Identities

Unlocked when you open up Situation Room 11, Identities require the collection of Mystic Identity materials. Crafting Mystic equipment requires a donor Legendary item of the same type (e.g., Scanner, Minigun, Engineer Armor, etc.) plus the corresponding ID materials and R-Coins for that identity and equipment. There are 21 identities, with each identity having it's own distinct bonuses.

## List of Identities

* Clip Clop
* Dr. Gerald Ya Ya
* Cossack
* Clown
* Monarch
* Desert Raider
* Chex Lemeneux
* Ninja
* Widow
* Soldier
* Tearjerker
* Cowgirl
* Hunter
* Dancer
* Faceless
* Spaceman
* Roy Rogers McFreely
* Puppet
* Seer
* Singer
* Drunkard

## Getting Mystic Identity Materials

To complete a full equipment set for one Mystic Identity, you'll need 40 Mystic Identity Materials, which includes 10 for the Weapon, 10 for the Armor, 7 for Weapon Add-on, 7 for Armor Add-on, 3 for the Ring, and 3 for the Amulet. There are some in game events, chests, or stores (e.g., Bazooka Sharks' Nest) that you can acquire these--or you can craft them from lower level Materials that are distributed from completing in-game tasks (e.g., Shopping Mall, PVP, or Morning Mimosa Tournaments)

1. Click on the Identity Workshop
2. Click on the Identities button
3. Navigate to the Identity for which you wish to craft Mystic Materials
4. On the right hand side, there should be a box that reads *<Mystic Material> is required to craft equipment*. Click on the Mystic Material logo.
5. On this page, you'll see the crafting requirements. While each Mystic Material requires different lesser materials, they all require the following quantities:
	* 30 Legendary Materials
	* 45 Epic Materials
	* 60 Rare Materials of two different varieties
	* 1 Legendary Shard

## Equipment Bonuses

Equipping Sets of 2, 4, or 6 equipment on the same Roger will yield Mystic Identity Equipment Bonuses. See Below

### Clip Clop

#### 2 items

Once in a while, gives 3 allies with the lowest health shields blocking 20% damage for 4 sec.

Also restores one's own health by 20% of the damage blocked by shields.

#### 4 items

Once in a while, gives 3 allies with the lowest health shields blocking 30% damage for 5 sec.

Also restores one's own health by 20% of the damage blocked by shields. Once in a while, stomps after an attack dealing 30000 physical damage to enemies in a medium range around self for 5 sec. For each affected enemy, restores 8000 of own health for 5 sec. Also, for each affected enemy, restores 8000 health to a random ally for 5 sec. Additionally, the fighter's physical armor value increases by 20% for 5 sec.

#### 6 items

Once in a while, gives 3 allies with the lowest health shields blocking 40% damage for 5 sec.

Also restores one's own health by 20% of the damage blocked by shields. Once in a while, Clip Clop stomps after an attack stunning all enemies for 1 sec and dealing them 40000 physical damage for 5 sec. For each affected enemy, restores 10000 of own health for 5 sec. Also, for each affected enemy, restores 10000 health to a random ally for 5 sec.

Additionally, Clip Clop's physical armor value increases by 30% for 5 sec. After the stomp, all allied fighters receive a shield that blocks 60% damage and lasts for 5 sec. Also restores one's own health by 20% of the damage blocked by shields.

### Dr. Gerald Ya Ya

#### 2 items

Once in a while, it applies one of two effects:

Either bestows the power of science on the ally with the least health. That ally becomes immune to energy damage for 1 sec Or deals 22000 pure energy damage to the enemy with the least health and blinds them for 4 sec. The blinded enemy has a 75% chance of missing the target when attacking. The effect is selected at random.

#### 4 items

Once in a while, it applies one of two effects:

Either bestows the power of science on the ally with the least health. That ally becomes immune to energy damage for 1.5 sec Or deals 30000 pure energy damage to the enemy with the least health and blinds them for 4 sec. The blinded enemy has a 75% chance of missing the target when attacking. The effect is selected at random.

Units located within a long range are affected by superior intellect:

Allies deal an extra 15% energy damage and take 15% less physical damage.

Enemies cannot be revived for 3 sec after getting killed.

#### 6 items

Once in a while, applies two powerful effects:

Bestows the power of science on the ally with the least health. That ally becomes immune to energy damage for 2 sec.

Deals 45000 pure energy damage to the enemy with the least health and blinds them.

The blinded enemy has a 75% chance of missing the target when attacking.

Units located within a long range of Dr. Ya Ya are affected bv his superior intellect:

Allies deal an extra 25% energy damage and take 25% less physical damage.

Enemies cannot be revived for 3 sec after getting killed. Their weapon abilities' cooldowns are increased by 2 sec.

Upon taking lethal damage, Dr. Ya Ya moves close to the enemy that was supposed to kill the Doctor in order to administer discipline.

The Doctor deals 300000 energy damage to his target and stuns them for 3 sec. Also, he restores 50% health in himself + 35000 health per each live ally (summoned creatures do not count). If the enemy is killed while being disciplined, the effects of the Doctor's superior intellect are doubled for 6 sec.

### Cossack

#### 2 items

Every 8 sec, activates a repulsive shield. The shield absorbs 33% of the physical damage taken. While the shield is active, it strikes back attackers dealing 10000 energy damage.

#### 4 items

Max health is increased by 50000.

Every 8 sec, activates a repulsive shield. The shield absorbs 38% of the physical damage taken. While the shield is active. it strikes back attackers dealing 17000 energy damage. when the repulsive shield is activated, this fighter fills with indomitable energy. The damage done by the next 3 hits is increased by 42000, and each of the hits has a 75% chance of dealing the same amount of damage to the enemy with the least health.

while the powerup is active, this fighter absorbs 70% of energy damage and restores its health by 65% of absorbed damage.

#### 6 items

Max health is increased by 175000.

Every 8 sec, activates a repulsive shield. The shield absorbs 45% of the physical damage taken. While the shield is active, it strikes back attackers dealing 22000 energy damage. when the repulsive shield is activated, this fighter fills with indomitable energy. The damage done by the next 3 hits is increased by 60000, and each of the hits has a 75% chance of dealing the same amount of damage to the enemy with the least health.

While the powerup is active, this fighter absorbs 80% of energy damage and restores its health by 80% of absorbed damage.

Attack speed is increased by 20%.

On death, takes on the form of a vengeful spirit. While in a spirit form, Cossack continues fighting and he cannot be attacked by enemies. However, his damage is reduced by 50% and he does not use abilities. Can only be revived when he takes on his material form again.

As a spirit, he fights as long as there is at least one live ally left.

Every 3 sec, activates a hidden mine dealing 100000 energy damage to a random enemy and striking all enemies off balance. They are unable to dodge or deal critical damage for 2 sec.

While Cossack is in a spirit form, this ability still activates, but its damage and duration are reduced twofold.

### Clown

#### 2 items

Once in a while, throws a surprise ball at the enemy whose health has dropped below 30%.

The ball deals damage equal to that done by the weapon's critical hit. If the ball kills the target, throws another one at a random enemy.

#### 4 items

Once in a while, throws a surprise ball at the enemy whose health has dropped below 28%.

The ball deals damage equal to that done by the weapon's critical hit. If the ball kills the target, throws another one at a random enemv.

If damage taken in a single attack is greater than 45000, 35% of the damage is blocked and added as a bonus to the Clown's next attack. Also, covers two nearby allies with a shield that has a durability of 25000.

#### 6 items

Once in a while, throws a surprise ball at the enemy whose health has dropped below 25%.

The ball deals damage equal to that done by the weapon's critical hit. If the ball kills the target, throws another one at a random enemy.

If damage taken in a single attack is greater than 45000, 60% of the damage is blocked and added as a bonus to the Clown's next attack. Also, covers two nearby allies with a shield that has a durability of 38000.

On death, stuns all enemies and teleports them into an area on the enemy side. The stun will last 1.5 sec longer if the enemies outnumber the allies when the ability is used.

Activates once per battle.

### Monarch

#### 2 items

Once in a while, when the fighter's health or that of an ally falls below 25%, restores 15000 health and increases the damage of his next two attacks by 15000.

#### 4 items

Once in a while, when the fighter's health or that of an ally falls below 25%, restores 25000 health and increases the damage of his next two attacks by 25000.

Once in a while, when an enemy uses stun, removes the effects of stun from all allies and makes them immune to stun for 2.5 sec.

The fighter is immune to stuns.

#### 6 items

Once in a while, when the fighter's health or that of an ally falls below 25%, restores 40000 health and increases the damage of his next two attacks by 40000

Once in a while, when an enemy uses stun, removes the effects of stun from all allies and makes them immune to stun for 3 sec.

The fighter is immune to stuns.

On death, casts shields on 3 allies with the least health. The shields' durability equals 40% of the Monarch's health. Activates once per battle.

### Desert Raider

#### 2 items

This fighter continiously spews acid dealing

5000 physical damage around self every second.

#### 4 items

This fighter continiously spews acid dealing

9000 physical damage around self every second.

When this fighter has dealt 200000 damage, increases the damage of the next attack by

45000. This attack sends out shards that deal

25000 physical damage to three random enemies.

#### 6 items

This fighter continiously spews acid dealing

15000 physical damage around self every second.

When this fighter has dealt 200000 damage, increases the damage of the next attack by

75000. This attack sends out shards that deal

40000 physical damage to three random enemies.

On death, spews acid everywhere, dealing damage equal to 125% of the Desert Raider's max health distributed among all enemies.

Activates once per battle

### Chex Lemeneux

#### 2 items

when taking damage, decreases the attack speed of the attacker by 20% for a short time.

#### 4 items

When taking damage, decreases the attack speed of the attacker by 27% for a short time.

An enemy fighter attacking this fighter has a 20% chance of being trapped in the ice for 1.5 sec.

#### 6 items

When taking damage, decreases the attack speed of the attacker by 35% for a short time.

An enemy fighter attacking this fighter has a 25% chance of being trapped in the ice for 2.2 sec.

When Chex's health drops below 40%, covers himself with ice for a short time. While in the ice all damage dealt to the fighter is decreased by 45%, while damage dealt to nearby allies is decreased by 33%. Activates once per battle.

### Ninja

#### 2 items

When attacking, has a 18% chance to deal an additional 18000 pure damage, ignoring armor and shields.

#### 4 items

When attacking, has a 18% chance to deal an additional 30000 pure damage, ignoring armor and shields.

Activates ninjutsu every time when dealing critical hit: moves to the enemy with the least health and delivers a series of two blows. The first blow stuns the target for 1.7 sec., while the second blow deals 40000 additional physical damage over 3.5 sec.

#### 6 items

When attacking, has a 22% chance to deal an additional 50000 pure damage, ignoring armor and shields.

Activates ninjutsu every time when dealing critical hit: moves to the enemy with the least health and delivers a series of two blows. The first blow stuns the target for 2.5 sec., while the second blow deals 70000 additional physical damage over 3.5 sec.

When Ninja's health drops below 50% and he receives damage, deals 85000 damage to the attacker and vanishes, diverting enemy attention away from self. Activates once in a while.

### Widow

#### 2 items

Once in a while, throws a venomous spider on 3 random enemies, dealing 18000 energy damage. The enemies bitten by the spider take 30% more damage and have their attack speed reduced by 30%. The spider's venom will wear off after they perform 2 attacks each.

#### 4 items

Once in a while, throws a venomous spider on 3 random enemies, dealing 40000 energy damage. The enemies bitten by the spider take 35% more damage and have their attack speed reduced by 40%. The spider's venom will wear off after they perform 2 attacks each.

When attacking, the enemy bitten by the spider has a 50% chance of being stunned: they will be immobilized. and their abilities' cooldowns will be suspended for 2 sec.

Once in a while, deals an extra 23000 physical damage to the target. Claims 130% of the damage done, restoring own health. This blow strikes the target off balance, preventing it from dodging or delivering a critical hit for 3 sec.

#### 6 items

Once in a while, throws a venomous spider on 3 random enemies, dealing 100000 energy damage. The enemies bitten by the spider take 40% more damage and have their attack speed reduced by 50%. The spider's venom will wear off after they perform 2 attacks each.

When attacking, the enemy bitten by the spider has a 50% chance of being stunned; they will be immobilized, and their abilities' cooldowns will be suspended for 3 sec.

Once in a while, deals an extra 30000 physical damage to the target. Claims 140% of the damage done, restoring own health. This blow strikes the target off balance, preventing it from dodging or delivering a critical hit for 3 sec.

Once in a while, begins to drain enemies' health. All enemies lose 66000 health over 3.3 sec. Once the effect has worn off, the Widow will claim 50% of the health drained, restoring own health, while another 50% of the health drained will be dealt as damage done to

Widow's target.

Critical hits reduce the cooldown time of health drain by 1 sec. Triggers once per 3 sec or even more seldomly.

### Soldier

#### 2 items

Every 120000 of the damage done by attacks, calls a drone that hovers over the battlefield and analyzes the current battle. After a while, the drone implements one of the following scenarios:

If the enemy warriors outnumber the allied ones, the drone attacks the warrior with the least health and deals 45000 damage.

If the enemy gunslingers outnumber the allied ones, the drone stuns all enemy gunslingers for 2 sec.

If the enemy engineers outnumber the allied ones, the drone blocks abilities of all enemy engineers for 4 sec.

In any other case, the drone places a shield on all allies that reduces damage taken by 17%. while active, the drone attacks up to 3 nearby enemies at once, dealing 5000 damage per second to each.

#### 4 items

Every 120000 of the damage done by attacks, calls a drone that hovers over the battlefield and analyzes the current battle. After a while, the drone implements one of the following scenarios:

If the enemv warriors outnumber the allied ones, the drone attacks the warrior with the least health and deals 70000 damage.

If the enemy gunslingers outnumber the allied ones, the drone stuns all enemy gunslingers for 3 sec.

If the enemy engineers outnumber the allied ones, the drone blocks abilities of all enemy engineers for 4.5 sec.

In any other case, the drone places a shield on all allies that reduces damage taken by 30%. while active, the drone attacks up to 3 nearby enemies at once, dealing 8000 damage per second to each.

while the drone is airborne, all damage doneto all enemies is increased by 25% and all summoned enemy minions switch sides for 4 sec (the Big Alien, Scarecrows, and the Drone are unaffected).

#### 6 items

Every 120000 of the damage done by attacks, calls a drone that hovers over the battlefield and analyzes the current battle. After a while, the drone implements one of the following scenarios:

If the enemy warriors outnumber the allied ones, the drone attacks the warrior with the least health and deals 180000 damage.

If the enemy gunslingers outnumber the allied ones, the drone stuns all enemy gunslingers for 6 sec.

If the enemy engineers outnumber the allied ones, the drone blocks abilities of all enemy engineers for 5 sec.

In any other case, the drone places a shield on all allies that reduces damage taken by 40%.

While active, the drone attacks up to 3 nearby enemies at once, dealing 12000 damage per second to each.

while the drone is airborne, all damage done to all enemies is increased by 33% and all summoned enemy minions switch sides for 4 sec (the Big Alien, Scarecrows, and the Drone are unaffected).

When the drone's effect is triggered, the Soldier maximizes his attack speed over 6 sec.

Each shot is a critical hit and each has a 50% chance of firing one more ordinary shot at a random target. Activates once per 11 sec or even more seldom.

### Tearjerker

#### 2 items

On attack, has a 25% chance to deal an additional 25000 pure physical damage, ignoring armor and shields, and blinding the enemy for 4 sec. A blinded enemy has a 50% chance to miss.

#### 4 items

On attack, has a 25% chance to deal an additional 45000 pure physical damage, ignoring armor and shields, and blinding the enemy for 4 sec. A blinded enemy has a 65% chance to miss.

Once in a while, fires a powerful shot at the most distant target. This shot deals 175000 damage and stuns for 4 sec.

#### 6 items

On attack, has a 30% chance to deal an additional 75000 pure physical damage, ignoring armor and shields, and blinding the enemy for 6 sec. A blinded enemy has a 80% chance to miss.

Once in a while, fires a powerful shot at the most distant target. This shot deals 300000 damage and stuns for 4.5 sec.

At the start of the battle, Tearjerker throws two grenades at random enemies (prefers to attack engineers), dealing 100000 physical damage and blocking their abilities for 9 sec.

Once in a while, throws smaller grenades, dealing 45000 physical damage and blocking abilities for 4.5 sec.

### Cowgirl

#### 2 items

When attacking, this fighter chooses a new random target and poisons it, dealing 40000 energy damage over 2.4 sec.

#### 4 items

When attacking, this fighter chooses a new random target and poisons it, dealing 73000 energy damage over 2.4 sec.

If there are other enemies near the target, one of them will also be poisoned.

#### 6 items

when attacking. this fighter chooses a new random target and poisons it, dealing 113000 energy damage over 2.4 sec.

If there are other enemies near the target, one of them will also be poisoned.

If Cowgirl attacks a poisoned enemy, it triggers a poison explosion, dealing 230000 energy damage to all enemies over 4.5 sec.

Another poison explosion can't be triggered during this time.

### Hunter

#### 2 items

Once in a while, sends an Ostrich at the enemy with the least amount of health. The Ostrich deals 45000 damage to all enemies in a small area around the target, strikes fear into them for 2 sec, and then dissapears. Units affected by fear move erratically around the battlefield.

#### 4 items

Once in a while, sends an Ostrich at the enemy with the least amount of health. The Ostrich deals 75000 damage to all enemies in a small area around the target, strikes fear into them for 2 sec, and then dissapears. Units affected by fear move erratically around the battlefield.

Once in a while, calls Turkey to the battlefield (204160 health. 70000 damage per second).

The Turkey attacks the enemy with the least health, and its attacks can disable target abilities for 5 sec.

#### 6 items

Once in a while, sends an Ostrich at the enemy with the least amount of health. The Ostrich deals 100000 damage to all enemies in a small area around the target, strikes fear into them for 2 sec, and then dissapears. Units affected by fear move erratically around the battlefield.

Once in a while, calls Turkey to the battlefield (304160 health, 75000 damage per second).

The Turkey attacks the enemy with the least health, and its attacks can disable target abilities for 7 sec.

At the start of the battle, the Hunter calls a Roadrunner to the battlefield (754160 health, 90000 damage per second).

Every few seconds the Roadrunner's damage is increased by 20000 (up to 10 times).

### Dancer

#### 2 items

Once in a while, replicates the ally that deals the greatest damage for 7 sec. The replica is immune to stun, fear, and mind control. Cannot be used on summoned creatures.

Replica health and damage reduced by 30%.

#### 4 items

Once in a while, replicates the ally that deals the greatest damage for 7 sec. The replica is immune to stun, fear, and mind control. Cannot be used on summoned creatures.

Replica health and damage reduced by 25%.

By replicating an ally, the unit also replicates their artifact's ability and uses it instantly.

Attacks have a 80% chance of dealing an extra

25000 pure energy damage that ignores enemy invulnerability. Also, blocks target's abilities for 1.6 sec.

#### 6 items

Once in a while, replicates the ally that deals the greatest damage for 7 sec. The replica is immune to stun, fear, and mind control. Cannot be used on summoned creatures.

Replica health and damage reduced by 15%.

The replica takes an extra 50% of the damage taken by the replicated ally, thus increasing their survivability.

By replicating an ally, the unit also replicates their artifact's ability and uses it instantly.

Attacks have a 80% chance of dealing an extra

37000 pure energy damage that ignores enemy invulnerability. Also, blocks target's abilities for 1.8 sec.

Once in a while, uses a random ability from the

Dancer's wishbox:

Pinky Freezing: Deals 19000 damage to all enemies and freezes up to 3 enemies for 2 sec.

Pinky Sun: Pink rays hit up to 5 enemies. Each ray deals 19000 damage.

Pinky Healing: Restores 25000 health to all allies.

Pinky Strike: Deals 90000 energy damage to the enemy with the greatest health and stuns it for a short time.

### Faceless

#### 2 items

Bleeds, losing 10000 health every 3.5 sec and restoring 12000 health in all allies.

#### 4 items

Bleeds, losing 15000 health every 3.5 sec and restoring 19000 health in all allies.

Once in a while, sacrifices 15% of its max health and deals pure energy damage to its target equal to 300% of the health spent.

#### 6 items

Bleeds, losing 23000 health every 3.5 sec and restoring 33000 health in all allies.

Once in a while, sacrifices 10% of its max health and deals pure energy damage to its target equal to 500% of the health spent.

Every 7 sec, Faceless deals distributed energy damage to all enemies equal to 420% of the damage taken within that period of time.

Faceless restores its own health equal to 80% of the damage done by its attacks

when Faceless deals damage to self, has a 5% chance of healing by 100% and recharging all abilities (except artifacts).

### Spaceman

#### 2 items

when any unit is killed, summons alien minion for 4 sec. The minion type matches the type of the unit killed.

Alien warrior: Reflects some of the damage taken back to the attacker

Alien engineer: On death, temporarily saves the ally with the least health from death, preventing it from getting killed for a short time

Alien gunslinger: Attacks targets with the least health

Only one allied minion can be summoned when a unit is killed.

#### 4 items

when any unit is killed. summons alien minion for 4 sec. The minion type matches the type of the unit killed.

Alien warrior: Reflects some of the damage taken back to the attacker

Alien engineer: On death, temporarily saves the ally with the least health from death, preventing it from getting killed for a short time

Alien gunslinger: Attacks targets with the least health

Only one allied minion can be summoned when a unit is killed. When an ally revives, applies shield to that ally. The shield absorbs damage equal to 10% of the all's max health. When an enemy revives, applies stasis to that enemy.

The stasis prevents them from moving or attacking for 1 sec.

Every summoning used restores 28000 health in the ally with the least health.

#### 6 items

When any unit is killed, summons alien minion for 4 sec. The minion type matches the type of the unit killed.

Alien warrior: Reflects some of the damage taken back to the attacker

Alien engineer: On death, temporarily saves the ally with the least health from death, preventing it from getting killed for a short time

Alien gunslinger: Attacks targets with the least health

Only one allied minion can be summoned when a unit is killed. When an ally revives, applies shield to that ally. The shield absorbs damage equal to 25% of the ally's max health. When an enemy revives, applies stasis to that enemy.

The stasis prevents them from moving or attacking for 1.8 sec.

Every summoning used restores 40000 health in the ally with the least health.

On death, Spaceman calls Big Alien, who shows up behind the enemies' backs, and strikes fear into all enemies for a short time. While the Alien is alive, the Spaceman cannot be revived.

The Big Alien is a melee unit that deals 20000 damage per second and has 304160 health.

Once in a while, he throws rocks at the unit with the least health, stunning it for 2 sec and dealing 125000 physical damage. The Big Alien is immune to fear, silencing, and stun.

Activates once per battle.

### Roy Rogers McFreely

#### 2 items

Once in a while, the fighter shoots a bundle of warning notes at an enemy, dealing 30000 energy damage and reducing the target's energy armor by 20%. If the enemy has less than 20% health left, they take an extra 20000 energy damage

#### 4 items

Once in a while, the fighter shoots a bundle of warning notes at 2 enemies, dealing 60000 energy damage and reducing the target's energy armor by 35%. If the enemy has less than 30% health left, they take an extra 50000 energy damage

Once in a while, the fighter's attacks are amplified and deal 100% more damage for 5 sec. Also, the attacks reduce the affected enemies' healing rate by 30% and their attack speed by 30% for 2.5 sec

#### 6 items

Once in a while, the fighter shoots a bundle of warning notes at 3 enemies, dealing 90000 energy damage and reducing the target's energy armor by 45%. If the enemy has less than 30% health left, they take an extra 75000 energy damage.

Once in a while, the fighter's attacks are amplified and deal 250% more damage for 5 sec. Also, the attacks reduce the affected enemies' healing rate by 45% for 2.5 sec and their attack speed by 60% for 2.5 sec. While the amplification is in effect, the fighter's energy armor is increased by 35% for 5 sec.

Once in a while, Roy Rogers McFreely marks 3 enemies for 5 sec. The mark removes all positive effects and prevents new ones from being applied. While the mark is in effect, the enemies take double damage from bundles of warning notes and have their max health reduced by 5% per second. The health reduction lasts for 10 sec. When the mark wears off, the fighters are engulfed in water streams for 2 sec. While in water, enemies can't move or use abilities, take 30% more damage, and are dealt 110000 energy damage.

### Puppet

#### 2 items

Once in a while, strikes a random enemy with a focused ray, dealing 30000 pure energy damage that ignores armor and shields.

Nearby enemies take 25% of the damage done by the ray.

#### 4 items

Once in a while, strikes a random enemy with a focused ray, dealing 60000 pure energy damage that ignores armor and shields.

Nearby enemies take 40% of the damage done by the ray.

Emits two rays at once.

#### 6 items

Once in a while, the Puppet strikes a random enemy with a focused ray, dealing 100000 pure energy damage that ignores armor and shields. Nearby enemies take 50% of the damage done by the ray.

Emits three rays at once.

The rays ignore the enemies' immunities.

### Seer

#### 2 items

Once in a while, summons a ghost with one of the following effects

Reduces the armor of all enemies by 20% for 5 sec.

Deals 15000 energy damage to all enemies.

Reduces the attack speed of all enemies by 20% for 5 sec.

Reduces the healing and revival efficiency of all enemies by 20% for 5 sec.

#### 4 items

Once in a while, summons a ghost with one of the following effects:

Reduces the armor of all enemies by 30% for 6 sec.

Deals 35000 energy damage to all enemies.

Reduces the attack speed of all enemies by 30% for 5 sec.

Reduces the healing and revival efficiency of all enemies by 30% for 5 sec.

when an ally dies, summons random ghost out of turn.

#### 6 items

Once in a while, the Seer summons ghosts with the following effects:

Reduces the armor of all enemies by 35% for 5 sec.

Deals 50000 energy damage to all enemies.

Reduces the attack speed of all enemies by 35% for 5 sec.

Reduces the healing and revival efficiency of all enemies by 35% for 5 sec.

When an ally dies, summons ghosts out of turn.

### Singer

#### 2 items

With each attack, blesses the ally with the least health. The efficiency of all healing received by the unit is increased by 20%.

#### 4 items

with each attack, the ally with the least health is blessed. The efficiency of all healing received by the unit is increased by 27%.

Two additional allies are healed for 30% of the healing received by the blessed fighter.

#### 6 items

With each attack, the Singer blesses an ally with the least health. The efficiency of all healing received by the unit is increased by 35%.

Two additional allies are healed for 35% of the healing received by the blessed fighter.

Damage done by the blessed fighter is increased bv 275%.

Affected allies also becomes immune to stun, freeze, mind control, silence, and fear

### Drunkard

#### 2 items

Sprays an enemy with hooch if its health is below 50%, dealing 42000 energy damage over 5 sec. Soaked enemy receives 30% less healing and health when revived.

#### 4 items

Sprays an enemy with hooch if its health is below 50%, dealing 72000 energy damage over 5 sec. Soaked enemy receives 50% less healing and health when revived.

If an enemy dies while soaked, it can't be revived for 6 sec.

#### 6 items

Sprays an enemy with hooch if its health is below 50%, dealing 120000 energy damage over 5 sec. Soaked enemy receives 65% less healing and health when revived.

If an enemy dies while soaked, it can't be revived for 8 sec.

Once in a while, the Drunkard produces a fire blast, dealing 100000 energy damage to all enemies. Soaked enemies receive 65% more damage from this ability.