM7rhP1gZ3LiEnsrwQX5533OpjzhGOeAVKahKDQW7IN4c6uxHh1zmVOtHCZR1GoyzJ8x0yi5lsUdTu-O_9LsfxIq1pAohEuWtbhqxWy8E" alt="" data-size="line"></td><td>Barrier</td><td>Barriers provide a shield against damage and status effects. Barriers have their own hit points (HP) and will block all negative status effects until their HP is brought to 0 and broken.</td><td><img src="https://lh6.googleusercontent.com/mUm7MT6v3fg5RzOS-xrb9b00cQ70a6eXz7p3C1fMpMd1KrZoZsEe42JeKr-mVGp3JUWSmsozzJvyq364Kl1T8R-hmVpgUR9t9p-Zun6THue5j80hKXe2XURUhEI7faVel5RwrDN9w4vorTiMqs-KRok" alt=""></td></tr><tr><td><img src="/files/zWf4RjYG0jCm9kUk0CPp" alt="" data-size="line"></td><td>Berserk</td><td><ul><li>Combatant gains <code>20%</code> Haste and <code>+20%</code> ATTACK.</li><li>Combatant gains <code>20%</code> Haste and <code>+20%</code> ATTACK.</li><li>Combatant loses <code>25%</code> P.DEF and M.DEF.</li><li>Combatant gains a <code>10%</code> chance to inflict Berserker's Mark on target per hit for 30 ticks.</li><li>Combatant deals <code>50%</code> less damage to allies while inflicted with Berserk.</li><li>Combatant cannot be controlled and will perform Basic Attack on its turn. <code>60%</code> chance to target an enemy inflicted with Berserker's Mark. If chance fails or mark isn't present:<br><code>90%</code> chance to target a random enemy.<br><code>10%</code> chance to target a random ally.</li></ul><p></p><p>Does not stack and duration refreshes on application (if greater than current).<br>Cannot be cleansed or dispelled.<br>Berserk is removed if the target becomes Dazed, Stunned, or Exhausted.</p></td><td></td></tr><tr><td><img src="https://lh4.googleusercontent.com/FroaP2eIIehzeMrPYe80wpXjRX4pX8lGQJrXz1T5ieX907Gi1syC0cliVydLiE6c_Hol_Smcpbcdsa8_S2YWUyQEkuCi8KPZdbamSlwNnv3od1W5_0EdOEMJ1Ii1ERp7Vis3qcMbA25xqtIVJSCHkno" alt="" data-size="line"></td><td>Bleed</td><td><p>Targets inflicted with Bleed damage equal to 2% of their max HP. Bleed lasts for three turns. If inflicted while already bleeding, the duration is reset to three turns and the intensity stacks. The maximum stack size is 5, however, the duration can continue to be reset to 3 turns upon successful application.</p><p></p><p>Can be cleansed.</p></td><td><img src="https://lh5.googleusercontent.com/yMm_jBrkt83iqgAUS_C42KUvmLHigdFCIDP8w8y-t_NEDRObZg4r_xjCzV1hUNE5MsrOK11yudB-QKZqzzz2prZCLr2U5RspvG-ShJqEdkrJ9I2jQiMqpnZ5fOP6IZfbeps17HevMTYtsuAyI-RSTyI" alt=""></td></tr><tr><td><img src="/files/ZuND92VNGGSHcuDsZUOX" alt="" data-size="line"></td><td>Blind</td><td>Hero's accuracy is reduced by 25%. This status effect persists until removed.</td><td><img src="/files/otYCb3zQHH8F8ANGfA2a" alt="" data-size="original"></td></tr><tr><td><img src="/files/Lr7KPm08Ky7HnDKD9dQu" alt="" data-size="line"></td><td>Confuse</td><td><p>A confused combatant has a 50% chance to perform a basic attack targeting a random combatant (including self) instead of performing their intended action. When inflicted, the duration is randomly determined between 1 to 3 turns.</p><p></p><p>Cannot Channel while Confused.</p><p></p><p>Gain Resistance: Gain 50% Confuse resistance for 4 turns. This resistance becomes 100% for 6 turns if Confused again while this resistance is in effect.<br><br>Interrupts. Stack Limit: 1</p></td><td><img src="/files/J71x8sDVmhXOin2UScYI" alt="" data-size="original"></td></tr><tr><td><img src="https://lh3.googleusercontent.com/IvlPB5uJ92EZuJlPBnsiYXVpIrljbj6cymtQuhOWMs8Nckl6BcNPpZnpfqCI9P9s199aklfB9M3m5disM7rABJ93qcVfBBSWQpe-DA7MEyCHk9Ex9M1UGf7m86OkjB-CjFaT7xylhwF16bN9jlXVO3w" alt="" data-size="line"></td><td>Daze</td><td><p>Sets the targets turn back by 500 initiative (half of the time it takes to be able to take a turn). </p><p></p><p>Interrupts Channeling.</p><p></p><p>Cannot be cleansed.</p></td><td><img src="https://lh6.googleusercontent.com/egPztY5YLiU8SzuQGFIz1iJvYSnxe04lL12iX313itCFYL0M1koewTvVzRy3n-0ZBYiqyRVlXYxs6Q9-0scNcg9Ug--uxKMD4EbJc0uTfmEoGIgkpNnBElKgjfcd2qp3JxEI3iqnKvTaYNh4XLHfrBw" alt=""></td></tr><tr><td><img src="https://lh3.googleusercontent.com/po_Bd3pyxPe_QN-73lLjdL2iRjAQ7mKEWrAsLTPHJLOM8jWum7TdJ_aSlsEOAdM0KG_iBZmT8vvbdoaSKfumU_U61NX7TN2eTDilkYg6SNat2DNSLyeKnUtEFkA2igNtd1jKjIHOkFVrvkszSqgNmLI" alt="" data-size="line"></td><td>Exhaust</td><td><p>Exhausted Heroes have 50% slow for one turn, and cannot use any skills their next turn. Can still reposition, basic attack, or use potions.</p><p></p><p>Interrupts Channeling.</p><p></p><p>Cannot be cleansed.</p></td><td><img src="https://lh6.googleusercontent.com/T-FYv3cob2h8p_Ncbd-vPIRjcJk67PpDDXH1Q2lhO2IUFN1AyC0Bb2NOXOtprvWapbyChq_BKOpzR8zj3xaqkuxAWNP3XfyYtxuVLgWY_M-gxO2GJSesx91ip2fYXZep_wuXBgv0E9Encg_mK3im1QY" alt=""></td></tr><tr><td><img src="/files/1fCGkjaKZQZ8a7To7Ku5" alt="" data-size="line"></td><td>Fear</td><td><p>If a target is Feared, target is Pushed 1. </p><p>Target cannot perform any non-basic ability which deals Physical damage.</p><p></p><p>Gain Resistance: Gain 50% Fear resistance for 2 Turns. This resistance becomes 100% for 3 Turns if Feared again while this resistance is in effect.</p><p></p><p>Interrupts.</p></td><td><img src="/files/Stn7396dNjTwhxWvS5dz" alt="" data-size="original"></td></tr><tr><td><img src="/files/gUwDyPiXMtgFYKM98KFx" alt="" data-size="line"></td><td>Haste</td><td>Increases target's Speed. 50% Haste would result in the Hero's Speed increasing by 50%.</td><td><img src="/files/kZfE6i7WY4KdEViayl2x" alt="" data-size="original"></td></tr><tr><td><img src="https://lh5.googleusercontent.com/BbQBq-bkZJbiIx6SshlVAXCMeJfADJ5Ex_S3-P4ZGGPGPCiCe4HfW9qsswzpVCo0g33c8HqzJV3qCtKJW_ZqPkMD0pw0dxXa8dAbGuXq4_sJkFMP-Nph5LPE9NkgAbuTYefNY920MKQwwDY1uwnYWpE" alt="" data-size="line"></td><td>Intimidate</td><td>Reduces attack power of target by X% until effect wears off or is cleansed.<br><br>Gain Resistance: Gain 50% Intimidate resistance for 2 Turns. This resistance becomes 100% for 3 Turns if Intimidated again while this resistance is in effect.</td><td><img src="https://lh6.googleusercontent.com/mLJXAtJDVmrftnZxjPVtWdVggNalwqF9DuShBnpYMF2c17Jyt68VmgP0PmgHY1P1EqrPre3I9Bk9KIUGJQ3iGod7TuqaiDop4sLTBXf1VpwGfYvQWNr64bcrvyhvXhikNL6KXHyvx-CsoWhHpTe1XQE" alt=""></td></tr><tr><td><img src="/files/LXcoGOBlwq9J8RVy4Xn2" alt="" data-size="line"></td><td>Poison</td><td><p>Physical damage that accelerates over time. </p><p></p><p>Deal damage equal to <code>2%</code> of Target’s max HP every 10 ticks.</p><p></p><p>Each time the damage triggers without the poison being cured, the next poison damage dealt increases by an additional <code>2%</code> of max HP damage, up to a maximum of <code>20%</code> HP damage per trigger.</p></td><td></td></tr><tr><td></td><td>Root</td><td><p>While Rooted, a combatant cannot be pushed, pulled, or reposition, nor can they perform any action that includes them moving to a different position. </p><p></p><p>Rooted combatants also have -10% evasion.</p></td><td></td></tr><tr><td><img src="https://lh6.googleusercontent.com/vFm85U1qJtDbKDZElaE-5MSF0uRJ3uMjKZTBnXkUeWQKd2KexkAiVKVYIGPjy5iFNOH-s9vHLX3GqFh4m-4JfUV8XOJynjBOlSR8Epbi_4gtRJfetW7V0Xyi7zjRWLpZ03S_XSZ0WP5ZcIjdwXLb5es" alt="" data-size="line"></td><td>Silence</td><td><p>Prevents the use of any magical skill until the effect wears off or is cleansed. <br></p><p>Interrupts Channeling.</p></td><td><img src="https://lh6.googleusercontent.com/o0HNFdwC2wAorBEHaCn4EQuI0BAbdZVwxzYMvW8K7l2qdWYskBpuS7XnKjRKZA4VlonaFGbNT76w4jaBPQYBFtjJAJZFwRKiTWNlfBbrBy2zk0lvNAuHCZ2Zr38URT_1f7cDE9l1azUPxEW7i_4op6Y" alt=""></td></tr><tr><td><img src="/files/twFPy4YtwhYyvlkfnsf1" alt="" data-size="line"></td><td>Slow</td><td><p>Reduces current Speed by X%.</p><p>Stacks of slow add together. Maximum combined Slow on a single Hero is 70%. </p><p></p><p>Gain Resistance: Until Slowed Hero is no longer Slowed, gain 50% resistance to Slow. This resistance stacks.</p></td><td><img src="/files/2lTEC7E3pENSpiyLsH7s" alt="" data-size="original"></td></tr><tr><td><img src="https://lh5.googleusercontent.com/B-g3ZrOSvjM5JngNtwTzOr10GlGgb3ent7fbrDOXIGkuyVxm6suz7VvfTBPtmuQIfEeu_Gn89wiAp_6XF7Yf_ZB96MeZy7h-hf-onu8UphvBPFebSvTm8eSzEj3UEWFnyFdOf0HaRyxd6QMXl73xcFU" alt="" data-size="line"></td><td>Stun</td><td><p>A stunned target will skip taking any actions on its next turn.</p><p></p><p>Interrupts Channeling.</p><p></p><p>Can be cleansed.</p></td><td><img src="https://lh6.googleusercontent.com/WWDoOuRAbmrgLIy4D3K-LwQDKZX_QUN2MuoOyxanDVAaCBc_36c0jNuVG0O5quJuAxRG4R0naX8kyoz-CWL0xOtny2S9o4W4relgo-idwyhO5HE7e01tUpOEYHDC33dyz4aywwkBP3tLFiEwCaNfYfA" alt=""></td></tr><tr><td><img src="https://lh3.googleusercontent.com/V7_OMPS3QyH35fPeWjh2WLYhxlCZCvb2_8mVaZRNBhV-Pw_r1i98buLPbGmPcVwfj5SOEHmWJ7pz6nsiJ45d2WeYWMtV08HenMRwls8iBPEBX0v7RhhXcRzmm7vUv1Xsn-W1ijiwTrP8OsjSc28vByA" alt="" data-size="line"></td><td>Taunt</td><td><p>When a player uses a "Taunt" skill, the target enemy is forced to attack the Taunting Hero for a Duration of X.</p><p></p><p>The Taunted enemy MUST attack the Taunter for the Duration and can perform only actions that target the Taunter.</p><p></p><p>If a Taunted enemy is channeling while Taunted and the Taunter is not a target of the channeled skill:</p><ul><li>If the Taunter CAN be a target of the skill, the target is changed to the Taunter.</li><li>If the Taunter CANNOT be a target of the skill, the channel is interrupted.</li></ul><p>When Taunted, gain resistance: Gain +60% resistance to Taunt for a Duration of 6 turns. This resistance stacks but does not share Duration. When Taunted, gain +25% increase to damage dealt until Taunt is removed.</p><p></p><p>Taunt CANNOT be Cleansed and Purified.</p><p></p><p>Taunt has a 50% chance to be removed each time the taunted target suffers HP damage (not barrier) from any source other than the Taunter or DoT effects.<br><br>Taunt ignores Barriers, Wards, and status effect resistance from blocking.</p></td><td><img src="https://lh5.googleusercontent.com/8RnDoZ1DAKn8HKEkcrLb_G2Uo7RluoCuu0gmkkjVLF3HbLtLaKvxYn1c5RpWXQSP0p_KlAuiGHdSpueZvj4Fv9rVAjNNZ7996UD29iNXFbVUuVVG5gJuZsqmBzEIyFdowNpnSjTJGb7_ZrH568XENWE" alt=""></td></tr><tr><td><img src="https://lh3.googleusercontent.com/_HnI80O103l8_Mp2jVDcWazneBH9LUKbTqnFdMngGNT2p6ZoF4XxCEdlAiBNDqLaGl4rUpDD6jDoRwpLndV4Y6p8fpDdTRjBLTCaET2npqFw7YQg_HdeEVVKuRxeEzbtodKT8h-vbe0IEnd53JNcQN0" alt="" data-size="line"></td><td>Unstoppable</td><td>An unstoppable target cannot be pushed, pulled, or inflicted with any negative status effects.</td><td><br></td></tr></tbody></table>

## Mechanics Keywords

<table data-full-width="true"><thead><tr><th width="137.33333333333331">Name</th><th width="433">Description</th><th> </th></tr></thead><tbody><tr><td>Block</td><td>Any attack can be blocked or spell blocked. Blocking will reduce the damage of the incoming attack by 50% or more depending on equipment and skill bonuses.<br><br>The chance of being inflicted by a status effect from a blocked attack is reduced by the blocker’s damage reduction percentage for the block.</td><td><img src="https://lh5.googleusercontent.com/j9dTykSmlpyn43fv0qULWHc4WOqP_n4TdVRSBO_yVk12NQ1OluKpMMUVjK77niP1anFCZ9Njl7J5e7npb3ONqtm8RoA4n54Xj5j72kBrmmzgld0w1QOfoQpmgwF_FWjoKMZPRwhD74LjOzEiQM9uRWE" alt="" data-size="original"></td></tr><tr><td>Channel</td><td>When a target is channeling, they are put in a vulnerable state where the channel can be interrupted by various mechanics. The channel will end one or more turns later (depending on the skill) and the skill will be executed in lieu of another action being taken. </td><td><img src="https://lh3.googleusercontent.com/IIoj4_7Tn68jbGHncE5vHNj7L1V1AX4PlDbZcawo_Dx8TmcEhdeqM5tyDr0nhG-U1AkwQIuYd1b30jptUUWnDI4fwJ48NwXPiCF1WJmnNuf5NVQuByEmrVIzuRZo5zXHv9w7wKroMRIAMLPITH9HfK4" alt=""></td></tr><tr><td>Cleanse</td><td>Cleanse will cure a random negative status effect on the target. </td><td><br></td></tr><tr><td>Cleave</td><td>Attacks with Cleave hit both the target and the position immediately behind the target.</td><td></td></tr><tr><td>Combo</td><td>Some skills have combo conditions that, when met, will enhance the effects of a skill. Skills that have an available combo effect are highlighted in the UI.</td><td><img src="https://lh6.googleusercontent.com/8C_w9NaLC5Vi1Y3f6IfzfttfcSjLLbrEts_Co-R0psizWRQhsev_jB5mNiGV3r4UJQ4mgeabm264nHScBMgoMO-yHsR2C9b3Vrf4KjtJwZbJV-dO_MGmArMNQ-O0AFt9OIMD_u6Upj9YFNHcBh7ckhg" alt=""></td></tr><tr><td>Delay</td><td><p>An action that is taken on the current turn, but resolves at a defined point in the future. For example, a skill with <strong>Delay 30</strong> would resolve in 30 Ticks.</p><p></p><p>The Delay effect is shown in the Time Bar.</p></td><td></td></tr><tr><td>Pierce (X%)</td><td>Attacks with Pierce ignore X% of the target’s physical or magical defense.</td><td><br></td></tr><tr><td>Pull</td><td>Pull will move the target forward one or two positions (as indicated in the skill), and move what was in the new position into the target’s old position.<br><br>Being pulled will interrupt Channeling.</td><td><br></td></tr><tr><td>Purify</td><td>Purify cleanses all negative status effects (that can be cleansed) from target.</td><td><br></td></tr><tr><td>Push</td><td>Push will move the target back one or two positions (as indicated in the skill), and move what was in the new position into the target’s old position.<br><br>Being pushed will interrupt Channeling.</td><td><br></td></tr><tr><td>Recovery</td><td>At the start of each turn, a Hero or enemy has a small chance to self-cleanse a random status effect. The chances of this happening are tied to the vitality of the target.</td><td><br></td></tr><tr><td>Retaliate</td><td><p>For each instance this Hero receives damage, this Hero has a chance to Retaliate.</p><p>If this Hero Retaliates, this Hero performs a basic attack targeting the attacker with damage equal to Retaliate X. </p><p>Retaliate X = X*(0.5<em>*</em>ATTACK)</p><p></p><p>Instances of Retaliate are checked sequentially.</p><p>The range of a retaliatory basic attack is based on the currently equipped weapon.</p><p>For each Position outside of the weapon’s base range, add an additional Degree of Difficulty (DoD) of 20.</p><p>For instance, if the weapon's base range is 1 and the target of Retaliate is in P3, an additional DoD of 40 would be added to the attack.</p></td><td></td></tr><tr><td>Riposte</td><td><p>If target has X% Riposte, when physical damage is received, deal X% of the damage received to the attacker. </p><p></p><p>This damage cannot be Dodged or Blocked. </p><p></p><p>This damage is subject to Defense mitigation.</p></td><td></td></tr><tr><td>Stack Limit</td><td>In general, status effects may be stacked to increase their effect. However, some status effects have a stack limit.<br><br>If the stack limit is reached and a new instance of the status effect is applied, the oldest effect will be removed and replaced with the new instance.</td><td><img src="https://lh4.googleusercontent.com/cZPX_EY3CvBmxLkHcTQt-J4qip2n5IPFI97xUW7Jx1R9DfKz0rPUe1ARRcnlTjl88cRh6SpC_YhwxRltC9aAZ6EghZ1it3PGnnlNnK_XHh44iD3rz0N9qEjCrgZjWk-md3qezbDsu8ODYRmTg06dz8Y" alt=""></td></tr></tbody></table>


# Items


# Attunement Crystals

Attunement Crystals can be used during leveling at the Meditation Circle to provide an increased chance for growth in a specific stat. Only one Attunement Crystal may be used during a single leveling ritual. Attunement Crystals are consumed on use.

A special subset of Attunement Crystals, known as [Atonement Crystals](/gameplay/items/attunement-crystals/atonement-crystals), are limited-run items usually distributed to remedy bugs found during leveling.&#x20;

### Lesser Attunement Crystals

Crystals that, when used during leveling, provide +5% to the primary stat growth chance of the associated stat and +15% to the secondary stat growth chance of the associated stat.

![](/files/kisOp44WI5M299XjSqHT)**Lesser Might Crystal:** Associated with STR.&#x20;

![](/files/F2GrVAYfxRAAUwGkefBu)**Lesser Finesse Crystal:** Associated with DEX.

![](/files/1NdtmSnP8ENiKVgsbyFi)**Lesser Swiftness Crystal:** Associated with AGI.

![](/files/wpZ9TlIBZ6pvYxs52Cbe)**Lesser Vigor Crystal:** Associated with VIT.

![](/files/7MaqD9JRnlGml7PoDo8N)**Lesser Fortitude Crystal:** Associated with END.

![](/files/Hw7oHVNOTwaYRMvUeN5Y)**Lesser Wit Crystal:** Associated with INT.

![](/files/2Sfa5RKKooxFbt8GbWLu)**Lesser Insight Crystal:** Associated with WIS.

![](/files/51dlDOmiFUzHl7TEDx1e)**Lesser Fortune Crystal:** Associated with LCK.

![](https://defi-kingdoms.b-cdn.net/art-assets/items/chaos-crystal-lesser.gif)**Lesser Chaos Crystal:** Chooses a random stat when used.

### Attunement Crystals

Crystals that, when used during leveling, provide +10% to the primary stat growth chance of the associated stat and +30% to the secondary stat growth chance of the associated stat.

![](/files/d2OwkIMUyzE1rVYLT68Y)**Might Crystal:** Associated with STR.&#x20;

![](/files/IBQTOHQyZuFbmUtms3Zd)**Finesse Crystal:** Associated with DEX.

![](/files/NTFHgaV4bsKZzGYhsWLK)**Swiftness Crystal:** Associated with AGI.

![](/files/LxOsHZU7noqwdbblgaxm)**Vigor Crystal:** Associated with VIT.

![](/files/II4mMyYTm9pjsOa3nHis)**Fortitude Crystal:** Associated with END.

![](/files/nhKBHDaI07yDS4A36LBA)**Wit Crystal:** Associated with INT.

![](/files/xPVVFFd32mwBZjm32ytU)**Insight Crystal:** Associated with WIS.

![](/files/qmf3lob6BOR3eI1GfhWW)**Fortune Crystal:** Associated with LCK.

![](https://defi-kingdoms.b-cdn.net/art-assets/items/chaos-crystal.gif)**Chaos Crystal:** Chooses a random stat when used.

### Greater Attunement Crystals

Crystals that, when used during leveling, provide +15% to the primary stat growth chance of the associated stat and +45% to the secondary stat growth chance of the associated stat.

![](/files/iwIL6tmmAdA9RsPsIPdn)**Greater Might Crystal:** Associated with STR.&#x20;

![](/files/SzIbgykFH1jiDRzxYEaZ)**Greater Finesse Crystal:** Associated with DEX.

![](/files/obWV7f42V5rnBFB14ryr)**Greater Swiftness Crystal:** Associated with AGI.

![](/files/x2RM5ArZvvVIUtNuJiEJ)**Greater Vigor Crystal:** Associated with VIT.

![](/files/dwuSbYfMyN5fnxUFf0Uk)**Greater Fortitude Crystal:** Associated with END.

![](/files/GofXAplcdyupwxw6sNod)**Greater Wit Crystal:** Associated with INT.

![](/files/OIRbh6ak66zQUVJ338TO)**Greater Insight Crystal:** Associated with WIS.

![](/files/rVl6ZCEVIWfyM2AEYvnw)**Greater Fortune Crystal:** Associated with LCK.

![](https://defi-kingdoms.b-cdn.net/art-assets/items/chaos-crystal-greater.gif)**Greater Chaos Crystal:** Chooses a random stat when used.


# Atonement Crystals

A one-stop shop for info on Atonement Crystals

**Atonement Crystals** are an item created to make players whole if and when bugs are found in the leveling process that impact Hero stat gains. Atonement Crystals are provided by airdrop to players who owned impacted Heroes the time that they were leveled, even if that Hero has since been sold or transferred.

Atonement Crystals are, functionally, a subset of [Attunement Crystals](/gameplay/items/attunement-crystals). Only one Atonement or Attunement Crystal may be used per leveling ritual.

Additionally, Heroes may only use each type of Atonement Crystal once.

Below is a summary of the Atonement Crystals that have been issued to date.

### ![](/files/PTaQWcspLQgVG31rM403)Lesser Atonement Crystal

The Lesser Atonement Crystal provides a +15 bonus to HP to any Hero that uses it while leveling up. This type of crystal can only be used once per Hero.&#x20;

* These items were distributed to players who leveled up their Heroes between December 10, 2021 and December 30, 2021 *and* received the regular HP bonus prior to a bug fix for an issue where the HP bonus acquired from VIT was being improperly calculated. These items were airdropped on 2/2/2022.

### ![](/files/gwhGKAQ4ZLyOOVAARvJv)Atonement Crystal

The Atonement Crystal provides a +35 bonus to HP and +10 bonus to MP to any Hero that uses it while leveling up. This type of crystal can only be used once per Hero.&#x20;

* These items were distributed to players who leveled up Heroes between December 8, 2021 and December 10, 2021, when a bug fix was pushed for an issue that guaranteed only small HP and MP gains. These items were airdropped on 2/2/2022.

### ![](/files/ldwR0RLKrOFnAaONpKm2)Greater Atonement Crystal

The Greater Atonement Crystal provides a +1 bonus to two different random stats, and +1% to the primary growth values and +2% to the secondary growth values of those two selected stats. This type of crystal can only be used once per Hero.&#x20;

* As a one-time reward, these items were airdropped on 2/7/22 to participants in the DFK Transaction Tracker bounty.&#x20;
* They were also distributed to players who summoned Heroes before 5/5/22 using the Gaia's Tears Summoning Bonus. These items were airdropped on 11/2/22.


# Enhancement Stones

Enhancement Stones can be used during Summoning to provide a permanent bonus to a single stat, along with increases to that stat's primary and secondary growth chances on leveling. Only one Enhancement Stone may be used during a single Summoning ritual.

### Lesser Enhancement Stones

Stones that, when used during Summoning, provide the following bonuses to the associated stat: +4 bonus to the stat, +3% bonus to the primary stat growth chance of the stat, +5% bonus to the secondary growth chance of the stat.&#x20;

![](/files/id9ZQDODlhmMYDEyC46i)**Lesser Might Stone:** Associated with STR.&#x20;

![](/files/dcBWxHsiq7A03Cfuw2zO)**Lesser Finesse Stone:** Associated with DEX.

![](/files/H9ql8E6NFqP4WWKAeBEn)**Lesser Swiftness Stone:** Associated with AGI.

![](/files/IIyn9XroAIGAzOhE6WCk)**Lesser Vigor Stone:** Associated with VIT.

![](/files/wb97VySLLwgmHwjMt5xV)**Lesser Fortitude Stone:** Associated with END.

![](/files/6PKdJJUaaJdIMI27zbq8)**Lesser Wit Stone:** Associated with INT.

![](/files/0TCcDZGz67qtpfKZBw6R)**Lesser Insight Stone:** Associated with WIS.

![](/files/5mSRYJDWOIadgysrq75H)**Lesser Fortune Stone:** Associated with LCK.

![](/files/wbQ3UuoYrSQSjvFzxr4h)**Lesser Chaos Stone:** Applies bonuses to a randomly selected stat.

### **Enhancement Stones**

Stones that, when used during Summoning, provide the following bonuses to the associated stat: +6 bonus to the stat, +5% bonus to the primary stat growth chance of the stat, +13% bonus to the secondary growth chance of the stat.&#x20;

![](/files/Or9fBUO9WaSVRWlCK11c)**Might Stone:** Associated with STR.

![](/files/QWGbqeaTvI1uXahBRYAN)**Finesse Stone:** Associated with DEX.

![](/files/yStGc5PzTjlhzejaqc8o)**Swiftness Stone:** Associated with AGI.

![](/files/VEfaxRkJLf06tn53QQXk)**Vigor Stone:** Associated with VIT.

![](/files/W5zjzu8Vi3Kh2NJW4Fr1)**Fortitude Stone:** Associated with END.

![](/files/dZKww0tHfN6cV1Bn3gxp)**Wit Stone:** Associated with INT.

![](/files/yAcgRjZqfYmfyyRzmjY3)**Insight Stone:** Associated with WIS.

![](/files/pNaV9shiAUjopMjum7Uy)**Fortune Stone:** Associated with LCK.

![](/files/G1BkOjDS4YVBcNQ3EM23)**Chaos Stone:** Applies bonuses to a randomly selected stat.

### **Greater Enhancement Stones**

Stones that, when used during Summoning, provide the following bonuses to the associated stat: +8 bonus to the stat, +7% bonus to the primary stat growth chance of the stat, +21% bonus to the secondary growth chance of the stat.&#x20;

![](/files/dxvvRCPtaOqdg9vdjxSC)**Greater Might Stone:** Associated with STR.

![](/files/NWzcDf8JoExWybmrjGWW)**Greater Finesse Stone:** Associated with DEX.

![](/files/1vFB7dlEHwb8pC7WjsDJ)**Greater Swiftness Stone:** Associated with AGI.

![](/files/piRH5bbEvOecHg8R3eot)**Greater Vigor Stone:** Associated with VIT.

![](/files/cD2ZMb76pqs5d8DqQQl1)**Greater Fortitude Stone:** Associated with END.

![](/files/CJccKtlC3ma8ohR1yBiA)**Greater Wit Stone:** Associated with INT.

![](/files/TfaybokUuWxDW410Lhei)**Greater Insight Stone:** Associated with WIS.

![](/files/NDxHGMk6OoixS2ie88zI)**Greater Fortune Stone:** Associated with LCK.

![](/files/t6yQDiIDGhTqwNp89hzF)**Greater Chaos Stone:** Applies bonuses to a randomly selected stat.


# Locations


# Jeweler

The **Jeweler** zone allows players to [stake JEWEL tokens](/how-defi-kingdoms-works/the-jeweler) for rewards that come through fee distribution. It is also the place to manage locked Power Tokens, claim vesting and unlocked JEWEL and Power Tokens, and manage [Power-Ups](/how-defi-kingdoms-works/the-jeweler/power-ups).

The following interactable NPCs are available in the Jeweler zone in each realm:

### Crystalvale

<table><thead><tr><th width="116.33333333333331"> </th><th width="236">Name</th><th>Function(s)</th></tr></thead><tbody><tr><td><img src="/files/kf9lDVkCEX1TbWiTLH7f" alt=""></td><td><strong>Thorstein Silvertongue</strong><br>Welcome</td><td><ul><li>Information about notable NPCs</li><li>Link to these Docs</li></ul></td></tr><tr><td><img src="/files/gBOvwvLPPIorUpdCZxbP" alt=""></td><td><strong>Soren the Tall</strong><br>Jeweler</td><td><ul><li><a href="/pages/PP5DaNdwMJ4SNzDJSeTw">Stake JEWEL</a> &#x26; claim rewards</li><li>Claim <a href="/pages/UHygLdYxm9yd0Cu0IseL#vesting-jewel">Vesting JEWEL</a></li><li>Claim <a href="/pages/b5xxGJgHnY3RWN5qIhfI#allocations">Locked CRYSTAL</a></li><li><a href="/pages/nT3Huv5LUH3rIa7pXa7P#locking">Unlock CRYSTAL</a></li><li>Manage xCRYSTAL (<a href="/pages/PP5DaNdwMJ4SNzDJSeTw#jeweler-1.0">Jeweler 1.0</a>)</li></ul></td></tr><tr><td><img src="/files/M4Abg5bmMlRUbnQHX679" alt=""></td><td><p><strong>Dorarulir Gemmaster</strong></p><p>Manager</p></td><td><ul><li><a href="/pages/nT3Huv5LUH3rIa7pXa7P#transferring-locked-crystal">Transfer locked CRYSTAL</a> to another wallet</li><li>Allow incoming locked CRYSTAL transfer</li></ul></td></tr><tr><td><img src="/files/wPFDlN8uTfsyCUgaVsC3" alt=""></td><td><strong>Durnan Gearspinner</strong><br>Power-Ups</td><td><ul><li>Manage <a href="/pages/NNjwSCdQOkua8V9YruoH">Power-Up</a> subscriptions</li></ul></td></tr><tr><td><img src="/files/uuCCGmXWxcAA6lPolamw" alt=""></td><td><strong>Lemira</strong><br>Tafl Match</td><td><ul><li>Start and Complete "Tafl Match" (Intelligence) <a href="/pages/kN6ICMtMeQ8GI6eE3kT9">Training Quest</a></li></ul></td></tr></tbody></table>

### Serendale

<table><thead><tr><th width="116.33333333333331"> </th><th width="236">Name</th><th>Function(s)</th></tr></thead><tbody><tr><td><img src="/files/38aNigWAMeWCNr462OM2" alt=""></td><td><strong>Jeweler Micah</strong><br>Welcome</td><td><ul><li>Information about notable NPCs</li><li>Link to these Docs</li></ul></td></tr><tr><td><img src="/files/1Yey24soeUwDgm5RVZ0i" alt=""></td><td><strong>Jeweler Ian</strong><br>Jeweler</td><td><ul><li><a href="/pages/PP5DaNdwMJ4SNzDJSeTw">Stake JEWEL</a> &#x26; claim rewards</li><li>Claim <a href="/pages/79blmC7Cz0TAV1uJ7Y10#token-allocations">Liquid JADE</a></li><li>Claim <a href="/pages/79blmC7Cz0TAV1uJ7Y10#token-allocations">Vesting JADE</a></li><li>Claim <a href="/pages/79blmC7Cz0TAV1uJ7Y10#token-allocations">Locked JADE</a></li><li><a href="/pages/FIG0X20JVB6X0tcBcqKq#locking">Unlock JADE</a></li></ul></td></tr><tr><td><img src="/files/lxf8kEDRboVwkRlONwXW" alt=""></td><td><p><strong>Manager Greg</strong></p><p>Manager</p></td><td><ul><li><a href="/pages/FIG0X20JVB6X0tcBcqKq#transferring-locked-jade">Transfer locked JADE</a> to another wallet</li><li>Allow incoming locked JADE transfer</li></ul></td></tr><tr><td><img src="/files/6Jsfx5mced7avicWnxH8" alt=""></td><td><strong>Wizzle von Sniksnak</strong><br>Power-Ups</td><td><ul><li>Manage <a href="/pages/NNjwSCdQOkua8V9YruoH">Power-Up</a> subscriptions</li></ul></td></tr></tbody></table>


# Marketplace

The **Marketplace** is the center of commerce in DeFi Kingdoms. **Trader Matoya** is the face of our **DEX**, where players can trade tokens on the Harmony blockchain. Almost all new players will visit Matoya to exchange other tokens for **JEWEL**, and players will often trade tokens to make **seeds** or to facilitate a multitude of investment strategies.

Speaking of **seeds**, **Druid Lazarus** is found in the Marketplace as well. He assists with making seeds (LP tokens) that represent a share in a liquidity pool. These seeds can then be planted in the Gardens to start earning rewards from **incentivized liquidity pools**. A list of incentivized pools, their reward allocation, and their balances is found in the Gardens at the **Seed Box**, so players will often move back and forth between the Gardens and Marketplace as they decide which specific gardens to invest in, trade tokens, buy seeds, and deposit them in the seed box.\
\
Additionally, the Marketplace hosts **Trader Zada**, who is always willing to purchase many of the items earned through [Professions Quests](/gameplay/quests/professions), which he pays for in **gold**. He also sells items for gold, including the **Golden Egg**, one of several types of eggs that will be able to hatch **pet** NFTs. The items that Zada pays gold for can also be swapped with Trader Matoya, so make sure that you choose the option that best fits your goals!

There are also two other NPCs in the Marketplace. **Crier Milo** will show the most recent version of the weekly DeFi Kingdoms newsletter, and **Stylist Sandra** allows players to change their profile picture to a standard picture, a portrait of a Hero that they own, or a Bored Apes Yacht Club NFT.


# Portal

The sacred **Portal** is the location where new [Heroes](/gameplay/heroes) are **Summoned** from Gaia's Inner Grove.

![The Summoning Portal](/files/t8DegTDRt3XrjEx99uQN)

[Summoning](/gameplay/heroes/summoning) requires two Heroes, whose genetics impact what kind of new Hero will emerge. The class and subclass of both these Heroes, along with their [stats](/gameplay/heroes/stats), [rarity](/gameplay/heroes/rarity), and main [profession](/gameplay/quests/professions) are passed to the new Hero, although mutations can occur that lead to unexpected results!

In order to Summon, you must own at least one Hero. The second can be rented from another player, or it can be another Hero that you own. The **Arch Druid**'s interface allows you to select these Heroes, as well as to spend additional resources to increase the stats of the new Hero (only available when the Summoning Heroes are higher level).

![Summoning Menu](/files/R8QdrRBmr26kIUNQtozH)

The cost of Summoning is determined by the generation of the Summoning Hero, along with how many times it's Summoned before. Additionally, the minimum number of **Gaia's Tears** is determined by the rank of the Summoning Heroes. Summoning costs increase for higher generations and with each Summon that an individual Hero has performed.

Once the Heroes are selected and any additional Tears or **Enhancement Stones** have been added, the Arch Druid will provide an **Infused Crystal** which you can take to the **Summoner** to open. Once you open the Crystal, you can view your new Hero in all its glory!

You should be aware that all Heroes have a Summoning limit, except for gen0 Heroes. Additionally, Heroes have a cooldown after Summoning that increases with each successive Summon. Further details on Summoning including cost breakdowns, class trees, and rarity chances can be found on the main [Summoning](/gameplay/heroes/summoning) topic page.


# Tavern

The **Tavern** is the place to visit if you want to **purchase** or **sell** Heroes, **rent** your Hero for Summoning, **send** a Hero to a friend, or view the **Hero Catalog**.

![The Scarlet Hearth Tavern](/files/3nnDoAgr82YufhPEMxw0)

Barkeep Kessing allows you to view an individual Hero by Hero # or to view the full Hero Catalog. Additionally, he hosts a **Send Hero** function that allows you to send a Hero directly to an 0x address, provided that address has a DeFi Kingdoms profile associated with it.

Agent Selina hosts the **Buy Hero** and **Sell Hero** functions, which allow players to place their Heroes up for sale and to purchase those Heroes that others have on offer. All sales are final, so it's imperative that you double check which Heroes you are placing up for sale and the price that you're comfortable accepting.&#x20;

In addition, Agent Selina has a List Hero for Hire option, which allows players to rent out their Heroes to be used in [Summoning](/gameplay/heroes/summoning). As an additional note, if you wish to rent a Hero to use in your own Summoning, you do so through the menu in the [Portal](/gameplay/locations/portal).&#x20;

All of these Hero menus include a variety of filters to make it easier to find the exact type of Hero that you're looking for.


# Pets

Heroes can sometimes find eggs on their quests. Pets are an NFT that can be hatched from pet eggs. These pets can accompany Heroes on their adventures.

To hatch a pet, players must bring their eggs to the Hatchery. The costs for hatching an egg are both time, some in-game resources, and JEWEL. Three different price options will be offered to players. The options provide a decreased incubation time, and better chances at getting shiny and higher rarity pets. Some costs are egg-type dependent.&#x20;

![](/files/il3yphcIIfXKMQhR7qbl)

See the breakdown below for details:

**Price Tier Dependent Costs**

| **Price Tier**        | **JEWEL Cost** | **Gold Cost** | **Gaia’s Tear Cost** | **Incubation Time** | **Shiny Chance** |
| --------------------- | -------------- | ------------- | -------------------- | ------------------- | ---------------- |
| Small (Gaia’s Favor)  | 1              | 50            | 200                  | 168 hours           | 1%               |
| Medium (Gaia’s Grace) | 10             | 500           | 200                  | 24 hours            | 10%              |
| Large (Gaia’s Boon)   | 50             | 5000          | 200                  | 20 seconds          | 100%             |

**Egg Type Dependent Costs (does not change with price tier)**

| **Egg Type** | **Material 1** | **Qty** | **Material 2** | **Qty** |
| ------------ | -------------- | ------- | -------------- | ------- |
| Blue         | Lantern-Eye    | 50      | Ironscale      | 50      |
| Grey         | Rockroot       | 45      | Darkweed       | 35      |

&#x20;

![](/files/M3H0PwwDBWoh9rMmWpIK)

Once a pet has hatched, your pet card will show you all the information you need to know about your new Pet. Be sure to note:

* Rarity — signified by the gem in the top right corner and noted on the back of the Pet card
* Element — the symbol above the rarity gem and noted on the back of the Pet card. A Pet’s Element determines what kind of crafting bonus, if any, the Pet will receive.
* Season — noted on the back of the Pet card.&#x20;
* Bonuses — Every Pet will receive up to three Bonuses, one each for Profession, Crafting, and Combat. **All Pets will receive a Profession bonus,** determined by the color of egg that they hatch from. The specific details of each bonus will be revealed as the features go live.
* Bonus Rarity — Each Pet Bonus also has its own rarity, including 1-Star (Common), 2-Star (Rare), and 3-Star (Mythic). Rarer bonuses will have more powerful effects!

Pets can be bought and sold via the Hatchery.&#x20;


# Events


# The Perilous Journey

All about the Perilous Journey

The Perilous Journey is an optional quest that players may send their Heroes on in anticipation of the DeFi Kingdoms: Crystalvale announcement.&#x20;

This quest is designed to be incredibly high risk for Heroes, and many of the Heroes will be burned. Burning means that they are moved to an inaccessible wallet; they will be dead for all intents and purposes. Because of this, we want players to be very careful about their decision to risk their Heroes and very clear about the risks and reward structure. Once Heroes are committed to the Journey, they **cannot be removed.** Heroes will be **inaccessible** from the time that they are pledged to the Journey until March 16, 2022 at 1400 EDT, when the Journey is complete.

This quest does not involve any bridging. All rewards except CRYSTAL for survivors will be distributed in Serendale on Harmony, and all surviving Heroes will return there upon the completion of the Journey. CRYSTAL rewards will be distributed in Crystalvale, so they will be inaccessible until the launch of DeFi Kingdoms: Crystalvale at which point an in-game mechanic will assist with RPC configuration and allow players to access the expansion, bridge JEWEL if they desire, and access their rewards.&#x20;

An **increase** in the number of gen0 Heroes to be given in each reward raffle was announced on February 28, 2022 during the weekly AMA.

**The information that follows is an in-depth look at the formulas behind survival and rewards. However, you will be able to view the exact survival chance and potential rewards for each of your Heroes when speaking to the quest NPC and queuing for the quest.**&#x20;

### **Dates and Times**

Journey becomes available: March 2, 2022 during the weekly patch

Journey registration closes: March 7, 2022 at 1400 EST

Journey is complete and NFTs/rewards are available to claim: March 16, 2022 at 1400 EDT

Reward claim deadline: March 21, 2022 at 1400 EDT

Players may complete the quest after the deadline, but they will receive the JEWEL reward as opposed to the CRYSTAL airdrop, even if their Heroes survive. Heroes that are unclaimed at the deadline will be counted as dead for the purpose of the gen0 raffle. Additionally, the deadline for applying the stat bonuses is April 4, 2022 at 1400 EDT.

### Survival Chance

An individual Hero's chance of survival is determined by their level, rank, and rarity. Level is found directly on the Hero card; Heroes level up by gaining experience and then going to the Meditation Circle.&#x20;

Rarity is indicated by the color of the Hero card and the icon in the center of the card (which displays the rarity on mouseover). Rarity ranges from Common to Mythic.

Rank refers to where on the Summoning chart Heroes fall:&#x20;

![ Summoning Chart](/files/SxMvhy6wwiT2KNb2hKOe)

The formula for Hero survival is:

survivalChance = 34 + level + rarity \* (2 + rarity) + 2 \* rank \* (1 + rank) *where*

&#x20;    rarity = 0 for Common, 1 for Uncommon, 2 for Rare, 3 for Legendary, 4 for Mythic *and*

&#x20;    rank = 0 for Basic, 1 for Advanced, 2 for Elite, 3 for Exalted

Additionally, players will have the option to group their Heroes together, under the leadership of a gen0 Hero. gen0 Heroes cannot die, but they'll receive no material rewards other than the achievement for survival, a full XP bar, and access to any quests that require that achievement. gen0 Heroes will add 3% to the survival chance of all Heroes in their group, and they may add up to 5 other Heroes into their group to provide that bonus to. Only one gen0 will be allowed per group. There is no benefit to grouping Heroes other than to receive this gen0 survival chance boost.

### Survival Chance Charts

The survival chance for each Hero is calculated individually. The following charts don't account for every Hero, but can be used for easy guidance to understand the variability between Heroes based on level, rank, and rarity.

![Survival Chance](/files/Mlnrfr0TcoEMX2JpP01h)

### Survival Rewards

Survivors receive a variety of rewards:

* A boost of +5 to any three stats chosen by their owner (not stackable)
* Enough experience to fill their experience bar
* A survival achievement which will unlock specific quests in the future
* Access to a selection of land tournaments only accessible to Perilous Journey survivors
* Entries into a raffle for 100 Crystalvale gen0 Heroes (formula below)
* An airdrop of CRYSTAL when Crystalvale launches (formula below)

Raffle entries are determined by this formula:

entries = level + (2 \* rarity) + (2 \* rank) *where*

&#x20;    rarity = 0 for Common, 1 for Uncommon, 2 for Rare, 3 for Legendary, 4 for Mythic *and*

&#x20;    rank = 0 for Basic, 1 for Advanced, 2 for Elite, 3 for Exalted

To discourage multi-walleting, wallets that have more than one Hero survive will receive additional raffle entries. The bonus entries received is equal to the total base number of entries received divided by three (rounded down), plus the total number of heroes that survived in the wallet. Each wallet may only win once per raffle.

CRYSTAL airdrop amounts are impacted by level, rarity, and rank. The table below is for reference, and you will note that the growth per level is linear: 1 CRYSTAL per level. So, when determining rewards for each individual Hero, just find the closest on the chart and add or subtract 1 CRYSTAL per level to match your Hero's stats.

![CRYSTAL Rewards](/files/Zcki3c22oiN0rVD9KBhG)

### Death Rewards

The owners of Heroes who die will receive:

* A payout in JEWEL based on level, rank, and rarity
* A selection of runes based on level
* Enhancement stones and attunement crystals based on the stat array, rank, and rarity of the dead Heroes
* Entries into a separate raffle for 100 Crystalvale gen0 Heroes

JEWEL payout is according to the table below. You will note that the growth per level is linear: .2 JEWEL per level. So, when determining rewards for each individual Hero, just find the closest on the chart and add or subtract .2 JEWEL per level to match your Hero's stats.

![JEWEL Rewards](/files/cPSt7CcvVC2Mk4pOBWjg)

Rune rewards are determined according to the table below. Note that this is the first opportunity to receive Moksha runes.

![Rune Rewards](/files/esBjRyyiT1l4LjjtAHIi)

[Enhancement Stones](/gameplay/items/enhancement-stones) and [Attunement Crystals](/gameplay/items/attunement-crystals) are awarded based on the rank and rarity of the hero, as seen in the table below. The type of enhancement stones and attunement crystals received are determined based on the highest one or two stats (depending on rank) of the burned hero. In case of ties for highest stat, primary and secondary growth percentages are used as tiebreakers.

![Enhancement Stone and Attunement Crystal Rewards](/files/vcoHc2qIsNS8uF9SkQth)

Raffle entries are determined by this formula:

entries = level + (2 \* rarity) + (2 \* rank) *where*

&#x20;    rarity = 0 for Common, 1 for Uncommon, 2 for Rare, 3 for Legendary, 4 for Mythic *and*

&#x20;    rank = 0 for Basic, 1 for Advanced, 2 for Elite, 3 for Exalted

To discourage multi-walleting, wallets that have more than one Hero die will receive additional raffle entries. The bonus entries received is equal to the total base number of entries received divided by three (rounded down), plus the total number of heroes that died in the wallet. Each wallet may only win once per raffle.


# Adelyn's Reawakening

All about Gen0 Gene Rerolling

Adelyn’s Reawakening is a limited time event that allows owners of Gen0 Heroes to “reroll” some of their Heroes’ genes. This is being done to ensure that the new basic genes introduced with Serendale relaunch have a similar rarity and distribution among the Gen0 population compared to the existing 10 sets of basic genes.&#x20;

Original & Crystalvale Gen0 holders will be given an opportunity to reroll some of their genes, with the newest genes being possible options. Players will have one month to take advantage of this opportunity in Crystalvale, and will be eligible to receive a series of rewards by participating.

Rewards are provided during the reroll process, and will no longer be available when the event ends.

### **Timing and Location**

**Event begins:** December 7, 2022 at 4pm EST

**Event ends:** January 7, 2023 at 11:59pm EST

Adelyn's Reawakening will take place in **Crystalvale** only. Visit Arch Druid Zagreb at the Portal to get started.

### **Gene Rerolling**

While Adelyn's Reawakening is live, players will have the option to select a Gen0 Hero to reroll. The following gene reroll choices are available:

1. Reroll Game Genes&#x20;
2. Reroll Appearance Genes
3. Reroll Game and Appearance Genes

Only one of these actions may be selected per Gen0 Hero. The following genes will be rerolled based on the selection made:

#### **Game Genes**

* Main class recessive genes
* Subclass dominant and recessive genes

#### **Appearance Genes**

* Hair style dominant and recessive genes
* Hair color dominant and recessive genes
* Head appendage dominant and recessive genes
* Head appendage color dominant and recessive genes
* Back appendage dominant and recessive genes
* Back appendage color dominant and recessive genes

![Visual Gene Reroll Possibilities](/files/Cg8S80RjRP61RlTekjlT)

### **Rewards**

Each of the three reroll options provide a number of rewards, with the greatest rewards coming from rerolling both Game and Appearance genes. Rewards include experience bonuses, stat bonuses, bonus items, an effective summon reset, and achievement rewards. The rewards as they relate to the three options available are detailed in the table below:

<figure><img src="/files/b72ZRZlLSbxlH2g2t2l6" alt=""><figcaption></figcaption></figure>

Rerolling your Gen0 Hero’s genes will help balance the gene pool and kickstart the appearance of new genes across all DeFi Kingdoms realms.


# Combat

Details about the DeFi Kingdoms Hero Combat System

This page details information about the upcoming DeFi Kingdoms Hero combat system that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page subject to change.

*Last Update: 3/26/2025*
{% endhint %}

## Combat Keywords

**Keywords** have set meanings and impacts on Combat. They define various portions of actions that can be taken and the effects of **Abilities**. The Keyword itself is used as a shorthand to reference its definition.

<table><thead><tr><th width="177">Keyword</th><th>Definition</th></tr></thead><tbody><tr><td>Action</td><td>A Basic Attack, using an Ability, using a Trait, using an Item, or Repositioning.</td></tr><tr><td>Amnesia X</td><td><p>Skills with Amnesia cannot be used again for X turns.</p><p>Cannot be cleansed.</p></td></tr><tr><td>AOE</td><td>Deal damage to enemies in Position 1, Position 2, and Position 3.</td></tr><tr><td>Backfire</td><td><p>If target received Magical damage, mitigate X% of that damage.</p><p>The source of the damage receives damage equal to the mitigated value.</p></td></tr><tr><td>Banish</td><td><p>Target is removed from the battlefield.</p><p>Target cannot attack or cast an ability.</p><p>Neither ally nor enemy abilities or basic attacks can target this target.</p><p>Interrupts.</p></td></tr><tr><td>Barrier</td><td>Barriers provide a shield against damage and status effects. Barriers have their own hit points (HP) and will block all negative status effects until their HP is brought to 0 and broken.</td></tr><tr><td>Battle</td><td>A complete PVP/PVE instance.</td></tr><tr><td>Berserk</td><td><ul><li>Combatant gains <code>20%</code> Haste and <code>+20%</code> ATTACK.</li><li>Combatant loses <code>25%</code> P.DEF and M.DEF.</li><li>Combatant gains a <code>10%</code> chance to inflict Berserker's Mark on target per hit for 30 ticks.</li><li>Combatant deals <code>50%</code> less damage to allies while inflicted with Berserk.</li><li>Combatant cannot be controlled and will perform Basic Attack on its turn. <code>60%</code> chance to target an enemy inflicted with Berserker's Mark. If chance fails or mark isn't present:<br><code>90%</code> chance to target a random enemy.<br><code>10%</code> chance to target a random ally.</li></ul><p></p><p>Does not stack and duration refreshes on application (if greater than current).<br>Cannot be cleansed or dispelled.<br>Berserk is removed if the target becomes Dazed, Stunned, or Exhausted.</p></td></tr><tr><td>Bleed</td><td><p>Targets inflicted with Bleed damage equal to 2% of their max HP. Bleed lasts for three turns. If inflicted while already bleeding, the duration is reset to three turns and the intensity stacks. The maximum stack size is 5, however, the duration can continue to be reset to 3 turns upon successful application.</p><p>Can be cleansed.</p></td></tr><tr><td>Blind</td><td><p>Hero's accuracy is reduced by 25%.</p><p>This status effect persists until removed.</p></td></tr><tr><td>Block</td><td><p>Negates incoming damage from a Hit.</p><p>If an attack has achieved a Hit via Accuracy check, the Block instance reduces that damage to 0%.</p></td></tr><tr><td>Burn</td><td>Magical damage that persists over additional Rounds after initial damage instance.</td></tr><tr><td>Channel</td><td>A Hero casts a spell so powerful that it requires a full turn (or more) to charge prior to casting the spell.</td></tr><tr><td>Cleanse</td><td>Removes a random negative status effect from the target.</td></tr><tr><td>Cleave</td><td>Attacks with Cleave hit both the target and the position immediately behind the target.</td></tr><tr><td>Combo</td><td>If a prerequisite action is achieved, a special buff or action can take place upon casting an ability with COMBO.</td></tr><tr><td>Confuse</td><td><p>A confused combatant has a 50% chance to perform a basic attack targeting a random combatant (including self) instead of performing their intended action. When inflicted, the duration is randomly determined between 1 to 3 turns.</p><p></p><p>Cannot Channel while Confused.</p><p></p><p>Gain Resistance: Gain 50% Confuse resistance for 4 turns. This resistance becomes 100% for 6 turns if Confused again while this resistance is in effect.<br><br>Interrupts. Stack Limit: 1</p></td></tr><tr><td>Daze</td><td><p>Sets the targets turn back by 500 initiative (half of the time it takes to be able to take a turn).</p><p>Interrupts Channeling.</p><p>Cannot be cleansed.</p></td></tr><tr><td>Degree of Difficulty</td><td>An ability so complex that its difficulty results in decreased accuracy.</td></tr><tr><td>Disarm</td><td><p>Target is unable to Basic Attack or cast an Ability this Round.</p><p>Interrupts.</p></td></tr><tr><td>Ethereal</td><td>Target cannot be moved, can only cast Magical Abilities and receive only Magic damage.</td></tr><tr><td>Execute</td><td>When a target has less than X% of remaining HP, kill target.</td></tr><tr><td>Exhaust</td><td><p>Exhausted Heroes have 50% slow for one turn, and cannot use any skills their next turn. Can still reposition, basic attack, or use potions.</p><p>Interrupts Channeling.</p><p>Cannot be cleansed.</p><p>Base Duration of 1.</p></td></tr><tr><td>Evasion</td><td><p>EVA creates a chance for target to avoid an incoming attack, whether it be Magic or Physical.</p><p>A 50% EVA would reduce the incoming accuracy of an attack by 50%.</p></td></tr><tr><td>Fear</td><td><p>If a target is Feared, target is Pushed 1.</p><p>Target cannot perform any non-basic ability which deals Physical damage.</p><p>Gain Resistance: Gain 50% Fear resistance for 2 Turns. This resistance becomes 100% for 3 Turns if Feared again while this resistance is in effect.</p><p>Interrupts.</p></td></tr><tr><td>First Strike</td><td><p>Target acts first next Round.</p><p>If more than one target has First Strike, the target with the highest AGI acts first.</p></td></tr><tr><td>Haste</td><td>Increases target's Speed. 50% Haste would result in the Hero's Speed increasing by 50%.</td></tr><tr><td>Interrupt</td><td>An ability that stops a target from Channeling an Ability and resets the Ability and Mana cost.</td></tr><tr><td>Intimidate</td><td>Reduces attack power of target by X% until effect wears off or is cleansed.<br><br>Gain Resistance: Gain 50% Intimidate resistance for 2 Turns. This resistance becomes 100% for 3 Turns if Intimidated again while this resistance is in effect.</td></tr><tr><td>Item</td><td>A non-weapon physical object usable in battle. Stored in inventory like Potions and Tinctures.</td></tr><tr><td>Lifesteal</td><td>Each Basic Attack or Ability Damage returns X% of damage dealt as HP.</td></tr><tr><td>Mana Burn</td><td>Damage dealt to target reduces target's Mana.</td></tr><tr><td>Pierce</td><td>If target has damage resistance, deal damage as if that resistance is X% less, where X = the ability's Pierce.</td></tr><tr><td>Poison</td><td><p>Physical damage that accelerates over time. </p><p></p><p>Deal damage equal to <code>2%</code> of Target’s max HP every 10 ticks.</p><p></p><p>Each time the damage triggers without the poison being cured, the next poison damage dealt increases by an additional <code>2%</code> of max HP damage, up to a maximum of <code>20%</code> HP damage per trigger.</p></td></tr><tr><td>Pull</td><td><p>An ability that moves target 1 Position forward.</p><p>Interrupts.</p></td></tr><tr><td>Push</td><td><p>An ability that moves target 1 Position backward.</p><p>Interrupts.</p></td></tr><tr><td>Reposition</td><td>A Hero can spend its turn moving to a different Position that is one (1) Position away: P1 to P2, P2 to P3, P3 to P2, etc.</td></tr><tr><td>Riposte</td><td><p>If target has X% Riposte, when physical damage is received, deal X% of the damage received to the attacker.</p><p>This damage cannot be Dodged or Blocked.</p><p>This damage is subject to Defense mitigation.</p></td></tr><tr><td>Root</td><td>While Rooted, a combatant cannot be pushed, pulled, or reposition, nor can they perform any action that includes them moving to a different position. Rooted combatants also have -10% evasion.</td></tr><tr><td>Round</td><td>Starting with 1 Hero, fully rotating through all Hero turns until the starting Hero is up again.</td></tr><tr><td>Sanjo Hair</td><td>Target Monster with Sanjo Hair cannot be Pushed, Pulled, Dazed, or Stunned.</td></tr><tr><td>Silence</td><td><p>Prevents the use of any magical skill until the effect wears off or is cleansed.</p><p>Interrupts Channeling.</p></td></tr><tr><td>Sleep</td><td><p>Target enemy is unable to take actions until targeted by an ability from either an enemy or ally.</p><p>Interrupts.</p></td></tr><tr><td>Slow</td><td><p>Reduces current Speed by X%.</p><p>Stacks of slow add together. Maximum combined Slow on a single Hero is 70%.</p><p>Gain Resistance: Until Slowed Hero is no longer Slowed, gain 50% resistance to Slow. This resistance stacks.</p></td></tr><tr><td>Stacks</td><td><p>A value that is additive.</p><p>Example, an ability that adds 1% damage over 3 instances, adds 3% damage.</p></td></tr><tr><td>Status Effect</td><td>Any lasting ability that buffs or debuffs a target.</td></tr><tr><td>Stun</td><td><p>A stunned target will skip taking any actions on its next turn.</p><p>Interrupts Channeling.</p><p>Can be cleansed.</p></td></tr><tr><td>Taunt</td><td><p>When a player uses a "Taunt" skill, the target enemy is forced to attack the Taunting Hero for a Duration of X.</p><p></p><p>The Taunted enemy MUST attack the Taunter for the Duration and can perform only actions that target the Taunter.</p><p></p><p>If a Taunted enemy is channeling while Taunted and the Taunter is not a target of the channeled skill:</p><ul><li>If the Taunter CAN be a target of the skill, the target is changed to the Taunter.</li><li>If the Taunter CANNOT be a target of the skill, the channel is interrupted.</li></ul><p>When Taunted, gain resistance: Gain +60% resistance to Taunt for a Duration of 6 turns. This resistance stacks but does not share Duration. When Taunted, gain +25% increase to damage dealt until Taunt is removed.</p><p></p><p>Taunt CANNOT be Cleansed and Purified.</p><p></p><p>Taunt has a 50% chance to be removed each time the taunted target suffers HP damage (not barrier) from any source other than the Taunter or DoT effects.<br><br>Taunt ignores Barriers, Wards, and status effect resistance from blocking.</p></td></tr><tr><td>Turn</td><td>1 Hero Action. 1 round is over after all participants have taken 1 turn.</td></tr><tr><td>Unstoppable</td><td>An unstoppable target cannot be pushed, pulled, or inflicted with any negative status effects.</td></tr><tr><td>Untargetable</td><td>Neither ally nor enemy abilities or basic attacks can target this Hero.</td></tr></tbody></table>

## Genetic Traits

Heroes all have **Genetic Traits**, some of which are **Active** and some **Passive**, all of which are broken down into Basic, Advanced, Elite, and Exalted tiers.&#x20;

### **Active Traits**

A Hero’s **Active Traits** can be activated once per Battle and use an Action. They have no Mana cost.

*Note: `POWER` is equal to the greater between the Hero's `ATTACK` or `SPELL`.*

<figure><img src="/files/R9duyUyJ4R64PN5EVAig" alt=""><figcaption></figcaption></figure>

<table><thead><tr><th width="159">Name</th><th width="138.33333333333331">Trait</th><th>Function</th></tr></thead><tbody><tr><td>Poisoned Blade</td><td>Basic 1</td><td>Deal (<code>1.0*POWER</code>) damage to target enemy. 80% chance to Poison target.</td></tr><tr><td>Blinding Winds</td><td>Basic 2</td><td>Deal (<code>1.0*POWER</code>) damage to target enemy. 80% chance to Blind target.</td></tr><tr><td>Heal</td><td>Basic 3</td><td>Heal target party member for 35% of target's max HP.</td></tr><tr><td>Cleanse</td><td>Basic 4</td><td>Cleanse target party member.<br>50% chance to Cleanse target party member again.</td></tr><tr><td>Iron Skin</td><td>Basic 5</td><td>Reduce Physical damage taken by 15% for 80 ticks.</td></tr><tr><td>Speed</td><td>Basic 6</td><td><p>Gain 20% Haste for 30 ticks.</p><p>Gain 500 Initiative.</p></td></tr><tr><td>Critical Aim</td><td>Basic 7</td><td><p>Deal (<code>1.0*POWER</code>) damage to target enemy. This attack has +35% CSC.</p><p>Gain +20% CSC for 2 turns.</p></td></tr><tr><td>Deathmark</td><td>Basic 8</td><td><p>Deal (<code>1.2*POWER</code>) damage to target enemy. </p><p>80% chance to inflict target with: </p><p>Receive 15% increased damage for 40 ticks.</p></td></tr><tr><td>Exhaust</td><td>Advanced 1</td><td>Deal (<code>1.2*POWER</code>) damage to target enemy. 50% chance to Exhaust target for 1 turn.</td></tr><tr><td>Daze</td><td>Advanced 2</td><td>Deal (<code>1.2*POWER</code>) damage to target enemy. 70% chance to Daze target.</td></tr><tr><td>Explosion</td><td>Advanced 3</td><td><p>Amnesia 4.</p><p>Channel 800 Initiative.</p><p>Deal (<code>1.5*POWER</code>) damage to target enemy.</p><p>Deal (<code>0.7*POWER</code>) damage to each other enemy.<br>This ability has 75% Pierce, +20% CSC, and deals an additional 1.0x damage on critical hits.</p></td></tr><tr><td>Hardened Shield</td><td>Advanced 4</td><td>Reduce damage taken by 30% for 40 ticks.</td></tr><tr><td>Stun</td><td>Elite 1</td><td><p>Deal (<code>1.4*POWER</code>) damage to target enemy.</p><p>70% chance to Stun target enemy for 1 turn.</p></td></tr><tr><td>Second Wind</td><td>Elite 2</td><td><p>Restore 50% of missing HP.</p><p>Each Ally is healed for 50% of that value.</p></td></tr><tr><td>Resurrection</td><td>Exalted 1</td><td><p>Return target Ally to life with 35% max HP.</p><p>Target gains a pure ward for 20 ticks.</p><p>Target Ally is Exhausted for 1 turn.</p></td></tr></tbody></table>

### **Passive Traits**

A Hero’s **Passive Traits** are applied while the Hero is present on the battlefield. These Traits can stack, but some have limits.

<figure><img src="/files/hvcgRK3I8YoIAjXhzFAn" alt=""><figcaption></figcaption></figure>

<table data-header-hidden><thead><tr><th width="151">Name</th><th width="141.33333333333331">Trait</th><th>Function</th></tr></thead><tbody><tr><td>Duelist</td><td>Basic 1</td><td><p>Gain +2.5% Block and Spell Block.</p><p>When fighting 1 versus 1, increase damage dealt by 20%.</p></td></tr><tr><td>Clutch</td><td>Basic 2</td><td>Increase damage dealt by 20% when below 25% HP.</td></tr><tr><td>Foresight</td><td>Basic 3</td><td>Gain +3% Evasion.</td></tr><tr><td>Headstrong</td><td>Basic 4</td><td>Increase resistance to Daze by 32.5%<br>Increase Status Effect Resistance by 2.5%</td></tr><tr><td>Clear Vision</td><td>Basic 5</td><td>Increase resistance to Blind by 32.5%<br>Increase Status Effect Resistance by 2.5%</td></tr><tr><td>Fearless</td><td>Basic 6</td><td>Increase resistance to Fear by 32.5%<br>Increase Status Effect Resistance by 2.5%</td></tr><tr><td>Chatterbox</td><td>Basic 7</td><td>Increase resistance to Silence by 32.5%<br>Increase Status Effect Resistance by 2.5%</td></tr><tr><td>Stalwart</td><td>Basic 8</td><td>Increase resistance to Poison by 32.5%<br>Increase Status Effect Resistance by 2.5%</td></tr><tr><td>Leadership</td><td>Advanced 1</td><td><p>Increase damage dealt by each ally by 5%.</p><p>This bonus cannot exceed 15%.</p></td></tr><tr><td>Efficient</td><td>Advanced 2</td><td>Reduce Mana consumption by 10%.</td></tr><tr><td>Menacing</td><td>Advanced 3</td><td><p>Enemies deal 5% less damage.</p><p>This reduction cannot exceed 15%.</p></td></tr><tr><td>Toxic</td><td>Advanced 4</td><td>Each hit gains 3% chance to apply Poison.</td></tr><tr><td>Giant Slayer</td><td>Elite 1</td><td>If target enemy currently possesses more HP than this Hero, increase damage dealt by 10%. If target enemy is a Hero, and currently possesses double or more HP than this Hero, increase damage dealt by 20% instead.</td></tr><tr><td>Last Stand</td><td>Elite 2</td><td><p>When this Hero's health drops below 30% from a source of damage, the damage is reduced such that no less than 10% of the Hero's HP remains. Then, gain Unstoppable, +300% P.DEF, and + 300% M.DEF for 15 ticks.</p><p>Can only occur once per Battle per trait.</p></td></tr><tr><td>Second Life</td><td>Exalted 1</td><td><p>Upon death, return this Hero to life with 35% max HP, Exhausted for 1 turn, and 750 Initiative.</p><p>Can only occur once per Battle per trait.</p></td></tr></tbody></table>


# Archer

Archer Class Combat Skills

<figure><img src="/files/GFQiwNXO6O4ov1PIN7pv" alt=""><figcaption></figcaption></figure>

This page details information about the Archer class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.

*Last Update: 1/15/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

Ah, the **Archer** class.

A formidable choice for those who possess the ability to make swift decisions and strike with deadly precision.

Wary of close-quarters combat, Archers observe their enemies from afar with keen eyes and dexterous fingers, making split-second decisions to help their companions against man or beast. Having an Archer in a party can tilt the odds before the battle begins as they rain arrows on their foes.

Three familiar archetypes guide the class fantasy of the Archer, all of which keep the enemy at a safe distance. The **Flurry** path honors those who seek to deliver death through a thousand cuts, while the **Precision** path speaks to the patient Heroes who wait for the optimal moment to strike. And for those with piercing minds and more than a sprinkle of Luck on their side, the **Marksmanship** path offers unique rewards.

Skill and cunning are required to master the Archer class, whether you prefer to strike quickly or wait for the perfect opportunity.

## Class Skills

<table data-full-width="true"><thead><tr><th width="83">Skill Points</th><th width="145">Discipline</th><th width="157">Ability</th><th width="447">Description</th><th>Range</th><th width="125">Mana Cost / Growth</th><th>DoD</th></tr></thead><tbody><tr><td>1</td><td>Flurry</td><td>Multi-Shot</td><td><p>Fire 3 arrows at target enemy.</p><p>Each arrow deals (<code>0.7*ATTACK</code>) raw damage.</p><p>Each hit has +20% CSC.</p></td><td>3</td><td>1.25 / 0.75</td><td>7</td></tr><tr><td>1</td><td>Precision</td><td>Precision Strike</td><td><p>Channel for 800 Initiative.</p><p>Deal (<code>2.0*ATTACK + 2.0*DEX</code>) raw damage to target enemy.</p><p>(<code>5 + 2.5*DEX.S)</code>% chance to Stun target for 1 turn.</p><p>Gain +10% ATTACK Accuracy for 2 turns.</p></td><td>3</td><td>2.25 / 0.75</td><td>-5</td></tr><tr><td>1</td><td>Marksmanship</td><td>Piercing Shot</td><td><p>Deal (<code>1.5*ATTACK + 1.5*DEX</code>) raw damage to target enemy.</p><p>This attack has 40% Pierce.</p></td><td>3</td><td>3.25 / 0.75<br></td><td>2</td></tr><tr><td>2</td><td>Flurry</td><td>Flurry</td><td>All attacks gain +(<code>1.0*DEX.S</code>)% CSC.<br>Receive 10% additional damage from attacks.</td><td>-</td><td>Passive</td><td></td></tr><tr><td>2</td><td>Precision</td><td>Shroud</td><td>While Channeling, this Hero gains +20% EVA.</td><td>-</td><td>Passive</td><td></td></tr><tr><td>2</td><td>Marksmanship</td><td>Marksmanship</td><td>All attacks gain +(<code>15 + 1.5*STR.S</code>)% Pierce.</td><td>-</td><td>Passive</td><td></td></tr><tr><td>3</td><td>Flurry</td><td>Rapid Shot</td><td><p>Fire 3 arrows randomly targeting up to 3 enemies. Each arrow deals (<code>1.5*ATTACK</code>) raw damage. For each successful critical hit, (<code>28 + 2.0*LCK.S</code>)% chance to inflict Daze. <br>Each additional hit on the same target deals 20% less raw damage than the last.</p><p></p><p><strong>COMBO</strong>: If this Hero used "Multi-Shot" last turn, each hit has +30% CSC.<br><br>Amnesia 2</p></td><td>3</td><td>5.0 / 1.0</td><td>10</td></tr><tr><td>3</td><td>Precision</td><td>Sharpshooter</td><td><p>Channel for 1000 Initiative.</p><p>Deal (<code>3.0*ATTACK + 2.0*DEX</code>) raw damage to target enemy.</p><p><strong>COMBO</strong>: If "Shroud" is active, this Hero gains: For 1 turn, Basic Attacks deal (<code>4.0*DEX</code>) additional raw damage.</p></td><td>3</td><td>10.0 / 1.0</td><td>-5</td></tr><tr><td>3</td><td>Marksmanship</td><td>Piercing Arrow</td><td><p>Deal (<code>1.7*ATTACK</code>) raw damage to target enemy in P1.</p><p>Deal (<code>1.0*ATTACK</code>) raw damage to target enemy in P2.</p><p>Deal (<code>0.7*ATTACK</code>) raw damage to target enemy in P3.</p><p>This attack has 40% Pierce.</p><p>(<code>40 + 2.0*STR.S + 1.0*LCK.S</code>)% chance to inflict Bleed per hit.</p><p>If Blocked, the Arrow stops its trajectory.<br></p><p>Amnesia 1</p></td><td>3</td><td>6.0 / 1.0</td><td>5</td></tr><tr><td>4</td><td>Flurry</td><td>Repeating Shot</td><td><p>Fire 3 arrows at target enemy.</p><p>Each arrow deals (<code>1.3*ATTACK</code>) raw damage to target enemy.</p><p></p><p><strong>COMBO</strong>: If "Rapid Shot" was used on this Hero's last turn, deal an additional (<code>0.8*DEX</code>) for each instance of damage dealt.</p><p></p><p>Exhaust 1</p></td><td>3</td><td>10.0 / 1.0</td><td>10</td></tr><tr><td>4</td><td>Precision</td><td>Dead Aim</td><td><p>Channel for 1000 Initiative.</p><p>Deal (2.5*ATTACK + 2.0*DEX) raw damage.</p><p></p><p><strong>COMBO</strong>: If "Shroud" is active, gain 400 Initiative after channel resolves.</p></td><td>3</td><td>2.0 / 1.0</td><td>-5</td></tr><tr><td>4</td><td>Marksmanship</td><td>One Small Stone</td><td><p>Deal (<code>0.7*ATTACK + 2.0*LCK</code>) damage to target enemy.</p><p>This attack has 40% Pierce, +15% CSC, and deals +1.2x more damage on critical hits.</p><p></p><p><strong>COMBO</strong>: If "Piercing Shot" was used on the targeted enemy last turn, also target the enemy in the position behind this enemy (if present) with this attack. This combo cannot activate while Taunted.<br><br>Amnesia 2</p></td><td>3</td><td>2.0 / 1.0</td><td>7</td></tr><tr><td>5</td><td>Flurry</td><td>Barrage</td><td><p>Channel for 500 Initiative. </p><p>Fire 6 arrows arching high into the air, hitting all enemy positions randomly.</p><p>Each arrow deals (<code>0.7*ATTACK</code>) raw damage.</p><p>Each arrow beyond the first to hit a target in the same position deals an additional (<code>2.0*LCK</code>) damage.</p><p>Amnesia 2</p></td><td>3</td><td>15.25 / 1.25</td><td>10</td></tr><tr><td>5</td><td>Precision</td><td>Twin Arrows</td><td><p>Channel for 1200 Initiative.</p><p>Deal (<code>2.0*ATTACK + 1.5*DEX</code>) damage to target enemy and target enemy in the position behind this enemy (if present).</p><p></p><p><strong>COMBO</strong>: If this Hero used "Dead Aim" in the last 2 turns, deal (<code>3.0*ATTACK + 2.0*DEX</code>) raw damage instead.</p></td><td>3</td><td>13.25 / 1.25</td><td>5</td></tr><tr><td>5</td><td>Marksmanship</td><td>Hunter's Mark</td><td><p>Target each enemy.</p><p>Each target has a 95% chance to be inflicted with the following status effect for 3 turns:</p><ul><li>Target suffers (0.5*ATTACK + 0.5*LCK) physical damage at the start of their turn.</li><li>Target has -5% Evasion.</li><li>Target has -15% P.DEF.</li></ul><p>Stack Limit: 2</p></td><td>3</td><td>10.0 / 1.0</td><td>5</td></tr><tr><td>10+</td><td>Flurry</td><td>Multi-Shot +</td><td><p>Fire X arrows at target enemy. Each arrow deals damage equal to (X*Basic).</p><p>Each arrow has an independent chance to Critical Strike.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10+</td><td>Flurry</td><td>Barrage +</td><td><p>Fire a full quiver of arrows arching high into the air, the 6 arrows rain down and deal damage randomly amongst all enemies.</p><p>Each arrow deals (X*Basic), however, each additional arrow to strike the same enemy deals additional LCK damage.</p><p><em>Example</em>: 2nd Arrow = X*LCK; 3rd Arrow = X*LCK; 4th Arrow = X*LCK; 5th Arrow = X*LCK.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10+</td><td>Precision</td><td>Shroud +</td><td>While Channeling, this Hero gains X% EVA and cannot be Pushed, Pulled, or Stunned.</td><td>-</td><td>Passive</td><td></td></tr><tr><td>10+</td><td>Precision</td><td>Dead Aim +</td><td><p>Channel for X Rounds.</p><p>Next Round, this Hero must Basic Attack and deals damage equal to (X*Basic).</p><p><strong>COMBO</strong>: If Hero has Shroud active, Daze target and Slow target by X% for X Rounds.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10+</td><td>Marksmanship</td><td>One Small Stone +</td><td><p>Pick up a stone from the ground and knock it.</p><p>Deal damage to X target enemies equal to (X*Basic*(X+(X*LCK)) each.</p><p>This attack has X% Pierce.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10+</td><td>Marksmanship</td><td>Piercing Arrows +</td><td><p>Deal damage to target enemy in P1 equal to (X*Basic).</p><p>Deal damage to target enemy P2 equal to (X*Basic).</p><p>Deal damage to target enemy in P3 equal to (X*Basic).</p><p>This attack has X% Pierce.</p><p>If Blocked, the Arrow stops its trajectory.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10</td><td>Precision</td><td>Pin</td><td><p>Fire a heavy arrow through the foot of target enemy, dealing damage equal to (X*Basic + X*STR + X*DEX).</p><p>Slow target by X% for the remainder of Battle.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10</td><td>Flurry</td><td>Detonating Arrow</td><td><p>Shoot enemy target in P2 dealing damage equal to (X*Basic).</p><p>Deal damage to each enemy in P1 and P3 equal to (X*Basic).</p></td><td>2</td><td><br></td><td></td></tr><tr><td>10</td><td>Precision</td><td>Poison Arrow</td><td><p>Deal damage equal to (X*Basic + X*STR + X*DEX).</p><p>Poison target enemy.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10</td><td>Precision</td><td>Debilitating Shot</td><td><p>Deal damage equal to (X*Basic + X*STR + X*DEX).</p><p>Daze target enemy.</p><p><strong>COMBO</strong>: If Hero has Shroud active, also Slow target enemy by X%.</p></td><td>3</td><td><br></td><td></td></tr><tr><td>10</td><td>Marksmanship</td><td>Giant Killer</td><td>If target enemy possess greater current HP than this Hero, deal 100% bonus attack damage.</td><td>3</td><td>Passive</td><td></td></tr><tr><td>10</td><td>Flurry</td><td>Trick Shot</td><td>Deal damage to target enemy in P1 (X*Basic + X*DEX), P2 (X*Basic + X*DEX), P3 (X*Basic + X*DEX).</td><td>3</td><td><br></td><td></td></tr><tr><td>10</td><td>Precision</td><td>Swift Quiver</td><td><p>Gain effective AGI equal to (X*DEX) in combat.</p><p><strong>COMBO</strong>: If Shroud is active, gain additional AGI equal to (X*END).</p></td><td>-</td><td>Passive</td><td></td></tr><tr><td>10</td><td>Marksmanship</td><td>Relentless Volley</td><td><p>Activate to put Archer in Turret Mode.</p><p>Deal damage equal to (X*Basic) after each Turn to a random enemy for X Rounds.</p></td><td>-</td><td>Passive</td><td></td></tr><tr><td>10</td><td>Flurry</td><td>Flick Shot</td><td>Whenever this Hero receives damage, deal damage to source equal to (X*Basic).</td><td>-</td><td>Passive</td><td></td></tr><tr><td>15</td><td>Marksmanship</td><td>Masterful Shot</td><td><p>Execute target with less than X% HP.</p><p>Degree of Difficulty: -X% Accuracy</p></td><td>3</td><td><br></td><td></td></tr></tbody></table>

### Notes

* 10+ point skills cost 10 minus the cost of the basic version of the skill and require having the basic version
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Berserker

Berserker Class Combat Skills

<figure><img src="/files/rp97EeNRWk01cny0lIdh" alt=""><figcaption></figcaption></figure>

This page details information about the Berserker class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.&#x20;

*Last Update: 1/30/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

Unbridled, unrelenting chaos. The **Berserker** wastes no time to claim what is rightfully theirs: everything. Simply put, the Berserker is a champion of chaos, a herald of destruction, and a brutal warrior who embraces the madness deep within. A Berserker as a party member is a thing of beauty as they effortlessly summon forth overwhelming strength to enact pain on any foe, but also upon any friend. In turn, it's easy to mistake the Berserker for a natural catastrophe as they are nearly indistinguishable from a tempest of fury or a storm that tears across the battlefield, leaving naught but devastation in their wake. The very earth quakes beneath their feet.

The power of the Berserker lies in their ability to unleash their rage upon the battlefield, decimating all who dare to stand in their way. They draw forth their primal instincts, tapping into their innermost fury and channeling it through their weaponry. The Berserker is a living weapon, each strike imbued with a deadly ferocity unmatched by any other. But beware, for the untamed rage of the Berserker is not easily contained. They may unleash hell upon their foes, but they also risk losing control of themselves, succumbing to a blood raged craze. In turn, the Berserker is a hero for the bold, a weapon for the daring, and a reminder that in the heat of battle, anything can happen.

Three skill paths are available for the Berserker to tread, each one embracing a different aspect of their inner madness.

The first is the path of the **Bear**, which harkens back to the timeless legend of Bödvar Bjarki, the fabled bear skin clad warrior known for his unbreakable spirit and immense power. Like Bödvar, Berserkers who follow the Bear path embody raw strength and resilience, shrugging off blows that would fell lesser warriors and even growing stronger with each injury they sustain. They are the embodiment of what it means to be fierce and with each blow struck and each wound sustained, the Bear Berserker weaponizes their fury to amplify their strength and steady their feet. The second path of the Berserker is the Wolf, a cunning predator who embodies the fierce savagery of the beast.

The path of the **Wolf** is one of stealth and guile, striking with surprising speed and unleashing their wrath upon their unsuspecting foes. Their rage is fueled by the fear of their enemies, and with each terror-filled howl, they draw upon the strength of their ancestral spirit, the "Evening Wolf" Berserker known as the Kvelduf. As they channel the ferocity of the wolf, they grow stronger still, becoming a force of nature on the battlefield, leaving nothing but destruction in their wake.

The final path of the Berserker is the **Boar**, a whirlwind of senseless destruction. These warriors embody the raw, wild madness of the beast, their very being driven by the desire to cause chaos and mayhem. The Boar path of the Berserker is not for the faint of heart, for it embodies the true essence of the Jöfurr, the most feared warriors known to the lands of old. They were known to habitually partake in the consumption of Henbane mushroom, which further heightened their bloodlust and brought them to the brink of madness and from this madness, the Jöfurr derived great strength and power. The Boar path is for those who seek to harness that power of unbridled chaos and bring it to the battlefield.

No matter the path chosen, the Berserker will make its claim on the battlefield. Their rage is fueled by the thrill of the hunt, the rush of the kill, and the glory of the victory and their abilities reflect the chaos and destruction they bring to battle. They are capable of inflicting massive damage, reducing the power of their enemies, or even turning upon their own party in a blind rage. The Berserker is a weapon of war, a tool of destruction, and a terror to all who face them in battle.

## Class Skills

<table data-full-width="true"><thead><tr><th width="69">Skill Points</th><th width="101">Discipline</th><th width="193">Ability</th><th width="644">Description</th><th width="86">Range</th><th width="108">Mana Cost</th><th>DoD</th></tr></thead><tbody><tr><td>1</td><td>Bear</td><td>Berserkir Mushroom</td><td><p>Gain +X% ATTACK, where <code>X = ((50 * (maxHP - currentHP)) / maxHP)</code>.</p><p></p><p>At the start of this Hero's turn, gain a +Y% chance to be inflicted with Berserk for 25 ticks, where <code>Y = (30 * (1 - (currentHP / maxHP)))</code>.<br><br></p><p>Whenever this Hero deals damage to one or more allies during an action, immediately perform Moment of Clarity after the action resolves.</p><p></p><p><strong>Moment of Clarity:</strong></p><ul><li>Target random enemy.</li><li><code>(4.0*STR.S + 4.0*LCK.S)%</code> chance to inflict target with Berserker's Mark for 40 ticks. Then, if an enemy is inflicted with Berserker's Mark, this Hero becomes inflicted with Berserk for 30 ticks.</li></ul></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>1</td><td>Wolf</td><td>Ulfheðnar Mushroom</td><td><p>For each instance this Hero deals damage, gain:</p><ul><li>+1.5% ATTACK, up to a maximum of +30%</li><li>25% chance to be inflicted with Berserk for 25 ticks</li><li>Whenever this Hero deals damage to one or more allies during an action, gain 10% Haste for 20 ticks.</li></ul></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>1</td><td>Boar</td><td>Jöfurr Mushroom</td><td><p>For each instance this Hero receives damage from an attack or skill, gain:</p><ul><li>+2.5% ATTACK, up to a maximum of +30% </li><li>25% chance to be inflicted with Berserk for 25 ticks</li><li><p>Whenever this Hero deals damage to one or more allies during an action, gain the following effect:</p><ul><li>All attacks gain 25% Lifesteal for 30 ticks.</li></ul></li></ul></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>2</td><td>Bear</td><td>Bear Skin</td><td>Gain +20% P.DEF and M.DEF.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>2</td><td>Wolf</td><td>Wolf Pelt</td><td>Gain +5% EVA.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>2</td><td>Boar</td><td>Boar Hide</td><td>Gain +10% ATTACK.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>3</td><td>Bear</td><td>Bloodlust</td><td><p>Deal X pure damage to this Hero, where X = 10% of this Hero's Max HP.</p><p>Gain <code>+(10 + 2.0*VIT.S)%</code> ATTACK for 4 turns.</p><p></p><p>Stack Limit 1</p></td><td>-</td><td>2.0 / 0.75</td><td>-</td></tr><tr><td>3</td><td>Wolf</td><td>Howl</td><td><p>Target each enemy. On hit:</p><ul><li><code>(25 + 6.0*STR.S)%</code> chance to Intimidate each target by 20% for 4 turns.</li><li><code>(3.0*STR.S + 3.0*LCK.S)%</code> chance to inflict each target with Berserker's Mark for 40 ticks.</li></ul><p></p><p>Amnesia 2</p></td><td>3</td><td>4.0 / 0.75</td><td>5</td></tr><tr><td>3</td><td>Boar</td><td>Blind Rage</td><td><p>Perform 4 to 8 attacks (randomly determined) dealing <code>(0.3*ATTACK)</code> damage to random enemies for each attack.</p><p></p><p>Amnesia 1</p></td><td>3</td><td>2.0 / 1.0</td><td>10</td></tr><tr><td>4</td><td>Bear</td><td>Primal Strength</td><td><p>Gain +10% ATTACK.</p><p>While Berserk, this Hero gains:</p><ul><li>+20% additional ATTACK.</li><li>-5% P.ACC. </li><li>Critical Strikes gain a 50% chance to Push 2.</li></ul></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>4</td><td>Wolf</td><td>Wolf Pack</td><td><p>For each living Ally, gain +10% ATTACK.</p><p></p><p>Whenever an ally suffers damage from an enemy action, 5% chance for this Hero to be inflicted with Berserk for 25 ticks.</p><p></p><p>Whenever an ally dies, this Hero becomes inflicted with Berserk for 40 ticks.</p><p></p><p>If the ally died from an enemy action, immediately perform You Are My Enemy on that enemy after the action resolves.</p><p></p><p><strong>You Are My Enemy:</strong></p><ul><li>Target enemy.</li><li><code>(5.0*STR.S + 5.0*LCK.S)%</code> chance to inflict target with Berserker's Mark for 50 ticks.</li></ul></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>4</td><td>Boar</td><td>Wild Frenzy</td><td><p>Each time this Hero performs a Basic Attack action, gain <code>+(5 + 2.0*LCK.S)%</code> chance to consume <code>(1 + 0.5 * LVL)</code> MP (rounded up) to perform Wild Frenzy instead.</p><p></p><p><strong>Wild Frenzy</strong>: Perform three Basic Attacks on the same target. The damage of each hit is reduced by 30%.</p></td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>5</td><td>Bear</td><td>Spore-Coated Blade</td><td><p>Deal <code>(1.2*ATTACK + 0.8*STR)</code> damage to target enemy.</p><p></p><p>If damage was dealt to an enemy: </p><ul><li><code>(70 + 2.0*DEX.S)</code><em>%</em> chance to Poison target enemy. </li><li><code>(40 + 2.0*STR.S)%</code> chance to cause target to receive 20% additional damage from this Hero for 4 turns.</li><li><code>(95 - 2.0*DEX.S)%</code> chance to Poison this Hero, ignoring Barrier and Ward effects.</li></ul><p>Amnesia 4</p></td><td>1</td><td>4.0 / 1.0</td><td>X</td></tr><tr><td>5</td><td>Wolf</td><td>Brutal Act</td><td><p>Deal <code>(1.5*ATTACK + 2.0*STR)</code> damage to a random enemy.</p><p></p><p>If damage was dealt to an enemy, deal <code>(1.0*ATTACK + 1.0*STR)</code> raw damage to a random party member.</p><p></p><p>Amnesia 4</p></td><td>2</td><td>4.0 / 1.0</td><td>X</td></tr><tr><td>5</td><td>Boar</td><td>Blood Rage</td><td><p>Channel 500 Initiative.</p><p></p><p>Reposition to P1.</p><p></p><p>Deal <code>(1.0*ATTACK + 1.0*STR + 0.5*LCK)</code> damage to each enemy.</p><p>Deal <code>(0.5*ATTACK + 1.0*STR - 0.5*LCK)</code> damage to each Ally.</p><p></p><p>Gain Berserk for 40 ticks.</p></td><td>3</td><td>2.25 / 1.25</td><td>X</td></tr><tr><td>10+</td><td>Bear</td><td>Bear Skin +</td><td>X% effective P.DEF increase in combat.<br>Increase EVA by X%.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>10+</td><td>Bear</td><td>Bloodlust +</td><td>Self-inflict damage equal to (X*Basic + X*VIT).<br>Gain increased Basic Attack damage equal to X% (X = X + X*VIT) for a Duration of X.<br>(X + X*END) chance to Silence a random enemy.</td><td>-</td><td>X</td><td>-</td></tr><tr><td>10+</td><td>Wolf</td><td>Wolf Pack +</td><td>For each dead ally, gain X% increased damage.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>10+</td><td>Wolf</td><td>Howl +</td><td>Unleash a furious howl that terrifies all enemies.<br>Reduce damage dealt by all enemies by X% for a Duration of X.<br>(X + X*STR) chance to Fear a random enemy.</td><td>3</td><td>X</td><td>X</td></tr><tr><td>10+</td><td>Boar</td><td>Blood Rage +</td><td>Unleash hell, swirling and swinging axes in all directions dealing AOE damage to both teams equal to (X*Basic + X*STR + X*LCK).<br>If target is inflicted with Bleed, increase CSC by X%.<br>Become Exausted.</td><td>3</td><td>-</td><td>X</td></tr><tr><td>10+</td><td>Boar</td><td>Blind Rage +</td><td>Enter a blind rage and slash X times, hitting all enemies randomly and dealing damage equal to (X*Basic) per slash.<br>If a target is hit at least X times, X% chance to Blind target for a Duration of X.<br>Become Exhausted.</td><td>3</td><td>X</td><td>X</td></tr><tr><td>10</td><td>Bear</td><td>Blood of Our Enemies</td><td>Activate to Basic Attack target Hero.<br>If target is inflicted with Bleed, increase CSC by X%.<br><br><strong>COMBO</strong>: If X or more Bear abilities have been cast by this Hero this battle, this attack gains 30% Lifesteal.</td><td>1</td><td>-</td><td>X</td></tr><tr><td>10</td><td>Bear</td><td>Living Rage</td><td>Activate to reduce this hero's HP to 1.<br>This Hero cannot die for a Duration of X and deals X% additional damage.<br>Amnesia X: Living Rage</td><td>-</td><td>X</td><td>-</td></tr><tr><td>10</td><td>Bear</td><td>Decimation</td><td>Deal damage to enemies in P1 and P2 equal to (X*Basic + X*STR + X*DEX).<br>(X + X*STR)% chance to Slow each target by X% for a Duration of X.<br><br><strong>COMBO</strong>: if "Blood Rage" was cast in the last X Durations,<br>(X + X*STR)% chance to Stun both targets.</td><td>2</td><td>X</td><td>X</td></tr><tr><td>10</td><td>Wolf</td><td>Primal Rend</td><td>Deal damage equal to (X*Basic + X*STR).<br>If target is inflicted with Bleed, increase CSC by X%.<br><br><strong>COMBO</strong>, Decimation:<br>If target enemy has less than X% HP.<br>Deal additional damage equal to (X*Basic + X*STR).</td><td>2</td><td>-</td><td>X</td></tr><tr><td>10</td><td>Wolf</td><td>Kveldulf Blow</td><td>Deal damage equal to (X*Basic + X*STR) to target Hero in P1.<br><br>(X + X*STR)% chance to Stun target for a Duration of X.<br>(X + X*STR)% chance to Stun target for an additional Duration of X.<br>(X + X*STR)% chance to Stun target for an additional Duration of X.<br>Become Exhausted for a Duration of X (X = number of Durations target was Stunned).</td><td>1</td><td>X</td><td>X</td></tr><tr><td>10</td><td>Wolf</td><td>Wood Ear Extract</td><td>Whenever this Hero deals Basic Attack damage, target Hero has a X% chance to receive X% less healing for a Duration of X.<br>Can refresh, does not stack.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>10</td><td>Boar</td><td>Dragonslayer</td><td>Deal damage to target enemy in equal to (X*Basic).<br>(X + X*STR)% chance to Daze target.<br>(X + X*STR)% chance to Stun target.<br>(X + X*STR)% chance to Banish target.<br><br>If target enemy is a Dragoon, deal additional damage equal to (X*Basic + X*STR).<br>Become Exhausted.</td><td>3</td><td>-</td><td>X</td></tr><tr><td>10</td><td>Boar</td><td>Henbane Spores</td><td>At the end of each of this Hero's Turns, this Hero has a chance equal to X% (X = X*LCK) to expell mushroom spores.<br>If spores are expelled, (X + X*END) chance to inflict a random enemy with Berserk for a Duration of X.</td><td>-</td><td>Passive</td><td>-</td></tr><tr><td>10</td><td>Boar</td><td>Bödvar's Mushroom</td><td>This Hero ate the wrong mushroom and cannot be controlled for the remainder of Battle.<br>This Hero deals damage equal to (X*Basic) to a random target:<br>X% Enemies<br>X% Allies<br>If no allies remain, X% enemies.</td><td>3</td><td>Battle<br>-</td><td>-</td></tr><tr><td>15</td><td>Wolf</td><td>Funeral Rites</td><td>Upon death, this Hero may make X additional actions as if they haven't died. They recover 0 HP from healing while in this state.</td><td>-</td><td>Passive</td><td>-</td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill and require having the basic version
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Knight

Knight Class Combat Skills

<figure><img src="/files/utYapdDenbMgHvPVYK6q" alt=""><figcaption></figcaption></figure>

This page details information about the Knight class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.

*Last Update: 1/15/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

The trust of the people is earned, not granted, and no class bears this stark truth with greater resolve than the brave and honorable **Knight**. Dedicated to upholding justice and protecting the innocent, such valiant heroes are truly a sight to behold, for they are the shield of the people, trained in the art of combat to become the ultimate protectors.

While Knights share the battle prowess and discipline of their Warrior counterparts, what sets Knights apart is their perennial loyalty to a strict code of chivalry, often in servitude to a Lord or individual holding great power. Knights never abandon their calling to aid, even if they face overwhelming odds.

For a Knight, a skill forged in relentless training is a power waiting to be wielded instinctively in battle. In turn, the Knight works tirelessly from squirehood to become a master of close quarters combat. Expertly trained in the art of standing in the way of big, scary things, the Knight is always the first across the line. Clad head-to-toe in sturdy armor and complete with a mighty appetite for the fray, the Knight deflects the attacks of their foes and protects those for whom they care.

But the Knight is not just a skilled fighter--nay, they are also driven by a strong sense of honor and duty, which guides their every action. Their abilities reflect this loyalty, focusing on reducing damage taken, redirecting attacks away from the weak, and granting protection to their trusted party. On the offensive, Knights strike hard to debilitate their foes, stunning or silencing them to give their team an advantage in battle or simply room to breathe.

Three paths lead a squire to Knighthood: the path of **Honor**, which emphasizes defense and protecting allies; the path of **Valor**, which focuses on strength and vigilance; and the path of **Iron**, which emphasizes debuffing and disrupting the enemy.

On the battlefield, the Knight is a formidable force, inspiring their allies to fight alongside them with courage and determination. Respected and admired by all who know them, their name is synonymous with honor and duty, none more so than Sir Robby Footly, the Knightliest of Knights.

## Class Skills

<table data-full-width="true"><thead><tr><th width="96">Skill Points</th><th width="99">Discipline</th><th width="168">Ability</th><th width="422">Description</th><th width="114">Range</th><th width="126">Mana Cost / Growth</th></tr></thead><tbody><tr><td>1</td><td>Honor</td><td>Challenge</td><td><p>Target enemy. On hit:</p><ul><li>(<code>25 + 3.0*STR.S + 3.0*END.S</code>)% chance to Taunt target for 2 turns.</li><li>(3<code>0 + 6.0*STR.S</code>)% chance to Intimidate target by 10% for 2 turns.</li></ul><p>If target is Taunted by this skill, cancel any Taunt effects the target inflicted on all allies.<br><br>Amnesia 2</p></td><td>3</td><td>1.25 / 0.75</td></tr><tr><td>1</td><td>Valor</td><td>Mighty Strike</td><td><p>Deal (<code>1.4*ATTACK + 1.0*STR</code>) raw damage to target enemy.</p><p>(<code>30 + 6.0*STR.S</code>)% chance to reduce target's P.DEF by 25% for 2 turns.</p><p></p><p>Stack Limit: 2</p></td><td>1</td><td>3.25 / 0.75</td></tr><tr><td>1</td><td>Iron</td><td>Shield Up</td><td><p>Gain +10% Block for 3 turns.</p><p>Gain +50% P.DEF for 3 turns.</p><p>Reduce damage dealt by 20% for 3 turns.</p><p></p><p>Amnesia: 2</p></td><td>1</td><td>1.25 / 0.75</td></tr><tr><td>2</td><td>Honor</td><td>For Honor</td><td>Increase P.DEF of allies behind this Hero by (<code>20 + 2.0*END.S)</code>% of this Hero's P.DEF.</td><td>-</td><td>Passive</td></tr><tr><td>2</td><td>Valor</td><td>For Valor</td><td>Increase P.DEF by X% (<code>X = 10 + 3.0*END.S</code>).</td><td>-</td><td>Passive</td></tr><tr><td>2</td><td>Iron</td><td>For the King</td><td><p>Increase effective STR by X (<code>X = 3 + 0.15*STR</code>, rounded up).</p><p>Increase effective END by X (<code>X = 3 + 0.15*END</code>, rounded up).</p></td><td>-</td><td>Passive</td></tr><tr><td>3</td><td>Honor</td><td>Forever Vigilant</td><td><p>Deal (<code>1.4*ATTACK</code>) raw damage to target enemy.</p><p>(<code>30 + 2.0*STR.S + 2.0*END.S</code>)% chance to Daze target.</p><p>Allies behind this Hero gain +40% resistance to Daze for 3 turns.</p><p></p><p>Stack Limit: 1</p><p></p><p><strong>COMBO</strong>: If "For Honor" is active, the Daze resistance is +60% instead.<br><br>Amnesia 3</p></td><td>2</td><td>6.5 / 0.75</td></tr><tr><td>3</td><td>Valor</td><td>Hold the Line</td><td><p>Deal (<code>1.4*ATTACK</code>) raw damage to target enemy.</p><p>(<code>30 + 4.0*STR.S</code>)% chance to Push target 1.</p><p>Allies behind this Hero gain +40% resistance to Push and Pull for 3 turns.</p><p></p><p>Stack Limit: 1</p><p></p><p><strong>COMBO</strong>: If "For Valor" is active, the Push/Pull resistance is +60% instead.<br><br>Amnesia 3</p></td><td>2</td><td>6.5 / 0.75</td></tr><tr><td>3</td><td>Iron</td><td>Iron Will</td><td><p>Deal (<code>1.4*ATTACK</code>) raw damage to target enemy.</p><p>(<code>30 + 4.0*END.S</code>)% chance to Silence target for 1 turn.</p><p>Allies behind this Hero gain +40% resistance to Silence for 3 turns.</p><p></p><p>Stack Limit: 1</p><p></p><p><strong>COMBO</strong>: If "For the King" is active, the Silence resistance is +60% instead.<br><br>Amnesia 3</p></td><td>1</td><td>6.5 / 0.75</td></tr><tr><td>4</td><td>Honor</td><td>Interception</td><td><p>Deal (<code>1.3*ATTACK</code>) raw damage to target enemy.</p><p>This Hero gains:</p><ul><li>Redirect 50% of all physical damage dealt to the ally directly behind this Hero to this Hero for a 40 ticks.</li></ul><p>Stack Limit: 1</p><p></p><p><strong>COMBO</strong>: If "Forever Vigilant" was used last turn, gain +50% P.DEF for 40 ticks.</p></td><td>1</td><td>10.5 / 0.75</td></tr><tr><td>4</td><td>Valor</td><td>Shield Smash</td><td><p>Deal (<code>0.7*ATTACK</code>) raw damage to target enemy.</p><p>(<code>15 + 3.0*STR.S</code>)% chance to Stun target for 1 turn.</p><p>(<code>60 + 2.0*STR.S</code>)% chance to Push target 1.</p><p></p><p><strong>COMBO</strong>: If "Hold the Line" was used last turn, successful Push attempts from this skill Push target 2 instead.<br><br>Amnesia 1</p></td><td>1</td><td>15.0 / 1.0</td></tr><tr><td>4</td><td>Iron</td><td>Ironclad Defense</td><td><p>Damage this Hero receives from sources in P2 and P3 is reduced by X% (<code>X = 3 + 1.0*END.S</code>).</p><p></p><p><strong>COMBO</strong>: If another "Iron" discipline passive skill is active, increase X by an additional (X = 4 + 0.5*END.S).</p></td><td>-</td><td>Passive</td></tr><tr><td>5</td><td>Honor</td><td>Royal Guard</td><td><p>Increase P.DEF by (<code>30 + 3.0*END.S</code>)% for 4 turns.</p><p>Redirect all negative Status Effects targeting Ally directly behind this Hero to this Hero for 40 ticks.</p><p></p><p>Amnesia 3</p></td><td>1</td><td>17.75 / 0.75<br></td></tr><tr><td>5</td><td>Valor</td><td>Battle Ready</td><td><p>Gain 5% Block.</p><p>Gain 5% Spell Block.</p><p>Increase Basic Attack damage by 20%.</p></td><td>-</td><td>Passive</td></tr><tr><td>5</td><td>Iron</td><td>Iron Shield</td><td><p>Increase P.DEF by (<code>30 + 4.0*END.S</code>)% for 4 turns.</p><p>Gain +(<code>1.0*END.S</code>)% Block for 40 ticks.</p><p></p><p><strong>COMBO</strong>: If an "Iron" discipline passive skill is active, this Hero gains 75% resistance to Push and Pull for 40 ticks.</p><p></p><p>Amnesia 3</p></td><td>-</td><td>14.0 / 1.0</td></tr><tr><td>10+</td><td>Honor</td><td>Forever Vigilant +</td><td><p>Deal damage to target enemy equal to (X*Basic).</p><p>Daze target enemy.</p><p>Allies gain X% resistance to Daze for X Rounds.</p><p></p><p><strong>COMBO</strong>: If "For Honor" is active, allies gain X% resistance to Daze for X Rounds.</p></td><td>-</td><td>Passive</td></tr><tr><td>10+</td><td>Honor</td><td>Interception +</td><td><p>Deal damage equal to (X*Basic) to target enemy in P1.</p><p>Redirect X% of all Physical damage from enemies in P1 and P2 to this Hero for X Rounds.</p></td><td>-</td><td><br></td></tr><tr><td>10+</td><td>Valor</td><td>Battle Ready +</td><td><p>Gain X% Block.</p><p>Increase Basic Attack damage by X%.</p></td><td>-</td><td>Passive</td></tr><tr><td>10+</td><td>Valor</td><td>Shield Smash +</td><td><p>Deal damage to target enemy equal to (X*Basic).</p><p>Stun enemy target.</p><p>Push target X.</p></td><td>1</td><td><br></td></tr><tr><td>10+</td><td>Iron</td><td>For the King +</td><td><p>Increase effective STR by X%.</p><p>Increase effective END by X%.</p><p>Gain X% Riposte.</p></td><td>-</td><td>Passive</td></tr><tr><td>10+</td><td>Iron</td><td>Iron Shield +</td><td><p>Activate to reduce Physical damage taken by X% for X Rounds.</p><p><strong>COMBO</strong>: If another Iron abilitiy is active, allies gain X% resistance to Daze for X Rounds.</p></td><td>-</td><td><br></td></tr><tr><td>10</td><td>Valor</td><td>Inspirational Words</td><td>All allies gain effective STR equal to X% (X = X*END) for X Rounds.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Iron</td><td>Cloak of Iron</td><td>If X Iron abilities are active, this Hero gains effective END equal to X% (X = X*VIT + X*STR).</td><td>-</td><td>Passive</td></tr><tr><td>10</td><td>Valor</td><td>Commanding Presence</td><td>All allies gain effective AGI equal to X% (X = X*STR) for X Rounds.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Honor</td><td>Superior Technique</td><td><p>Increase effective DEX equal to X% </p><p>(X = X*END).</p></td><td>-</td><td>Passive</td></tr><tr><td>10</td><td>Honor</td><td>True Strike</td><td>Deal Physical damage to target enemy equal to (X*Basic) with X% Pierce.</td><td>1</td><td><br></td></tr><tr><td>10</td><td>Valor</td><td>One for All</td><td>All Allies behind this Hero gain X% Physical damage reduction while this Hero lives.</td><td>-</td><td>Passive</td></tr><tr><td>10</td><td>Iron</td><td>Shield of the People</td><td>Reduce damage taken by allies in P2 and P3 by X% for X rounds.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Honor</td><td>A Knight to Remember</td><td>When below X% HP, all Basic Attacks and Abilities gain X% increased critical strike chance.</td><td>-</td><td>Passive</td></tr><tr><td>10</td><td>Valor</td><td>Live to Serve</td><td>Redirect all Status Effects targeting allies to this Hero.</td><td>-</td><td>Passive</td></tr><tr><td>15</td><td>Honor</td><td>Knight King</td><td><p>Deal damage to P1 equal to ((X*Basic)+(X*STR + X*DEX)) and X% of that value to P2 and P3.</p><p>Push P1 to P2, Pull P2 to P1, and Stun P3.</p><p>Become Exhausted.</p></td><td>3</td><td><br></td></tr></tbody></table>

### Notes

* 10+ point skills cost 10 minus the cost of the basic version of the skill and require having the basic version
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Legionnaire

Legionnaire Class Combat Skills

<figure><img src="/files/Hb5eUP1lRyHc5A4qgbq8" alt=""><figcaption></figcaption></figure>

This page details information about the Legionnaire class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 4/10/2023*
{% endhint %}

## Class Description

When all seems lost and darkness stretches across the field of battle, the **Legionnaire** emerges as a pillar of unwavering might and steadfastness. As a martial exemplar, the Legionnaire embodies the cardinal virtues of valor, self-sacrifice, and unswerving fealty. Their imposing presence upon the battlefield serves as a harbinger of security and conviction, infusing their brethren with courage and striking terror into the hearts of their adversaries.

As long as the Legionnaire stands tall, the flame of victory shall never be extinguished.

The Legionnaire is a frontline warrior that excels in both offensive and defensive engagements. They are the vanguard of the fellowship, bearing the brunt of enemy onslaughts and shielding their comrades with their robust aegis and matchless fortitude. Through their stable of skills and abilities, the Legionnaire adapts to the ever-shifting maelstrom of battle, whether it requires delivering crippling blows to their foes, dictating the tide of combat, or rallying their allies to seize victory against insurmountable odds.

The Legionnaire’s skill codex stands as a testament to their adaptability and resourcefulness, melding the arts of spear and shield warfare with the capacity to lead and elevate others to new heights. The Legionnaire’s influence is felt with each resolute stride, whether they choose to Live by the Shield, Die by the Spear, or embrace the mantle of the Born Leader.

The stalwart protectors who **Live by the Shield** stand as bastions of defense and unyielding resolve. These unyielding anchors deftly wield their trusted shields to defend their allies and themselves from perils both mundane and arcane. Live by the Shield concentrates on the Legionnaire’s defensive aptitude, enhancing their ability to deflect, parry, and withstand the relentless assaults of their enemies. The path of the Shielded Hero proffers heightened protection for both the Legionnaire and their brethren, rendering them nigh impervious to harm. As they refine their prowess, they evolve into towering citadels, poised to shift the balance of battle and endure the fiercest of onslaughts.

Within the venerable and mystical discipline of the spear, those who **Die by the Spear** unearth their true purpose. Die by the Spear accentuates the Legionnaire’s offensive capabilities, sharpening their mastery of the spear to deliver ruinous blows upon their adversaries. These ferocious combatants brandish the spear with elegance and precision, felling their enemies with the fluidity of a coursing river and the fury of a tempest unleashed. As the Legionnaire’s skills with the spear evolve, the spear itself transmutes into an extension of their very essence, a conduit for their indomitable spirit. These adept warriors invoke both intimidation and reverence for their ability to penetrate enemy lines and scatter the ranks of their foes. With each attainment of spear mastery, they unlock devastating techniques, empowering them to strike from afar, unleash maelstroms of devastation, and cleave multiple adversaries asunder with a singular, well-aimed thrust.

Upon these blood-drenched fields of battle, a true leader’s value is beyond measure. The **Born Leader** discipline path molds its disciples into rousing figures, capable of marshaling their comrades and commanding their forces with sagacity, audacity, and unwavering resolve. These individuals possess an innate gift for stratagem, discerning the strengths and vulnerabilities of their allies and enemies alike. As their mastery of this discipline flourishes, so too does their ability to embolden and fortify their comrades. Their mere presence emerges as a beacon of hope amidst the heat of battle, raising the spirits of their allies and instilling terror in the hearts of their enemies. Born Leaders harness the might of their charisma and conviction to bolster the defenses of their brethren and even alter the course of battle through sheer force of will. Ultimately, Born Leaders ascend to the heights of virtue, rallying their forces from the precipice of defeat and guiding them to resplendent victory. Through their unyielding devotion to their comrades and their cause, these individuals truly embody the essence of leadership, proving that even in the darkest of times, hope shall never falter.

In the hands of the Legionnaire, the spear and shield become instruments of unrivaled skill and precision. The spear empowers them to strike from a distance, piercing through the defenses of their adversaries with lethal accuracy. The shield, meanwhile, serves not only as a bulwark against incoming assaults but also as a formidable weapon in its own right. The Legionnaire’s consummate mastery of these weapons is manifested through their unique abilities, blending offensive and defensive techniques to forge a versatile and fearsome fighting style.

## Class Skills

<table><thead><tr><th>Skill Points</th><th width="81">Range</th><th width="167">Discipline</th><th width="91">DoD*</th><th width="192">Ability</th><th width="704">Description</th></tr></thead><tbody><tr><td>1</td><td>1</td><td>Live by the Shield</td><td>X</td><td>Get Even</td><td><p><em>A tax for every insult.</em><br></p><p>Activate for a Duration of X.<br></p><p>All physical damage dealt by this Hero is decreased by X%.</p><p>Gain X% Riposte.</p></td></tr><tr><td>1</td><td>2</td><td>Die by the Spear</td><td>X</td><td>Thrust</td><td><p><em>Ready your spear.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).</p><p>This attack has X% Pierce.</p><p>For a Duration of X, gain (X + X*END)% chance to Retaliate X.</p></td></tr><tr><td>1</td><td>1</td><td>Born Leader</td><td>X</td><td>Inspire</td><td><p><em>As long as the party can see you fighting, they'll never lose heart.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*DEX).</p><p></p><p>If this attack is successful, Allies gain (X + X*VIT)% EVA for a Duration of X.</p></td></tr><tr><td>2</td><td>-</td><td>Live by the Shield</td><td>Passive</td><td>Live by the Shield</td><td><p><em>You've chosen to become the wall between your foes and those standing alone.</em></p><p></p><p>While in combat, gain:</p><ul><li>X% BLK</li><li>X% P.DEF</li><li>X% HP</li></ul></td></tr><tr><td>2</td><td>-</td><td>Die by the Spear</td><td>Passive</td><td>Die by the Spear</td><td><p><em>You've chosen to become the spear that fights for those who cannot.</em></p><p></p><p>Each successful attack by this Hero gains a (X + X*DEX)% chance to inflict target enemy with Bleed.</p><p></p><p>For each active stack of Bleed on the Battlefield, this Hero gains X% P.ACC to a max of X%.</p></td></tr><tr><td>2</td><td>-</td><td>Born Leader</td><td>Passive</td><td>Born Leader</td><td><p><em>Vision. Clarity. Foresight. Preparation leads to victory.</em></p><p></p><p>Your Party gains X% resistance to Sabotage.</p><p>This effect can be stacked.</p><p>When a consumable is used on this Hero's Turn, gain a X% chance to gain the effect without reducing the Battle Budget.</p></td></tr><tr><td>3</td><td>1</td><td>Live by the Shield</td><td>X</td><td>Scutum Shove</td><td><p><em>Nothing beats a strong shoulder to the chest. The shield helps a bit.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR).</p><p></p><p>(X + X*STR)% chance to Daze target enemy for a Duration of X.</p><p>(X + X*STR)% chance to Disarm target enemy for a Duration of X.</p></td></tr><tr><td>3</td><td>P2</td><td>Die by the Spear</td><td>X</td><td>Herculean Heave</td><td><p><em>Your helmet is stifling. Your shield is heavy. Drop your shield, throw your spear.</em></p><p></p><p>Channel for a Duration of X.</p><p>Deal physical damage to target enemy in P2 equal to (X*BASIC + X*DEX + X*STR).</p><p></p><p>(X + X*DEX)% chance to inflict target enemy with Bleed.</p><p>(X + X*DEX)% chance to Stun target enemy.</p></td></tr><tr><td>3</td><td>1</td><td>Born Leader</td><td>X</td><td>The Boot</td><td><p><em>This. Is. Serendale!</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).</p><p></p><p>(X + X*END + X*STR)% chance to Push target enemy X.</p><p>If successful, gain (X + X*END + X*STR)% chance to Push target enemy an additional X.</p></td></tr><tr><td>4</td><td>3</td><td>Live by the Shield</td><td>X</td><td>Look at Me</td><td><p><em>The sound of your spear smashing into your shield cannot be ignored.</em></p><p></p><p>Redirect X% of all attacks targeting Allies to this Hero for a Duration of X.</p><p>Gain X% Riposte for a Duration X.</p><p></p><p><strong>COMBO</strong>: If "Scutum Shove" was used on this Hero's last Turn, gain an additional X% Riposte for a Duration of X.<br></p><p>Amnesia X.</p></td></tr><tr><td>4</td><td>2</td><td>Die by the Spear</td><td>X</td><td>Leg Sweep</td><td><p><em>If you take their feet out from underneath them, they can't run away as easily.</em></p><p></p><p>Deal physical damage to target enemies in P1 and P2 for (X*BASIC + X*DEX) each.</p><p></p><p>(X + X*DEX)% chance to Daze target in P1.</p><p>(X + X*DEX)% chance to Daze target in P2.</p><p>For a Duration of X, gain (X + X*END)% chance to Retaliate X.<br></p><p><strong>COMBO</strong>: If this Hero used "Thrust" last Turn, gain a (X + X*DEX)% chance to Stun target hero in P1 for a Duration of X.</p></td></tr><tr><td>4</td><td>1</td><td>Born Leader</td><td>X</td><td>On Me</td><td><p><em>Your spear marks our priority target.</em><br></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR).</p><p>(X + X*DEX + X*INT)% chance to Mark target enemy for a Duration of X.</p><p>Allies deal X% additional damage to target marked enemy for a Duration of X.</p><p>Allies gain (X + X*STR)% resistance to Push and Pull for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If a "Born Leader" Discipline skill was used on this Hero's last Turn, gain X% Riposte for a Duration of 2.</p></td></tr><tr><td>5</td><td>Allies</td><td>Live by the Shield</td><td>-</td><td>Shield Wall</td><td><p><em>Many shields become one.</em></p><p></p><p>Gain X% Riposte for a Duration of X.</p><p>All damage that is taken by Allies is spread evenly amongst all living party members for a Duration of X.</p><p>All Party Members gain (X + X*STR)% resistance to Push and Pull for a Duration of X.<br></p><p><strong>COMBO</strong>: If a "Live by the Shield" Discipline skill was used on this Hero's last Turn, each Ally gains:</p><ul><li>X% Riposte for a Duration of X.</li><li>X% Backfire for a Duration of X.</li></ul></td></tr><tr><td>5</td><td>2</td><td>Die by the Spear</td><td>X</td><td>Charge</td><td><p><em>Just run at 'em.</em></p><p></p><p>Deal physical damage to target enemy equal to [X*(Y*BASIC + Y*DEX)].</p><p></p><p>The value of X is dependent on the Position of the acting Hero:</p><ul><li>P1: X = 1.0</li><li>P2: X = 1.2</li><li>P3: X = 1.4</li></ul><p>If this Hero is not in P1, reposition this Hero to P1.</p><p>Become Exhausted.<br>Amnesia X.<br></p><p><strong>COMBO</strong>: If the target is inflicted with Bleed, gain a (X + X*DEX)% chance to Pull target X.</p></td></tr><tr><td>5</td><td>3</td><td>Born Leader</td><td>X</td><td>Heroic Roar</td><td><p><em>You give hope to your party. Keep none for yourself.</em></p><p></p><p>Deal physical damage to all target enemies equal to (0).</p><p></p><p>(X + X*STR)% chance to Intimidate all enemies for X% for a Duration of X.</p><p></p><p>Allies gain AGI equal to (X*VIT) for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If a "Born Leader" Discipline skill was used on this Hero's last Turn, Allies gain (X + X*AGI)% EVA for a Duration of X.</p></td></tr><tr><td>10+</td><td>3</td><td>Live by the Shield</td><td>-</td><td>Get Even +</td><td><p><em>An insult for every tax.</em></p><p></p><p>Activate for a Duration of X.<br></p><p>All physical damage dealt is decreased by X%.</p><p>Gain X% Riposte.</p><p>Retaliate attacks gain a X% chance to inflict X% Slow to target enemy for a Duration of X.</p></td></tr><tr><td>10+</td><td>1</td><td>Live by the Shield</td><td>X</td><td>Scutum Shove +</td><td><p><em>Nothing beats a strong shoulder to the chest. The shield helps a bit.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR).</p><p></p><p>(X + X*STR)% chance to Exhaust target enemy for a Duration of X.</p><p>(X + X*STR)% chance to Stun target enemy for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If this Hero successfully Blocked since its last Turn, this skill gains a </p><p>(X + X*END + X*STR)% chance to Push target enemy X.</p></td></tr><tr><td>10+</td><td>P2+P3</td><td>Die by the Spear</td><td>X</td><td>Herculean Heave +</td><td><p><em>Your helmet is stifling. Your shield is heavy. Drop your shield, throw your spear.</em></p><p></p><p>Channel for a Duration X.</p><p></p><p>Deal physical damage to target enemy in P2 equal to (X*BASIC + X*DEX + X*STR).</p><p>This attack has X% Pierce.</p><p></p><p>(X + X*DEX)% chance to inflict target P2 enemy with Bleed.</p><p>(X + X*DEX)% chance to Stun target P2 enemy.<br></p><p>Deal physical damage to target enemy in P3 equal to (X*BASIC + X*DEX + X*STR).</p><p>(X + X*DEX)% chance to Silence target P3 enemy.</p></td></tr><tr><td>10+</td><td>2</td><td>Die by the Spear</td><td>X</td><td>Charge +</td><td><p><em>You heard me.</em></p><p></p><p>Deal physical damage to target enemy equal to [X*(Y*BASIC + Y*DEX)].</p><p>This attack has Y% Pierce.</p><p></p><p>The value of X is dependant on the Position of the acting Hero:</p><ul><li>P1: X = 1.0</li><li>P2: X = 1.2</li><li>P3: X = 1.4</li></ul><p>If this Hero is not in P1, reposition this Hero to P1.</p><p></p><p>Become Exhausted.<br></p><p>Amnesia Y.</p><p></p><p><strong>COMBO</strong>: If the target is inflicted with Bleed, gain a (Y + Y*DEX)% chance to Pull target Y.</p></td></tr><tr><td>10+</td><td>1</td><td>Born Leader</td><td>X</td><td>Inspire +</td><td><p><em>Your words carry great weight amongst the young ones.</em></p><p></p><p>Deal physical damage to target enemy equal to (0).</p><p></p><p>Taunt target enemy for a Duration of X.</p><p></p><p>Gain X% BLK for a Duration of X.</p><p></p><p>Allies gain (X + X*VIT)% EVA for a Duration of X.</p></td></tr><tr><td>10+</td><td>1</td><td>Born Leader</td><td>X</td><td>On Me +</td><td><p><em>Your spear will mark our priority target.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR).</p><p>(X + X*DEX + X*INT)% chance to Mark target enemy for a Duration of X.</p><p></p><p>Allies deal X% additional damage to Marked enemies for a Duration of X.</p><p></p><p>Allies gain (X + X*STR)% resistance to Push and Pull for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If a "Born Leader" Discipline skill was used on this Hero's last Turn, gain X% Riposte for a Duration of X.</p></td></tr><tr><td>10</td><td>Party</td><td>Live by the Shield</td><td>Passive</td><td>Parry and Protect</td><td><p><em>Parry an incoming attack, throw your shield to your buddy. Let's hope they give it back.</em></p><p></p><p>Gain X% EVA.</p><p></p><p>Each instance this Hero successfully Blocks, Parries, or Dodges an incoming attack, gain:</p><p></p><p>(X + X*LCK)% chance to give a random Party Member a Physical Barrier with HP equal to (X*END + X*VIT + X*WIS).</p></td></tr><tr><td>10</td><td>-</td><td>Live by the Shield</td><td>X</td><td>Walking Fortress</td><td><p><em>Your reputation precedes you.</em></p><p></p><p>Activate to gain a Physical Barrier with HP equal to (X*STR + X*END + X*VIT).</p><p></p><p>Gain (X + X*END)% P.DEF for a Duration of X.</p><p>Gain X% Riposte for a Duration of X.</p><p>Gain (X + X*STR)% resistance to Push and Pull for a Duration of X.</p><p></p><p>Amnesia X.</p><p></p><p><strong>COMBO</strong>: If this Hero successfully Blocked since its last Turn, this skill gains:</p><p>(X + X*END + X*STR)% chance to Push target enemy X.</p></td></tr><tr><td>10</td><td>P2+P3</td><td>Live by the Shield</td><td>X</td><td>Shield Ramp</td><td><p><em>Hold your shield at this angle, like so. Okay, they're gonna run at you now. Launch them when they get here.</em><br></p><p>Activate to target an Ally that is in a Position behind this Hero.<br></p><p>Ally deals physical damage divided evenly amongst enemies in P2 and P3 equal to [(X*Ally_BASIC + X*Ally_VIT + X*Ally_END) + (X*STR)].<br></p><p>(X + X*LCK)% chance to Push target in P2 to P3.<br></p><p>Ally repositions to P1 and becomes Exhausted.<br></p><p><strong>COMBO</strong>: If any "Born Leader" Discipline skill was used last Turn by this Hero, gain:</p><p>(X + X*LCK)% chance to Stun target in P3.</p></td></tr><tr><td>10</td><td>P2 Ally</td><td>Die by the Spear</td><td>Passive</td><td>On Your Six</td><td><p><em>When I say duck, duck.</em></p><p></p><p>Party Members in P2 gain:</p><ul><li>X% REC</li><li>X% EVA</li><li>(X + X*STR)% Resistance to Fear.</li><li>(X + X*STR)% Resistance to Push and Pull.</li></ul></td></tr><tr><td>10</td><td>3</td><td>Die by the Spear</td><td>X</td><td>Spear from the Gods</td><td><p><em>Point your spear to the skies. The gods grant you a gift of lightning. Leap into the air and hurl it at the enemy.</em></p><p></p><p>Channel for a Duration of X.</p><p></p><p>Deal physical damage equal to (X*BASIC + X*DEX) to target enemy.</p><p>(X + X*DEX)% chance to Silence target enemy for Duration of X.</p><p>(X + X*DEX)% chance to Stun target Enemy for Duration of X.</p><p></p><p>Deal physical damage equal to (X*BASIC + X*DEX) to each adjacent enemy.</p></td></tr><tr><td>10</td><td>1</td><td>Die by the Spear</td><td>X</td><td>Press the Advantage</td><td><p><em>Strike hard and show no mercy.</em></p><p></p><p>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).</p><p>(X + X*END)% chance to Retaliate X for a Duration of X.</p><p></p><p>If the target is inflicted with Bleed, gain:</p><p>(X + X*DEX)% chance to Stun target for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If a "Live by the Shield" Discipline skill was used on this Hero's last Turn, gain:</p><p>(X + X*DEX)% to Push target enemy X.</p></td></tr><tr><td>10</td><td>-</td><td>Born Leader</td><td>Passive</td><td>Hold Steady</td><td><p><em>Steady your feet now. You lead by example.</em></p><p></p><p>This Hero gains:</p><p>X% chance to gain Retaliate X on successful incoming attacks targeting Allies.</p><p></p><p>Allies gain:</p><p>X% P.DEF.</p><p>(X + X*END)% Resistance to Push and Pull.</p><p></p><p>The END listed here is the Legionnaire's END, not the target's.</p></td></tr><tr><td>10</td><td>Allies</td><td>Born Leader</td><td>X</td><td>Take the Point</td><td><p><em>Switch!</em></p><p></p><p>Reposition this Hero.</p><p>Gain X% BLK for a Duration of X.</p><p>Allies behind this Hero gain (X + X*END)% chance to Retaliate X for a Duration of X.<br></p><p>Amnesia X.</p><p></p><p><strong>COMBO</strong>: If any "Live by the Spear" Discipline skill was used on this Hero's last Turn, gain:</p><p>(X + X*END)% resistance to Push and Pull for a Duration of X.</p></td></tr><tr><td>10</td><td>Allies</td><td>Born Leader</td><td>-</td><td>Fall Back</td><td><p><em>It's time to regroup and reassess.</em></p><p></p><p>Gain X% EVA for a Duration of X.</p><p></p><p>Reposition target Ally.</p><p></p><p>Target Allied Hero gains a Physical Barrier with HP equal to (X*Max_HP).</p><p></p><p><strong>COMBO</strong>: If "Heroic Roar" was used on this Hero's last Turn, target Ally gains X% increased damage dealt for a Duration of X.</p></td></tr><tr><td>15</td><td>Party</td><td>Born Leader</td><td>Passive</td><td>Coordinated Attack</td><td><p><em>Turn the tide of battle with one perfect move.</em></p><p></p><p>Every X Durations, all party members gain X% P.ACC and Focus for a Duration of X.</p><p>Every X Durations, all party members gain X% CSC for a Duration of X.</p><p>Every X Durations, all party members gain X% Pierce for a Duration of X.</p><p>Every X Durations, all party members gain X% Attack Damage for a Duration of X.</p></td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill and require having the basic version
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Monk

Monk Class Combat Skills

<figure><img src="/files/Z0uya4wAAyOcCabyHNJH" alt="" width="375"><figcaption></figcaption></figure>

This page details information about the Monk class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 6/5/2023*
{% endhint %}

## Class Description

In the midst of a battlefield wrought with sword, shield, and the arcane, the **Monk** strides forth, a harmonious convergence of mind, body, and spirit. These unique pilgrims traverse a path woven from the cloth of internal reflection and martial prowess, emerging as living manifestations of transcendent power.

In the great tapestry of existence, Monks are the meticulously woven threads of enlightened energy. These dedicated souls have become master manipulators of "ki", the energy inherent in all life, granting them abilities that defy the mundane and leap into the extraordinary. With disciplined minds and potent fists, Monks etch the testament of their will upon the world, proving that the voyage towards enlightenment is not merely a personal quest, but a beacon of hope for the afflicted and an unyielding bulwark against the forces of chaos.

A Monk's journey is painted with strokes of three distinctive disciplines, each illuminating a unique facet of their identity. Each path demonstrates the versatility of the Monk, showcasing the multitude of ways their powers can manifest.

Those who walk the way of the **Closed Fist** are artisans of unyielding force. These Monks transcribe their tale with devastating strikes and unassailable defenses, each impact a stanza of power that resonates across the battlefield. They channel their ki to withstand onslaughts, and with a single, focused strike, they can topple even the mightiest foe. This discipline enables Monks to stand firm in the frontlines, an unyielding force of strength amidst the fires of combat.

In stark contrast, followers of the way of the **Open Palm** weave their tale with gentler, yet equally potent strokes. They master the ebb and flow of energy, their martial gifts are leveraged to redirect hostile forces and send adversaries tumbling. Utilizing their ki as both a shield and a spring, they defend and deflect with an ease that belies their profound skill. This path allows Monks to dictate the rhythm of battle, a dance in which they are both the choreographer and the lead.

Lastly, the way of the **Drunken Sway** is an esoteric verse in the Monk's saga. These seemingly unsteady warriors find harmony in imbalance, their movements unpredictable and yet purposeful. They channel their ki to mimic the unpredictable sway of the inebriated, causing their enemies to misjudge their movements and falter. This path transforms the Monk into an elusive enigma on the battlefield, seemingly stumbling yet always a step ahead.

The Monk, in all its mystical grandeur, challenges the traditional paradigms of physical might and arcane power. By intertwining the strength of body, the resolve of mind, and the energy of the spirit, Monks offer a testament to the power of internal balance and self-awareness. Whether they are the implacable warriors of the Closed Fist, the graceful defenders of the Open Palm, or the controlled chaos of the Drunken Sway, they serve as a reminder that the most profound power often emanates from within, cultivated through wisdom, discipline, and the endless pursuit of enlightenment. This is where the Monk thrives - a symbol of grace, strength, and wisdom, perfectly in sync with the eternal rhythm of the cosmos.

## Class Skills

<table data-full-width="true"><thead><tr><th width="92">Skill Points</th><th width="95">Range</th><th width="164">Discipline</th><th width="95">DoD</th><th width="186">Skill</th><th width="532">Description</th></tr></thead><tbody><tr><td>1</td><td>1</td><td>Closed Fist</td><td>X</td><td>Crippling Strike</td><td>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).<br><br>(X + X*STR + X*DEX)% chance to Daze target enemy.</td></tr><tr><td>1</td><td>1</td><td>Open Palm</td><td>X</td><td>Blinding Weave</td><td>Deal physical damage to target enemy equal to (X*BASIC + X*DEX + X*WIS).<br><br>(X + X*DEX + X*WIS)% chance to Blind target enemy.</td></tr><tr><td>1</td><td>Self</td><td>Drunken Sway</td><td>-</td><td>Swig</td><td><em>Here, drink this. It, uhh, helps.</em><br><br>Channel for a Duration of X.<br>Gain (X + X*END)% P.DEF for a Duration of X.<br>Gain (X + X*DEX)% EVA for a Duration of X.</td></tr><tr><td>2</td><td>Passive</td><td>Closed Fist</td><td>Passive</td><td>Closed Fist</td><td>All successful attacks by this Hero gain a (X + X*STR)% chance to Push target enemy 1.</td></tr><tr><td>2</td><td>Passive</td><td>Open Palm</td><td>Passive</td><td>Open Palm</td><td>While in battle, this Hero gains a (X + X*DEX)% chance to Retaliate X.</td></tr><tr><td>2</td><td>Passive</td><td>Drunken Sway</td><td>Passive</td><td>Drunken Sway</td><td>While Channeling, this Hero gains a Physical Barrier equal to (X + X*END)% of this Hero's current HP. When Channel is complete, the Physical Barrier is destroyed.</td></tr><tr><td>3</td><td>1</td><td>Closed Fist</td><td>X</td><td>Five Fists</td><td><em>Strength is great and all, but hitting them in just the right spot at just the right time does wonders.</em><br><br>Reposition to P1.<br><br>Deal X instances of physical damage to target enemy, each instance is equal to (X*BASIC + X*STR + X*DEX).<br><br>For each successful Critical Strike, each instance gains a (X + X*STR)% chance to Daze target enemy.<br><br><strong>COMBO</strong>: If "Power Stance" is active, gain:<br>(X + X*STR)% chance to Push target enemy 1.<br><br>Amnesia X.</td></tr><tr><td>3</td><td>3</td><td>Open Palm</td><td>X</td><td>Soothing Palm</td><td>Reposition to P1.<br><br>Deal physical damage to each target enemy equal to (X*BASIC + X*DEX + X*STR).<br><br>(X + X*DEX + X*WIS)% chance to Disarm target enemy in P1 for a Duration of X.<br>(X + X*DEX + X*WIS)% chance to Disarm target enemy in P2 for a Duration of X.<br>(X + X*DEX + X*WIS)% chance to Disarm target enemy in P3 for a Duration of X.<br><br><strong>COMBO</strong>: If "Ready Stance" is active, gain:<br>Cleanse all Party Members.<br><br>Amnesia X.<br><br>------<br><br>"Disarm" Definition:<br>Target's current weapon set is unusable next Turn.<br>Target automatically swaps to its alternative weapon set.<br>Target gains 100% resistance to Disarm until target's next Turn.<br>Interrupts.</td></tr><tr><td>3</td><td>3</td><td>Drunken Sway</td><td>X</td><td>Stumble</td><td><em>Trip and fall into your enemies. It happens.</em><br><br>Reposition to P1.<br><br>Deal physical damage equal to each enemy equal to (X*BASIC + X*STR + X*END).<br><br>(X + X*LCK) chance to Taunt P1 enemy for a Duration of X.<br>(X + X*LCK) chance to Taunt P2 enemy for a Duration of X.<br>(X + X*LCK) chance to Taunt P3 enemy for a Duration of X.<br><br><strong>COMBO</strong>: If "Flow Stance" is active, gain a Physical Barrier equal to X% of this Hero's current HP.<br><br>Become Exhausted.<br><br>Amnesia X.</td></tr><tr><td>4</td><td>Self</td><td>Closed Fist</td><td>-</td><td>Power Stance</td><td>Activate to gain "Power Stance" for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>+X% AGI.<br>+X% BLK.<br>+(X + X*DEX)% CSC.<br>Each instance this Hero successfully hits a Critical Strike, gain:<br>(X + X*STR)% chance to Push target enemy 1.<br><br>Refreshes and does not stack.</td></tr><tr><td>4</td><td>Self</td><td>Open Palm</td><td>-</td><td>Ready Stance</td><td>Activate to gain "Ready Stance" for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>+X% EVA.<br>+(X + X*WIS)% BLK.<br>(X + X*DEX)% chance to Retaliate X.<br>Each instance this Hero Blocks an incoming attack, gain a (X + X*WIS)% chance to Disarm attacking target enemy for a Duration of X.<br><br>Refreshes and does not stack.</td></tr><tr><td>4</td><td>Self</td><td>Drunken Sway</td><td>-</td><td>Flow Stance</td><td><em>Simply avoiding damage is not enough. You must know when to strike back.</em><br><br>Activate to gain "Flow Stance" stance for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>+(X + X*LCK)% EVA.<br>+(X + X*END)% P.DEF.<br>Each instance this Hero Evades an attack, gain a (X + X*LCK)% chance to Taunt a random enemy for a Duration of X.<br><br>Refreshes and does not stack.</td></tr><tr><td>5</td><td>2</td><td>Closed Fist</td><td>X</td><td>Grand Slam</td><td><em>Harness your inner life energy. Now, project it outward.</em><br><br>Channel for a Duration of 1.<br><br>Deal physical damage equal to (X*BASIC + X*STR) to target enemy in P1.<br>(X + X*DEX)% chance to Push target enemy in P1 to P2.<br><br>If Push is successful, deal physical damage equal to (X*BASIC + X*STR) to target enemy that has now moved to P1.<br><br><strong>COMBO</strong>: If this Hero used "Five Fists" on this Hero's last Turn, gain:<br>(X + X*DEX)% chance to Exhaust target enemy in P1.<br><br>Amnesia X.</td></tr><tr><td>5</td><td>3</td><td>Open Palm</td><td>X</td><td>Ki Blast</td><td>Channel for a Duration of 1.<br><br>Deal physical damage equal to (X*BASIC + X*VIT + X*WIS) to target enemy.<br>(X + X*DEX)% chance to Banish target enemy in P1 for Duration X.<br><br><strong>COMBO</strong>: If this Hero used "Soothing Palm" on its last Turn, gain:<br>While Channeling, Heal for (X*VIT) on each enemy Turn.<br><br>Amnesia X.</td></tr><tr><td>5</td><td>3</td><td>Drunken Sway</td><td>X</td><td>Stagger</td><td>Reposition to P1.<br><br>(X + X*LCK)% chance to Taunt each enemy.<br><br><strong>COMBO</strong>: If this Hero used "Stumble" on this Hero's last Turn, gain:<br>X% P.DEF for a Duration of X.<br><br>Channel for a Duration of X.<br><br>At the end of the Channel, deal damage equal to X% of damage received during Channel to target enemy in P1.<br><br>Amnesia X.<br><br>------<br><br><em>Note: Effects occur in the order written.</em></td></tr><tr><td>10+</td><td>1</td><td>Closed Fist</td><td>X</td><td>Crippling Strike +</td><td>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).<br><br>(X + X*STR + X*DEX)% chance to Daze target enemy.<br><br><strong>COMBO</strong>: If this Hero used "Basic Attack" on its last Turn, immediately cast "Crippling Strike" again on the same target.</td></tr><tr><td>10+</td><td>-</td><td>Closed Fist</td><td>-</td><td>Power Stance +</td><td>Activate to gain "Power Stance" for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>+X% AGI.<br>+X% BLK.<br>+(X + X*DEX)% CSC.<br>Each instance this Hero successfully hits a Critical Strike, gain:<br>(X + X*STR)% chance to Push target enemy 1.<br><br>Refreshes and does not stack.</td></tr><tr><td>10+</td><td>1</td><td>Open Palm</td><td>X</td><td>Blinding Weave +</td><td>Deal physical damage to target enemy equal to (X*BASIC + X*DEX + X*WIS).<br><br>(X + X*STR + X*DEX)% chance to Blind target enemy.<br><br><strong>COMBO</strong>: If target is inflicted with Blind, gain:<br>(X + X*INT)% chance to Disarm target enemy for a Duration of X.</td></tr><tr><td>10+</td><td>-</td><td>Open Palm</td><td>-</td><td>Ready Stance +</td><td>Activate to gain "Ready Stance" for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>+X% EVA.<br>+(X + X*WIS)% BLK.<br>(X + X*DEX)% chance to Retaliate X.<br>Each instance this Hero Blocks an incoming attack while "Ready Stance" is active, gain a (X + X*WIS)% chance to Disarm attacking target enemy for a Duration of X.<br><br>Refreshes and does not stack.</td></tr><tr><td>10+</td><td>-</td><td>Drunken Sway</td><td>-</td><td>Swig +</td><td><em>Here, drink this. It, uhh, helps.</em><br><br>Channel for a Duration of X.<br>Gain (X + X*END)% P.DEF for a Duration of X.<br>Gain (X + X*DEX)% EVA for a Duration of X.<br><br><strong>COMBO</strong>: If this Hero used "Basic Attack" on its last Turn, gain an additional X% P.DEF for a Duration of X.</td></tr><tr><td>10+</td><td>-</td><td>Drunken Sway</td><td>-</td><td>Flow Stance +</td><td><em>Simply avoiding damage is not enough. You must know when to strike back.</em><br><br>Activate to gain Sway for a Duration of X.<br>Reposition this Hero 1.<br>While active, gain the below effects:<br><br>(X + X*LCK)% EVA.<br>(X + X*END)% P.DEF.<br>Each instance this Hero Evades an attack while Sway is active, gain a (X + X*LCK)% chance to Taunt a random enemy for a Duration of X.<br><br>Refreshes and does not stack.</td></tr><tr><td>10</td><td>Passive</td><td>Closed Fist</td><td>Passive</td><td>Unwavering Resolve</td><td>While in "Power Stance", gain:<br><br>X% P.DEF.<br>X% M.DEF.<br>X% resistance to all Status Effects.<br>X% BLK.</td></tr><tr><td>10</td><td>3</td><td>Closed Fist</td><td>X</td><td>Disrupt Ki</td><td>This Skill is only available while in "Power Stance".<br><br>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).<br><br>(X + X*WIS)% chance to inflict Amnesia X on a random Target Hero skill.<br><br><strong>COMBO</strong>: If this Hero used "Meditate" on its last Turn, gain:<br>(X + X*WIS)% chance to Silence target enemy for a Duration of X.</td></tr><tr><td>10</td><td>1</td><td>Closed Fist</td><td>X</td><td>One Punch</td><td>Channel for a Duration of X.<br><br>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX)<br><br>(X + X*STR)% chance to Banish target enemy for a Duration of X.<br><br>Become Exhausted.<br><br>Amnesia X.</td></tr><tr><td>10</td><td>Passive</td><td>Open Palm</td><td>Passive</td><td>Guide Momentum</td><td>While in "Ready Stance", each instance this Hero Evades, Blocks, or Retaliates an incoming attack, gain:<br><br>X% chance to Daze attacker.<br>X% chance to Pull attacker 1.<br>X% chance to Exhaust attacker for a Duration of X.</td></tr><tr><td>10</td><td>3</td><td>Open Palm</td><td>X</td><td>Shatter</td><td>This Skill is only available while in "Ready Stance".<br><br>Deal physical damage to target enemy equal to (0).<br><br>(X + X*WIS)% chance to destroy target Barriers on target enemy.<br><br>For each Barrier destroyed, deal physical damage to target enemy equal to X% of the current HP value of each Barrier destroyed.</td></tr><tr><td>10</td><td>Self</td><td>Open Palm</td><td>-</td><td>Meditate</td><td><em>Take a moment for yourself. Clear your mind.</em><br><br>Reposition up to 2 Positions.<br><br>Channel for a Duration of X.<br><br>Heal this Hero equal to (X*WIS + X*VIT).<br>Purify this Hero.<br>Gain X% P.ACC for a Duration of X.<br>Gain X% EVA for a Duration of X.</td></tr><tr><td>10</td><td>Passive</td><td>Drunken Sway</td><td>Passive</td><td>Liquid Courage</td><td>While in "Flow Stance" and at the start of each enemy's Turn, gain a (X + X*LCK)% chance to Taunt enemy for its current Turn.</td></tr><tr><td>10</td><td>1</td><td>Drunken Sway</td><td>X</td><td>Stunning Momentum</td><td>This Skill is only available while in "Flow Stance".<br><br>Become Unstoppable for a Duration of X.<br><br>Deal physical damage to target enemy equal to (X*BASIC + X*END).<br>(X + X*LCK)% chance to Stun target enemy.<br><br><strong>COMBO</strong>: If this Hero used "Meditate" on its last Turn, gain:<br>(X + X*LCK)% chance to Repeat X, up to a Max of X.<br><br>Amnesia X.</td></tr><tr><td>10</td><td>3</td><td>Drunken Sway</td><td>X</td><td>Into the Fray</td><td><p>Channel for a Duration of X.</p><p></p><p>During Channel, gain:</p><ul><li>+(X + X<em>LCK)% EVA</em></li><li><em>+(X + X</em>LCK)% BLK</li><li>-X% P.DEF</li><li>Whenever this Hero receives damage, gain a X% chance to Retaliate X.</li><li>Whenever this Hero Retaliates, gain a X% chance to Confuse target enemy.</li><li>Whenever this Hero Evades an attack, gain a X% chance to Blind attacking enemy.</li><li>Whenever this Hero Blocks an attack, gain a X% chance to Pull attacking enemy 1.</li></ul><p>When the Channel is successfully completed, deal physical damage equal to (X<em>BASIC + X</em>STR + X*LCK) to each enemy.</p><p></p><p><strong>COMBO</strong>: If target enemy is Confused or inflicted with Blind, deal additional physical damage equal to (X<em>BASIC + X</em>STR + X*LCK).</p></td></tr><tr><td>15</td><td>Passive</td><td>Open Palm</td><td>Passive</td><td>Sleeping Dragon</td><td><p>Whenever this Hero's HP would be reduced to 0 for the first time in Battle, prevent that damage and immediately gain an array of effects:</p><ul><li>Heal this Hero equal to (X*WIS + X*VIT).</li><li>Purify this Hero.</li><li>Gain X% EVA for a Duration of X.</li><li>Become Exhausted for a Duration of X.</li></ul></td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill and require having the basic version
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Pirate

Pirate Class Combat Skills

<figure><img src="/files/DUzIyZB3gU90sYdiDgyJ" alt=""><figcaption></figcaption></figure>

This page details information about the Pirate class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 2/6/2023*
{% endhint %}

## Class Description

Whether ye be a wily sea dog or a daring scallywag, it's nearly impossible to resist the call of the sea and the **Pirate** is a class of Heroes who just couldn't say no. A true Pirate savors a good game of chance and relishes in living on the edge of a fine blade, for better or for worse. Those who choose to embrace the life of a Pirate do so with a fearless spirit, a thirst for adventure, and an even bigger appetite for risking it all. Their mastery over the wind and waves is a testament to their boldness and their unwavering determination to chart their own course through life. Whether it be the roar of their firearms, the flash of their cutlasses, or the twists of fate, the Pirate is a force to be reckoned with.

The Pirate is a versatile and unpredictable class, able to adapt to any situation with ease. They are quick on their feet and nimble with their blades, making them formidable in hand-to-hand combat, but they're not-too-shy about waving a trusty blunderbuss around. They can call upon the power of the tides and the winds, using it to bolster their strength and lead their shipmates to victory. They can even conjure forth fearsome sea creatures to do their bidding. But the Pirate is not without their flaws. Their love of adventure and treasure can sometimes lead them down a dangerous path, causing them to take risks that humbler Heroes might avoid, and their three skill paths reflect that affinity for danger.

The **Busster** path focuses on dealing punishing ranged attacks with a fearsome blunderbuss pistol. No small amount of dexterity is required to master this path, which allows the Pirate to take out enemies from a distance with their bombastic dragon. Whether it's a strafing warning shot that puts an opponent in its place, a deafening wide blast that deals physical damage to multiple enemies, or an overwhelming barrier-busting explosion, the Pirate is no joke from behind a scope.

The second path is one that honors the ancient and always respected guidelines of **The Pirate Code**. This path reflects the defining elements of what it means to be a swashbuckling rogue that lives outside the inconvenient confines of the law. An unsheathed cutlass and a major measure of strength are required in such a hostile environment of up close and personal diplomatic discourse. An unlucky Jenkins could find themselves quickly on the backfoot from a swift slash that, unless properly treated, could be a matter of life or death. And if that's not enough to do the job, there's always a nice walk off the plank to meet one's maker in the murky depths below.

Lastly, the Pirate has its one true love, the sea itself. The **Luck of the Sea** path is about trusting in the heart of the ocean and relying on the mysteries that piracy has unearthed over generations of gamblers and ruffians. Wit, good fortune, and of course a giant kraken are always reliable resources to turn the tide of battle. But what boons the sea provides can also be ripped away. In turn, this path is by far the most perilous and fool-hardy of all paths, but it also conceals the greatest rewards for those with enough courage to embrace the dark depths and claim its bounty.

A unique blend of cunning and brute force, the Pirate honors the seafaring traditions of the rogue and the smuggler, while tapping into the unseen forces of the open waters and their innate affinity for those waves. This hero of the seas is a master of deception, cunning, and brash bravery and if they can calm their own wanderlust and adventurous spirit, they may just lead a crew to victory.

## Class Skills

<table><thead><tr><th width="100">Skill Points</th><th width="80">Range</th><th width="157">Combo Type</th><th width="195">Ability</th><th width="68">DoD</th><th>Duration</th><th width="518">Description</th></tr></thead><tbody><tr><td>1</td><td>-</td><td>Busster</td><td>Full Metal</td><td>-</td><td>Passive</td><td>Roll a D20 at the start of a Battle and re-roll every X Durations.<br>Increase this Hero's effective DEX by X% in combat.<br>X = D20 roll value.</td></tr><tr><td>1</td><td>-</td><td>The Pirate Code</td><td>The Pirate Code</td><td>-</td><td>Passive</td><td>Roll a D20 at the start of a Battle and re-roll every X Durations.<br>Increase this Hero's effective STR by X% in combat.<br>X = D20 roll value.</td></tr><tr><td>1</td><td>-</td><td>Luck of the Sea</td><td>Luck of the Sea</td><td>-</td><td>Passive</td><td>Roll a D20 at the start of a Battle and re-roll every X Durations.<br>Increase this Hero's effective LCK by X% in combat.<br>X = D20 roll value.</td></tr><tr><td>2</td><td>2</td><td>Busster</td><td>Warning Shot</td><td>X</td><td>X</td><td>Fire a single gun shot at a target enemy in either P1 or P2.<br>Deal physical damage equal to (X*BASIC + X*DEX).<br><br><strong>COMBO</strong>: If this Hero cast a "Busster" ability last turn, gain:<br>X% + (X*DEX) chance to Daze for a Duration of X.</td></tr><tr><td>2</td><td>1</td><td>The Pirate Code</td><td>Unlucky Jenkins</td><td>-</td><td>-</td><td>Unsheath a cutlass and roll a D20.<br>Slash target enemy dealing physical damage equal to X (X = ((X*D20)*BASIC) + X*STR + X*LCK).<br>X% Pierce.<br><br><strong>COMBO</strong>: If this Hero cast a "Pirate Code" ability last turn, gain:<br>X% + (X*STR) chance to inflict X% Bleed for a Duration X.</td></tr><tr><td>2</td><td>-</td><td>Luck of the Sea</td><td>Full Sail</td><td>-</td><td>X</td><td>Flip an coin from an ancient forbidden treasure horde.<br><br>Heads:<br>Rally crew morale, increasing each ally's effective AGI by X (X = X*LCK) for a Duration of X.<br><br>Tails:<br>Rally crew morale, increasing each ally's damage dealt by X% for a Duration of X.<br><br><strong>COMBO</strong>: If this Hero cast a "Luck of the Sea" ability last turn, gain:<br>X% + (X*LCK) chance to increase the Duration of the effects from X to X.</td></tr><tr><td>3</td><td>2</td><td>Busster</td><td>Blunderbusster</td><td>X</td><td>X</td><td>Fire a blunderbuss blast.<br>X% + (X*DEX) chance to destroy target Barriers on targets in P1 and P2.<br>Deal physical damage to enemies in P1 and P2 equal to (X*Basic + X*LCK) each.<br>X% + (X*DEX) chance to Daze target enemy for a Duration of X.</td></tr><tr><td>3</td><td>1</td><td>The Pirate Code</td><td>Disabling Blow</td><td>X</td><td>X</td><td>Slash target enemy with a cutlass.<br>Deal physical damage equal to (X*BASIC + X*STR).<br>X% + (X*STR) chance to Silence target for a Duration of X.<br><br><strong>COMBO</strong>: If "Unlucky Jenkins" was used on this Hero's last turn, gain:<br>X% + (X*STR) chance to inflict X% Bleed for a Duration X.</td></tr><tr><td>3</td><td>3</td><td>Luck of the Sea</td><td>Starboard Cannons</td><td>X</td><td>-</td><td>Ready the cannons and Channel for a Duration of X.<br>During Channel, gain X% EVA.<br><br>Command the ship to fire all starboard cannons.<br>Deal physical damage to each enemy equal to (X*Basic + X*LCK).</td></tr><tr><td>4</td><td>3</td><td>Busster</td><td>Cheapshot</td><td>X</td><td>X</td><td>Shoot target enemy in the leg.<br>Deal physical damage equal to (X*BASIC + X*DEX).<br>X% + (X*DEX) chance to Slow target enemy by X% for a Duration of X.<br><br><strong>COMBO</strong>: If "Warning Shot" was used on this Hero's last Turn, gain:<br>X% + (X*DEX) chance to Stun target enemy for a Duration of X.</td></tr><tr><td>4</td><td>1</td><td>The Pirate Code</td><td>All Hands On Deck</td><td>-</td><td>-</td><td>This Hero and each ally consecutively perform a Basic Attack dealing physical damage to target enemy in P1.<br><br>This Hero gains First Strike on this Hero's next Turn.</td></tr><tr><td>4</td><td>3</td><td>Luck of the Sea</td><td>Curse of the Sea</td><td>-</td><td>X</td><td>Call the Kraken.<br>Delay X (X = D6 Roll).<br><br>The Kraken's tentacles coil around the enemy's board.<br><br>Deal physical damage to each enemy equal to (X*Basic + X*LCK).<br>X% + (X*LCK) chance to Fear the enemy with the lowest current HP value.<br><br><strong>COMBO</strong>: If "Starboard Cannons" was used on this Hero's last turn, gain:<br>X% + (X*LCK) chance to Slow each enemy by X% for a Duration of X.</td></tr><tr><td>5</td><td>-</td><td>Busster</td><td>First Mate</td><td>-</td><td>X</td><td>Target ally gains X% EVA (X = X + X*DEX + X*LCK) for a Duration of X.<br><br>The next X attacks that target this Hero are redirected to that Ally.<br>X = D6 divided by X, rounded down.</td></tr><tr><td>5</td><td>1</td><td>The Pirate Code</td><td>Walk the Plank</td><td>X</td><td>-</td><td>Deal physical damage to target Hero equal to (X*Basic + X*STR + X*DEX).<br>If a target is below X% HP, execute target.<br>If target is executed, gain First Strike on this Hero's next Turn.</td></tr><tr><td>5</td><td>3</td><td>Luck of the Sea</td><td>Parley</td><td>-</td><td>X</td><td>This Hero and target enemy roll a D20.<br>Whichever Hero rolls a lower sum value (X*D20 + X*LCK) receives X% additional damage for a Duration of X.<br>Deal physical damage to target enemy equal to (X*BASIC + X*WIS + X*LCK).</td></tr><tr><td>10+</td><td>2</td><td>Busster</td><td>Blunderbusster +</td><td>X</td><td>-</td><td>Fire a blunderbuss blast.<br>X% + (X*DEX) chance to destroy target Barriers on targets in P1 and P2.<br>Deal physical damage to enemies in P1 and P2 equal to (X*Basic + X*LCK) each.<br>X% + (X*DEX) chance to Stun target enemy for a Duration of X.</td></tr><tr><td>10+</td><td>3</td><td>Busster</td><td>Cheapshot +</td><td>-</td><td>X</td><td>Shoot target enemy in the leg.<br>Deal physical damage equal to (X*BASIC + X*DEX).<br>X% + (X*DEX) chance to Slow target enemy by X% for a Duration of X.<br><br><strong>COMBO</strong>: If "Warning Shot" was used on this Hero's last Turn, gain:<br>X% + (X*DEX) chance to Stun target enemy for a Duration of X.</td></tr><tr><td>10+</td><td>1</td><td>The Pirate Code</td><td>Unlucky Jenkins +</td><td>X</td><td>-</td><td>Unsheath a cutlass and roll a D20.<br>Slash target enemy dealing physical damage equal to X (X = ((X*D20)*BASIC) + X*STR + X*LCK).<br>X% Pierce.<br><br><strong>COMBO</strong>: If this Hero cast a "Pirate Code" ability last turn, gain:<br>X% + (X*STR) chance to inflict X% Bleed for a Duration of X.</td></tr><tr><td>10+</td><td>1</td><td>The Pirate Code</td><td>Disabling Blow +</td><td>X</td><td>X</td><td>Slash target enemy with a cutlass.<br>X% + (X*STR) chance to destroy target's Barrier.<br>Deal physical damage equal to (X*BASIC + X*STR).<br>X% + (X*STR) chance to Silence target for a Duration of X.<br><br><strong>COMBO</strong>: If "Unlucky Jenkins" was used on this Hero's last turn, gain:<br>X% + (X*STR) chance to inflict X% Bleed for a Duration of X.</td></tr><tr><td>10+</td><td>-</td><td>Luck of the Sea</td><td>Starboard Cannons +</td><td>-</td><td>X</td><td>Ready the cannons and Channel for a Duration of X.<br>During Channel, gain X% EVA.<br><br>Command the ship to fire all starboard cannons.<br>Deal physical damage to each enemy equal to (X*Basic + X*LCK).<br><br>X% + (X*LCK) chance to Stun 1 random enemy.<br>This Hero gains First Strike on this Hero's next Turn.</td></tr><tr><td>10+</td><td>3</td><td>Luck of the Sea</td><td>Curse of the Sea +</td><td>X</td><td>X</td><td>Call the Kraken.<br>Delay X (X = D6 Roll).<br><br>The Kraken coils its tentacles around the enemy's entire board.<br>Deal physical damage to each enemy equal to (X*Basic + X*LCK).<br><br>X% + (X*LCK) chance to Fear the enemy with the least current HP for a Duration of X.<br>X% + (X*LCK) chance to Silence the enemy with the greatest current HP for a Duration of X.<br><br><strong>COMBO</strong>: If "Starboard Cannons" was used on this Hero's last turn, gain:<br>X% + (X*LCK) chance to Slow each enemy by X% for a Duration of X.<br><br>Repeat X (X = D20 Roll, 1-19 = 0, 20 = 1).</td></tr><tr><td>10</td><td>3</td><td>Busster</td><td>Into The Drink</td><td>X</td><td>X</td><td>Fire a blunderbuss blast dealing physical damage equal to (X*BASIC + X*DEX) to all enemies.<br><br>X% + (X*DEX) chance to Fear target in P1 for a Duration of X.<br>X% + (X*DEX) chance to Silence target in P2 for a Duration of X.<br>X% + (X*DEX) chance to Banish target in P3 for a Duration of X.<br><br><strong>COMBO</strong>: If "The Captain's Hooks" was used last turn,<br>increase initial integer chance to Fear, Silence, and Banish by X%.</td></tr><tr><td>10</td><td>1</td><td>Busster</td><td>One in the Chamber</td><td>X</td><td>-</td><td>Deal physical damage to target enemy equal to (X*BASIC + X*DEX).<br><br>This attack has an increased Crit Chance of X% (X = X + X*DEX).<br><br>Become Exhausted.<br><br><strong>Amnesia</strong>: Busster. This Hero cannot cast a "Busster" ability for a Duration of X.</td></tr><tr><td>10</td><td>3</td><td>Busster</td><td>Death from Above</td><td>X</td><td>X</td><td>Fire every blunderbuss shot in the barrel into the air and rain shrapnel upon the enemy team.<br><br>Deal physical damage equal to (X*Basic + X*DEX) to each enemy.<br><br>X% + (X*DEX) chance to destroy all hit enemy Barriers.<br>X% + (X*DEX) chance to Slow all hit enemies by X% for a Duration of X.<br>X% + (X*DEX) chance to Stun all hit enemies.</td></tr><tr><td>10</td><td>-</td><td>The Pirate Code</td><td>Batten Down The Hatches</td><td>-</td><td>X</td><td><p>Brace for the oncoming storm. Tie a rope around the wastes of this Hero and all allies.<br><br>All allies gain a Physical Barrier equal to X% of target's Max HP (X = X + X*WIS + X*INT) for a Duration of X.<br><br>Allies gain X% (X = X% + X*END) resistance to the below STA for a Duration of X:</p><ul><li>Push</li><li>Pull</li><li>Fear</li><li>Silence</li><li>Stun</li></ul><p><strong>COMBO</strong>: If "Starboard Cannons" was cast this Battle, entire party gains X% BLK for a Duration of X.</p></td></tr><tr><td>10</td><td>3</td><td>The Pirate Code</td><td>A Share of the Treasure</td><td>-</td><td>X</td><td>A cursed treasure has been found by the crew.<br>The loot is to be divided "evenly" amongst the crew for a Duration of X.<br><br>All party members and all enemies roll a totally-not-weighted D6 and receive the blessing or curse that lies within.<br><br>Allies:<br>1 = -X% effective EVA decrease.<br>2 = +X% effective EVA increase.<br>3 = +X% effective BLK increase.<br>4 = +X% effective P.DEF increase.<br>5 = Gain Physical Barrier equal to X% of Max HP.<br>6 = -X% effective EVA decrease.<br><br>Enemies:<br>1 = +X% effective EVA increase.<br>2 = -X% effective BLK decrease.<br>3 = -X% effective P.DEF decrease.<br>4 = -X% effective ACC decrease.<br>5 = Dispel Hero.<br>6 = Gain Physical Barrier equal to X% of Max HP.<br><br>This Hero:<br>1 = -X% effective EVA decrease.<br>2 = +X% effective EVA increase.<br>3 = +X% effective EVA increase.<br>4 = +X% effective EVA increase.<br>5 = +X% effective EVA increase.<br>6 = +X% effective EVA increase.<br><br><strong>LIMIT 1</strong>: Only one instance of the ability can be in effect at one time, and if any pirate uses this ability, it will override the previous results.</td></tr><tr><td>10</td><td>3</td><td>The Pirate Code</td><td>The Captain's Hook</td><td>X</td><td>X</td><td>Deal damage to target enemy equal to (X*BASIC + X*STR).<br><br>X% + (X*STR + X*DEX) chance to Pull target X.<br>X% + (X*STR + X*DEX) chance to Daze target for a Duration of X.</td></tr><tr><td>10</td><td>3</td><td>Luck of the Sea</td><td>Davy Jones's Locker</td><td>-</td><td>X</td><td>Target enemy rolls a D20.<br><br>If target rolls 11 or less, deal damage to target enemy equal to (X*BASIC + X*LCK).<br>Inflict Fear for a Duration of X.<br><br>If target rolls 12 or more, deal damage to target enemy equal to (X*BASIC + X*LCK).<br>Inflict Banish for a Duration of X.</td></tr><tr><td>10</td><td>3</td><td>Luck of the Sea</td><td>Kraken Strike</td><td>X</td><td>X</td><td>Call the Kraken.<br>Delay X (X = D6 Roll).<br><br>The Kraken slams a tentacle onto the Battlefield.<br>Deal damage to each enemy equal to (X*Basic + X*LCK).<br><br>X% + (X*LCK) chance to Slow all enemies by X% for a Duration of X.<br>X% + (X*LCK) chance to Daze all enemies for a Duration of X.<br>X% + (X*LCK) chance to Confuse all enemies for a Duration of X.<br><br><strong>COMBO</strong>: If "Full Sail" is active, increase Duration by X, to X total.<br><br>Repeat X (X = D20 Roll, 1-19 = 0, 20 = 1).</td></tr><tr><td>10</td><td>3</td><td>Luck of the Sea</td><td>The Call of the Deep</td><td>X</td><td>X</td><td>Call the Kraken.<br>Delay X (X = D6 Roll).<br><br>A single tentacle grabs target Hero and begins to crush the Hero.<br><br>Deal damage equal to (X*BASIC + X*DEX + X*STR + X*LCK) each individual Turn to target Hero<br>for a Duration of X.<br><br>Kraken will release target if Cleansed, Repositioned, or made Unstoppable.<br><br><strong>COMBO</strong>: If "Davy Jones's Locker" was cast this battle, Kraken can only be released by Repositioning.<br><br>Repeat X (X = D20 Roll, 1-19 = 0, 20 = 1).</td></tr><tr><td>15</td><td>-</td><td>Pirate Code</td><td>King of the Pirates</td><td>-</td><td>Passive</td><td><p>Gain an array of effects:</p><ul><li>Increase attack Range by X.</li><li>Add +X to all D20 rolls.</li><li>X% effective STR</li><li>X% effective DEX</li><li>X% effective LCK</li><li>X% EVA</li><li>X% Block</li><li>X% Spell Block</li></ul></td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Priest

Priest Class Combat Skills

<figure><img src="/files/FANszjfchFMArSryyqWV" alt=""><figcaption></figcaption></figure>

This page details information about the Priest class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.

*Last Update: 4/3/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

The **Priest**, a holy warrior anointed with the ancient and mystical power of the divine, is a powerful and versatile class of devoted spellcasters. Each warrior of light wields the magic of prayer, the holy light itself, and an array of gods-given blessings to heal and protect their allies, while channeling the authority of the heavens to smite and vanquish their foes.

The codex of the Priest may be easy to stumble upon, but it is not filled with mere trifling incantations. Deep within each holy grimoire dwells formidable blessings that call forth the celestial forces of the light to aid them in battle. While adept in magical weaponry, their faith in the divine is their greatest strength, and it empowers them to become an unrivaled support to their comrades in battle.

Reserved for the most devoted servants, three disciplines empower the Priest to become lossless conduits to channel their deities’ wishes: **Prayer**, **Holy**, and **Blessings**.

The **Prayer** path allows them to invoke the power of the divine to heal their allies, imbuing them with powerful wards that protect them from the foul magicks of fear and silence. They create auras of holy light that surround their allies, providing clarity and safety within the warmth of the Priest’s protection.&#x20;

The **Holy** path empowers the Priest to channel the gifts of the divine to heal their allies, and deal damage to their enemies. Channeling radiant energy from the gods is not small feat, but the Priest shapes the light to restore the vitality of their party members and with each application, gain access to greater power.&#x20;

Finally, the **Blessings** path allows the Priest to purify and bestow blessings to their allies, soothing the pains of war and granting gifts of legendary might. Each blessing is imbued with the power of the divine, granting their allies potent boons in battle that only a Priest can provide.&#x20;

Life is a sacred gift, and each party member risks it all to defeat their enemy. A Priest is a shining beacon of hope in the darkest of battles and their powers are a testament to the power of the divine. With a Priest in their ranks, the road to victory is that much more secure. Take heart, a Priest is never to be underestimated and a Priest always brings a cleanse.

## Class Skills

<table data-full-width="true"><thead><tr><th width="80">Skill Points</th><th width="119">Discipline</th><th width="150">Ability</th><th width="404">Description</th><th width="105">Range</th><th>Mana Cost / Growth</th></tr></thead><tbody><tr><td>1</td><td>Prayer</td><td>Prayer of Healing</td><td>Heal target Party Member for <code>(2.0*SPELL + 1.0*WIS + 0.5*INT)</code> HP.</td><td>Party</td><td>5.6 / 1.4</td></tr><tr><td>1</td><td>Holy</td><td>Holy Light</td><td><p>Deal <code>(0.5*SPELL + 0.5*INT)</code> magical damage to target enemy.</p><p><code>(70 + 2.0*INT.S)</code>% chance to inflict the following status effect:</p><ul><li>For 3 turns, target suffers <code>(0.3*SPELL)</code> raw damage at the start of each of their turns.</li></ul><p>Target receives 5% additional damage from attacks.</p><p></p><p>Stack Limit 2</p></td><td>3</td><td>4.0 / 1.0</td></tr><tr><td>1</td><td>Blessing</td><td>Cleansing Gift</td><td><p>Heal target Party Member for <code>(1.0*SPELL + 1.0*WIS + 0.5*VIT)</code> HP.</p><p>Cleanse target.</p></td><td>Party</td><td>3.0 / 1.0</td></tr><tr><td>2</td><td>Prayer</td><td>Divine Prayer</td><td>Gain +5% SPELL.</td><td>Passive</td><td>-</td></tr><tr><td>2</td><td>Holy</td><td>Holy Guardian</td><td>Gain +10% Healing Potency.</td><td>Passive</td><td>-</td></tr><tr><td>2</td><td>Blessing</td><td>Blessings of Light</td><td><p>This Hero's healing actions gain a <code>(1.0*WIS.S)%</code> chance to Cleanse per target.</p><p></p><p>Critical Heals gain a <code>(3.0*WIS.S)%</code> chance to make target Unstoppable for 2 turns.</p><p></p><p><em>Note: This does apply to healing gene traits, but not to healing potions or Lifesteal.</em></p></td><td>Passive</td><td>-</td></tr><tr><td>3</td><td>Prayer</td><td>Prayer of Might</td><td><p>Heal target Party Member for <code>(1.0*SPELL + 1.0*WIS + 0.5*INT)</code> HP.</p><p></p><p>Target gains <code>(15 + 3.0*INT.S)</code> ATTACK for  1 turn.</p></td><td>Party</td><td>6.0 / 1.5</td></tr><tr><td>3</td><td>Holy</td><td>Holy Circle</td><td><p>Heal each Party Member for <code>(1.6*SPELL + 1.0*WIS)</code> HP.</p><p><br>Lose 500 Initiative.<br><br>Amnesia 3</p></td><td>Party</td><td>13.5 / 2.0</td></tr><tr><td>3</td><td>Blessing</td><td>Freedom</td><td><p>Heal target Party member for <code>(1.0*SPELL + 1.5*WIS + 0.5*VIT)</code> HP.</p><p>Purify target.</p><p>Target becomes Unstoppable for 2 turns.<br><br>Amnesia 3</p></td><td>Party</td><td>12.5 / 1.25</td></tr><tr><td>4</td><td>Prayer</td><td>Prayer of Protection</td><td><p>Target Party Member gains a <code>(1.5*SPELL + 2.0*WIS)</code> HP Pure Barrier.</p><p></p><p>Amnesia 2</p></td><td>Party</td><td>7.0 / 1.5</td></tr><tr><td>4</td><td>Holy</td><td>Holy Beacon</td><td><p>Heal target Party Member for <code>(1.0*SPELL + 2.0*WIS)</code> HP.</p><p>For 4 turns, at the start of target's turn, target is healed for <code>(0.25*SPELL + 1.0*WIS)</code> HP.</p><p></p><p>Stack Limit 2<br><br>Amnesia 1</p></td><td>Party</td><td>13.5 / 1.75</td></tr><tr><td>4</td><td>Blessing</td><td>Swiftness</td><td><p>Heal target Party Member for <code>(1.0*SPELL + 1.0*WIS + 0.5*VIT)</code> HP.</p><p>Target gains <code>(1.0*VIT)</code> AGI for 4 turns.</p><p></p><p>Stack Limit 2</p></td><td>Party</td><td>13.5 / 1.75</td></tr><tr><td>5</td><td>Prayer</td><td>Divine Barrier</td><td><p>All Party Members gain a <code>(1.2*SPELL + 1.5*WIS)</code> HP Pure Barrier.</p><p></p><p>Amnesia 4</p></td><td>Party</td><td>15.5 / 2.5</td></tr><tr><td>5</td><td>Holy</td><td>Holy Wrath</td><td><p>Deal <code>(1.0*SPELL + 2.0*INT + 1.0*WIS)</code> raw damage to target enemy.</p><p></p><p><strong>COMBO</strong>: If this Hero used "Holy Light" last Turn, this attack gains <code>(20 + 4.5*WIS.S)</code>% chance to Stun target for 1 turn. Deals <code>0.7*SPELL</code> additional damage.<br><br>Amnesia 1</p></td><td>3</td><td>9.0 / 2.0</td></tr><tr><td>5</td><td>Blessing</td><td>Full Heal</td><td><p>Heal target Party Member for 100% of target's missing HP.</p><p>Purify Target.</p><p><br>Gain 300 Initiative.<br></p><p>Exhaust 1</p></td><td>Party</td><td>24.5 / 2.5</td></tr><tr><td>10+</td><td>Holy</td><td>Holy Light+</td><td>Heal target Hero for (X*Spell + X*WIS + X*INT).</td><td>-</td><td><br></td></tr><tr><td>10+</td><td>Holy</td><td>Holy Circle+</td><td><p>Heal instantly all party members for X% of their max HP.</p><p>Become Exhausted.</p></td><td>-</td><td><br></td></tr><tr><td>10+</td><td>Holy</td><td>Holy Wrath+</td><td><p>Deal damage equal to (X*Spell + X*INT) to target enemy.</p><p><strong>COMBO</strong>: If you cast a Holy spell last Round, Holy Wrath has a X% chance to Crit and self_heals for X% of damage dealt.</p></td><td>3</td><td><br></td></tr><tr><td>10+</td><td>Prayer</td><td>Prayer of Clarity+</td><td><p>Heal target Hero for (X*Spell + X*WIS + X*INT).</p><p>Target ally gains First Strike next Round.</p><p>Target ally cannot be Feared or Silenced for X Rounds.</p></td><td>-</td><td><br></td></tr><tr><td>10+</td><td>Prayer</td><td>Prayer of Might+</td><td><p>Heal target Hero for (X*Spell + X*WIS + X*INT).</p><p>Target ally gains effective STR equal to X% (X = X*INT) for X Rounds.</p></td><td>-</td><td><br></td></tr><tr><td>10+</td><td>Prayer</td><td>Prayer of Protection+</td><td>Target ally gains a holy shield equal to X% of target's max HP.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Prayer</td><td>Divine Martyr</td><td><p>Sacrifice this Hero.</p><p>Allied Heroes gain several effective buffs: HP, WIS, INT, and VIT equal to X.</p><p>X = % of remaining HP relative to the Priest's Base Stat value.</p><p><em>For example, if at the moment of sacrifice, the Priest has X% of its remaining HP, X = X%.</em></p><p><em>In turn, each ally gains X% of the Priest's max HP, WIS, INT, and VIT.</em></p></td><td>-</td><td><br></td></tr><tr><td>10</td><td>Blessing</td><td>Mercy</td><td><p>Target enemy cannot die this turn.</p><p>All allies cannot die this turn.</p></td><td>3</td><td><br></td></tr><tr><td>10</td><td>Holy</td><td>Holy Shock</td><td><p>Deal damage equal to </p><p>(X*Spell + X*INT) to target enemy.</p><p><strong>COMBO</strong>: If you cast a Holy spell last Round, Stun target.</p></td><td>3</td><td><br></td></tr><tr><td>10</td><td>Prayer</td><td>Prayer of Resurrection</td><td><p>Resurrect target Hero.</p><p>Hero returns Exhausted and with X% of max HP.</p></td><td>-</td><td><br></td></tr><tr><td>10</td><td>Holy</td><td>Warpriest</td><td><p>Gain X% effective HP.</p><p>Gain X% effective EVA.</p><p>Reduce Magical damage taken by X%.</p><p>Reduce effective AGI by X% in combat.</p></td><td>-</td><td>Passive</td></tr><tr><td>10</td><td>Miracle</td><td>Miracle of Intervention</td><td>Target ally cannot die for X Rounds.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Miracle</td><td>Miracle of Faith</td><td>Restore X% of target's max HP per Round over X Rounds.</td><td>-</td><td><br></td></tr><tr><td>10</td><td>Miracle</td><td>Miracle of Benediction</td><td><p>Heal target Hero for (X*Spell + X*WIS + X*VIT).</p><p>Become Exhausted.</p></td><td>-</td><td><br></td></tr><tr><td>10</td><td>Miracle</td><td>Miracle of Devotion</td><td><p>Heal all allies equal to (X*Spell + X*WIS + X*INT).</p><p><strong>COMBO</strong>: If this Hero cast two Miracles this Battle, Resurrect all dead allies with X% max HP.</p></td><td>-</td><td><br></td></tr><tr><td>15</td><td>Blessing</td><td>Life After Death</td><td>Upon death, heal all living allies for (X*Spell + X*WIS + X*INT + X*VIT).</td><td>-</td><td>Passive</td></tr></tbody></table>

### Notes

* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Scholar

Scholar Class Combat Skills

<figure><img src="/files/O49KIHxgyv249QG56XHv" alt="" width="375"><figcaption></figcaption></figure>

This page details information about the Scholar class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 8/31/2023*
{% endhint %}

## Class Description

In a world where swords clash and spells sear the skies, where dungeons hide treasures and forests house mythical creatures, the **Scholar** finds its power in the unyielding realms of the mind. Scholars are not just humble book-keepers or simple scroll-readers. Nay, they are sagacious adventurers, ever vigilant in their quest for enlightenment — and truth.

As Wizards harness the elements, Warriors wield weapons of steel, and Archers let loose death from above, the Scholar holds the realm of the mind as its domain. As keepers of ancient knowledge, unriddlers of arcane mysteries, and weavers of scholarly magic both subtle and profound, the Scholar’s gifts come in the form of truths, and those truths can be deadly.&#x20;

With a whispered phrase or a calculated theorem, the Scholar is capable of not only manipulating arcane energies but also weaving spells of persuasion, or deciphering codes that have baffled lesser minds for centuries through steady and stoic study: **Observation**, **Investigation**, and **Experimentation**. These are not just pathways to mastery; they are the quintessence of the Scientific Method.

The first of these sacred avenues is **Observation**. Scholars who walk this path embody the primal step of any scientific endeavor: to observe the world in unerring detail. Yet Observation isn’t mere idle watching; it is an active, tactile skill. These are the keen minds who gaze upon a battlefield and discern the invisible patterns of enemy formations or scrutinize the gentle eddies in a spellcaster’s aura to foretell which incantation will be invoked next. They see the hidden runes in ancient architecture, the infinitesimal twitch that betrays a liar, and the telltale signs of a trap-laden corridor. To an Observation Scholar, the rules of nature and magic exist for a reason. It is their solemn duty to understand those rules deeply and effect change within their confines. When an Observation Scholar raises their quill, it’s not merely to document but to set the stage for transformation, all within the bounds of cosmic law.

Second, there stands the path of **Investigation**. While Observers are the gatherers of data, Investigators are its interpreters, the ones who ask the perilous ‘why’ and ‘how.’ Investigators will ask questions, even when conventional wisdom or taboos suggest they shouldn’t. Every page turned, every inquiry made, is a stride closer to decoding the world’s most labyrinthine enigmas. Yet caution is their constant companion. A Scholar who asks too many questions may unsettle powers that are best left undisturbed. After all, to look behind certain veils may be to never see the world the same way again. The allure of the forbidden is strong, but every Investigation Scholar must ask: Is it worth it?

For those who say “yes”, there is but only one discipline. The tempestuous discipline of **Experimentation** beckons those Scholars insatiable in their quest for truth. They are the avant-garde architects of intellectual landscapes, unafraid to challenge established facts and paradigms. Building upon the sturdy foundations laid by Observation and Investigation, they push the boundaries of knowledge into uncharted terrains — often heedless of the risks involved. It’s not enough for these Scholars to understand the natural order; they aim to stretch, subvert, and redefine it. Consequences be damned; if a veil exists, they shall pierce it, if a stone lies unturned, they shall flip it. For them, the thrill of intellectual achievement often transcends prudence and caution. The allure of forbidden or hidden truths is almost irresistible, and many are those who have paid the price for such reckless thirst. Yet, without these brave — or perhaps foolhardy — souls, the realm of knowledge would be a stagnant pool rather than a raging river.

Though each discipline embodies a unique part of the Scientific Method and unique viewpoint on how science, knowledge, and magic collide, a true Scholar often finds a synergetic dance amongst them all. The Observation discipline feeds into Investigation, honing questions into sharpened theories. Investigation, in turn, inspires new routes for Experimentation, pushing the boundaries of what is known. And Experimentation loops back, creating new phenomena for Observation, enriching the never-ending cycle of inquiry and discovery.

Navigating this labyrinthine path of the intellect is no simple task. It is a journey whose daily companions are cerebral challenges, mental melees, and snares of sophistry. Those who step onto this path must know that intellect is both sword and shield in the Scholar’s arsenal, and it cuts both ways.

## Class Skills

<table data-full-width="true"><thead><tr><th width="110">Skill Points</th><th width="105">Range</th><th width="156">Discipline</th><th width="78">DoD</th><th width="175">Ability</th><th width="549">Description</th></tr></thead><tbody><tr><td>1</td><td>3</td><td>Observation</td><td>X</td><td>Test</td><td><p><em>This will only hurt for a moment.</em><br></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT + X*WIS).</p><p></p><p>Heal a random ally equal to (X%) of the damage dealt.<br></p><p>Generate X charges of Arcane Power.</p><p></p><p><strong>COMBO</strong>: If this skill successfully deals Critical Strike damage, generate X additional Arcane Power.</p></td></tr><tr><td>1</td><td>3</td><td>Investigation</td><td>X</td><td>Measure</td><td><p><em>There is always more to a spell than what is inferred at first blush.</em></p><p></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>(X + X*INT)% chance to reduce target's M.DEF by X% for a Duration of X.</p><p></p><p>Generate X charges of Arcane Power.</p><p></p><p><strong>COMBO</strong>: If this skill successfully deals Critical Strike damage, generate X additional Arcane Power.</p></td></tr><tr><td>1</td><td>Party Members</td><td>Experimentation</td><td>-</td><td>Practice</td><td><p><em>I wonder what would happen if I did this?</em><br></p><p>Heal target party member equal to (X*SPELL + X*WIS).<br></p><p>X% chance to apply a magical Ward to targeted party member for a Duration of X</p><p></p><p>Generate X charges of Arcane Power.</p><p></p><p><strong>COMBO</strong>: If this skill successfully Critical heals, generate X additional Arcane Power.</p></td></tr><tr><td>2</td><td>Passive</td><td>Observation</td><td>-</td><td>Observation</td><td><p><em>Test. Measure. Act.</em><br></p><p>Each instance an ally falls below X% HP in battle, gain a X% chance to automatically spend (X + X*LVL) Mana to heal ally for (X*SPELL).<br></p><p>If successful, generate X charge of Arcane Power.</p></td></tr><tr><td>2</td><td>Passive</td><td>Investigation</td><td>-</td><td>Investigation</td><td><p><em>You've spent your whole life being told you ask too many questions, as if that's somehow a bad thing.</em><br></p><p>At the beginning of each ally's Turn, ally gains a X% chance to increase BASIC and SPELL by X% for that Turn.<br></p><p>If successful, generate X charge of Arcane Power.</p></td></tr><tr><td>2</td><td>Passive</td><td>Experimentation</td><td>-</td><td>Experimentation</td><td><p><em>Your inquisitive nature guides every decision you make. Embrace it.</em><br></p><p>At the beginning of each ally's Turn, ally gains a X% chance to reduce the mana cost of its next action by X%.<br></p><p>If successful, generate X charge of Arcane Power.</p></td></tr><tr><td>3</td><td>3</td><td>Observation</td><td>X</td><td>Notion</td><td><p><em>A little extra arcane energy here can pay dividends down the line.</em><br></p><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Deal magical damage to each enemy equal to (X*SPELL + X*INT).<br></p><p>(X + X*INT)% chance to reduce all damage that each target enemy deals by X% (X = X + X*AP) for a Duration of X.<br></p><p><strong>COMBO</strong>: If "Observation" is active, increase the damage dealt by an additional (X*AP)%.<br></p><p><strong>UNLOCK</strong> X: All Party Members gain X charge of Arcane Power.</p></td></tr><tr><td>3</td><td>3</td><td>Investigation</td><td>X</td><td>Questionable Legitimacy</td><td><p><em>If you attack their research, then they have nothing to build on.</em><br></p><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>(X + X*INT)% chance to reduce target's M.DEF by X% (X = X + X*AP) for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If "Experimentation" is active, increase the damage dealt by an additional (X*AP)%.<br></p><p><strong>UNLOCK</strong> X: Target enemy loses up to X charges of Arcane Power.</p></td></tr><tr><td>3</td><td>Party Members</td><td>Experimentation</td><td>-</td><td>Preparation</td><td><p><em>A heal can become more than just a heal.</em></p><p></p><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Heal each party member equal to (X*SPELL + X*WIS).</p><p></p><p>Each party member gains X% M.DEF( X = X + X*AP) for a Duration of X.<br></p><p><strong>COMBO</strong>: If "Investigation" is active, increase heal potency by an additional (X*AP)%.<br></p><p><strong>UNLOCK</strong> X: Generate X charges of Arcane Power.</p></td></tr><tr><td>4</td><td>3</td><td>Observation</td><td>X</td><td>Systematic Observation</td><td><p><em>Take a good, hard look. You can predict their movements so they essentially have none.</em></p><p></p><p>Deal magical damage to each enemy equal to (X*SPELL + X*INT).<br></p><p>X% chance to Root each target enemy for a Duration of X.</p><p></p><p>Generate X charge of Arcane Power for each enemy that becomes Rooted.</p><p></p><p><strong>COMBO</strong>: If this spell successfully critical strikes, generate X additional Arcane Power per critical strike.</p><p></p><p>Amnesia X.<br></p><p><strong>UNLOCK</strong> X:</p><p>Each party member gains a magical barrier with HP equal to X% of the damage that is dealt.</p></td></tr><tr><td>4</td><td>3</td><td>Investigation</td><td>X</td><td>Fringe Research</td><td><p><em>Well, what did you find there?</em></p><p></p><p>Channel for a Duration of X.</p><p></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>Heal this Hero for X% of the damage dealt.</p><p></p><p>Generate X charges of Arcane Power.<br></p><p><strong>COMBO</strong>: If this spell successfully critical strikes, generate X additional Arcane Power.<br></p><p>Amnesia X.<br></p><p><strong>UNLOCK</strong> X: Each ally is healed for X% of the damage dealt.</p></td></tr><tr><td>4</td><td>Party Member</td><td>Experimentation</td><td>-</td><td>Promising Results</td><td><p><em>If you can't find a good test subject, there is only one option.</em><br></p><p>Deal damage to target ally equal to (X*SPELL - X*INT).<br></p><p>Targeted party member gains:</p><p>(X + X*INT)% chance to increase BASIC by X% for a Duration of X.</p><p>(X + X*INT)% chance to increase SPELL by X% for a Duration of X.</p><p>(X + X*INT)% chance to increase Range by X for a Duration of X.</p><p>(X - X*INT)% chance to Blind target ally.</p><p>(X - X*INT)% chance to Confuse target ally.</p><p></p><p><strong>COMBO</strong>: Gain X charges of Arcane power for each successful effect.</p><p></p><p>Amnesia X.</p></td></tr><tr><td>5</td><td>Party Members</td><td>Observation</td><td>-</td><td>Catalyze</td><td><p><em>Learn from previous studies to predict all potential outcomes.</em></p><p></p><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Target party member gains (X*AP)% CSC for a Duration of X.</p><p></p><p>Targeted Party Member's next attack gains Repeat (X*AP rounded down).<br></p><p><strong>UNLOCK</strong> X:</p><p>Targeted Party Member's attacks gain (X*AP rounded down) range for a Duration of X.<br></p><p>Amnesia X.</p></td></tr><tr><td>5</td><td>1</td><td>Investigation</td><td>X</td><td>Glimpse the Void</td><td><p><em>All that matters is ambition.</em></p><p></p><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Channel for a Duration of X. During Channel, gain X% EVA.</p><p></p><p>Deal magical damage to target enemy in P1 equal to [(X*AP)*SPELL + X*INT)].</p><p>(X + X*AP)% chance to Fear target enemy for a Duration of X.</p><p>(X + X*AP)% chance to Exhaust this Hero for a Duration of X.<br></p><p><strong>UNLOCK</strong> X:</p><p>(X + X*AP)% chance to Stun target enemy in P1 for a Duration of X.</p><p></p><p><strong>UNLOCK</strong> X:</p><p>(X + X*AP)% chance to deal magical damage equal to [(X*AP)*SPELL + X*INT)] to target enemy in P2.</p><p></p><p>Amnesia X.</p></td></tr><tr><td>5</td><td>Party Members</td><td>Experimentation</td><td>-</td><td>Side Effects</td><td><p><em>All that matters is progress.</em></p><p></p><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Target party member gains a pure barrier with HP equal to [(X*AP)*SPELL + X*INT + X*WIS].<br></p><p>(X - X*INT)% chance to Poison targeted party member.</p><p></p><p><strong>UNLOCK</strong> X: Delay X, Cleanse targeted party member.<br></p><p><strong>UNLOCK</strong> X: Delay X, Heal targeted party member for [(X*AP)*SPELL + X*WIS].</p><p></p><p>Amnesia X.</p></td></tr><tr><td>10+</td><td>Passive</td><td>Observation</td><td>-</td><td>Observation +</td><td><p>Each instance an ally is healed to a full 100% HP in battle, gain a X% chance to automatically spend (X + X*LVL) Mana to increase ally's AGI by (X*WIS) for a Duration of X.</p><p></p><p>When successful, generate X charge of Arcane Power.</p></td></tr><tr><td>10+</td><td>3</td><td>Observation</td><td>X</td><td>Notion +</td><td><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Deal magical damage to each enemy equal to [(X*AP)*SPELL + (X*AP)*INT].<br></p><p>(X + X*INT)% chance to reduce all damage that each target enemy deals by X% (X = X + X*AP) for a Duration of 1.<br></p><p><strong>COMBO</strong>: If "Observation" is active, each successful hit has a (X + X*INT)% chance to Root each target enemy for a Duration of X.<br></p><p><strong>UNLOCK</strong> X: All Party Members gain X charges of Arcane Power.</p><p></p><p>Amnesia X.</p></td></tr><tr><td>10+</td><td>Passive</td><td>Investigation</td><td>-</td><td>Investigation +</td><td><p>At the beginning of each enemy's Turn, enemy gains a X% chance to decrease its BASIC and SPELL by X% for a Duration of X.</p><p></p><p>If successful, generate X charges of Arcane Power.</p></td></tr><tr><td>10+</td><td>3</td><td>Investigation</td><td>X</td><td>Questionable Legitimacy +</td><td><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Deal magical damage to target enemy equal to [(X*AP)*SPELL + (X*AP)*INT].<br></p><p>(X + X*INT)% chance to reduce target's M.DEF by X% (X = X + X*AP) for a Duration of X.<br></p><p><strong>COMBO</strong>: If "Experimentation" is active, (X + X*INT)% chance to Silence target enemy for a Duration of X.<br></p><p><strong>UNLOCK</strong> X: Target enemy loses up to X charges of Arcane Power.</p></td></tr><tr><td>10+</td><td>Passive</td><td>Experimentation</td><td>-</td><td>Experimentation +</td><td><p>At the beginning of each party member's Turn, party member gains a X% chance to reduce the mana cost of its next action by X%.<br></p><p>When successful, generate X charges of Arcane Power.</p></td></tr><tr><td>10+</td><td>Party Members</td><td>Experimentation</td><td>X</td><td>Preparation +</td><td><p>Empower this skill by consuming X charges of Arcane Power (AP).<br></p><p>Heal each party member equal to [(X*AP)*SPELL + (X*AP)*WIS].<br></p><p>Each party member gains a X% chance to gain a magical Ward for a Duration of X.<br></p><p><strong>COMBO</strong>: If "Investigation" is active, Delay X, each party member gains X% M.DEF( X = X + X*AP) for a Duration of X.<br></p><p><strong>UNLOCK</strong> X: Generate X charges of Arcane Power.<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>3</td><td>Observation</td><td>X</td><td>It Depends</td><td><p><em>Well, of course it does.</em><br></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>99% chance to inflict the following status effect:</p><p>For a Duration of X, each non-Basic action target enemy takes has a X% chance to target a random enemy. Can only occur a maximum of X instances over the Duration.</p><p></p><p>Whenever this effect occurs, gain X charges of Arcane Power.<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>3</td><td>Observation</td><td>X</td><td>Take Knowledge</td><td><p><em>Are you sure about that?</em><br></p><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Deal magical damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br></p><p>99% chance to inflict the following status effect:</p><p>For a Duration of X, each non-Basic action target enemy takes has a X% chance to be inflicted with Amnesia X </p><p>(X = X + X*AP, Rounded Down). Can only occur a maximum of X instances over the Duration.</p><p></p><p>Whenever this effect occurs, gain X charges of Arcane Power.</p></td></tr><tr><td>10</td><td>3</td><td>Observation</td><td>X</td><td>Actually</td><td><p><em>Well, actually...</em><br></p><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>(X + X*INT)% chance to Negate a single random Delayed action previously cast by targeted enemy.<br></p><p><strong>COMBO</strong>: If Delayed action is Negated, 99% chance to Confuse target enemy for a Duration of X and gain X charges of Arcane Power.<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>3</td><td>Investigation</td><td>X</td><td>Forbidden Knowledge</td><td><p>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br></p><p>(X + X*INT)% chance to Dispel target enemy.<br></p><p><strong>COMBO</strong>: If a Status Effect is successfully Dispelled, remove a random instance of Amnesia from this Hero and gain X charges of Arcane Power.</p></td></tr><tr><td>10</td><td>Party Members</td><td>Investigation</td><td>-</td><td>Forgotten Knowledge</td><td><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Heal each party member equal to [(X*AP)*SPELL + (X*AP)*WIS].</p><p></p><p>Each party member gains a X% chance to gain a magical Ward for a Duration of X.</p><p></p><p><strong>COMBO</strong>: If "Investigation" is active, Delay X, each party member gains X% M.DEF( X = X + X*AP) for a Duration of X.</p><p></p><p><strong>UNLOCK</strong> X: Generate X charges of Arcane Power.<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>Allies</td><td>Investigation</td><td>-</td><td>Peer Review</td><td><p><em>It never hurts to get a second opinion.</em><br></p><p>Delay X, the next skill target Ally uses gains Repeat X.</p><p></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>Party Members</td><td>Experimentation</td><td>-</td><td>Augment State</td><td><p>Empower this skill by consuming X charges of Arcane Power (AP).</p><p></p><p>Target Party Member gains:</p><p>(X*AP + X*INT)% P.DEF for a Duration of X.</p><p>(X*AP + X*WIS)% M.DEF for a Duration of X.</p><p>(X*AP + X*LCK)% EVA for a Duration of X.</p><p></p><p>(X - X*LCK)% chance to Confuse target Party Member for a Duration of X.<br></p><p><strong>UNLOCK</strong> X: Delay X, Cleanse target party member.</p><p></p><p><strong>UNLOCK</strong> X: Delay X, heal target party member equal to </p><p>[(X*AP)*SPELL + X*WIS].<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>3</td><td>Experimentation</td><td>X</td><td>Infuse Possibility</td><td><p>For a Duration of X, each instance of healing target party member receives causes damage equal to X% of the HP restored divided evenly amongst all enemies.<br></p><p>Amnesia X.</p></td></tr><tr><td>10</td><td>3</td><td>Experimentation</td><td>X</td><td>Optimize Potential</td><td><p>For a Duration of X, each instance of damage targeted enemy receives causes a heal equal to X% of the damage dealt divided evenly amongst all Party Members.<br></p><p>Amnesia X.</p></td></tr><tr><td>15</td><td>Passive</td><td>Investigation</td><td>-</td><td>Answers</td><td><p>Each instance this Hero receives damage, gain:<br></p><p>X% chance to generate X charges of Arcane Power.</p><p>X% chance to gain X% M.DEF for the remainder of battle.</p><p>X% chance to remove a random instance of Amnesia from this Hero.</p><p>X% chance to heal this Hero for (X*SPELL).</p><p>X% chance to inflict attacking enemy with Confusion for a Duration of X.</p><p></p><p>For each successful triggered effect, generate X charges of Arcane Power.</p></td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Shapeshifter

Shapeshifter Class Combat Skills

<figure><img src="/files/iRmAYt14q3UHTOxaa4be" alt="" width="375"><figcaption></figcaption></figure>

This page details information about the Summoner class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 12/19/2024*
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## Class Description

> **“There are many who wear the face of man but hold within them the heart of the wild. They are neither wholly beast nor wholly human, but something born of both — and more.”**\
>  *— Excerpt from an unnamed Journal, Adelyn Archives*

In the shadowed woods and ancient hills of Gaia, where mortal paths seldom tread, dwell those touched by primal forces untamed by civilization. Known by most as **Shapeshifters**, these beings stand as a bridge between man and nature, wielding powers that reshape not only their bodies but the very flow of battle. To see one in their element is to witness the raw, unyielding essence of the world, unbound by the confines of flesh or reason.

The Shapeshifter is no mere spellcaster nor hardened warrior. They are conduits of instinct, emotion, and fury, able to transform into forms that embody the wild's many faces: the swift and deadly **Beast**, the cunning and venomous **Fiend**, and the towering, unyielding **Behemoth**. Each form serves a purpose, whether to rend, outmaneuver, or overwhelm, and all are tied to the Shapeshifter's volatile connection to the natural order - and the chaos it embodies.

But the Shapeshifter's power is not without a cost. Each transformation exacts a toll upon their vitality and spirit, and the more they linger in a form, the harder it becomes to return to their humanity. In their innate mastery lies their very peril - for the wild does not give without taking, and to lose oneself in the call of the Beast or the wrath of the Behemoth is to risk never returning. Yet, those who walk this path understand that such risks are the price of true power, the price of becoming exactly what the battle needs, precisely when it needs it.

**Beast, Fiend, Behemoth** - these are not simply transformations but deep and primal manifestations of the truths that dwell within all things.

Swifter than the springing wolf, **the Beast's** claws rend flesh and leave wounds that bleed beyond mending. The Beast embodies raw instinct, feeding off lifeblood and harnessing the savage hunger of the wild. In the Beast, there is no room for hesitation - only the hunt, the strike, the kill.

Silent and patient as a shadow creeping over moonlit ground, **the Fiend** is cunning made flesh. Its poison seeps unseen, unraveling even the stoutest foe's will. To face the Fiend is to know despair - for the bite of its venom is slow but inevitable, and its precision in combat is unmatched.

Massive and indomitable, **the Behemoth** strides forth as a living bulwark. Where it treads, the ground quakes, and the air grows heavy with fear. The Behemoth is the embodiment of endurance and might, capable of crushing shields, shattering ranks, and standing unmoved in the face of chaos.

Each form is a weapon, each form has its own way of getting what it wants - and the Shapeshifter wields them all with terrifying precision. Yet, between each transformation lies the **human form** - a state of balance and planning, where the Shapeshifter gathers strength and prepares for the next surge of primal fury. The mortal shape is not weak, but strategic, the calm before the storm of shifting flesh and clawed fury.

To live the life of a Shapeshifter is no simple thing. It requires one to embrace constant flux, to surrender to instinct, and to face the wild truths of their own soul. To walk this path is to live in a state of balance - between man and beast, reason and instinct, power and restraint.

And yet, it is this very struggle that makes the Shapeshifter who they are. Through every shift, every battle, and every transformation, they remind the world of what it has forgotten: that beneath the trappings of civilization, the wild heart of Gaia still beats, untamed and eternal.

> **“For some, the wild is a thing to be tamed. For others, it is a thing to become.”**\
> \- From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

***

## Class Skills

### Skill Points 0

<details>

<summary><strong>Shifter</strong></summary>

**Range:** Passive

**Description:**

**While the Beast:**\
Gain a X% chance to Retaliate X.\
All attacks gain +(X\*VIT.S)% Lifesteal.

Basic Attack becomes Slash.\
Slash deals (X\*ATTACK) damage. Slash gains a +(X\*DEX.S)% chance to inflict target with Bleed.

**While the Fiend:** \
Gain +X% SPD.\
All attacks gain X% Pierce.

Basic Attack becomes Bite.\
Bite deals (X\*ATTACK) damage.\
Bite gains (X\*VIT.S)% chance to Delay X, deal (X\*ATTACK) damage.

**While the Behemoth:**\
Gain +X% BLK.\
Gain +(X\*VIT.S)% P.RED and +(X\*VIT.S)% M.RED. Reduce SPD by -X%.

Basic Attack becomes Womp.\
Womp deals (X\*ATTACK) damage.\
Womp gains a +(X\*END.S)% chance to Slow target by X% for X turns.

**While in any non-Human form:**\
Pass Turn becomes Shift, which allows the Hero to transform back into a Human.\
Cannot use non-Shapeshifter skills while transformed. Abilities can still be used.\
Subclass active skills can only be used while in Human form.

**Status Effects:**

*Beast Instinct:*\
If this Hero transforms into the Beast while the "Beast Instinct" status effect is active, this Hero gains:&#x20;

* +(X\*DEX.S)% Retaliate X for X turns.
* +(X\*DEX.S)% P.ACC for X turns.

*Fiend Instinct:*\
If this Hero transforms into the Fiend while the "Fiend Instinct" status effect is active, this Hero gains:

* +(XAGI.S)% Haste for X turns.&#x20;
* +(XAGI.S)% EVA for X turns.

*Behemoth Instinct:*\
If this Hero transforms into the Behemoth while the "Behemoth Instinct" status effect is active, this Hero gains:

* +(XEND.S)% P.RED for X turns.
* +(XEND.S)% M.RED for X turns.
* +(X\*STR.S)% ATTACK for X turns.

</details>

***

### Skill Points 1

<details>

<summary><strong>Swipe</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*STR.S + X\*DEX.S)% chance to inflict target with Bleed.

COMBO:\
While in Human Form, if this Hero used "Swipe" last turn, gain Beast Instinct for X turns.

COMBO:\
While the Beast, gain +(X\*VIT.S)% Lifesteal and increase damage by +(X\*ATTACK).

COMBO:\
While the Fiend, this attack gains a +(X\*DEX.S)% chance to inflict target with Poison.

COMBO:\
While the Behemoth, this attack gains a +(X\*STR.S)% chance to Daze target.

*The Beast's claws are an extension of its will.*

*Better stay on its good side.*

</details>

<details>

<summary><strong>Gnash</strong></summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Deal (X\*ATTACK + X\*AGI + X\*DEX) damage to target enemy.

(X\*AGI.S + X\*DEX.S)% chance to Blind target.

COMBO:\
While in Human Form, if this Hero used "Gouge" last turn, gain Fiend Instinct for X turns.

COMBO:\
While the Beast, this attack gains +X Range and increase damage by +(X\*ATTACK).

COMBO:\
While the Fiend, this attack gains +(X\*DEX.S)% CSC.

COMBO:\
While the Behemoth, this attack gains a (X\*STR.S)% chance to Fear target for X turn and increase damage by +(X\*ATTACK).

*The Fiend hunts differently than the others.*

*Its poison takes hold slowly, painfully.*

*Until its prey can go on no longer.*

</details>

<details>

<summary><strong>Slam</strong></summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Deal (X\*ATTACK + X\*STR + X\*END) damage to target enemy.

(X\*STR.S + X\*END.S)% chance to Dispel target.

COMBO:\
While in Human Form, if this Hero used "Slam" last turn, gain Behemoth Instinct for X turns.

COMBO:\
While the Beast, this attack gains a (X\*STR.S)% chance to Silence target for X turns.

COMBO:\
While the Fiend, this attack gains +(X\*DEX.S)% chance to Blind target.

COMBO:\
While the Behemoth, gain a (X\*END.S)% chance to Slow target by X% for X ticks.

*The Behemoth’s strikes are not crafted -- they are carved from raw emotion.*

*Each earth-shaking slam echoes the will to dominate.*

</details>

***

### Skill Points 2

<details>

<summary><strong>The Beast</strong></summary>

**Range:** Passive

**Description:**

All attacks gain +X% chance to inflict target with Bleed.

"Slash", "Bite", and "Womp" gain +X% Lifesteal.

*"Shifters are born with the gift of transformation. That gift activates with a single emotion and that single emotion is what determines what the shifter transforms 'into'.*

*Once transformed, the shifter becomes the form at the deepest of levels. Identity, attitude, size, strength, it all changes.*

*All of these forms live in harmony, until an emotion, an instinct pushes a form into dominance over the others. This could last a moment or forever, but once that key is turned, it is absolutely core to who they are for as long is they choose."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary><strong>The Fiend</strong></summary>

**Range:** Passive

**Description:**

All attacks gain +X% chance to Poison target.

"Slash", "Bite", and "Womp" gain +X% Pierce.

*"The energy used to change shape is deeply primal. It pulls from an unseen well within the shifter, based purely upon instinct. It appears to be very exhausting as it seemingly pulls from the shifter's very own vitality."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary><strong>The Behemoth</strong></summary>

**Range:** Passive

**Description:**

Gain +X% P.RED Gain +X% M.RED.

"Slash", "Bite", and "Womp" gain +X% damage.

*"If you ask a shifter how they transform, they'll simply look at you with a confused expression as if to say, 'What do you mean? I just do it.'"*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

***

### Skill Points 3

<details>

<summary><strong>Savage Leap</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Beast for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*STR.S + X\*DEX.S)% chance to inflict target with Bleed.

Conditional Reposition:\
If target was in P3, Reposition to P1. If target was in P2, Reposition to P2. If target was in P1, Reposition to P3.

COMBO:\
If target is currently inflicted with Bleed, gain a (X\*STR.S)% chance to Silence target for X ticks.

COMBO:\
If this Hero used "Slash" on its last turn, gain +X% EVA for X ticks.

*Within each shifter resides the Beast.*

*The Beast is an entity of hunger, instinct, and fury.*

*The Beast is the part of every shifter that remembers the wilds before adventurers and heroes; a fragment of raw, unshaped chaos.*

</details>

<details>

<summary><strong>Jawbreaker</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Beast for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*STR.S + X\*DEX.S)% chance to Silence target for X turn.

Conditional Reposition:\
If target was in P3, Reposition to P1. If target was in P2, Reposition to P2. If target was in P1, Reposition to P3.

COMBO:\
If target is Silenced, gain a (X\*STR.S)% chance to reduce the Range of all target's attacks by X (to a minimum of 1) for X ticks.

COMBO:\
If "Maul" refreshed the Beast, gain +X% P.ACC for X turns.

*The Beast's prey won't understand, but it's already too late.*

*When the Beast’s jaws close around its prey, the world is reduced to silence.*

*Bones crack, screams cease, and it doesn't let go.*

</details>

<details>

<summary>Rend</summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Beast for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

+(X\*VIT.S)% Lifesteal.

Conditional Reposition:\
If target was in P3, Reposition to P1. If target was in P2, Reposition to P2. If target was in P1, Reposition to P3.

COMBO:\
If target is inflicted with Silence or Bleed, increase Lifesteal by +(X\*VIT.S)%.

COMBO:\
If "Rend" refreshed the Beast, gain +(X\*VIT.S)% Lifesteal for X turns.

*To tear flesh is not a choice for the Beast -- it is a necessity.*

*Each strike nourishes its body and spirit, feeding the relentless hunger within. The lifeblood of its prey is not wasted -- it is the Beast’s rightful claim.*

</details>

***

### Skill Points 4

<details>

<summary>Chomp</summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Fiend for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

X% Pierce.

Reposition to P3.

COMBO:\
If target is currently inflicted with Poison, Delay X, deal (X\*ATTACK) damage target.

COMBO:\
If this Hero used "Bite" last turn, gain +X% Pierce for X turns.

*The Fiend’s fangs are not meant for tearing flesh alone -- they are vessels of venom.*

*Their bite is not about delivering pain, but creating inevitability, leaving their prey helpless as poison claims them.*

</details>

<details>

<summary>Sight Bite</summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 2\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Fiend for X turns.

Deal (X\*ATTACK + X\*STR + X\*VIT) damage to target enemy.

X% Pierce.

(X\*AGI.S + X\*DEX.S)% chance to Blind target.

Reposition to P2.

COMBO:\
If target is inflicted with Blind, gain a (X\*DEX.S + X\*AGI.S)% chance to Poison target.

COMBO:\
If "Sight Bite" refreshed the Fiend, gain a +X% EVA for X turns.

*The Fiend strikes not to kill outright, but to sow confusion and fear.*

*A single bite robs its prey of vision, leaving them stumbling in darkness as the venom works its way through their veins.*

*The Fiend is patient. It can wait.*

</details>

<details>

<summary>Lunge</summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Fiend for X turns.

Deal (X\*ATTACK + X\*STR + X\*AGI) damage to target enemy.

X% Pierce.

(X\*AGI.S + X\*DEX.S)% chance to Poison target.

Reposition to P1.

COMBO:\
If target is inflicted with Poison or Bleed, this attack gains +X% Pierce.

COMBO:\
If "Lunge" refreshed the Fiend, gain +X% Haste for X turns.

*To a shifter, distance is only an illusion.*

*It's never really cornered.*

</details>

***

### Skill Points 5

<details>

<summary>Crush</summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Behemoth for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*END.S + X\*VIT.S)% chance to Slow target by X% for X ticks.

COMBO:\
If target is inflicted with Blind, Bleed, or Poison, gain (X\*END.S)% chance to increase Slow duration by X ticks.

COMBO:\
If this Hero used "Womp" last turn, gain +X% P.RED for X turns.

*The Behemoth’s strike lands like a landslide, crushing all in its path.*

*Each blow seems to slow the world around it, leaving foes unable to escape the inexorable force of its wrath.*

*To be struck by the Behemoth is to feel the entire weight of Gaia crashing upon you.*

</details>

<details>

<summary>Rack</summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Behemoth for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*END.S + X\*VIT.S)% chance to Fear target for X turns.

COMBO:\
If target is inflicted with Fear, gain a (X\*END.S + X\*STR.S)% chance to Dispel target.

COMBO:\
If "Rack" refreshed the Behemoth, gain +X% BLK for X turns.

*The Behemoth is an unyielding monument to primal power.*

*When a Behemoth strikes, the ground trembles and lesser beings cower.*

</details>

<details>

<summary>Shove</summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Transform into the Behemoth for X turns.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*END.S + X\*VIT.S)% chance to Daze target.

COMBO:\
If target is Dazed, gain a (X\*END.S + X\*VIT.S)% chance to Push X target.

COMBO:\
If "Shove" refreshed the Behemoth, gain +X% M.RED for X turns.

*The Behemoth moves not with grace, but with unrelenting force.*

*To stand in its way is to be moved, willingly or not, by the force of its will.*

</details>

***

### Skill Points 10+

<details>

<summary><strong>Swipe +</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*STR.S + X\*DEX.S)% chance to inflict target with Bleed.

COMBO:\
While in Human Form, gain "Beast Instinct" for X turns.

COMBO:\
While the Beast, gain +(X\*VIT.S)% Lifesteal and increase damage by +(X\*ATTACK).

COMBO:\
While the Fiend, this attack gains a +(X\*DEX.S)% chance to inflict target with Poison.

COMBO:\
While the Behemoth, this attack gains a +(X\*STR.S)% chance to Daze target.

*To shift back is not to retreat, but to recalibrate.*

*For the shifter, humanity is the eye of the storm -- the moment before instinct takes hold again, before its will must be imposed.*

*The Beast's claws are an extension of its will.*

*Better stay on its good side.*

</details>

<details>

<summary>The Beast +</summary>

**Discipline:** The Beast\
**Range:** Passive

**Description:**

All attacks gain +X% chance to inflict target with Bleed.

"Slash", "Bite", and "Womp" gain +X% Lifesteal.

At the start of each turn, gain a X% chance to gain "Beast Instinct" for X turns.

*"Shifters are born with the gift of transformation. That gift activates with a single emotion and that single emotion is what determines what the shifter transforms 'into'.*

*Once transformed, the shifter becomes the form at the deepest of levels. Identity, attitude, size, strength, it all changes.*

*All of these forms live in harmony, until an emotion, an instict pushes a form into dominance over the others. This could last a moment or forever, but once that key is turned, it is absolutely core to who they are for as long is they choose.*

*There are accounts of some shifters who spent too much time as the Beast, however. This particular form seems to take hold of shifters in a very primal way and sometimes refuses to let go. When that happens, the shifter could lose themselves entirely."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary><strong>Gnash +</strong></summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*AGI + X\*DEX) damage to target enemy.

(X\*AGI.S + X\*DEX.S)% chance to Blind target.

COMBO:\
While in Human Form, gain "Fiend Instinct" for X turns.

COMBO:\
While the Beast, this attack gains +X Range and increase damage by +(X\*ATTACK).

COMBO:\
While the Fiend, this attack gains +(X\*DEX.S)% CSC.

COMBO:\
While the Behemoth, this attack gains a (X\*STR.S)% chance to Fear target for X turn and increase damage by +(X\*ATTACK).

*The Fiend is a master of precision. It knows just the right amount of how, the exact moment of when, and most vulnerable where.*

*One bite is all it takes... if it's in the right place.*

*The Fiend hunts differently than the others.*

*Its poison takes hold slowly, painfully.*

*Until its prey can go on no longer.*&#x20;

</details>

<details>

<summary><strong>The Fiend +</strong></summary>

**Discipline:** The Fiend\
**Range:** Passive

**Description:**

All attacks gain +X% chance to Poison target.

"Slash", "Bite", and "Womp" gain +X% Pierce.

At the start of each turn, gain a X% chance to gain "Fiend Instinct" for X turns.

*"There comes a moment in battle where a shifter appears to 'pre-shift', as if something internally has clicked deep within and the rules have changed.*

*It's not something that can be easily quantified, but when you see it, you'll know it -- the shift is coming.*

*The energy used to change shape is deeply primal. It pulls from an unseen well within the shifter, based purely upon instinct. It appears to be very exhausting as it seemlingly pulls from the shifter's very own vitality.*

*Every shift draws on the deepest wells of a Shapeshifter’s vitality, leaving behind traces of raw instinct and unbridled will."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary><strong>Slam +</strong></summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*END) damage to target enemy.

(X\*STR.S + X\*END.S)% chance to Dispel target.

COMBO:\
While in Human Form, gain "Behemoth Instinct" for X turns.

COMBO:\
While the Beast, this attack gains a (X\*STR.S)% chance to Silence target for X turns.

COMBO:\
While the Fiend, this attack gains +(X\*DEX.S)% chance to Blind target.

COMBO:\
While the Behemoth, gain a (X\*END.S)% chance to Slow target by X% for X turns.

*When the need to intimidate and overwhelm converges, the Behemoth emerges.*

*The Behemoth’s strikes are not crafted -- they are carved from raw emotion.*

*Each quaking slam echoes the will to dominate.*

*Each slam shatters the ground and defies all opposition.*

*Each slam an end for those who have wandered too close.*

</details>

<details>

<summary><strong>The Behemoth +</strong></summary>

**Discipline:** The Behemoth\
**Range:** Passive

**Description:**

Gain +X% P.RED Gain +X% M.RED.

"Slash", "Bite", and "Womp" gain +X% damage.

At the start of each turn, gain a X% chance to gain "Behemoth Instinct" for X turn.

*"If you ask a shifter how they do transform, they'll simply look at you with a confused expression as if to say, 'What do you mean? I just do it.'*

*This commonality has led many to believe that the reason why shifters don't understand their powers, but simply use them, is because their transformations are emotion-based. If a shifter is backed into a corner, they lash out in all directions. If they seek to protect and intimidate, they grow in bulk and size to enforce their will. If they are filled with rage, the Beast emerges.*

*If the Behemoth emerges, it's best to remove oneself from the situation."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

***

### Skill Points 10

<details>

<summary><strong>Ark Eye</strong></summary>

**Discipline:** The Beast\
**Range:** Passive

**Description:**

While in Human Form, all attacks gain (X\*VIT.S)% Lifesteal.

Whenever this Hero becomes the Beast, gain the follow effect:

For X turns, "Slash" gains:

* +(X\*STR.S)% ATTACK
* (X\*VIT.S)% chance to Silence target for X turn.
* (X\*DEX.S)% chance to inflict target with Bleed.

*"Most perceive Beasts as 'wild' or 'untamed'. This stereotype stems from overly publicized incidents of particular shifters who spent too much time in that form. If one stays too long on the other side, their mind tends to stay there longer than their body does."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary><strong>Apex Predator</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Channel X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

(X\*STR.S + X\*DEX.S)% chance to Silence target for X turns.

Conditional Reposition:\
If target was in P3, Reposition to P1. If target was in P2, Reposition to P2. If target was in P1, Reposition to P3.

COMBO:\
If in Human Form, at the end of this turn, transform into the Beast for X turns.

COMBO:\
While the Beast, this attack gains +(X\*VIT.S)% Lifesteal.

COMBO:\
While the Fiend, this attack gains a +(X\*DEX.S)% chance to inflict target with Poison.

COMBO:\
While the Behemoth, this attack gains a +(X\*STR.S)% chance to Slow target by X% for X ticks.

*When the apex predator approaches, its prey dare not make a sound.*

</details>

<details>

<summary><strong>Eviscerate</strong></summary>

**Discipline:** The Beast\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy.

After damage is dealt, if target is below X% HP, this attack has a (X\*STR)% chance to inflict target with X stacks of Bleed.

Conditional Reposition:\
If target was in P3, Reposition to P1. If target was in P2, Reposition to P2. If target was in P1, Reposition to P3.

COMBO:\
If in Human Form, at the end of this turn, transform into the Beast for X turns.

COMBO:\
While the Beast, if target dies as a result of this attack, restore X% of max HP.

COMBO:\
While the Fiend, if target dies as a result of this attack, gain (X\*DEX.S)% chance to immediately Poison each enemy.

COMBO:\
While the Behemoth, if target dies as a result of this attack, gains +(X\*STR.S)% chance to Fear each enemy for X turns.

*When the Beast strikes, it does so with brutal precision, tearing through flesh and sinew to expose the savage truth of nature’s law: only the strongest survive.*

</details>

<details>

<summary><strong>Toxic Veins</strong></summary>

**Discipline:** The Fiend\
**Range:** Passive

**Description:**

While in Human Form, gain (X\*AGI.S)% EVA.

Whenever this Hero becomes the Fiend, gain the follow effect:

For X turns, "Bite" gains:

* +(X\*DEX.S)% ATTACK
* +(X\*DEX.S)% Pierce
* (X\*VIT.S)% chance to Delay X, deal (X\*ATTACK) damage.

*"When a shifter is the Fiend, it is a remarkable transformation.*

*The Fiend’s body is truly a vessel of poison, its veins course with toxins that empower every strike. When it shifts, the venom seems to be unlocked, flowing freely and enhancing its fangs and sharpening its lethality.*

*The Fiend's demeanor completely changes as well, as if it must -- it needs -- to expel the deluge of toxins it is now carrying.*

*To face the Fiend is to face the inevitability of decay."*

 *—* From *Shifting Priorities* by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives

</details>

<details>

<summary>Ambush</summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy in P3.

(X\*STR.S + X\*DEX.S)% chance to Poison target.

Reposition to P1.

COMBO:\
If in Human Form, at the end of this turn, transform into the Fiend for X turns.

COMBO:\
While the Beast, gain +(X\*VIT.S)% Lifesteal.

COMBO:\
While the Fiend, this attack gains a +(X\*DEX.S)% chance to inflict target with Blind.

COMBO:\
While the Behemoth, this attack gains a +(X\*STR.S)% chance to Pull X target.

*The Fiend does not attack out of anger or rage -- it watches, calculating the perfect moment to strike from the shadows, both venomous and precise.*

</details>

<details>

<summary>Lash Out</summary>

**Discipline:** The Fiend\
**Damage Type:** Physical\
**Range:** 1\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to target enemy in P1.

While the Fiend, if target is Poisoned, this attack gains a +(X\*DEX.S)% chance to restore (&#x58;*\**&#x56;IT.S)% of this Hero's max HP.

Reposition to P3.

COMBO:\
If in Human Form, at the end of this turn, transform into the Fiend for X turns.

COMBO:\
While the Beast, gain X% Retaliate X for X turns.

COMBO:\
While the Fiend, this attack gains +(X\*DEX.S)% Pierce and increase damage by +(X\*ATTACK).

COMBO:\
While the Behemoth, this attack gains a +(X\*STR.S)% chance to Slow target by +(X\*STR.S)% for X ticks.

*Cornered and desperate, the shifter lashes out in a frenzy that few can withstand. Instinct guides their strikes, unrelenting and deadly.*

</details>

<details>

<summary><strong>Shattering Impact</strong></summary>

**Discipline:** The Behemoth\
**Range:** Passive

**Description:**

While in Human Form, all attacks gain (X\*END.S)% chance to destroy target's Barrier.

Whenever this Hero becomes the Behemoth, gain the follow effect:

For X turns, "Womp" gains:

* +(X\*END.S)% ATTACK
* (X\*STR.S)% chance to Slow target by X% for X ticks
* (X\*VIT.S)% chance to Fear target for X turns

*"I wouldn't get too close to that thing."*

 *—* Famous Last Words by Anonymous

</details>

<details>

<summary><strong>Groundbreaker</strong></summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to each target enemy.

(X\*STR.S + X\*END.S)% chance to Slow each target by (X\*END.S)% for X turns.

Become Exhausted.

COMBO:\
If in Human Form, at the end of this turn, transform into the Behemoth for X turns.

COMBO:\
While the Beast, gain +(X\*VIT.S)% Lifesteal.

COMBO:\
While the Fiend, this attack gains a Delay X, deal (X\*ATTACK) damage to each target.

COMBO:\
While the Behemoth, if a target is currently Slowed, gain (X\*STR.S + X\*DEX.S)% chance to Fear target for X turns.

*With a single strike, the Behemoth reshapes the battlefield, leaving cracks in the ground as visible reminders of its power.*

</details>

<details>

<summary><strong>Shockwave</strong></summary>

**Discipline:** The Behemoth\
**Damage Type:** Physical\
**Range:** 3\
**Degree of Difficulty:** X

**Description:**

Amnesia X.

Deal (X\*ATTACK + X\*STR + X\*DEX) damage to each target enemy.

(X\*STR.S + X\*END.S)% chance to destroy each target's Barrier.

COMBO:\
If in Human Form, at the end of this turn, transform into the Behemoth for X turns.

COMBO:\
While the Beast, for each Barrier destroyed, gain X% Retaliate X for X turns.

COMBO:\
While the Fiend, for each Barrier destroyed, gain X% Haste for X turns.

COMBO:\
While the Behemoth, for each Barrier destroyed, restore X% of this Hero's max HP.

*The Behemoth’s fury manifests as raw force, shattering defenses and leaving the weak reeling.*

*In the wake of that power, shields and armor seem silly.*

</details>

***

### Skill Points 15

<details>

<summary><strong>The Chimera</strong></summary>

</details>

####

***

### Notes

* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Summoner

Summoner Class Combat Skills

<figure><img src="/files/c6EfvjkZnPmgkWYYScip" alt="" width="375"><figcaption></figcaption></figure>

This page details information about the Summoner class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 8/19/2024*
{% endhint %}

## Class Description

On the perilous frontiers of Gaia, few can match the magical prowess of the **Summoner**. Through ancient rituals and arcane knowledge, these masters of conjuration call forth beings and energies of unimaginable power to fight by their side and protect allies. Whether summoning celestial entities, commanding dark energies, or forging bonds with the everpresent ethereal spirits of this plane, the Summoner's path is one of uncharted exploration, mystical study, and profound potential.

When it comes to harnessing trans-realm magicks, the Summoner is both the weaver and the loom. Their abilities draw from the very fabric of the universe, intertwining elements of creation, destruction, and spirit. A Summoner does not merely cast spells - they commune with otherworldly forces, binding them to their will either in partnership or in servitude. This delicate balance between control and chaos defines the Summoner, making them a singular and potent presence on the battlefield. They unlock the mysteries of summoning, shaping reality with a flick of their wrist and a whisper of borrowed power.

A Summoner's journey is shaped by three distinct disciplines, one academic, one practical, and one forbidden - each offering a different approach to harnessing their magical potential. These paths are the essence of their training, allowing them to specialize in summoning celestial, dark, or spirit entities.&#x20;

The **Summon** Aspect discipline accesses the power of the celestial and elemental realms, uniting planes to make summoning an extension of their will. Summoners attune to the raw energies of creation, calling forth entities from other realms to embrace our own. These summoned entities embody both purity and power, but also a situational partnership. Whether conjuring a celestial being to strike down foes with radiant light or summoning a clay golem to reshape the very battlefield under the feet of their foe, Summoners of this discipline wield the forces of the universe with precision and grace. Their connection to transient energies allows them to weaken their opponents defenses, restrict enemy movements, and deliver punishing wide area spell damage, making them potent offensive mages who can turn the tide of battle with a single invocation.

But where there is light, one can always find the dark. Embracing the shadows and the void, the **Dark Summoner** delves into the forbidden arts to command powers that others dare not approach. Dark Summoners are reminiscent of those Scholars who delved too deep and touched the void, the difference is that Dark Summoners kept delving. As masters of debilitation and control, Dark Summoners wield dark energy to bend the will of their enemies and sow chaos on the battlefield. An advanced Dark Summoner even has the potential to call forth demonic entities from the abyss to wreak havoc and instill terror, and they'd gladly do so even without complete control over their invited guest. This perspective on how magic could be used, rather than how it should be used, results in a path fraught with danger, for the void demands a price for its near-infinite power. Yet, those who can master this dark art find themselves capable of feats beyond the reach of mere mortals and they'll gladly pay that price, or find someone who will.

On the other end of the umbral spectrum are those Summoners who walk the path of the **Spirit Bond**. These Summoners forge deep, mystical connections with the spirits that inhabit the ethereal planes. These Summoners are not only conjurers but also healers and protectors, using their abilities to shield their allies and mend their wounds. Through the use of ritualistic summoning circles and umbral magic, they channel the essence of benevolent entities to provide both physical and magical fortitude to their companions. This discipline emphasizes the importance of preparation and strategy, as each summoning and spellcasting action is meticulously planned to maximize its benefit. If you see a Summoner drawing glyphs on the ground, you must decide whether to run to the safe haven they create or run far away to escape the pending destruction they will soon unleash.

As a Summoner, you transcend the traditional boundaries of magic and physical might. Your journey is one of perpetual discovery, where each summon and spell is a step towards ultimate enlightenment - whether for good or for… not so good. By harmonizing each force pulled or invited from the celestial, void, and spirit realms, you can unlock magic woven into magnitudes of power. Woven by your own hands.

## Class Skills

<table><thead><tr><th width="80">Skill Points</th><th width="157">Discipline</th><th width="164">Skill Name</th><th width="112">Damage Type</th><th width="97">Range</th><th width="66">DOD</th><th width="467">Description</th><th width="415">Flavor Text</th></tr></thead><tbody><tr><td>1</td><td>Summon Aspect</td><td>Lesser Celestial</td><td>MAGICAL</td><td>3</td><td>X</td><td>Channel X Initiative.<br><br>Deal <code>(X*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*INT.S)</code>% chance to reduce target's M.DEF by <code>(X*WIS.S)</code>% for X ticks.<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is currently Slowed, generate X additional charges of Arcane Power.</td><td>"Upon your first summon, do not concern yourself with the potency of the entity that arrives. The fact that it arrived at all is what is remarkable. It's a first step, a first step of many."<br><br>- From Aetherweilding on the Frontier by Master Arthur Fontwell, Professor of Summoning at the Mages College of Serendale</td></tr><tr><td>1</td><td>Dark Summoner</td><td>Dark Energy</td><td>MAGICAL</td><td>3</td><td>X</td><td>Channel X Initiative.<br><br>Deal <code>(X*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*INT.S)</code>% chance to reduce target's P.DEF by <code>(X*WIS.S)</code>% for X ticks.<br><br>Generate X charges of Void Power.<br><br><strong>COMBO</strong>: If target has been previously Banished in this battle, generate X additional charges of Void Power.</td><td>"Did you see that?!"<br><br>- Xaden Eldenmorne, First Year, moments after the Void answered</td></tr><tr><td>1</td><td>Spirit Bond</td><td>Summoning Circle</td><td>MAGICAL</td><td>Self</td><td>X</td><td>Generate X charges of Arcane Power.<br>Generate X charges of Void Power.<br>The next skill this Hero casts gains <code>(X*INT.S)</code>% SPELL.<br>If that skill requires a Channel, reduce the Channel length by <code>(X*INT.S + X*WIS.S)</code>% Initiative.<br><br><strong>COMBO</strong>: If this Hero cast "Summoning Circle" on its last turn, gain:<br>Heal each Party Member for <code>(X*SPELL +X*WIS)</code> HP.</td><td>"To be frank, you are not special. I don't care how good you are at hasty visualizations, nothing beats taking the time to do it right. Get on your knees, draw the glyph, and outclass every mage who thinks they can do it better because 'the magic speaks to them'. It's all rubbish."<br><br>- Terrine Wethermont, Head Scribe at the Mages College of Serendale at the first day of class</td></tr><tr><td>2</td><td>Summon Aspect</td><td>Aetherwalker</td><td>-</td><td>Passive</td><td>X</td><td>Reduce Channel Initiative by X% on all skills.<br>Reduce SPELL and ATTACK by -X%.<br><br>Each instance this Hero deals basic attack damage, gain X charges of Arcane Power.</td><td>"When speed is of the essence, there is a technique that allows you to cast a spell without the need of the incantation itself to be spoken aloud. Although the result is not nearly as potent, a swift surprise may sometimes be more valuable than a proper wallop."<br>- From Aetherweilding on the Frontier by Master Arthur Fontwell, Professor of Summoning at the Mage College of Serendale</td></tr><tr><td>2</td><td>Dark Summoner</td><td>Voidwalker</td><td>-</td><td>Passive</td><td>X</td><td>Increase Channel Initiative by X% on all skills.<br>Gain +X% SPELL on Channeled skills.<br>Reduce Max HP by -X%.<br><br>Each instance this Hero deals basic attack damage, gain X charges of Void Power.</td><td>"There is always more power available to a talented summoner. You just need to decide if you're willing to pay the price to take it."<br><br>- Excerpt from a letter written by Unknown Author to Xaden Eldenmorne</td></tr><tr><td>2</td><td>Spirit Bond</td><td>Spiritwalker</td><td>-</td><td>Passive</td><td>X</td><td>Each instance this Hero does not deal damage on its own turn, gain:<br><br>+X% P.DEF for X ticks.<br>+X% M.DEF for X ticks.<br>Generate X charges of Arcane Power.<br>Generate X charges of Void Power.</td><td>"Preparation is key to any deliberate action. Measure twice, cut once."<br><br>- From Do This, Not That: A Guide to Spiritwalking by Terrine Wethermont</td></tr><tr><td>3</td><td>Summon Aspect</td><td>Clay Golem</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*AP)*SPELL + X*INT + X*VIT)</code> damage to each enemy.<br><code>(X + X*VIT.S + X*INT.S)</code>% chance to Slow each target by X% for X ticks.<br><br><strong>COMBO</strong>: If "Summon Lesser Celestial" was cast by this Hero in the last X turns, gain:<br>UNLOCK X AP:<br><code>(X*WIS.S)</code>% chance to chance to Push X P1<br><code>(X*WIS.S)</code>% chance to chance to Pull X P2.<br><code>(X*WIS.S)</code>% chance to chance to Pull X P3.<br></td><td>"Clay is a beautiful thing. It can be shaped in so many ways with just a brief channel of vitality. I prefer to shape clay into a weapon, for no one suspects a giant, sturdy, immoveable golem to leap from the earth in the midst of a fight between mages."<br><br>- From Practical Summons in a Melee Environment by Arthur Fontwell</td></tr><tr><td>3</td><td>Dark Summoner</td><td>Void Grasp</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming all charges of Void Power (VP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*VP)*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*VP + X*INT.S)</code>% chance to Banish target for X ticks.<br>Target returns to the Battlefield in P1.<br><br>If Banish misses, this Hero gains a <code>(X - X*INT.S)</code>% chance to be inflicted with Berserk for X ticks.<br><br>If this Hero is inflicted with Berserk, gain X charges of Void Power.<br><br><strong>COMBO</strong>: If this Hero cast "Summon Dark Energy" in the last X turns, gain:<br>Increase chance to Banish target by +<code>(X*WIS.S)</code>%.</td><td>"Void Power is limitless, but it doesn't come without its unique constraints. Arcane Power is like a faucet, its flow can be controlled. Void Power, however, is an all-or-nothing proposition. As a result, timing is everthing."<br><br>- From The Void Speaks by Unknown Author</td></tr><tr><td>3</td><td>Spirit Bond</td><td>Umbral Siren</td><td>MAGICAL</td><td>Party Member</td><td>X</td><td>Target party member gains +<code>(X*VIT.S)</code>% P.DEF, and +<code>(X*WIS.S)</code>% M.DEF for X ticks.<br><br>Target Party Member performs the following action immediately:<br><br>Target each enemy. On hit:<br><br><code>(X*Summoner_WIS.S + X*Summoner_VIT.S)</code>% chance to Taunt target for X ticks.<br>Generate X charges of Arcane Power and Void Power per enemy Taunted.<br><br>Amnesia X.<br><br>UNLOCK X AP:<br>Target Party Member gains <code>(X*WIS.S)</code>% EVA for X ticks.<br><br>UNLOCK X VP:<br>Target Party Member gains <code>(X*WIS.S)</code>% Riposte for X ticks.</td><td>"Umbral magic is very old, beyond ancient, really. Shrouding yourself or an ally in the energy of an arcane spirit is a remarkable thing to behold. Most believe this is achieved when a bargain is struck between the summoner and the spirit, but I believe it is empowered by a deeper bond, by a true partnership."<br><br>- From Forgotten Magic for a Modern Battlefield by Terrine Wethermont</td></tr><tr><td>4</td><td>Summon Aspect</td><td>Treant</td><td>MAGICAL</td><td>3</td><td>X</td><td>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>(X*SPELL + X*INT)</code> to each target enemy.<br><code>(X*WIS.S)</code>% chance to Root each target for X turns.<br>Generate X charges of Arcane Power per enemy Rooted.<br><br>Delay X, heal each Party Member for<br><code>(X*SPELL + X*WIS)</code> HP.<br><code>(X*WIS.S)</code>% chance to Generate X charges of Arcane Power per healed Party Member.<br><br><strong>COMBO</strong>: If "Summon Lesser Celestial" was cast by this Hero in the last X turns, gain:<br>Delay X, heal each Party Member for<br><code>(X*SPELL + X*WIS)</code> HP.<br><code>(X*WIS.S)</code>% chance to Cleanse each target.<br>Generate X charges of Arcane Power per Cleansed status effect.<br><br><strong>COMBO</strong>: If "Summon Dark Energy" was cast in the last X turns, gain:<br>Delay X, deal <code>(X*SPELL + X*INT)</code> damage to each target.<br><code>(X*WIS.S)</code>% chance to Dispel each target.<br>Generate X charges of Void Power per Dispelled status effect.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero in the last X turns, gain X Initiative after channel resolves and heal this Hero for <code>(X*SPELL)</code> for each Rooted target.</td><td>"I met Howard in my Second Year and it was love at first sight. He was just so cute with his little leaves and crunchy bark that I knew I just needed to take him home with me."<br><br>- Liannda Lunaweave, Graduate of Mages College of Serendale</td></tr><tr><td>4</td><td>Dark Summoner</td><td>Void Shield</td><td>MAGICAL</td><td>Party Member</td><td>X</td><td>Target party member gains a Pure Ward for X ticks.<br><br>If this Pure Ward expires, generate X charges of Void Power.<br>If this Pure Ward breaks, heal target for (X*SPELL + X*WIS).<br><br>Amnesia X.<br><br><strong>COMBO</strong>: If "Lesser Celestial" was cast by this Hero last turn, gain:<br>If Pure Ward breaks, deal (X*SPELL + X*INT) damage to a random enemy.<br><br><strong>COMBO</strong>: If "Dark Energy" was cast by this Hero last turn, gain:<br>If Pure Ward expires, generate X additional charges of Void Power.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero last turn, gain:<br>Delay X, cast a Pure Ward on a random Party Member.</td><td>"I discovered something truly unexpected today: objects can siphon Void Power. I think it works like an energy well, but only seems to work if a certain condition -- or promise -- is met. The more complex -- the more taxing -- the promise, the greater the power siphoned."<br><br>- Excerpt from a letter written by Xaden Eldenmorne to Unknown Recipient</td></tr><tr><td>4</td><td>Spirit Bond</td><td>Umbral Guardian</td><td>MAGICAL</td><td>Party Member</td><td>X</td><td>Amnesia X.<br><br>Channel X Initiative.<br><br>Heal each Party Member for<br><code>(X*SPELL + X*WIS)</code> HP and gains:<br>+<code>(X*WIS.S)</code>% P.DEF for X ticks.<br>+<code>(X*WIS.S)</code>% M.DEF for X ticks.<br><br><strong>COMBO</strong>: If "Summon Lesser Celestial" was cast by this Hero in the last X turns, gain:<br>Delay X, Heal each Party Member for<br>(X*SPELL + X*WIS) HP.<br>Generate X charges of Arcane Power for each healed Party Member.<br><br><strong>COMBO</strong>: If "Summon Dark Energy" was cast in the last X turns, gain:<br>Delay X, all Party Members gain a Barrier with <code>(X*SPELL)</code> HP.<br>Generate X charges of Void Power for each targeted Party Member.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero in the last X turns, gain:<br>Each Party Member is healed for an additional <code>(X*SPELL)</code> and gains X% Haste for X ticks.<br>Generate X charges of Arcane Power and Void Power for each healed Party Member.<br></td><td>"Umbral energy can be found everywhere. All you need to do is open the door but a tiny crack and the magic will flow into our realm. As it flows, you can guide its intent. It's purpose. Heal, protect, empower, it's up to you."<br><br>- From Forgotten Magic for a Modern Battlefield by Terrine Wethermont</td></tr><tr><td>5</td><td>Summon Aspect</td><td>Cryopyre Elemental</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*AP)*SPELL + X*INT)</code> damage to target enemy in X.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Daze target.<br><br>Delay X, deal <code>((X*AP)*SPELL + X*INT)</code> damage to target enemy in X.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Daze target.<br><br>Delay X, deal <code>((X*AP)*SPELL + X*INT)</code> damage to target enemy in P1.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Daze target.<br><br>UNLOCK X AP:<br><code>(X*INT.S)</code>% chance to apply X stacks of Burn to each target.<br><br>UNLOCK X AP:<br><code>(X*INT.S)</code>% chance to apply X stacks of Chill to each target.<br><br><strong>COMBO</strong>: If this Hero cast "Summoning Circle" in the last X turns, gain X Initiative after channel resolves and deal an additional <code>(X*SPELL + X*INT)</code> damage to each target.</td><td>"I summoned the Cryopyre completely by accident at first. In mere moments it ended up setting everything in my chambers on fire while in a complete panic; from my bed to my drapes, it was chaos. It was quite a relief when it put everything out with a cool frost once it calmed down. It's safe to say I still lost my deposit."<br>- Excerpt from the personal journal of Liannda Lunaweave</td></tr><tr><td>5</td><td>Dark Summoner</td><td>Lesser Demon</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming all charges of Void Power (VP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*VP)*SPELL + X*INT)</code> damage to each enemy.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Banish target in P1 for X ticks.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Banish target in P2 for X ticks.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Banish target in P3 for X ticks.<br><br>Each Banished target suffers <code>(X*VIT.S)</code>% reduced current MP (rounded up) and returns in a random Position.<br><br>If all Banishes miss, this Hero loses <code>(X - X*VIT.S)</code>% of its current MP (rounded up) and gains a <code>(X - X*WIS.S)</code>% chance to become Exhausted for X turns.<br><br><strong>COMBO</strong>: If this Hero cast "Summoning Circle" in the last X turns, gain X Initiative after channel resolves and deal an additional <code>(X*SPELL + X*INT)</code> damage to each target.</td><td>“When summoning a demon of any size or order, one must understand there is a price to be paid. That price doesn’t necessarily need to be paid by you, but you will pay it if you do not provide the demon with a... reasonable alternative.”<br><br>- Excerpt from Demons and their Demons by Xaden Eldenmorne</td></tr><tr><td>5</td><td>Spirit Bond</td><td>Ethereal Gatekeeper</td><td>Passive</td><td>Passive</td><td>X</td><td>Each instance a combatant is Banished, generate X charges each of Arcane Power and Void Power.<br><br>Each instance an enemy is Banished, gain a <code>(X*INT.S + X*WIS.S)</code>% chance to automatically spend <code>(X + X*LVL)</code> Mana (rounded up) to cause each Party Member to gain +X% ATTACK and SPELL for X ticks.<br><br>Each instance a Party Member is Banished, gain a <code>(X*INT.S + X*WIS.S)</code>% chance to automatically spend <code>(X + X*LVL)</code> Mana (rounded up) to cause each Party Member to be healed for <code>(X*SPELL + X*WIS)</code> HP.</td><td>"It took several centuries for mages to realize that there was more than meets the eye when it comes to banishment. It's not just the target that comes and goes, but another morsel of magic 'piggybacks' onto the target to enter our realm -- and that energy can be convinced to be helpful, or harmful."<br><br>- Excerpt from the personal journal of Terrine Wethermont</td></tr><tr><td>10+</td><td>Summon Aspect</td><td>Lesser Celestial +</td><td>MAGICAL</td><td>3</td><td>X</td><td>Channel X Initiative.<br><br>Deal <code>(X*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*INT.S)</code>% chance to reduce target's M.DEF by <code>(X*WIS.S)</code>% for X ticks.<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If Aetherwalker is active, gain:<br>Deal an additional <code>(X*SPELL + X*INT)</code> damage to target.<br><br><strong>COMBO</strong>: If Spiritwalker is active, gain:<br>Gain X Initiative after channel resolves.</td><td>"Upon your first summon, do not concern yourself with the potency of the entity that arrives. The fact that it arrived at all is what is remarkable. It's a first step, a first step of many.<br><br>Once you've learned how to aetherwalk, you'll begin to understand how to coax more substantial energy from the exchange, bringing more potent celestials into our realm."<br><br><br>- From Aetherweilding on the Frontier by Master Arthur Fontwell, Professor of Summoning at the Mages College of Serendale</td></tr><tr><td>10+</td><td>Summon Aspect</td><td>Clay Golem +</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*AP)*SPELL + X*INT + X*VIT)</code> damage to each enemy.<br><code>(X + X*VIT.S + X*INT.S)</code>% chance to Slow each target by X% for X ticks.<br><br>UNLOCK X AP:<br><code>(X*WIS.S)</code>% chance to chance to Push X P1<br><code>(X*WIS.S)</code>% chance to chance to Pull X P2.<br><code>(X*WIS.S)</code>% chance to chance to Pull X P3.</td><td>"Clay is a beautiful thing. It can be shaped in so many ways with just a brief channel of vitality. I prefer to shape clay into a weapon, for no one suspects a giant, sturdy, immoveable golem to leap from the earth in the midst of a fight between mages.<br><br>On another note related to the topic, I've also taken a shine to a new hobby that I call 'spinning' pottery. It's not like any technique you'd see a true potter use, but I think it's rather neat."<br><br>- From Practical Summons in a Melee Environment by Arthur Fontwell</td></tr><tr><td>10+</td><td>Dark Summoner</td><td>Dark Energy +</td><td>MAGICAL</td><td>3</td><td>X</td><td>Channel X Initiative.<br><br>Deal <code>(X*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*INT.S)</code>% chance to reduce target's P.DEF by <code>(X*WIS.S)</code>% for X ticks.<br><br>Generate X charges of Void Power.<br><br><strong>COMBO</strong>: If Voidwalker is active, gain:<br>Deal an additional <code>(X*SPELL + X*INT)</code> damage to target.<br><br><strong>COMBO</strong>: If Spiritwalker is active, gain:<br>Gain X Initiative after channel resolves.</td><td>"It is reported that the first moment Xaden Eldenmorne shaped void energy into a weapon marked a turning point for magic users who wished not to conform to the mainstream methods of spellwork. It is said it was an 'accident', but most individuals close to the situation believe Elendmorne had been attempting to access the void through summoning magic for some time. How he knew the connection could be made or to what purpose initially was unknown, but it certainly ended in new movement for magic users. A movement that resulted in the deaths of many who both embraced this change and also feared it."<br><br>- From The Historical Impact of Void Magic by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives"</td></tr><tr><td>10+</td><td>Dark Summoner</td><td>Void Grasp +</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming all charges of Void Power (VP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*VP)*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*VP + X*INT.S + X*WIS.S)</code>% chance to Banish target for X ticks.<br>Target returns to the Battlefield in P1.</td><td>"Summoning and banishment are actually just two sides of the same coin. Don't take your textbooks as undeniable fact, you cannot have one without the other. In both cases, energy enters or exits. In both cases, that energy can be leveraged."<br><br>- Excerpt from Demons and their Demons by Xaden Eldenmorne</td></tr><tr><td>10+</td><td>Spirit Bond</td><td>Summoning Circle +</td><td>MAGICAL</td><td>3</td><td>X</td><td>Generate X charges of Arcane Power.<br>Generate X charges of Void Power.<br>The next skill this Hero casts gains <code>(X*INT.S)</code>% SPELL.<br>The next skill this Hero casts costs -<code>(X*INT.S)</code>% MP.<br>If that skill requires a Channel, reduce the Channel length by <code>(X*INT.S + X*WIS.S)</code>% Initiative.<br><br>This Hero gains:<br>+X% P.DEF for X ticks.<br>+X% M.DEF for X ticks.</td><td>"The first mages of our age knew the power of summoning circles and it is they who have to thank for understanding the space between our realm and all others. From their teachings we must derive a greater understanding of what makes a summoner a 'summoner' and it all starts with summoning circles.<br><br>To be frank, you are not special. I don't care how good you are at hasty visualizations, nothing beats taking the time to do it right. Get on your knees, draw the glyph, and outclass every mage who thinks they can do it better because 'the magic speaks to them'. It's all rubbish."<br><br>- Terrine Wethermont, Head Scribe at the Mages College of Serendale at the first day of class</td></tr><tr><td>10+</td><td>Spirit Bond</td><td>Spiritwalker +</td><td>-</td><td>-</td><td>-</td><td>For each action this Hero performs that deals damage, this Hero gains:<br><br>+X Haste and +X% EVA until this Hero's next turn.<br>Generate X charges of Arcane Power.<br>Generate X charges of Void Power.</td><td>"Preparation is key to any deliberate action. Measure twice, cut once.<br><br>If you don't you may end up losing your advantage, or worse, falling behind."<br><br>- From Do This, Not That: A Guide to Spiritwalking by Terrine Wethermont</td></tr><tr><td>10</td><td>Summon Aspect</td><td>Summoner's Pact</td><td>-</td><td>-</td><td>-</td><td>UNLOCK X AP:<br><br>For each instance this Hero uses a Summon Aspect discipline skill, gain a <code>(X*WIS.S)</code>% chance to automatically spend <code>(X + X*LVL)</code> MP to heal each Party Member for <code>(X*SPELL)</code> HP.<br><br><code>(X*WIS.S)</code>% chance to Cleanse each Healed target.<br><br>Generate X charges of Arcane Power for each status effect Cleansed.</td><td>"As you've learned, the precise moment a summoned entity enters our plane, there is an opportunity to capture the energy released when the planar boundary opens. But what you don't know is that if you have a kinship with the same few summons you bring into our realm, they may just grow to appeciate the attention and even share a bit of that energy with you and your allies."<br><br>- Excerpt from Summons Are Really Something by Arthur Fontwell</td></tr><tr><td>10</td><td>Summon Aspect</td><td>Celestial Light</td><td>MAGICAL</td><td>3</td><td>X</td><td>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal (0) damage to target enemy in P1.<br><code>(X*INT.S)</code>% chance to inflict target with Blind.<br><br>Deal (0) damage to target enemy in P2.<br><code>(X*INT.S)</code>% chance to inflict target with Confuse.<br><br>Deal (0) damage to target enemy in P3.<br><code>(X*INT.S)</code>% chance to inflict target with Silence for X turns.<br><br>Generate X charges of Arcane Power for each inflicted target.<br><br><strong>COMBO</strong>: If "Summon CryoPyre Elemental" was cast by this Hero in the last X turns and "Aetherwalker" is active and "Summoner's Pact" is not active, gain:<br><code>(X*INT.S)</code>% chance to apply X stacks of Burn to each target.<br><code>(X*INT.S)</code>% chance to apply X stacks of Chill to each target.<br>Generate X charges of Arcane Power for each inflicted target.<br><br><strong>COMBO</strong>: If "Summon CryoPyre Elemental" was cast by this Hero in the last X turns and both "Aetherwalker" and "Summoner's Pact" are active, gain:<br>Deal an additional <code>(X*SPELL + X*INT)</code> damage to each target.<br><code>(X*WIS.S)</code>% chance to Daze each target.<br><code>(X*INT.S)</code>% chance to apply X stacks of Burn to each target.<br><code>(X*INT.S)</code>% chance to apply X stacks of Chill to each target.<br>Generate X charges of Arcane Power for each inflicted target.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero in the last X turns and "Aetherwalker" is active, gain:<br>Generate X charges of Arcane Power for each status effect inflicted.<br>Deal an additional <code>(X*SPELL + X*INT)</code> damage to each target.</td><td>"What surprises me most of all about this new generation of Summoners is their ability to weave different spells together, like some kind of magical alchemist mixing potions in a pot. I admit that I am a bit jealous of this innovation. Back in my day, we summoned the biggest monster we could, aimed it at the bad guys, and hoped for the best."<br><br>- Arthur Fontwell, overheard by a faculty member</td></tr><tr><td>10</td><td>Summon Aspect</td><td>Spectral Chains</td><td>MAGICAL</td><td>3</td><td>X</td><td>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal <code>((X*AP)*SPELL + X*INT)</code> damage to target enemy.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Stun target for X turns.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Silence target for X ticks.<br><code>(X*INT.S + X*WIS.S)</code>% chance to Root target for X ticks.<br><br>Generate X charges of Arcane Power for each inflicted debuff.<br><br><strong>COMBO</strong>: If "Treant" was cast by this Hero in the last X turns, gain:<br>UNLOCK X AP:<br>+<code>(X*INT.S)</code>% increased chance to Root target and extend duration by X ticks.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero in the last X turns and "Aetherwalker" is active, gain:<br>UNLOCK X AP:<br>Repeat X.</td><td>"Clink-"</td></tr><tr><td>10</td><td>Dark Summoner</td><td>Dark Deal</td><td>-</td><td>-</td><td>-</td><td>This Hero gains Poisoned at the start of Battle.<br>This Hero cannot be Cleansed, Purified, Recovered, or Dispelled.<br>Each skill this Hero casts costs X% more MP.<br>This Hero receives X% more damage from all sources.<br>Gain X charges of Void Power for each instance this Hero takes damage.<br>Gain X charges of Void Power for each instance an Enemy dies.<br>Gain X charges of Void Power for each instance an Ally dies.<br>Whenever Void Power is spent by this Hero, gain X% of the VP spent (rounded up).</td><td>"I woke up this morning and chose violence... let's see if it works."<br><br>- Excerpt from the personal journal of Xaden Eldenmorne</td></tr><tr><td>10</td><td>Dark Summoner</td><td>Void Prison</td><td>MAGICAL</td><td>3</td><td>X</td><td>Amnesia X.<br><br>Channel X Initiative.<br><br>Deal (0) damage to target enemy in P2.<br><code>(X*INT.S)</code>% chance to inflict target with Blind.<br><code>(X*INT.S)</code>% chance to Banish target for X ticks.<br>Generate X charges of Void Power for each inflicted debuff.<br><br><strong>COMBO</strong>: If "Void Grasp" was cast by this Hero in the last X turns, gain:<br>Deal an additional (X*SPELL + X*INT) damage to target.<br>Generate X charges of Void Power.<br><br><strong>COMBO</strong>: If "Ethereal Gatekeeper" is active, gain:<br>Delay X, Deal (0) damage to target enemy in P3.<br><code>(X*INT.S)</code>% chance to inflict target with Blind.<br><code>(X*INT.S)</code>% chance to Banish target for X ticks.<br>Generate X charges of Void Power for each inflicted debuff.</td><td>"We don't know where they go, either."<br><br>- Excerpt from a letter written by Unknown Author to Xaden Eldenmorne</td></tr><tr><td>10</td><td>Dark Summoner</td><td>Greater Demon</td><td>MAGICAL</td><td>3</td><td>X</td><td>Amnesia X.<br><br>Empower this skill by consuming all charges of Void Power (VP).<br><br>Channel X Initiative.<br><br>Reduce current HP by X%.<br><br>Deal <code>((X*VP)*SPELL + X*INT + X*VIT)</code> damage to each enemy.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Fear target in P3 for X turns.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Fear target in P2 for X turns.<br><code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Fear target in P1 for X turns.<br><br>If Fear was not inflicted, this Hero loses <code>(X - X*VIT.S)</code>% of its current MP (rounded up) and gains a <code>(X - X*INT.S)</code>% chance to become Exhausted for X turns.<br><br><strong>COMBO</strong>: If "Summon Lesser Demon" was cast by this Hero in the last X turns, gain:<br>Delay X, target each enemy inflicted with Fear. X% chance to inflict each target with Confuse.<br><br><strong>COMBO</strong>: If "Summon Lesser Demon" was cast by this Hero in the last X turns and "Dark Deal" is active, gain:<br>Delay X, target each enemy inflicted with Fear. X% chance to inflict each target with Amnesia X on a random skill.</td><td>"Most view Xaden Eldenmorne as a plague to the class of summoning magic, but others see him as a visionary that paved a path into realms of forbidden magic that deserve mainstream consideration. Prominent Dark Knights, Dreadknights, and even some Scholars pay homage to Eldenmorne as a key luminary who was integral to the advancements of void magic. Personally, I believe that without his work, we'd still be weilding magicless metal swords or shooting unremarkable wooden arrows."<br><br>- From The Historical Impact of Void Magic by Wheaton Gargadusa, Curator of Historical Accounts at the Adelyn Archives</td></tr><tr><td>10</td><td>Spirit Bond</td><td>Binding Contract</td><td>-</td><td>-</td><td>-</td><td>Gain X charges of Arcane Power each turn.<br>Gain X charges of Void Power each turn.<br><br>UNLOCK X AP:<br>Each instance a party member or enemy is Banished, gain X% Haste for X ticks.<br><br>UNLOCK X AP:<br>Reduce channel length by X% for all skills that require Arcane Power to cast.<br>Gain X% resistance to Negate.<br>Gain X% resistance to Dispel.<br><br>UNLOCK X AP:<br>All skills that require Arcane Power to cast gain a <code>(X*INT.S + X*WIS.S + X*LCK.S)</code>% chance to Repeat X.<br><br>UNLOCK X VP:<br>Gain +X% Status Effect Resistance while Channeling.<br><br>UNLOCK X VP:<br>For each instance this Hero channels, gain a <code>(X*WIS.S)</code>% chance to automatically spend <code>(X + X*LVL)</code> MP to gain a Pure Ward for X ticks.<br><br>UNLOCK X VP:<br>Gain +X% resistance to Negate.<br>Gain +X% resistance to Dispel.<br>The next skill that requires Void Power to cast has X% reduced channel length.</td><td>"I once saw my roommate Terrine talking to a summoned spirit. So, I figured I'd give it a shot. Turns out, they are chatty and like to do business."<br><br>- Excerpt from the personal journal of Liannda Lunaweave</td></tr><tr><td>10</td><td>Spirit Bond</td><td>Ancestral Guide</td><td>MAGICAL</td><td>Self</td><td>X</td><td>Amnesia X.<br><br>Channel X Initiative.<br><br>Heal X% of this Hero's missing HP.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast in this Hero's last X turns and "Aetherwalker" is active, gain:<br>Heal each ally for X% of the HP restored.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast in this Hero's last X turns and "Voidwalker" is active, gain:<br>Deal damage to each enemy equal X% of the HP restored.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast in this Hero's last X turns and "Spiritwalker" is active, gain:<br><code>(X*WIS.S)</code>% chance to heal a random ally for X% of target's missing HP.</td><td>"Despite being essentially unique, each umbral spirit is deeply connected to those that share the same lineage. Summoning an ancestor is quite difficult and not something I recommend one does regulalry. Not only is it a very complex incantation, but it also requires immense energy to make the connection. In turn, I have only cast this spell twice in my lifetime, but when I cast it, it saved lives."<br><br>- From Do This, Not That, A Guide to Spiritwalking by Terrine Wethermont</td></tr><tr><td>10</td><td>Spirit Bond</td><td>Ethereal Sanctuary</td><td>MAGICAL</td><td>Allies</td><td>X</td><td>Banish target ally for X ticks.<br><br>Target gains <code>(X*INT.S)</code>% Haste for X ticks and is healed for <code>(X*SPELL + X*WIS)</code> HP.<br><br>Amnesia X.<br><br><strong>COMBO</strong>: If "Summoning Circle" was cast by this Hero last turn, gain:<br>UNLOCK X AP:<br>Target gains X charges of Arcane Power and gains +<code>(X*INT.S)</code>% SPELL for X ticks.<br><br>UNLOCK X VP:<br>Target gains X chrages of Void Power and gains a Pure Ward for X ticks.</td><td>"Banishment is seen almost exclusively as offensive skill, but I consider that narrowminded."<br><br>- From Do This, Not That, A Guide to Spiritwalking by Terrine Wethermont</td></tr><tr><td>15</td><td>Spirit Bond</td><td>Greater Summoning Circle</td><td>MAGICAL</td><td>Self</td><td>X</td><td>Amnesia X.<br><br>At the start of the next X turns:<br><br>Generate X charges of Arcane Power.<br>Generate X charges of Void Power.<br>Gain +<code>(X*INT.S)</code>% SPELL for X turns.<br>If that skill requires Channeling, reduce the Channel length by <code>(X*INT.S + X*WIS.S)</code>% Initiative.<br>This Hero is considered to have cast "Summoning Circle" in its last turn in addition to any other actions taken.</td><td>"Like I said: measure twice, cut once."<br><br>- Said by Terrine Wethermont moments after killing Xaden Eldenmorne</td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Seer

Seer Class Combat Skills

<figure><img src="/files/XdhsLzGWtyXmTaqiMx8z" alt=""><figcaption></figcaption></figure>

This page details information about the Seer class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.&#x20;

*Last Update: 1/15/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

**The Seer** is a class of powerful and enigmatic mystics, gifted with the ability to see beyond the veil of time and space. They are able to predict the outcomes of battles, uncover hidden weaknesses in their enemies, and offer healing to their allies in the face of danger. These gifts are profound, but the Seer's gift of foresight is not limited to just the future, it also allows them to uncover truths and secrets in the present, enabling the most powerful amongst them to bend time to suit their needs.

The origins of the Seer class can be traced back to the ancient goddess, **Skali**. According to legend, Skali, the daughter of **Gaia**, resolved conflicts between nomadic tribes by using her foresight to predict the outcome of battles and guide the tribes to peace. The first Seers were said to be chosen by Skali herself, whose eyes were covered to fully realize the visionary power of a mere portion of her blessing. Those sightless could now see unlike any other and were tasked with carrying out her will on the mortal plane.

Her blessings can be felt to this day through the three paths of the Seer's Codex: the **Oracle**, the **Astrologer**, and the **Artificer**. Each path offers unique abilities and focuses on different aspects of the Seer's innate ability to predict outcomes. Each path presents a complex balance of spell mastery, time, and space.

The first path is that of the **Oracle**. These Seers are able to tap into the collective unconscious and see glimpses of the future. Time means nothing, and everything, to the Oracle. At early stages of study, a Seer focuses on defense, prediction, and enabling allies. However, some Oracles may even choose to do no harm, committing instead to guide their allies through difficult situations and to steer them safely through conflict before it even happens. As the Oracle masters their craft, time begins to bend to their will allowing them to manipulate the flow of time and chain a seemingly endless number of spells together to form countless combinations.

The second path is that of the **Astrologer**. These Seers are able to use the positions of the stars to predict events and divine the fates of their allies and foes. They can read the stars to determine the best time to take action, and use the heavens to navigate through treacherous terrain, turning that very terrain into an advantage through insight into the vulnerabilities and weaknesses of their enemies, striking devastating damage by pulling the heavens down to earth. The Astrologer path is often preferred by those who value strategy and planning in their quest to defeat their enemies.

Lastly is the path of the **Artificer**. The Artificer is able to channel and wield the power embedded deep within the great seeing stones of the realm. Rather than tapping into their own well of mana, the Artificer serves as a conduit to each stone in their arsenal, unlocking the ocean of energy stored within each stone. This energy is used to protect their allies and harm those standing in their way. The Artificer path is often preferred by those who value understanding the arcane arts in their quest to defeat their enemies.

Each path offers a unique way for Seers to use their abilities, and each path offers its own set of strengths and weaknesses. It is up to the individual Seer to choose the path that best suits their abilities and the needs of their allies. Whatever path they choose, Seers are powerful allies who can guide their allies to victory through their unique ability to predict outcomes.

One could be forgiven for mistaking the unassuming Seer to be nothing more than a simpler version of the greater class of mage. But the Seer is a true master of celestial divination and prophecy that should not be underestimated.

## Class Skills

<table data-full-width="true"><thead><tr><th width="82">Skill Points</th><th width="112">Discipline</th><th width="149">Ability</th><th width="490">Description</th><th width="81">Range</th><th width="98">Mana Cost</th><th width="67">DoD</th><th data-hidden>Mana</th></tr></thead><tbody><tr><td>1</td><td>Oracle</td><td>Future Sight</td><td><p>Target Party Member gains <code>(1 + 1.0*WIS.S)</code>% EVA for 20 ticks.</p><p>Delay 10, heal target party member for <code>(1.3*SPELL + 1.0*WIS)</code> HP.</p><p></p><p>Stack Limit 1</p></td><td>Allies</td><td>4.5 / 1.5</td><td>-</td><td>Low</td></tr><tr><td>1</td><td>Astrologer</td><td>Time Swell</td><td><p>Increase the AGI of target party member by X (<code>X = 5 + 0.3*WIS + 0.2*INT</code>, rounded up) for 40 ticks.</p><p>Gain +50% resistance to Slow for 40 ticks.</p><p></p><p>Stack Limit 2</p></td><td>Party</td><td>4.5 / 1.5</td><td>-</td><td>Low</td></tr><tr><td>1</td><td>Artificer</td><td>War Stone</td><td><p>Channel 800 Initiative.</p><p>Deal <code>(1.5*SPELL + 1.0*WIS + 1.0*INT)</code> raw damage to target enemy.</p></td><td>3</td><td>3.0 / 1.0</td><td>5</td><td>Low</td></tr><tr><td>2</td><td>Oracle</td><td>The Oracle</td><td><p>If this Hero performs an action that would deal damage of any type, that damage is reduced to 0.</p><p>This Hero gains 15% Haste.</p><p>All skills cost 10% less mana to cast.</p></td><td>-</td><td>Passive</td><td>-</td><td>-</td></tr><tr><td>2</td><td>Astrologer</td><td>The Astrologer</td><td>All Allies gain 5% Haste.</td><td>-</td><td>Passive</td><td></td><td>-</td></tr><tr><td>2</td><td>Artificer</td><td>The Artificer</td><td>At the start of the 1st and every 7th of this Hero's turns: this Hero's entire party gains a Barrier with a value equal to X% (<code>X = 1.5*WIS.S</code>) of this Hero's max HP.</td><td>-</td><td>Passive</td><td></td><td>-</td></tr><tr><td>3</td><td>Oracle</td><td>Sanctuary</td><td><p>Channel 500 initiative.</p><p>Each Party Member gains a Barrier with <code>(0.4*SPELL + 1.0*WIS)</code> HP.</p><p>Delay 10, heal each party member for <code>(1.0*SPELL + 1.0*WIS)</code> HP.<br><br>Amnesia 2</p></td><td>Party</td><td>8.0 / 2.0</td><td>-</td><td>Med</td></tr><tr><td>3</td><td>Astrologer</td><td>Time Sink</td><td><p><code>(60 + 2.0*INT.S)</code>% chance to slow target enemy by 20% for 25 ticks.</p><p>Delay 30, deal <code>(1.0*SPELL + 2.0*Targets_AGI)</code> raw damage to target.</p><p></p><p>Amnesia 1</p></td><td>3</td><td>3.0 / 2.0</td><td>5</td><td>Med</td></tr><tr><td>3</td><td>Artificer</td><td>Purification Stone</td><td><p>Channel 800 Initiative.<br>Gain 50% Taunt Resistance while channeling.</p><p>Purify target Party Member.</p><p>Target is healed for <code>(1.5*SPELL + 2.0*WIS + 1.0*INT)</code> HP.</p></td><td>Party</td><td>1.0 / 1.5</td><td>-</td><td>Low</td></tr><tr><td>4</td><td>Oracle</td><td>Osmotic Ward</td><td><p>Target Party Member gains a magical Ward for 2 turns.</p><p>If the Ward is destroyed, target is healed for <code>(1.0*SPELL + 4.0*WIS + 1.0*LCK)</code> HP and Slowed by 20% for 25 ticks.</p><p></p><p>Amnesia 4</p></td><td>Party</td><td>5.0 / 1.5</td><td>-</td><td>Med</td></tr><tr><td>4</td><td>Astrologer</td><td>Chrono Purge</td><td><p>Target enemy. On hit:</p><ul><li><code>(70 + 2.0*INT.S)</code>% chance to Dispel target enemy.</li><li><code>(40 + 3.0*WIS.S)</code>% chance to Negate a single random Delayed action previously cast by targeted enemy.</li></ul><p>Delay 30, deal <code>(1.5*SPELL + 2.0*INT)</code> raw damage to target.</p><p></p><p>Amnesia 4</p></td><td>3</td><td>5.0 / 2.0</td><td>-</td><td>Med</td></tr><tr><td>4</td><td>Artificer</td><td>Rejuvenation Stone</td><td><p>Channel 800 Initiative.<br>Gain 50% Taunt Resistance while channeling.</p><p>Heal target party member for <code>(1.5*SPELL + 3.0*WIS + 1.0*INT)</code> HP.</p><p>Delay 15, heal target for <code>(0.5*SPELL + 1.5WIS)</code> HP.</p><p>Delay 30, heal target for <code>(0.5*SPELL + 1.5*WIS)</code> HP.</p><p></p><p>Amnesia 1</p></td><td>Party</td><td>2.0 / 1.5</td><td>-</td><td>Low</td></tr><tr><td>5</td><td>Oracle</td><td>Divination</td><td><p>The next skill target ally casts costs 80% less MP.</p><p>Target gains +<code>(1.0*WIS.S)</code>% P.ACC and M.ACC for 2 turns.</p><p></p><p>Amnesia 4</p></td><td>Allies</td><td>5.0 / 2.0</td><td>-</td><td>High</td></tr><tr><td>5</td><td>Astrologer</td><td>Clairvoyance</td><td><p>The next 2 skills target ally casts cost 40% less MP.</p><p>Target gains <code>(35 + 3.0*INT.S)</code>% Pierce for 2 turns.</p><p></p><p>Amnesia 4</p></td><td>Allies</td><td>5.0 / 2.0</td><td>-</td><td>High</td></tr><tr><td>5</td><td>Artificer</td><td>Barrier Stone</td><td><p>Channel 1000 Initiative.<br>Gain 50% Taunt Resistance while channeling.</p><p>Target party member gains a Barrier with (3.0<em>SPELL + 1.0</em>WIS) HP.</p><p>Delay 20, double the HP value of any barrier currently applied to target, up to a maximum of 150% of the target's Max HP.</p><p></p><p>Amnesia 4</p></td><td>Party</td><td>2.5 / 1.5</td><td>-</td><td>Med</td></tr><tr><td>10+</td><td>Oracle</td><td>Future Sight +</td><td>Target ally gains X% EVA for a Duration of X.<br>Delay X, target is healed equal to (X*Spell + X*WIS + X*INT).</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10+</td><td>Oracle</td><td>Divination +</td><td>The next X abilities target casts cost X mana.<br>Delay X, heal target for (X*Spell + X*WIS + X*INT).</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10+</td><td>Astrologer</td><td>Haste +</td><td>Increase the effective AGI of target by X (X = X*WIS + X*INT) for a Duration of X.</td><td>3</td><td>x</td><td>-</td><td>Med</td></tr><tr><td>10+</td><td>Astrologer</td><td>Time Sink +</td><td>Slow target by X% for a Duration of X.<br>Delay X, deal magical damage to target equal to (X*SPELL + X*Target_AGI).</td><td>3</td><td>x</td><td>x</td><td>Med</td></tr><tr><td>10+</td><td>Artificer</td><td>Purification Stone +</td><td>Channel for a Duration of X, gain X% resistance to Status Effects during Channel.<br>Cleanse all allies.<br>All allies are healed equal to (X*SPELL + X*WIS + X*INT).</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10+</td><td>Artificer</td><td>Rejuvenation Stone +</td><td>Channel for a Duration of X, gain X% resistance to Status Effects during Channel.<br>Heal all allies for (X*SPELL + X*WIS + X*INT).</td><td>3</td><td>x</td><td>-</td><td>Med</td></tr><tr><td>10</td><td>Oracle</td><td>Time Warp</td><td>Target ally may take X Actions on target's next Turn.<br><br>If target dies before its next turn, refund the mana spent and cast it for free on a random ally.</td><td>3</td><td>-</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Oracle</td><td>Bend Time</td><td>Target ally's next X Actions cannot be Blocked or Spell Blocked.<br><br><strong>COMBO</strong>: If "Future Sight" was used by this Hero last turn, target ally's Actions cannot be Evaded or Blocked, or Spell Blocked.</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Oracle</td><td>Restore the Timeline</td><td>Set target ally or enemy's HP to where it was last Round.<br><br><strong>COMBO</strong>: If "Bend Time" was cast on this Hero's last turn and "Time Warp" was cast the turn before,<br>this Hero immediately takes an additional Action this Turn.</td><td>3</td><td>-</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Oracle</td><td>Phantasmal Secrets</td><td>Shroud all allies in secrecy for a Duration of X.<br>Enemies are unable to see ally's Mana and HP values.<br>The Battle Log has a X% chance of not showing an action for the enemy.<br><br>For a Duration of X, Allies gain X% resistance to:<br>Fear<br>Stun<br>Daze<br>Slow<br><br>COMBO: If "Restore the Timeline" and "Future Sight" were cast this battle, for a Duration of X, all allies gain:<br>X% EVA<br>X% Block<br>X% Spell Block</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Astrologer</td><td>Sphere of Influence</td><td>All allies gain X% EVA.<br><br><strong>COMBO</strong>: If The Astrologer is active, allies gain an additional X% EVA, to a total of X% EVA.</td><td>-</td><td>Passive</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Astrologer</td><td>Astral Barrage</td><td>Channel for a Duration of X, gain X% resistance to Status Effects during Channel.<br>Deal damage to all enemies equal to (X*SPELL + X*WIS + X*INT).<br><br><strong>COMBO</strong>: If "Sphere of Influence" is active, Dispel all enemies.</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Astrologer</td><td>Astral Projection</td><td>Move all allies into an Ethereal state for a Duration of X.<br>Delay X, heal all allies equal to (X*Spell + X*WIS + X*INT).<br><br><strong>COMBO</strong>: If "Clairvoyance" was cast on this Hero's last turn, gain:<br>While in an Ethereal states, Ally abilities cost X% less mana.</td><td>3</td><td>x</td><td>-</td><td>High</td></tr><tr><td>10</td><td>Artificer</td><td>Banishing Stone</td><td>Target is Banished for a Duration of X.<br>Delay X, target is Slowed by X% for a Duration of X.<br><br><strong>COMBO</strong>: If "Barrier Stone" was used on this Hero's last turn, gain:<br>All allies gain a Barrier equal to X% of target Banished enemy's Max HP (X = X*END).</td><td>3</td><td>x</td><td>x</td><td>High</td></tr><tr><td>10</td><td>Artificer</td><td>Berserker Stone</td><td>Target enemy Hero goes Berserk for a Duration of X.<br>Delay X, if Berserk hits, deal magical damage to target equal to (X*SPELL + X*INT).<br><br><strong>CONDITION</strong>: If target commits murder (kills another enemy), cast "Berserker Stone" again, for free, on a random enemy or ally.</td><td>3</td><td>x</td><td>x</td><td>Med</td></tr><tr><td>15</td><td>Artificer</td><td>Dream Stone</td><td>Activate the Dream Stone to enter a meditative dream-like state.<br>Seer's actions are unable to be controlled while the Dream Stone is active.<br>Gain X% EVA.<br>At the start of each enemy's Turn, deal magical damage to that enemy equal to (X*SPELL + X*WIS + X*INT).<br>This meditative state lasts until interrupted.<br><br><strong>COMBO</strong>: If "Astral Projection" was cast this battle, Gain an additional X% EVA.<br><strong>COMBO</strong>: If "Barrier Stone" was cast this battle, Gain X% Backfire.<br><strong>COMBO</strong>: If "War Stone" was cast this battle, increase magical damage dealt to (X*SPELL + X*WIS + X*INT).<br><strong>COMBO</strong>: If "Purification Stone" was cast this battle, gain a X% resistance to status effects.</td><td>3</td><td>x</td><td>x</td><td>High</td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Thief

Thief Class Combat Skills

<figure><img src="/files/tAXTkEiOw7J6OXe6xup8" alt=""><figcaption></figcaption></figure>

This page details information about the Thief class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 3/13/2023*
{% endhint %}

## Class Description

**Thieves** are often seen as cunning and mischievous, preferring to work in the shadows rather than on the front lines, but that's really just what they want you to think. They may be skilled pickpockets, infiltrators, or even assassins, but above all, they aren't afraid to get their hands dirty. Some Thieves use their skills for personal gain, while others use their talents to aid their allies or take down the corrupt. Whatever their motivation, Thieves are not to be trusted, unless they trust you.

The Thief is a class that excels in sneaky and underhanded tactics, with a range of skills that allow them to deal damage, sabotage enemies, and even steal from them. The class is divided into three main discipline paths: Sneak, Savvy, and Thug.

The **Sneak** discipline focuses on the Thief's inherent agile nature and quickness to deal damage and evade attacks. Whether it's a twisted dagger skillfully placed just so in the side of an enemy, or a thrifty opportunity capitalized upon, a Thief always looks for ways to cause a little bit of mischief. That mischief often comes at the expense of an already beaten-down opponent. A Thief that has mastered the art of staying hidden in plain sight really knows how to take advantage of a fool on the back foot, never scared to cause a little bleed.

One could be forgiven for thinking that a Thief is all sneakiness and shadows, but there is so much more to the resourceful mind of these lovable rogues. At its core, the **Savvy** discipline focuses on the Thief's ability to use the environment around them to turn the tables in their favor. Traps, poisons, smoke bombs, and tripwires, these are the tools a clever Thief knows can be the difference between escape, capture, and even death. Oh, and pocket sand. Never leave home without some of that.

The **Thug**, on the other hand, forgoes any overture of deception or intrigue by simply finding the opportune moment to send a very clear message: don't mess with me and my team. Sabotage, brute force, and intimidation are the not-so-subtle methods of choice for damage dealing and convincing an enemy to think twice before acting. But a Thug isn't born, a Thug is made. From pocket picking to straight-up extortion, the Thug understands how to manipulate a situation to take control of the outcome, and how to keep a target quiet.

One way or another, the Thief will have their way. Either you knowingly bend to their agenda, or they simply take from you what they deem to really belong to them. So, whether you're looking for a sneaky backstabber, a resourceful mastermind, or a tough guy who gets things done, the Thief has got you covered. Just be sure to keep an eye on your pockets and watch your back, because with a Thief around, you never know what might go missing.

## Class Skills

<table><thead><tr><th width="83">Skill Points</th><th width="90">Range</th><th width="119">Discipline</th><th width="92">DoD</th><th width="175">Skill</th><th width="501">Description</th></tr></thead><tbody><tr><td>1</td><td>1</td><td>Sneak</td><td>X</td><td>Twisted Dagger</td><td><em>Stick them with the pointy end. And then twist it.</em><br><br>Deal physical damage to target enemy equal to (X*BASIC + X*DEX + X*STR).<br>(X + X*DEX)% chance to inflict target enemy with Bleed.</td></tr><tr><td>1</td><td>Allies</td><td>Savvy</td><td>X</td><td>Toxic Trap</td><td><em>Maybe they won't notice?</em><br><br>Place a trap on target party member that lasts for a Duration of X.<br><br>When that party member is attacked and after incoming damage resolves, deal physical damage to attacking enemy equal to (X*BASIC + X*LCK).<br>This attack has a (X + X*LCK)% chance to Poison the attacking enemy.<br>Only activates once.</td></tr><tr><td>1</td><td>3</td><td>Thug</td><td>X</td><td>Pickpocket</td><td><em>This now belongs to me.</em><br><br>Deal physical damage to target enemy equal to (0).<br>X% chance to Sabotage.<br><br>(X + X*AGI)% chance to reduce target enemy's EVA by X% for a Duration of X.<br>If successful, gain X% EVA for a Duration of X.</td></tr><tr><td>2</td><td>-</td><td>Sneak</td><td>Passive</td><td>Sneak</td><td><em>One must sneak with purpose. And that purpose is to take things that don't belong to you.</em><br><br>At the start of Battle, reduce (X + X*DEX)% DEX from the enemy with the highest DEX value.<br>Gain effective DEX equal to the value reduced.</td></tr><tr><td>2</td><td>-</td><td>Savvy</td><td>Passive</td><td>Savvy</td><td><em>If you get caught, you're going to need to think on your feet.</em><br><br>At the start of Battle, reduce (X + X*LCK)% LCK from the enemy with the highest LCK value.<br>Gain effective LCK equal to the value reduced.</td></tr><tr><td>2</td><td>-</td><td>Thug</td><td>Passive</td><td>Thug</td><td><em>A death mark is not an easy thing to live with.</em><br><br>At the start of battle, a random enemy receives a death mark.<br>When attacking marked target, deal (X + X*STR)% additional physical damage.<br>When target enemy dies, each party member gains effective STR equal to (X + X*Target_STR).</td></tr><tr><td>3</td><td>1</td><td>Sneak</td><td>X</td><td>Backstab</td><td><em>If they don't see you do it, they can't blame you for it.</em><br><br>Deal physical damage equal to (X*BASIC + X*DEX + X*STR) to target enemy.<br>If target is Dazed, Blinded, or Exhausted, gain CSC equal to (X + X*DEX)%.<br><br><strong>COMBO</strong>: If this Hero used a "Sneak" Discipline skill on its last Turn, this attack gains a (X + X*DEX)% chance to inflict target enemy with Bleed.</td></tr><tr><td>3</td><td>1</td><td>Savvy</td><td>X</td><td>Pocket Sand</td><td><em>Pocket sand!</em><br><br>Deal physical damage equal to (X*BASIC + X*DEX + X*LCK).<br>(X + X*DEX)% chance to Blind target enemy for a Duration of X.<br><br><strong>COMBO</strong>: If "Toxic Trap" was used on this Hero's last Turn,<br>gain a (X + X*LCK)% chance to Confuse target.<br><br><strong>Amnesia</strong> X, "Pocket Sand".</td></tr><tr><td>3</td><td>3</td><td>Thug</td><td>X</td><td>Ambush</td><td><em>The reach of the Syndicate is vast. We can get you into any room.</em><br><br>Deal damage to target enemy in P3 equal to (X*BASIC + X*STR + X*DEX).<br>X% chance to Sabotage.<br><br>(X + X*STR)% chance to reduce target enemy's EVA by (X + X*AGI)% for a Duration of X.<br>If successful, gain (X + X*AGI)% EVA for a Duration of X.<br><br><strong>COMBO</strong>: If "Pickpocket" was used on this Hero's last Turn,<br>gain (X + X*STR)% chance to Silence target for a Duration of X.</td></tr><tr><td>4</td><td>3</td><td>Sneak</td><td>X</td><td>Hidden Blade</td><td><em>Take this. It isn't safe where you're going.</em><br><br>Channel for a Duration of X.<br>During Channel, gain (X + X*DEX + X*AGI)% EVA.<br>Deal physical damage to target enemy equal to (X*BASIC + X*DEX + X*STR).<br>(X + X*DEX)% chance to inflict target with Bleed.<br><br><strong>COMBO</strong>: If "Ambush" was used on this Hero's last Turn, gain a (X + X*DEX)% chance to Silence target for a Duration of X.</td></tr><tr><td>4</td><td>1</td><td>Savvy</td><td>X</td><td>Dose</td><td><em>When they're not looking, drop this in their cup.</em><br><br>Deal physical damage to target enemy equal to (0).<br>This attack ignores Barriers.<br>(X + X*DEX)% chance to Poison target enemy.<br><br>Delay X, deal physical damage to target enemy equal to (X*BASIC + X*LCK).<br><br><strong>COMBO</strong>: If "Pocket Sand" was used on this Hero's last Turn,<br>target enemy's accuracy is reduced by (X + X*DEX)% for a Duration of X.<br><br><strong>Amnesia</strong> X, "Dose".</td></tr><tr><td>4</td><td>3</td><td>Thug</td><td>X</td><td>Extort</td><td><em>If they can't pay up, there's only one thing to do.</em><br><br>Deal physical damage to target enemy equal to X (X = X*BASIC + X*STR).<br><br>If target enemy is unable to deal damage greater than (X*X) within a Duration of X,<br>target receives physical damage equal to (X*BASIC + X*STR) and gains a X% chance to be Silenced for a Duration of X.<br><br><strong>COMBO</strong>: If "Backstab" was used on this Hero's last Turn,<br>gain a (X + X*STR)% chance to Exhaust target for a Duration of X.</td></tr><tr><td>5</td><td>2</td><td>Sneak</td><td>X</td><td>Go for the Throat</td><td><em>Did I get 'em? I think I got 'em.</em><br><br>Channel for a Duration of X.<br>During Channel, gain (X + X*DEX + X*AGI)% EVA.<br>Deal physical damage to target enemy equal to (X*BASIC + X*DEX + X*STR).<br><br><strong>Execute</strong>: If a target is below X% of max HP after damage resolves, target dies.<br><br><strong>COMBO</strong>: If target is currently afflicted with Bleed, increase Execute threshold to X% of max HP.</td></tr><tr><td>5</td><td>3</td><td>Savvy</td><td>X</td><td><br>Miasma Bomb</td><td><em>Save this for a special occassion.</em><br><br>Deal physical damage equal to (X*BASIC + X*DEX + X*LCK) to all enemies, divided evenly.<br>(X + X*LCK)% chance to Blind all enemies.<br>(X + X*LCK)% chance to Poison all enemies.<br>(X + X*LCK)% chance for all party members to gain Untargetable for a Duration of X.<br><br><strong>Amnesia</strong> X, "Miasma Bomb".</td></tr><tr><td>5</td><td>1</td><td>Thug</td><td>X</td><td>Mug</td><td><em>Send 'em a message.</em><br><br>Deal physical damage to target enemy equal to (X*BASIC + X*STR).<br>X% chance to Sabotage.<br>If Sabotage successfully reduces target's Battle Budget by X, restore X party Battle Budget.<br><br><strong>COMBO</strong>: If target is Exhausted, Confused, or Silenced, gain a (X + X*STR + X*DEX)% chance to reduce the current Mana of target enemy by (X + X*STR)%.</td></tr><tr><td>10+</td><td>1</td><td>Sneak</td><td>X</td><td>Twisted Dagger +</td><td><em>Stick them with the pointy end. And maybe the wavy part, too.</em><br><br>Deal physical damage to target enemy equal to (X*BASIC + X*DEX).<br>This attack has X% Pierce.<br>(X + X*DEX)% chance to inflict target enemy Bleed.<br><br><strong>COMBO</strong>: If target is already inflicted with Bleed, gain (X + X*DEX)% chance to Daze target.</td></tr><tr><td>10+</td><td>2</td><td>Sneak</td><td>X</td><td>Backstab +</td><td><em>If they don't see you do it, they can't blame you for it.</em><br><br>Deal physical damage equal to (X*BASIC + X*DEX + X*STR) to target enemy.<br>If target is Dazed, Blinded, or Exhausted, this attack gains CSC equal to (X + X*DEX)%.<br>This attack has X% Pierce.<br><br><strong>COMBO</strong>: If this Hero used a "Sneak" Discipline skill on its last Turn, this attack gains a (X + X*DEX)% chance to inflict target enemy with Bleed.</td></tr><tr><td>10+</td><td>Party</td><td>Savvy</td><td>X</td><td>Toxic Trap +</td><td><em>Maybe they won't notice?</em><br><br>Place a trap on target party member that lasts for a Duration of X.<br><br>If that party member is attacked and after incoming damage resolves, deal damage to attacking enemy equal to (X*BASIC + X*LCK).<br>This attack has a (X + X*LCK)% chance to Poison the attacking enemy.<br>This attack has an increased CSC of X%.<br>Only activates once.</td></tr><tr><td>10+</td><td>2</td><td>Savvy</td><td>X</td><td>Dose +</td><td><em>When they're not looking, drop this in their cup.</em><br><br>Deal physical damage to target enemy equal to (0).<br>(X + X*DEX)% chance to Poison target enemy.<br><br>Delay 1, deal physical damage to target enemy equal to (0).<br>(X + X*DEX)% chance to Daze target enemy.<br><br>Delay 2, deal physical damage to target enemy equal to (0).<br>(X+ X*DEX)% chance to Blind target enemy.<br><br>Delay X, deal physical damage to target enemy equal to (X*BASIC + X*LCK).<br><br><strong>COMBO</strong>: If "Pocket Sand" was used on this Hero's last Turn,<br>target's accuracy is reduced by (X + X*DEX)% for a Duration of X.<br><br><strong>Amnesia</strong> X, "Dose".</td></tr><tr><td>10+</td><td>2</td><td>Thug</td><td>X</td><td>Pickpocket +</td><td><em>This now belongs to me.</em><br><br>Deal physical damage to target enemy equal to (0).<br>X% chance to Sabotage.<br><br>(X + X*AGI)% chance to reduce target enemy's EVA by X% for a Duration of X.<br>If successful, gain X% EVA for a Duration of X.<br>(X + X*AGI)% chance to Confuse target enemy for a Duration of X.</td></tr><tr><td>10+</td><td>3</td><td>Thug</td><td>X</td><td>Ambush +</td><td><em>The reach of the Syndicate is vast. We can get you into any room.</em><br><br>Deal damage to target enemy in P3 equal to (X*BASIC + X*STR + X*DEX).<br>X% chance to Sabotage.<br><br>(X + X*STR)% chance to reduce target enemy's EVA by (X + X*AGI)% for a Duration of X.<br>If successful, gain X EVA for a Duration of X, where X equals the value reduced.<br>(X + X*AGI)% chance to Silence target enemy for a Duration of X.<br><br><strong>COMBO</strong>: If "Pickpocket" was used on this Hero's last Turn,<br>gain (X + X*STR)% chance to Confuse target for a Duration of X.</td></tr><tr><td>10</td><td>-</td><td>Sneak</td><td>Passive</td><td>Sneak, Stab, Hide</td><td><em>These three techniques practically never fail.</em><br><br>Every X Durations, this Hero receives a random single status effect that lasts for a Duration of X from this list:<br><br>1: Increase attack Range by X.<br>2: All attacks to gain X% chance to inflict Bleed.<br>3: X% EVA.</td></tr><tr><td>10</td><td>3</td><td>Sneak</td><td>X</td><td>Swindle</td><td><em>Trust me, just send me your seed phrase.</em><br><br>Deal physical damage to target enemy equal to (0).<br>X% chance to Sabotage.<br>(X + X*LCK + X*DEX)% chance to reduce the current Mana of target enemy by (X + X*LCK + X*DEX + X*WIS)%.<br><br><strong>COMBO</strong>: If a "Sneak" Discipline skill was used on this Hero's last Turn, this attack gains:<br>Deal physical damage to target enemy equal to (X*BASIC + X*DEX).<br><br><strong>Amnesia</strong> X, "Swindle".</td></tr><tr><td></td><td>3</td><td>Sneak</td><td>X</td><td>Steal</td><td><em>They'll never even notice it's gone.</em><br><br>Channel for a Duration of X.<br>During Channel, gain (X + X*DEX + X*AGI)% EVA.<br>While Channeling, at the start of each of this Hero's Turn, roll to cause up to X of the below effects to occur.<br>If successful, these effects last for the remainder of Battle or until Interrupted.<br><br>1: (X + X*AGI + X*DEX)% chance to reduce a random enemy's P.DEF by (X + X*LCK + X*DEX)%.<br>If successful, increase a random party member's P.DEF by the value reduced.<br><br>2: (X + X*AGI + X*DEX)% chance to reduce a random enemy's M.DEF by (X + X*LCK + X*DEX)%.<br>If successful, increase a random party member's M.DEF by the value reduced.<br><br>3: (X + X*AGI + X*DEX)% chance to reduce a random enemy's current P.ACC by (X + X*LCK + X*DEX)%.<br>If successful, increase a random party member's current P.ACC by the value reduced.<br><br>4: X% chance to Sabotage.</td></tr><tr><td>10</td><td>-</td><td>Savvy</td><td>Passive</td><td>Siphon</td><td><em>What's theirs is theirs, but also ours.</em><br><br>Each time the enemy team uses a consumable, gain a (X + X*LCK)% chance to gain the same effects on a random party member.</td></tr><tr><td>10</td><td>3</td><td>Savvy</td><td>X</td><td>Thick as Thieves</td><td><em>The only thing a mercenary likes more than getting paid to fight is getting paid not to fight.</em><br><br>Activate to gain CSC equal to (X + X*LCK + X*DEX + X*WIS)% for a Duration of X.<br>This Hero's attacks gain X% Pierce for a Duration of X.<br><br>All Thieves on the battlefield gain EVA equal to (X + X*LCK + X*DEX + X*WIS)% for a Duration of X.<br><br>This Hero deals X% less physical damage to Heroes with Thief, Pirate, Bard, Ninja, and Warrior main classes for a Duration of X.<br>This Hero receives X% less physical damage from Heroes with Thief, Pirate, Bard, Ninja, and Warrior main classes for a Duration of X.<br><br><strong>Amnesia</strong> X, "Thick as Thieves".<br><br><strong>LIMIT</strong> 1: Only one instance of the ability can be in effect at one time, and if any Thief uses this ability, it will override the previous results.</td></tr><tr><td>10</td><td>3</td><td>Savvy</td><td>X</td><td>Tripwire</td><td><em>Watch your step.</em><br><br>Place a Tripwire on target enemy.<br><br>If target enemy is Pushed or Pulled, they are Stunned for a Duration of X.<br><br>Can be Cleansed.<br><br><strong>Amnesia</strong> X, "Tripwire".</td></tr><tr><td>10</td><td>-</td><td>Thug</td><td>Passive</td><td>Crime Doesn't Pay</td><td><em>Sometimes you just get lucky.</em><br><br>Every action this Hero takes that requires Mana has a (X + X*LCK)% chance to cost (0) Mana.</td></tr><tr><td>10</td><td>1</td><td>Thug</td><td>X</td><td>Rob from the Rich</td><td><em>It's technically not stealing, it's more like a redistribution of wealth.</em><br><br>Deal physical damage to target enemy equal to (X*BASIC + X*STR + X*DEX).<br>X% chance to Sabotage.<br><br>(X + X*AGI)% chance to reduce target enemy's STR by (X + X*AGI)% for a Duration of X.<br>If successful, gain STR equal to the amount reduced for a Duration of X.<br><br>(X + X*STR)% chance to reduce target enemy's AGI by (X + X*STR)% for a Duration of X.<br>If successful, gain AGI equal to the amount reduced for a Duration of X.<br><br>If target enemy is protected by a Physical, Magical, or Pure Barrier, gain:<br>(X + X*AGI)% chance to destroy target enemy's Barrier.<br>If successful, deploy a Barrier of the same type and HP value to random party member.</td></tr><tr><td>10</td><td>Full<br>Party</td><td>Thug</td><td>X</td><td>Give to the Poor</td><td><em>The squad is only as strong as the weakest link.</em><br><br>Activate to effect the party member with the least HP for a Duration of X.<br>Target party member gains EVA equal to (X + X*AGI)%.<br><br>Target ally:<br>If below 75% HP: gain X% effective END.<br>If below 50% HP: gain X% effective STR.<br>If below 25% HP: gain X% effective AGI.<br>If below 10% HP: gain X% Lifesteal, chance to hit decreased by X%.<br><br><strong>Amnesia</strong> X, "Give to the Poor".</td></tr><tr><td>15</td><td>-</td><td>Sneak</td><td>Passive</td><td>Ghost</td><td><em>Si Vis Pacem, Para Bellum.</em><br><br>If this Hero dealt damage to an enemy this Turn,<br>gain (X + X*LCK + X*DEX + X*AGI)% chance to become Untargetable for a Duration of X.</td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Warrior

Warrior Class Combat Skills

<figure><img src="/files/SqJY6F2SD8TlVda3MDVe" alt=""><figcaption></figcaption></figure>

This page details information about the Warrior class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is subject to change.

*Last Update: 1/15/2025. Note that skills beyond Tier 5 have not yet been revised or balanced.*
{% endhint %}

## Class Description

The thrill of battle, the glory of a hard fought victory, and the oceans of blood and sweat that come along with it; the **Warrior** lives for the battlefield. Some say Warriors are the fiercest fighters in the realm, others say the gods adorned them with unrivaled strength and endurance, but pretty much everyone agrees that you should never mess with one unless you have to.

A durable and powerful melee class, the Warrior excels in close-quarters combat and can adapt to different situations with a wide array of skills and abilities. They are the backbone of any adventuring party, and are often called upon to lead the charge into battle - even as mercenaries. They truly are the embodiment of strength and courage, a true force to be reckoned with.

Whether it be in the heat of combat or in a quiet moment of contemplation, the three paths of the Warrior each require the need for constant growth and improvement. Each with its own identity and approach to handling the chaos of the fray. Each with its own way to start and quickly end a fight.

First, the path of the **Gladiator** is for those Warriors who have honed their skills in the subtle art of cleaving things in two. The Gladiator leverages their considerable strength to overwhelm and crush their enemies with heavy physical blows. This path focuses on both aggressive and powerful single target attacks and whirlwind spins hastily executed to cut through enemy teams, leaving nothing but destruction and mayhem in their wake.

Second, the **Juggernaut** is a Warrior of few words and even fewer… thoughts. Fully-equipped with an ever-present look of "come at me", the endurance and raw defense of a Juggernaut allows them to shrug off the most powerful of blows and even become unstoppable in the face of a formidable opponent. Unbridled instinct and utter defiance take over to mitigate physical attacks and to resist any incoming onslaught with ease, making the Juggernaut a wall of defense for their allies that can also stop enemies dead in their tracks.

Lastly, the **Bloodthirst** path lends the Warrior significant sustained damage in the face of a tiring enemy. Pure rage and frenzied fury adds fuel to the fires of battle, rewarding these Warriors for their excellent bladework and hardened bloodlust. Intimidation, strength, and a touch of madness are enough to execute any weakened foe, but are never enough to stay the hand of this battle-obsessed and hard-nosed Warrior. Look to the bloodthirsty to never relent once the battle has begun, but most certainly expect the Warrior to strike the final blow to end it.

Beware, for the Warrior's path is not an easy one. It requires unwavering determination and courage even when facing off against the most deadly of foes. But for those who are willing to take upon themselves these challenges head-on, the rewards are great.

## Class Skills

<table data-full-width="true"><thead><tr><th width="78">Skill Points</th><th width="122">Discipline</th><th width="163">Ability</th><th width="405">Description</th><th>Range</th><th width="106">Mana Cost / Growth</th><th width="81">DoD*</th><th data-hidden>Duration</th></tr></thead><tbody><tr><td>1</td><td>Gladiator</td><td>Gladiator Strike</td><td><p>Deal (1.1*ATTACK + 0.7*STR + 0.7*END) raw damage to target enemy.</p><p><br><strong>COMBO</strong>: If "Basic Attack" was used last turn, this attack gains a (50 + 3.5*DEX.S)% chance to inflict Bleed to target.</p></td><td>1</td><td>1.4 / 0.6</td><td>-</td><td>Passive</td></tr><tr><td>1</td><td>Juggernaut</td><td>Ruff</td><td><p>This Hero gains +30% Riposte for 3 turns.</p><p></p><p><strong>COMBO</strong>: If "Tuff" is active, gain +30% P.DEF for 1 turn.</p><p></p><p>Amnesia 2</p></td><td>-</td><td>2.25 / 0.75</td><td>-</td><td>Passive</td></tr><tr><td>1</td><td>Bloodthirst</td><td>War Cry</td><td><p>Party members gain:</p><ul><li>(1.0*STR.S + 1.0*END.S)% increase to damage dealt for 2 turns.</li><li>(0.3*STR.S + 0.3*END.S)% increase to Physical and Magical Accuracy for 2 turns.</li></ul><p>Target each enemy. On hit:</p><ul><li>(50 + 3.0*STR.S)% chance to Intimidate each target by 15% for 1 turn.</li></ul><p><strong>COMBO</strong>: If "Punish" was used last turn, (50 + 3.0*STR.S)% chance to Silence each target for 1 turn.</p></td><td>3</td><td>2.4 / 0.6</td><td>5</td><td>Passive</td></tr><tr><td>2</td><td>Gladiator</td><td>Gladiator</td><td>Basic Attacks deal +10% raw damage.</td><td>-</td><td>Passive</td><td>-</td><td>-</td></tr><tr><td>2</td><td>Juggernaut</td><td>Buff</td><td><p>Gain +40% P.DEF.</p><p>Reduce raw damage dealt by -10%.</p></td><td>-</td><td>Passive</td><td>-</td><td>X</td></tr><tr><td>2</td><td>Bloodthirst</td><td>Bloodthirst</td><td>Gain +10% Lifesteal.<br>Gain +10% additional Lifesteal when target is Bleeding.</td><td>-</td><td>Passive</td><td>-</td><td>X</td></tr><tr><td>3</td><td>Gladiator</td><td>Whirlwind</td><td><p>Deal (1.0*ATTACK + 1.0*DEX + 1.0*LCK) raw damage to each enemy.</p><p>(50 + 3.0*END.S)% chance to Slow each hit target by 15% for 25 ticks.</p><p>90% chance to self-inflict 25% Slow for 25 ticks.</p><p>Lose 500 Initiative. Ignores Barrier and Ward effects.<br></p><p>Amnesia 1</p></td><td>3</td><td>3.8 / 0.7</td><td>7</td><td>-</td></tr><tr><td>3</td><td>Juggernaut</td><td>Gruff</td><td><p>Deal (0.5*ATTACK + 1.3*STR) raw damage to target enemy.</p><p>(50 + 2.0*STR.S)% chance to Taunt target for 2 turns.</p><p>Gain Unstoppable for 2 turns.<br><br>Amnesia 4</p></td><td>3</td><td>3.8 / 0.7</td><td>-</td><td>X</td></tr><tr><td>3</td><td>Bloodthirst</td><td>Brutal Rend</td><td><p>Deal (1.2*ATTACK + 1.0*DEX) raw damage to target enemy.</p><p>(60 + 2.0*DEX.S)% chance for 15% Lifesteal.</p><p></p><p><strong>COMBO</strong>: If target enemy is Bleeding:</p><p>Deal an additional (0.5*ATTACK + 0.3*STR) raw damage to target.</p><p>This attack gains a (50 + 3.0*DEX.S)% chance to inflict Bleed to target.</p><p></p><p>Amnesia 2</p></td><td>1</td><td>3.8 / 0.7</td><td>-</td><td>X</td></tr><tr><td>4</td><td>Gladiator</td><td>Rapid Onslaught</td><td><p>Deal 4 Basic Attacks to target enemy.</p><p>The damage of each successful hit is reduced by 25%.</p><p></p><p><strong>COMBO</strong>: If "Gladiator Strike" was used last turn, "Rapid Onslaught" has +10% accuracy.</p><p></p><p>Amnesia 2</p></td><td>1</td><td>8 / 0.7</td><td>10</td><td>-</td></tr><tr><td>4</td><td>Juggernaut</td><td>Tuff</td><td><p>Gain +10% Block.</p><p>Reduce raw damage dealt by -5%.</p></td><td>-</td><td>Passive</td><td>-</td><td>Passive</td></tr><tr><td>4</td><td>Bloodthirst</td><td>Punish</td><td><p>Deal (0.7*ATTACK + 0.3*STR) raw damage to target enemy.</p><p></p><p><strong>COMBO</strong>: If target enemy is Bleeding, Dazed, Stunned, or Intimidated, deal an additional (1.2*ATTACK + 1.5*DEX) raw damage to target.</p><p></p><p>Amnesia 2</p></td><td>1</td><td>8 / 0.7</td><td>5</td><td>-</td></tr><tr><td>5</td><td>Gladiator</td><td>Furious Cleave</td><td><p>This Hero's Basic Attacks gain Cleave.</p><p>Basic Attack damage is reduced by 25%.</p><p>Basic attacks gain -10% P.ACC.</p></td><td>-</td><td>Passive</td><td>-</td><td>Passive</td></tr><tr><td>5</td><td>Juggernaut</td><td>Nuff</td><td><p>This Hero gains:</p><ul><li>Redirect 100% of all physical damage dealt to the ally immediately behind this Hero to this Hero for 2 turns.</li></ul><p><strong>COMBO</strong>: If "Buff""is active, gain +30% P.DEF for 2 turns.</p><p></p><p>Amnesia 2</p></td><td>1</td><td>10.5 / 0.7</td><td>-</td><td>X</td></tr><tr><td>5</td><td>Bloodthirst</td><td>Final Blow</td><td><p>Channel 500 Initiative</p><p></p><p>Deal (2.0*ATTACK + 3.0*STR) raw damage to target enemy.</p><p></p><p>If this attack results in target having less than 10% of max HP, Execute target.</p><p></p><p>Amnesia 4</p></td><td>1</td><td>12 / 0.8</td><td>30</td><td>-</td></tr><tr><td>10+</td><td>Gladiator</td><td>Whirlwind +</td><td>Spin through the enemy team.<br>Deal Physical damage equal to (X*Basic + X*DEX + X*LCK) to all enemies.</td><td>3</td><td>Melee</td><td>X</td><td>-</td></tr><tr><td>10+</td><td>Gladiator</td><td>Blade Flurry +</td><td>Unleash a flurry of Basic Attacks that hit a single enemy target X times.<br>Each strike deals damage equal to (X*Basic).<br>X% chance to inflict Daze per hit.</td><td>3</td><td>Icon</td><td>X</td><td>-</td></tr><tr><td>10+</td><td>Juggernaut</td><td>Gruff +</td><td>Become Unstoppable.<br>Reduce Physical damage recieved by X%.</td><td>-</td><td>Self</td><td>-</td><td>X</td></tr><tr><td>10+</td><td>Juggernaut</td><td>Tuff +</td><td>Gain Block equal to +X%, where X = (X*END + X*DEX + X*AGI + X*LCK)</td><td>-</td><td>Icon</td><td>-</td><td>Passive</td></tr><tr><td>10+</td><td>Bloodthirst</td><td>War Cry +</td><td>Deal physical damage to all target enemies equal to (X*Basic).<br>Intimidate all enemies for X%.</td><td>3</td><td>Ranged</td><td>X</td><td>X</td></tr><tr><td>10+</td><td>Bloodthirst</td><td>Unyielding Blade +</td><td>Deal damage equal to (X*Basic) to target enemy.<br>If target enemy is Dazed, Stunned, Silenced, or Blinded, deal damage equal to (X*Basic + X*STR) instead.</td><td>1</td><td>Melee</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Gladiator</td><td>Adrenaline Rush</td><td>If this Hero took damage last Round, increase Basic Attack damage by X% this Round.</td><td>-</td><td>Icon</td><td></td><td>Passive</td></tr><tr><td>10</td><td>Gladiator</td><td>Mighty Strike</td><td>Deal damage to target equal to (X*Basic).<br>Daze target enemy.<br><strong>COMBO</strong> Gladiator Strike Last Turn, Blade Flurry the Turn Before: Deal damage to target equal to (X*Basic + X*STR).</td><td>1</td><td>Melee</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Gladiator</td><td>Battleforged</td><td>Activate to gain a Barrier equal to X% of max HP.</td><td>-</td><td>Self</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Gladiator</td><td>Highlander</td><td>Target enemy Warrior, challenging target to a 1v1 duel.<br>Both Warriors deal alternating Basic Attacks rapidly until one Warrior dies.</td><td>3</td><td>Melee</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Juggernaut</td><td>Cuff</td><td>Deal damage to target equal to (X*Basic).<br>Stun target.</td><td>1</td><td>Melee</td><td>-</td><td>-</td></tr><tr><td>10</td><td>Juggernaut</td><td>Slam</td><td>Deal damage to all enemies equal to (X*Basic).<br>X% chance to inflict Daze on hit.<br>X% chance to inflict Stun on hit.<br>COMBO Juggernaut: Inflict X% Slow on hit for a Duration of X.</td><td>3</td><td>Melee</td><td>X</td><td>-</td></tr><tr><td>10</td><td>Juggernaut</td><td>Spin</td><td>Deal damage to all enemies equal to (X*Basic + X*STR + X*END + X*DEX).<br>X% chance to Push P1 to P2.<br>X% chance to Pull P3 to P2.<br>X% chance to inflict Daze on hit.<br>X% chance to inflict Silence on hit.<br>X% chance to inflict Stun on hit.<br>Become Exhausted.</td><td>3</td><td>Melee</td><td>X</td><td>-</td></tr><tr><td>10</td><td>Bloodthirst</td><td>Fury</td><td>Each instance this Hero does Basic Attack damage, gain X Fury.<br>At X stacks of Fury, this Hero's next Basic Attack deals damage equal to (X*Basic).</td><td>-</td><td>Icon</td><td></td><td>Passive</td></tr><tr><td>10</td><td>Bloodthirst</td><td>Defiance</td><td>Gain X% Riposte.</td><td>-</td><td>Self</td><td>-</td><td>X</td></tr><tr><td>15</td><td>Bloodthirst</td><td>Way of the Warrior</td><td>Instantly heal for X% of missing HP.<br>Reduce Physical damage taken by X% for a Duration of X.<br>The next instance of lethal damage this Hero receives is prevented, but HP is reduced to X.</td><td>-</td><td>Self</td><td>-</td><td>X</td></tr></tbody></table>

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Wizard

Wizard Class Combat Skills

<figure><img src="/files/M8Aup7jb3DGAKQ0K8ERe" alt=""><figcaption></figcaption></figure>

This page details information about the Wizard class combat skills that will be used in Player-vs-Player (PVP) and Player-vs-Environment (PVE) combat environments.

{% hint style="warning" %}
All information on this page is considered "Pre-Alpha" and preliminary, and is therefore subject to change.

*Last Update: 2/20/2023*
{% endhint %}

## Class Description

**Wizards** are the masters of arcane knowledge and wielders of great power. They are the keepers of the lost secrets of the universe and can channel the very building blocks of our reality to do their bidding. Their mastery of the elements, their profound understanding of the hidden forces that underlie existence, and their unparalleled ability to manipulate flame, frost, and the mind, place them amongst the most feared and respected magical beings in the land.

The Wizard is a mysterious and enigmatic figure, often cloaked in flowing robes and wielding a staff or wand. Their knowledge of the arcane is seemingly endless, and their understanding of the world around them borders on the supernatural. They are not mere practitioners of magic, but the unlockers of mind-penetrating techniques, unearthed by delving deep into the secrets of the universe to uncover the true nature of reality itself, even if it isn’t pretty.

Wizards must use their abilities carefully, for the forces they wield are not easily controlled. The slightest misstep can lead to catastrophic consequences, and their power can just as easily consume them as it can their enemies. Only those with the discipline, knowledge, and wisdom to use their powers wisely can hope to become true masters of the arcane.

As they progress in their studies, the Wizard is presented with a choice—to follow one of three disciplines, each of which focuses on a specific aspect of the arcane arts, or master it all in hopes of weaving these dangerous techniques into one. The Pyromancer, the Cryomancer, and the Arcanist all represent unique approaches to the study of magic, and each offers a distinct set of abilities and strengths.

**Pyromancy**, the art of manipulating fire, is one of the most well-known and feared of the Wizard’s disciplines. The Pyromancer’s spells are focused on dealing massive amounts of damage and setting their foes ablaze. With a single word and a flick of their wrist, a Pyromancer can unleash a deluge of fire and ash that engulfs everything in its path, leaving nothing but smolder in its wake. As a master of flame and destruction, the Pyromancer harnesses the raw power of fire to incinerate their enemies and add insult to injury.

The **Cryomancer**, on the other hand, is a master of ice and control. A Cryomancer can freeze enemies in their tracks, immobilizing them with the icy grip of winter, or launch razor-sharp shards of ice that slice through armor and flesh alike. Their spells are focused on dealing damage and applying Chill, which slows their enemies and reduces their effectiveness in combat.

The **Arcanists**, however, are the most enigmatic of the Wizards. They wield a power that is beyond comprehension, tapping into the deepest mysteries of the universe to attack the mind and project magical energy fields. They can erect protective barriers, cloak themselves in impenetrable force fields, or reach into the minds of their enemies, shattering their wills and leaving them powerless to resist an incoming attack. Those Arcanists who are truly gifted may someday unlock the truth that all elemental magic is based in the arcane. Those who do learn this truth effortlessly blend arcane power and the elements around them to enact their agenda… and their vengeance.

As a result, each Wizard’s mastery of their chosen discipline is further enhanced by their ability to manipulate arcane power. The more they channel this power, the more they can unleash its destructive force, tearing through enemies with ease and reshaping the elements around them to gain advantage. This power is made stronger when combined with their ability to weave their spells and unlock even greater abilities.

Wizards are the masters of arcane knowledge and wielders of great power, and their abilities are as diverse as the elements themselves. They are the keepers of the secrets of the universe and can channel the very fabric of reality to do their bidding.

## Class Skills

<table><thead><tr><th width="96">Skill Points</th><th width="92">Range</th><th width="128">Discipline</th><th width="66">DoD</th><th width="158">Ability</th><th width="713">Skills</th></tr></thead><tbody><tr><td>1</td><td>3</td><td>Pyromancer</td><td>X</td><td>Fire Bolt</td><td><em>Shoot a concentrated flame.</em><br><br>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br>(X + X*INT)% chance to apply a stack of Burn to target with magical damage equal to (X*INT).<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is already inflicted with Burn, deal X% increased magical damage.</td></tr><tr><td>1</td><td>3</td><td>Cryomancer</td><td>X</td><td>Frost Bolt</td><td><em>Shoot a bolt of ice.</em><br><br>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br>(X + X*INT)% chance apply a stack of Chill to target.<br><br>Generate X stacks of Arcane Power.<br><br><strong>COMBO</strong>: If target is already inflicted with Chill, deal X% increased magical damage.</td></tr><tr><td>1</td><td>-</td><td>Arcanist</td><td>-</td><td>Raw Arcana</td><td><em>Project your mind outward to surround yourself in a protective mana zone to bide your time.</em><br><br>Activate to gain a Pure Barrier equal to (X + X*WIS)% of this Hero's maximum HP, up to X%.<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is already protected by any type of Barrier, generate X additional charges of Arcane Power.</td></tr><tr><td>2</td><td>Passive</td><td>Pyromancer</td><td>-</td><td>Pyro Mastery</td><td><em>Choose the path of flames and destruction.</em><br><br>All Pyromancer Abilities gain:<br><br>(X*LCK)% increased Critical Strike Chance (CSC) when dealing damage to targets that are inflicted with Burn.<br><br>Successful attacks generate X charges of Arcane Power.</td></tr><tr><td>2</td><td>Passive</td><td>Cryomancer</td><td>-</td><td>Cryo Mastery</td><td><em>Choose the path of ice and control.</em><br><br>All Cryomancer Abilities gain:<br><br>(X*LCK)% increased CSC when dealing damage to targets that are inflicted with Chill.<br><br>Successful attacks generate X charges of Arcane Power.</td></tr><tr><td>2</td><td>Passive</td><td>Arcanist</td><td>-</td><td>Arcane Mastery</td><td><em>Choose the path of the unknown depths of the mind.</em><br><br>This Hero gains resistance to Silence equal to (X + X*WIS)%.<br><br>All successful Arcane attacks generate X additional charges of Arcane Power.<br><br>If this Hero is already protected by any type of Barrier at the beginning of its Turn, generate X charges of Arcane Power.</td></tr><tr><td>3</td><td>3</td><td>Pyromancer</td><td>X</td><td>Fireball</td><td><em>Hurl a molten ball of flame.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Deal magical damage to target enemy equal to [(X*SPELL) + ((X*AP)*INT)].<br>If target is already inflicted with Burn, deal X% increased magical damage.<br>(X + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT).<br><br><strong>UNLOCKS</strong> when over X charges of Arcane Power (LOCKS when below X AP charges):<br>(X + X*INT)% chance to Daze target enemy.<br><br><strong>UNLOCKS</strong> when over X charges of Arcane Power (LOCKS when below X AP charges):<br>(X + X*INT)% chance to Exhaust target enemy.</td></tr><tr><td>3</td><td>1</td><td>Cryomancer</td><td>X</td><td>Frost Pierce</td><td><em>Sling a galvanized blade of ice.</em><br><br>Deal magical damage to target enemy in P1 equal to [(X*SPELL) + ((X*AP)*INT)].<br>If target is already inflicted with Chill, this attack gains X% Pierce.<br>(X + X*INT)% chance apply a stack of Chill to target.<br>This attack has X% Pierce.<br><br>If Blocked, the Frost Pierce stops its trajectory.<br><br><strong>UNLOCK</strong> X:<br>Deal magical damage to target enemy in P2 equal to [(X*SPELL) + ((X*AP)*INT)].<br>(X + X*INT)% chance apply a stack of Chill to target.<br><br><strong>UNLOCK</strong> X:<br>Deal magical damage to target enemy in P3 equal to [(X*SPELL) + ((X*AP)*INT)].<br>(X + X*INT)% chance apply a stack of Chill to target.</td></tr><tr><td>3</td><td>3</td><td>Arcanist</td><td>-</td><td>Arcane Barrier</td><td><em>Surround you and your allies with a semi-transparent protective barrier with your mind.</em><br><br>Activate to consume X charges of Arcane Power (AP).<br>All party members gain a Pure Barrier with HP equal to [X + ((X*AP)*WIS)]% of this Hero's maximum HP.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>All party members gain EVA equal to (X + 0.05*WIS)% for a Duration of X. This effect Refreshes (does not stack).<br><br><strong>UNLOCKS</strong> X:<br>All party members gain Resistance to Silence, Fear, and Confusion equal to (X + X*WIS)% for a Duration of X.<br>This effect Refreshes (does not stack).</td></tr><tr><td>4</td><td>3</td><td>Pyromancer</td><td>X</td><td>Fire Storm</td><td><em>Call from the heavens flames and ash. Let them rain upon your foes.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Channel for a Duration of X.<br>Deal magical damage to each enemy equal to [(X*AP)*SPELL) + (X*INT)].<br>(X + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT) to each hit target.<br>Generate X charges of Arcane Power per hit.<br><br><strong>UNLOCK</strong> X:<br>Gain an additional X% chance added to the initial application of Burn to each target.<br><br><strong>UNLOCKS</strong> X:<br>(X + AP + X*INT)% chance to apply an additional stack of Burn with magical damage equal to (X*INT) to each hit target.<br><br><strong>UNLOCKS</strong> X:<br>(X + AP + X*INT)% chance to Fear a single random hit enemy.</td></tr><tr><td>4</td><td>3</td><td>Cryomancer</td><td>X</td><td>Frost Lance</td><td><em>Conjure a lance in your hand, throw it over-hand directly through target enemy.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP), AP applies to each instance of damage.<br><br>Deal magical damage to target enemy in P1 equal to [(X*AP)*SPELL + (X*INT)].<br>Deal magical damage to target enemy P2 equal to [(X*AP)*SPELL + (X*INT)].<br>Deal magical damage to target enemy in P3 equal to [(X*AP)*SPELL + (X*INT)].<br>(X + X*INT)% chance apply a stack of Chill to each hit target.<br>If Blocked, the Frost Lance stops its trajectory.<br>Generate X charges of Arcane Power per hit.<br><br><strong>UNLOCK</strong> X:<br>Gain an additional X% chance added to the initial application of Chill to each target.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to apply an additional stack of Chill to each hit target.<br><br><strong>UNLOCK</strong> X:<br>Frost Lance cannot be Blocked.</td></tr><tr><td>4</td><td>1</td><td>Arcanist</td><td>X</td><td>Mind Break</td><td><em>Concentrate. Enter the mind of your opponent and wreak havoc.</em><br><br>Deal damage to target enemy equal to (X*SPELL + X*INT).<br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is inflicted with Chill or Burn,<br>gain (X + X*WIS)% chance to deal X% additional magical damage.<br><br><strong>UNLOCK</strong> X:<br>(X + X*WIS)% chance to Confuse target enemy for a Duration of X.<br><br><strong>UNLOCK</strong> X:<br>(X + X*WIS)% chance to Amnesia a random target enemy skill for a Duration of X.</td></tr><tr><td>5</td><td>3</td><td>Pyromancer</td><td>X</td><td>Pyroclast Explosion</td><td><em>Charge a fragment of volcanic rock in your hand with Arcane Power.</em><br><em>Launch it over the heads of the enemy party where it explodes.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Channel for a Duration of (X*AP) rounded up.<br><br>Deal magical damage to each enemy equal to [(X*AP)*SPELL + X*INT].<br>(X + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT) to each target.<br><br>For each enemy hit, generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is inflicted with Chill, gain (X + X*INT)% chance to reduce the mana cost of this skill by X%.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Exhaust a single random hit enemy.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Fear a single random hit enemy.</td></tr><tr><td>5</td><td>2</td><td>Cryomancer</td><td>X</td><td>Frost's Grip</td><td><em>Look to your hand, charge it with Arcane Power. Reach out and grip the air, freezing your target enemy.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Channel for a Duration of (X*AP) rounded up.<br><br>Deal magical damage to target enemy equal to [(X*AP)*SPELL + X*INT].<br>(X + X*INT)% chance apply a stack of Chill to target.<br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is inflicted with Burn, gain (X + X*INT)% chance to reduce the mana cost of this skill by X%.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Stun target enemy for a Duration of X.<br><br><strong>UNLOCK</strong> X:<br>Frost Grip targets enemies in both P1 and P2.<br></td></tr><tr><td>5</td><td>3</td><td>Arcanist</td><td>-</td><td>Reflective Barrier</td><td><em>Deploy a reflective semi-transparent wall with your mind in front of your party.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>The HP of the Pure Barrier is equal to [(X*AP)*SPELL + X*WIS + X*VIT].<br>The Barrier lasts for a Duration of X or until destroyed.<br>While the Barrier exists, all enemy attacks are redirected to the Pure Barrier.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>Delay X, (X + AP)% of the damage the Pure Barrier receives is Reflected amongst all enemies, divided evenly.<br><br><strong>UNLOCK</strong> X:<br>Delay X, (X + AP + X*WIS)% of the damage the Pure Barrier receives is Reflected amongst all enemies, divided evenly.<br><br>Amnesia X, "Reflective Barrier".</td></tr><tr><td>10+</td><td>3</td><td>Pyromancer</td><td>X</td><td>Fire Bolt +</td><td><em>Shoot a more powerful concentrated flame.</em><br><br>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br>(X + X*INT)% chance apply a stack of Burn to target.<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is already inflicted with Burn, deal X% increased magical damage.</td></tr><tr><td>10+</td><td>3</td><td>Pyromancer</td><td>X</td><td>Fireball +</td><td><em>Launch a molten ball of flame with both hands extended.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Deal magical damage to target enemy equal to ([(X*SPELL) + ((X*AP)*INT)]).<br>(X + X*INT)% chance to apply a stack of Burn dealing magical damage equal to (X*INT) to target.<br><br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Daze target enemy.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Exhaust target enemy.<br><br><strong>COMBO</strong>: If target is already inflicted with Burn, deal X% increased magical damage.</td></tr><tr><td>10+</td><td>3</td><td>Cryomancer</td><td>X</td><td>Frost Bolt +</td><td><em>Shoot a more powerful bolt of ice.</em><br><br>Deal magical damage to target enemy equal to (X*SPELL + X*INT).<br>(X + X*INT)% chance apply a stack of Chill to target.<br><br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If target is already inflicted with Chill, deal X% increased magical damage.</td></tr><tr><td>10+</td><td>3</td><td>Cryomancer</td><td>X</td><td>Frost Pierce +</td><td><em>Launch a sharp vulcanized blade of ice with both hands extended.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Deal magical damage to target enemy in P1 equal to [(X*SPELL) + ((X*AP)*INT)].<br>(X + X*INT)% chance apply a stack of Chill to target.<br>This attack has X% Pierce.<br><br>Generate X charges of Arcane Power for each enemy hit.<br><br>If Blocked, the Frost Pierce stops its trajectory.<br><br><strong>COMBO</strong>: If target is already inflicted with Chill, this attack gains x% Pierce.<br><br><strong>UNLOCK</strong> x:<br>Deal magical damage to target enemy in P2 equal to [(X*SPELL) + ((X*AP)*INT)].<br>(X + AP + X*INT)% chance apply a stack of Chill to target.<br><br><strong>UNLOCK</strong> X:<br>Deal magical damage to target enemy in P3 equal to [(X*SPELL) + ((X*AP)*INT)].<br>(X + AP + X*INT)% chance apply a stack of Chill to target.</td></tr><tr><td>10+</td><td>3</td><td>Arcanist</td><td>-</td><td>Raw Arcana +</td><td><em>Project your mind outward to surround yourself in a protective mana zone to bide your time.</em><br><br>Activate to gain a Pure Barrier equal to (X + X*WIS + X*VIT)% of this Hero's maximum HP, up to X%.<br><br>Generate X charges of Arcane Power.<br></td></tr><tr><td>10+</td><td>3</td><td>Arcanist</td><td>-</td><td>Arcane Barrier +</td><td><em>Create a semi-transparent barrier with your mind around your party members.</em><br><br>Activate to consume X charges of Arcane Power (AP).<br>All party members gain a Pure Barrier with HP equal to [X + ((X*AP)*WIS)]% of this Hero's maximum HP.<br><br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>All party members gain EVA equal to (X% + X*WIS) for a Duration of X. This effect Refreshes (does not stack).<br><br><strong>UNLOCKS</strong> X:<br>All party members gain Resistance to Silence, Fear, and Confusion equal to (X + AP + X*WIS)% for a Duration of X.<br>This effect Refreshes (does not stack).</td></tr><tr><td>10</td><td>Passive</td><td>Pyromancer</td><td>-</td><td>Pyro Weaving</td><td><em>Impressive. You can now weave your flame magic across multiple disciplines.</em><br><br>This Hero's magical skills gain:<br><br>(X + X*INT)% chance to apply Burn equal to (X*INT) to target enemy. This effect does not stack.<br>Upon application, each stack of Burn has a (X + X*WIS)% chance to increase Duration by X.<br>Generate X charges of Arcane Power.</td></tr><tr><td>10</td><td>3</td><td>Pyromancer</td><td>X</td><td>Chain Reaction</td><td><em>Attach a fire bomb to target enemy hero. It's simple, really.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Delay X, deal magical damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT) to target enemy.<br>This attack has an additional (AP + X*LCK)% CSC.<br>Generate X charges of Arcane Power.<br><br>Delay X, deal magical damage to a random enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT) to target enemy.<br>This attack has an additional (AP + X*LCK)% CSC.<br>Generate X charges of Arcane Power.<br><br>Delay X, deal magical damage to a random enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to apply a stack of Burn with magical damage equal to (X*INT) to target enemy.<br>This attack has an additional (AP + X*LCK)% CSC.<br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If "Crystalize" was cast last turn, increase the CSC of each hit by X%.<br><br><strong>UNLOCK</strong> X:<br>(X*AP)% REPEAT X.<br><br><strong>UNLOCK</strong> X:<br>(X*AP)% REPEAT X.<br><br>Amnesia X, "Chain Reaction".</td></tr><tr><td>10</td><td>Passive</td><td>Cryomancer</td><td>-</td><td>Cryo Weaving</td><td><em>Impressive. You can now weave your frost magic across multiple disciplines.</em><br><br>This Hero's magical skills gain:<br><br>(X + X*INT)% chance to apply one stack of Chill to target enemy. This effect does not stack.<br>Upon application, each stack of Chill has a (X + X*WIS)% chance to increase Duration by X.<br>Generate X charges of Arcane Power.</td></tr><tr><td>10</td><td>-</td><td>Cryomancer</td><td>-</td><td>Crystalize</td><td><em>Call to the crispy frost in the air to swirl and coalesce around you.</em><br><em>Your Mana mixes with Arcane Power to harden on your skin.</em><br><br>Empower this skill by consuming X Arcane Power stacks (AP).<br>Empower this skill by consuming X Mana (MANA).<br><br>Gain a Pure Barrier with HP equal to [(X*AP)*SPELL + MANA].<br><br>While the Pure Barrier persists, gain an array of positive effects:<br><br>X% BLK.<br>X% Backfire.<br>X% Riposte.<br>Generate X charges of Arcane Power equal to (X*MANA) per Duration.<br><br><strong>COMBO</strong>: If "Chain Reaction" was cast this Battle, heal for X% of Max HP for each hit by "Chain Reaction".<br><br><strong>UNLOCK</strong> X:<br>Gain an additional X% BLK.<br><br><strong>UNLOCK</strong> X:<br>X% Backfire.<br>X% Riposte.</td></tr><tr><td>10</td><td>3</td><td>Arcanist</td><td>X</td><td>Mind Control</td><td><em>Careful.</em><br><br>Attempt to take control of the mind of an enemy.<br><br>The accuracy of this attack is increased or decreased by X%.<br>X = This Hero's INT subtracted by Target Hero's INT<br><br>Channel for a Duration of X (X = Arcane Power charges consumed).<br><br>Over that duration, target enemy gains an array of negative effects:<br><br>EVA is reduced to X.<br>Damage dealt is reduced by X%.<br>All skills cost X% additional Mana.<br>X% Resistance to Cleanse.<br>X% chance to Pull X at the start of each of target Hero's Turn.<br><br>Over that duration, this Hero gains an array of positive effects:<br><br>Any resistance that target enemy has active is added to this Hero's resistances.<br>Generate X charges of Arcane Power on each Hero's Turn.<br><br>At the beginning of each of target enemy's Turn, target enemy has a chance equal to (X*INT)% to break Mind Control.</td></tr><tr><td>10</td><td>3</td><td>Arcanist</td><td>X</td><td>Mind Bullets</td><td><em>Concentrate. Attack the mind of target enemy. Make the target see what you want them to see.</em><br><em>Make them question everything.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Deal damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to apply one stack of Chill to target enemy.<br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If this Hero cast "Mind Break" last Turn, this attack and all UNLOCKS gain X% Pierce.<br><br>Amnesia X, "Mind Bullets".<br><br><strong>UNLOCK</strong> X:<br>Delay X, deal damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to apply one stack of Burn with magical damage equal to (X*INT) to target enemy.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>Delay X, deal damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + AP + X*INT)% chance to Daze target enemy.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>Delay X, deal damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + X*INT)% to Exhaust target enemy for a Duration of X.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>Delay X, deal damage to target enemy equal to [(X*AP)*SPELL + X*INT)].<br>(X + X*INT)% to Confuse target enemy for a Duration of X.<br>Generate X charges of Arcane Power.</td></tr><tr><td>10</td><td>Passive</td><td>Arcanist</td><td>-</td><td>Overload</td><td><em>You flew too close to the sun, friend. But, maybe it's not such a bad thing...</em><br><br>If any action this Hero takes misses, this Hero overloads and goes Berserk for a Duration of X.<br>However, while Berserk, this Hero gains an array of positive effects, cannot spend Arcane Power,<br>but Unlocked AP thresholds are honored:<br><br>Gain X charges of Arcane Power per Duration.<br>All skills cost X% less Mana.<br>All skills deal X% additional magical damage.<br>When Berserk ends, become Exhausted.<br><br><strong>COMBO</strong>: If, while in a Berserker state, this Hero commits murder (kills an ally), this Hero gains the base benefits<br>of the Skill for the remainder of Battle.<br><br><strong>UNLOCK</strong> X:<br>All skills cost X% additional less Mana.<br>All skills deal X% additional magical damage.<br><br><strong>UNLOCK</strong> X:<br>All skills cost X% additional less Mana.<br>All skills deal X% additional magical damage.<br><br><strong>UNLOCK</strong> X:<br>All skills cost X% additional less Mana.<br>All skills deal X% additional magical damage.<br><br><strong>UNLOCK</strong> X:<br>All skills cost X% additional less Mana.<br>All skills deal X% additional magical damage.</td></tr><tr><td>10</td><td>3</td><td>Arcanist</td><td>X</td><td>Arcano Lock</td><td><em>What injures the mind, also injures the body. Make them forget... everything.</em><br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>Channel for a Duration of X.<br>Deal magical damage to target enemy equal to [(X*AP)*SPELL + X*WIS + X*INT)].<br>(X + AP + X*INT)% chance to Silence target enemy for a Duration of X.<br>Generate X charges of Arcane Power.<br><br><strong>COMBO</strong>: If "Mind Bullets" or "Mind Break" were cast on this Hero's last Turn,<br>gain a (X + X*WIS)% chance to Amnesia a random enemy target, that target gains Amnesia on one random skill for<br>a Duration of X.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*INT)% chance to Silence target enemy for an additional Duration of X.<br>Generate X charges of Arcane Power.<br><br><strong>UNLOCK</strong> X:<br>(X + AP + X*WIS)% chance to Amnesia a random skill of target enemy for a Duration of X.<br>Generate X charges of Arcane Power.</td></tr><tr><td>10</td><td>3</td><td>Arcanist</td><td>X</td><td>Meteor</td><td><em>That should do the trick.</em><br><br>Channel for a Duration of X.<br><br>Empower this skill by consuming X charges of Arcane Power (AP).<br><br>During Channel, gain a Pure Barrier with HP equal to [(X*AP)*WIS)].<br><br>Delay X, Deal magical damage equal to [(X*AP)*SPELL + (X*LCK)] divided evenly amongst the enemy party.<br><br><strong>UNLOCK</strong> X:<br>Gain (X + X*AP)% EVA while Channeling.<br><br><strong>UNLOCK</strong> X:<br>Upon impact, (X + AP + X*WIS)% chance to Stun a random target enemy for a Duration of X.<br><br><strong>UNLOCK</strong> X:<br>Upon impact, (X + AP + X*WIS)% chance to Amnesia a random target enemy skill of a random target enemy for a Duration of X.<br><br><strong>UNLOCK</strong> X:<br>Upon impact, (X + AP + X*WIS)% chance to Stun all enemies for a Duration of X.</td></tr><tr><td>15</td><td>Passive</td><td>Arcanist</td><td>-</td><td>Elementalist</td><td><em>You are now a master of the Arcane. Find balance. Don't waste it.</em><br><br>For each enemy with an active stack of Burn at the beginning of this Hero's turn, generate X charges of Arcane Power.<br>For each enemy with an active stack of Chill at the beginning of this Hero's turn, generate X charges of Arcane Power.</td></tr></tbody></table>

### Discussion

{% embed url="<https://0xworkhorse.substack.com/p/wizards-arcane-power-unlock-burn>" %}

### Notes

* \*DoD: Degree of Difficulty
* 10+ point skills cost 10 minus the cost of the basic version of the skill
* 15 point skills are only available to Heroes with a matching Class/Subclass


# Lore

The lore of DeFi Kingdoms

## Gaia - A World in Recovery

![](https://dfk-hv.b-cdn.net/website-media/images/lore/adventure-horizon-frame-lg.gif)

**The world of Gaia** once consisted of a singular continent, a singular people. They grew in numbers, sharing freely with each other information and schools of learning. They prospered greatly, century after century. All were cared for, wealthy beyond measure, all living in an unaware state of peace and utopia.

Not satisfied by all the wonders and glories that nature freely provided them, their global civilization embarked on an era of technological advancement. What began with the promise of swift progress, catapulted their global civilization away from an appreciation of Gaia, who they began to destroy for the sake of their own advancement. Gaia’s children moved with reckless abandon. With unrelenting greed, they took from her, digging and poisoning the soil with their oils, gasses, and contraptions. In the wake of their progress, the first age was declared, known as the **Age of Progression**, and Gaia wept.

A small number of the people held true to Gaia and continued to worship her, and she did grant them safe journey into **the Inner Grove**, a paradisiacal dimension for those who remained true to her during the destructive and dark times in the Age of Progression.

Once these first heroes were whisked away into the Inner Grove, **Irae**, an old God, the God of Renewal, could suppress his anger no longer in the face of such disrespect for Gaia. In his wrath for what the children of the world had done to his love, he sundered the continent, separating them by vast oceans to put a halt to their progress, bringing low their great machines and monumental structures.

After many millennia apart, the lands and peoples are beginning to knit back together, having learned their lesson, all peoples returning to the harmonious balance of peace with Gaia and an appreciation for her gifts.

Kingdoms, once continents all their own, now are connecting with other kingdoms. Though the people are uniquely different, all have one thing in common—a connection to the life-giving land they inhabit, prizing their garden plots above all else which provides them with not only food, but a special crystallization key to powering their economy, called **JEWEL**s.

Gardeners tend to the JEWEL gardens, and kingdoms are beginning to use the crystal’s mystical energy to summon back to the realm the ancient powerful heroes from the Inner Grove. These heroes are helping to defend and fight for their kingdoms, vanquishing invaders and corrupted monsters that roam the countryside.

A new age, the **Age of Heroes**, has begun, and the history books are yet to be written, awaiting the great deeds and stories that are just on the horizon. *Welcome to the kingdom, Hero.*

## The Ritual of Summoning Heroes

**Summoning Crystals**

![](https://user-images.githubusercontent.com/91647016/138388100-df14301a-6e70-48c6-a721-600e3ac24a43.gif)

Gaia has begun to allow those loyal followers within the Inner Grove to come forth back into this world once again. Heroes that have returned to this world retain a small portion of the essense of the Inner Grove within them. Two heroes may gather to embue that essence into a summoning crystal. This crystal acts as a focus for the portal, combining the essences of the two heroes long enough to pull a matching hero through from the Inner Grove. The energy unleashed in this process destoys the crystal, but in its place a new hero appears to help the people of this land journey into the new age.

**Gaia’s Tears**

![](https://dfk-hv.b-cdn.net/website-media/images/lore/gaias-tear.gif)

The key component to creating summoning crystals is a substance known as Gaia’s Tears. When Irae tore the world asunder in his rage, Gaia wept. Her tears took the form of small, tear-like crystals. Warm to the touch, her power flows through them, and it is said even a handful of them contain enough power to bridge the vast expanses created in Irae’s fury. Gaia’s Tears can be found in small quantities throughout the kingdom, and the druids have recently discovered a means to harness them to summon others to these lands.

Gaia’s Tears attune with the heroes involved in the summoning process, gathering in the essense of the Inner Grove from within them. Those tears are then melded into a single crystal by an arch druid harnessing the energy of JEWELs. Experienced heroes have learned to attune more tears at once, creating summoning crystals capable of enhancing the power of those that come through the portal with some of their own strengths.

## The Runes of Power

**Runes**

![](https://dfk-hv.b-cdn.net/website-media/images/lore/rune_12_sm.gif)

Runes are plain stones that have symbols written with Irae’s ashes. When Irae sundered the world, his rage left many areas burning; scorched by the heat of his ire. This fire was imbued with his essence of renewal, and the ashes from that event remain scattered across the lands and are used by the druids for their rituals. The symbols focus his power in various ways, and when placed in key locations in the meditation circle, experienced individuals can pull that energy into themselves to transcend to the next level.

**There are 10 types of recorded runes:**

*Shvās (breath)* - This is the most basic rune and is required for all levels. It can be obtained occasionally as a reward for performing crafts and from quests.

*Moksha (liberation)* - This rune is required to move beyond level 10. The owners of those Heroes who perish on the Perilous Journey may be rewarded with this rune, but, as of know, other methods of acquisition are unknown...

*Asha (hope)* - Unknown effects

*Quwa (courage)* - Unknown effects

*Urja (energy)* - Unknown effects

*Jyoti (light)* - Unknown effects

*Pragya (wisdom)* - Unknown effects

*Ātmā (soul)* - Unknown effects

*Sātvik (purity)* - Unknown effects

*Om (om)* - Unknown effects


# Audit Results

A smart contract audit is an extensive methodical examination and analysis of a smart contract's code that is used to interact with a cryptocurrency or blockchain, discover errors, and suggest fixes.

The DeFi Kingdoms core team is committed to ensuring the safety and stability of the project. We will continue to put forth our best efforts to acquire the appropriate audits, reviews, and additional governance as needed.

**Results from our efforts will be added to the list below as they are completed:**

![](/files/-MkYhBFowkjxpwqyuIXU) [Solidity.Finance](https://solidity.finance/audits/DefiKingdoms/)\ <br>


# Disclaimer

All investing comes with risk. It's important to do your own research.

**DYOR (Do Your Own Research)** is a common thing to hear when discussing blockchain investments. Managing your risk is an important key when investing into decentralized finance. [Binance Academy said it well:](https://academy.binance.com/en/glossary/do-your-own-research)

*"DYOR aims to reduce the number of uninformed investors in cryptocurrency. It encourages them to research and understand a cryptocurrency before investing so that they can answer precisely why they are buying that currency and supporting that project.*

*The term is also often used as a disclaimer when cryptocurrency traders and enthusiasts make public posts or share their market analyses on social media platforms."*

We at DeFi Kingdoms are committed to creating an engaging and fun GameFi experience that blends the strengths of DeFi with an immersive gaming environment. We think this makes for a unique, interesting, and compelling experience. We are in in for the long haul. and aim to create a game we are proud of. We hope that this value will be reflected in the value of the token; However, we cannot guarantee anything with respect to the token price, as there are many factors that we cannot control.

**Never invest more than you can lose - you alone are responsible for your investment. DeFi Kingdoms is NOT responsible for any losses or changes in token price, and NOT responsible for any lost funds due to smart contract error or exploits.**


# Credits

| Description           | Source                          | Credit                                       | License                                                                          |
| --------------------- | ------------------------------- | -------------------------------------------- | -------------------------------------------------------------------------------- |
| Shiny Foil Animations | <https://www.protobacillus.com> | <p>Gustavo Spredemann<br>Leone Simonetti</p> | [CC BY-SA 4.0](https://href.li/?https://creativecommons.org/licenses/by-sa/4.0/) |


