Auras

Aura fixes
Solved the problem with the multipliers of the SPD that were affecting Arena battles.
Fixes on auras that were not working with the expected behaviour.
  • Earth Masaru Monk
  • Fire Juggernaut
  • Earth Dragon
  • Air Shantiri Mummy
  • Water Holy Sister
  • Air Vampire
The damage multiplier of auras with burst poison or explode bomb has been fixed.
  • Water Manticore
  • Water Ninja
  • Golem Fire
  • Water Giant

 

Effects

Effect
Before
Now
Bleeding Subtracts HP from the enemy based on 30% the caster’s attack at the end of their turn. Subtracts HP from the enemy based on 90% the caster’s attack at the end of their turn.

 

Rank 4

Creature

Spell

Before

Now

Zealot Air STATS HP – 4212

SPD – 65

HP – 3912

SPD – 75

Zealot Air 2nd Spell Increases attack and accuracy of an ally for 2 turns, cleans up to 2 negative effects, and heals them by 50% of their max HP, then completely refills their turn bar. Increases attack and accuracy of an ally for 2 turns, cleans up to 2 negative effects, heals them by 50% of their max HP and completely refills their turn bar. Then, resets their spells on cooldown.
Zealot Air 3rd Spell Attacks all enemies increasing damages based on own defense, and activates the cooldown of their skills. Attacks all enemies increasing damages based on own defense, and activates the cooldown of their skills. Then, grants divine shield to all allies for 2 turns and gives them 2 Concentration points.
Panda All Family type
  • Sanctuary
  • Might
  • Spirits
  • Sanctuary
  • Might
  • Spirits
  • Martial Arts
Panda All 1st Spell Evolved A Attacks an enemy and increases self defense for 1 turn. Attacks an enemy increasing attack based on own defense and increases self defense for 1 turn.
Panda All 1st Spell Evolved B Attacks an enemy and protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 1 turn. Attacks an enemy increasing attack based on own defense and protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 1 turn.
Panda Fire 3rd Spell Attacks an enemy, decreases the defense of all enemies for 2 turns and increase the defense of all allies for 2 turns. Then, if self has 5 Concentration Points, the enemy  will be cursed, disabling 55% of their HP for 3 turns. Attacks an enemy increasing attack based on own defense, decreases the defense of all enemies for 2 turns and increases the defense of all allies for 2 turns. Then, if self has 5 Concentration Points, the enemy  will be cursed, disabling 55% of their HP for 3 turns.
Panda Water 2nd Spell Attacks an enemy increasing attack based on own defense. Then, gets 50% chance to counter-attack for 1 turn(s) and gets 3 Concentration points. Attacks an enemy increasing attack based on own defense . Then, gets 50% chance to counter-attack for 2 turn(s) and gets 3 Concentration points.
Panda Water 3rd Spell Grants invisibility to all the other allies for 2 turns, increases self defense for 2 turns and protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 2 turns. If has 9 Concentration points gains invincibility for 2 turns. Taunts all enemies for 2 turns, increases self defense for 2 turns and protects self with a crystalline veil, bouncing back incoming negative effects to the original caster for 2 turns. If has 9 Concentration points gains invincibility for 2 turns.
Panda Air 2nd Spell Attacks all enemies and grants body shield to all the other allies for 2 turns. Then, obtain reverse for 2 turns. If has 3 Concentration points gets a protection by a Mail of Thorns, damaging an enemy attacker by 10% of their max HP for 2 turns. Attacks all enemies increasing attack based on own defense and grants body shield to all the other allies for 2 turns. Then, obtains reverse for 2 turns. If has 3 Concentration points gets a protection by a Mail of Thorns, damaging an enemy attacker by 10% of their max HP for 2 turns.
Panda Earth 2nd Spell Attacks an enemy increasing attack based on own maximum HP and mutes them for 1 turn(s). The, grants self 50% chance to dodge incoming attacks for 1 turn(s) and gets 5 Concentration points. Attacks an enemy inflicting strong damage and mutes them for 1 turn(s). Then, grants self 50% chance to dodge incoming attacks for 1 turn(s) and gets 5 Concentration points.
Ebon Knight Fire 2nd Spell Attacks an enemy, great increase in the attack based on own defense, and increases the remaining cooldown of their spells by 2. Attacks an enemy with strong attack based on own defense. Then, reduces own cooldowns by 2 and grants self spread damage for 2 turns.
Ebon Knight Fire 3rd Spell Attacks all enemies, dealing moderate damage with an attack increase based on own defense, and reverts the healing and damaging effects received by all allies except self for 2 turns. Attacks all enemies, dealing moderate damage with an attack increase based on own defense, and reverts the healing and damaging effects received by all allies for 2 turns.
Necromancer Fire Passive If any attack is critical, 35% chance to terrorize all enemies for 1 turn and refills own turn bar by 35% If any attack is critical, 100% chance to terrorize the targeted enemy for 1 turn and 35% chance to terrorize all the other enemies for 1 turn. Then, refills own turn bar by 35%
Necromancer Fire Aura 5% increased hp and 5% increased accuracy for all undead allies. Saboteur allies gains invisibility for 1 turn at the beginning of each wave. 5% increased hp and 5% increased accuracy for all undead allies. Undead allies gains invisibility for 1 turn at the beginning of each wave.
Necromancer Water 2nd Spell Swaps the % of HP with an enemy, and puts their spells in cooldown. Swaps the % of HP with an enemy, puts their spells in cooldown and prevents them from receiving healing effects for 2 turns.
Necromancer Water Passive Provides a shelter that reduces incoming damages by 40%. 40% chance of poisoning an enemy attacker. Provides a shelter that reduces incoming damages by 90%. 40% chance of poisoning an enemy attacker. Sacrifice Self by 30% of own HP every turn.
Necromancer Earth Evolved Stat Critical Damage Accuracy
Jackalman Fire 2nd Spell Attacks an enemy increasing attack based on own max HP.  If the HP of the enemy is lower than 30%, casts Zombie Call over a random dead ally and increases all allies attack for 2 turns. Attacks an enemy increasing (increased from 0.18 to 0.22) attack based on own max HP.  If the HP of the enemy is lower than 30%, casts Zombie Call over a random dead ally and increases all allies attack for 2 turns.
Jackalman Earth 3rd Spell Attacks an enemy inflicting great damage, increasing attack based on self SPD and disables 20% of their HP for 2 turns. If the enemy is affected by polymorph will be cursed, disabling 50% of their HP for 2 turns. If the enemy HP is lower than 40% will prevent the enemy from reviving for 2 turns. Attacks an enemy inflicting great damage, increasing attack based on self SPD and disables 20% of their HP for 2 turn(s). If the enemy is affected by a harmful effect will be cursed, disabling 40% of their HP for 2 turn(s). If the enemy HP is lower than 40% will prevent the enemy from reviving for 2 turn(s).
Mummy Water 2nd Spell Attacks an enemy strongly, increasing attack based on own speed. If has 2 Concentration points, attacks the enemy ignoring its defense. Attacks an enemy strongly, if the enemy has a beneficial effect active the attack ignores the defense. If has 2 Concentration points, refill own turn bar by 50%.
Mummy Water 3rd Spell Spreads the damages received among all allies and gets 1 Concentration point at every turn. Refills own turn bar by 20% every time that is attacked. Spreads the damages received among all allies, gets 1 Concentration point and refills own turn bar by 20% at every turn.

Rank 3

Creature

Spell

Before

Now

Cyclop Air 2nd Spell Increases own defense, then attacks an enemy increasing attack based on own defense. 35% chance of recovering the turn. Increases own defense, then attacks an enemy increasing attack based on own defense. 35% chance of recovering the turn. If the enemy has 3 Focus Marks gets another turn.
Cyclop Air Passive Petrify the targeted enemy for 1 turn. If any attack is critical, petrify the targeted enemy for 1 turn and gives them with 1 Focus Mark.
Taweret All 1st Spell Evolved B Attacks an enemy and decreases their defense for 1 turn. Attacks an enemy increasing attack based on own max HP and decreases their defense for 1 turn.
Taweret Fire 3rd Spell Teams up with 2 allies to attack an enemy. Then, the enemy attacked will be confused for 2 turns. Teams up with 2 allies to attack an enemy and confuses them for 2 turns. Then, refills the turn bar of all allies by 25%.
Taweret Water 3rd Spell Teams up with 2 allies to attack an enemy. Then, grants self 50% chance of counter-attacking for 2 turns. Teams up with 3 allies to attack an enemy. Then, grants self 50% chance of counter-attacking for 2 turns.
Taweret Air 3rd Spell Teams up with 2 allies to attack an enemy. Then, the enemy attacked will be muted for 2 turns. Teams up with 2 allies to attack an enemy and mutes them for 2 turns. Then, reduces the cooldown of all allies by 1.
Taweret Earth 3rd Spell Teams up with 2 allies to attack an enemy. Then, poisons twice the enemy for 1 turn each. Teams up with 2 allies to attack an enemy and poisons them twice for 1 turn each. Then, cleans 1 harmful effect from all allies.
Snow Maiden Fire 2nd Spell Attacks an enemy and prevents them from receiving beneficial effects for 2 turns. Then, marks the enemy with 2 Focus marks. Attacks an enemy and prevents them from receiving beneficial effects for 2 turns. Then, marks the enemy with 2 Focus marks and lowers 100% of their turn bar.
Snow Maiden Water 2nd Spell Attacks an enemy and increases the receiving healing effects of all allies for 2 turns. Then, gets 1 Concentration points.

Skill ups:

Damage +5%

Damage +5%

Damage +5%

Cooldown Time -1

Attacks an enemy, if it has a beneficial effect active performs a strong attack instead. Also, increases the receiving healing effects of all allies for 2 turn(s) and gets 1 Concentration points.

Skill ups:

Damage +5%

Strong Damage +5%

Damage +5%

Strong damage +5%

Cooldown Time -1

Snow Maiden Air 2nd Spell Attacks an enemy and prevents them from receiving healing effects for 1 turn(s). Then, marks them with 2 Focus marks. Attacks an enemy, prevents them from receiving healing effects for 1 turn(s) and increases the cooldown of their spells by 2. Then, marks them with 2 Focus marks.
Snow Maiden Air 3rd Spell Attacks all enemies and lowers their turn bar by 40%. If the targeted enemy has 3 Focus marks, the cooldown of the enemies will be increased by 2. Attacks all enemies and lowers their turn bar by 40%. If the targeted enemy has 3 Focus marks, the cooldown of the enemies will be increased by 2, remove all the beneficial effects on the target and implants a parasite that devours 10% of their HP, increasing 8% each lapsing turn, for 2 turn(s).
Snow Maiden Earth 3rd Spell Increases the defense of all allies for 1 turn(s) and increases their receiving healing effects for 1 turn(s). If self has 4 Concentration points, heals all allies by 20% of own HP. Increases the defense of all allies for 1 turn(s) and increases their receiving healing effects for 1 turn(s). If self has 4 Concentration points, heals all allies by 35% of own HP.
Air Crusader Aura Self gains 2% increased speed for each human or swordman ally in the team. Self gains 1% increased speed for each human or swordman ally in the team. Grants 2% increased attack and 2% increased critical chance to each human or swordman ally in the team.

Aura upgrades:

Attack +1%

Critical Chance +1%

Attack +2%

Critical Chance +2%

Water Kappa Aura 2% increased speed for EACH sanctuary ally. At the end of each turn, 10% chances to increase all beneficial effect(s) duration by 1 on all allies. Self 1% increased speed for EACH sanctuary ally. At the end of each turn, 10% chances to increase all beneficial effect(s) duration by 1 on a random ally.

Aura upgrades:

Effect Probability +10%

Effect Probability +10%

Effect Probability +10%

Effect duration +1

Emerlad Knight Evolve materials 45 Elemental Material

15 Arcane Elemental Material

35 Core Chimera Oil

15 Arcane Chimera Oil

4 Magical Books

35 Elemental Material

11 Arcane Elemental Material

30 Core Chimera Oil

11 Arcane Chimera Oil

3 Magical Books

Shark Warrior Evolve materials 45 Elemental Material

15 Arcane Elemental Material

35 Core Anima Essence

15 Arcane Anima Essence

4 Magical Books

35 Elemental Material

11 Arcane Elemental Material

30 Core Anima Essence

11 Arcane Anima Essence

3 Magical Books

Rank 1

Creature

Spell

Before

Now

Skeleton Archer Fire Passive Resistance against harmful effects increased. Regenerates self by 10% every turn. Resistance against harmful effects increased. Regenerates self by 15% every turn. If any attack is critical, refills own turn bar by 15%.
Skeleton Archer Water 3rd Spell Attacks an enemy, inflicting great damage, and terrifies them for 1 turn.

Skill up:

Damage +5%

Damage +5%

Effect Probability +10%

Damage +5%

Damage +10%

Effect Probability +10%

Teams up with 1 allies to attack an enemy. 80% chance to terrify them for 1 turn.

Skill up:

Allies +1

Effect probability +10%

Effect Turns +1

Effect probability +10%

Allies +1

Cooldown Time -1

Skeleton Archer Air 3rd Spell Attacks an enemy. Transfers them 1 own negative effect.

Skill up:

Damage +5%

Damage +5%

Damage +5%

Damage +10%

Cooldowm Time -1

Teams up with 1 allies to attack an enemy. 80% chance to transfer them 1 own negative effect.

Skill up:

Allies +1

Effect Probability +20%

Allies +1

Transfer effect +1

Cooldowm Time -1

Skeleton Archer Earth 3rd Spell Attacks an enemy and prevents them from receiving healing effects for 2 turns.

Skill up:

Damage +5%

Damage +5%

Damage +5%

Damage +10%

Teams up with 1 allies to attack an enemy and prevents them from receiving healing effects for 2 turns.

Skill up:

Allies +1

Effect Turns +1

Allies +1

Cooldown Time -1

Skeleton Mage Earth 2nd Spell Decreases attack of an enemy for 1 turn. 40% chance of decreasing their defense for 1 turn. Attacks an enemy and decreases attack of an enemy for 1 turn. 40% chance of decreasing their defense for 1 turn.
Skeleton Mage Earth 3rd Spell Attacks an enemy, inflicting great damage. 65% chance of transferring them 1 own harmful effect. Attacks an enemy, inflicting great damage. 65% chance of transferring them 1 own harmful effect. If the attack is critical, refill the turn bar of all allies by 15%.
Soulless Water 3rd Spell Teams up with 1 ally to attack an enemy. Teams up with 1 ally to attack an enemy and paralyze them for 1 turn.
Goblin Trickster water 3rd Spell Attacks all enemies, inflicting moderate damage. 60% chance of poisoning them for 1 turn(s). Attacks all enemies, inflicting moderate damage. 60% chance of poisoning them for 1 turn(s) and 60% chance to block them from reviving for 2 turn(s).