recursal/Fanatic-Fandom huggingface dataset:
Equipment

**Equipment** refer to items that can be given to your Monsters, providing bonus stats and sometimes additional effects. There are two types of equipment: weapons and accessories. There is also equipment that belongs to a certain group, such as rings and instruments. Normally, a Monster can equip one weapon and up to three different accessories; however, certain abilities allow them to equip additional equipment. Equipment can be upgraded up to 5 times by the Smith in the Keepers' Stronghold using crafting materials.

Equipment can be bought from merchants, dropped by Monsters, or found in chests. All equipment is carried over when playing New Game+ but is reverted to the base level.

## Associated Passives

* Passive Skills
* Shift Passives

Equipment Shift passives

## Weapons & Accessories

* Weapons
* Accessories
Gryphonix

The Gryphonix is the cutest puppy and is exceedingly adept at getting its Monster Keeper around the Sanctuary with grace and speed.

### Bio

Gryphonixes are stout, fiery hybrid Monsters with the body of a lion and the wings and head of an eagle. Despite their rarity, they are one of the most well-known and celebrated Monsters, as is evidenced by their many depictions all across the Old World. They are known to be loyal defenders, having been employed by different human civilizations to protect great rulers, ancestral tombs, and caches of gold. Some even believed that the mere presence of a Gryphonix symbol could ward of evil.

### History

The creation of the first Gryphonixes is attributed to a certain "sun god," which likely refers to the Spectral Eagle. This occurred around two thousand years before the creation of the Monster Sanctuary, when the Spectral Familiars were regarded as deities. The Gryphonixes were a gift to the Aztor kingdom, which always made sure to praise the sun.

### Acquisition

**Gryphonix** is a super Champion Monster in the Magma Chamber. You can obtain its egg by achieving a 5-star rating and only once per playthrough. **Click here for more details!**

* Use a Monster with Levitate to lift the big boulder
* The Gryphonix Champion
1/2
Grphonix can be found in the lower east area of the Magma Chamber. You need to lift a big boulder using a Monster with Levitate to get to Gryphonix.

It can also be obtained from Reward Box lvl 5.

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

Procs
 Critical Hybridization x2 | The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa.

## Encounter Loadouts

### Wild Battles

Below are the skills Gryphonix has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Gryphonix PvP Build
* Monster of the Day Reddit Discussion - Gryphonix

## Trivia

* Based on a feedback survey back in May 2021, Gryphonix was one of the Top 20 community's favorite Monster, it being in the 13th place.
* Gryphonix's design is based on the gryphon, a legendary creature with the head and wings of an eagle and the body of a lion, as well as the phoenix, an immortal bird associated with the sun from Greek mythology.
* Gryphonix's name is a portmanteau of the words *gryphon* and *phoenix*, referencing it being a combination between these two creatures.
Eternity's End

* Map
* Terrain

****Eternity's End**** is a secret area located at the top of Keepers' Tower, accessible once the player reached the title of Keeper Master. Talking to the Monster Keeper guarding the entrance will open up a gate portal. A version of Vertraag will greet the player upon entering and explains the origin and purpose of the realm.

This area is where the player can battle Champion versions of the Spectral Familiars. Beating a Champion Familiar for the first time will reward the player with its egg or an Infinity Flame if they started the game with the Familiar.

## Spectral Familiar Fights

Each of the Familiars challenges you at minimum level 40 and performs two actions per turn, usually with an Ultimate on the second action. They also gain Infinity stacks each turn after the first turn. Each one utilizes the strongest skills they have access to in the game. There are no star ratings to these battles - you merely must defeat the Familiar to claim its reward.

### Spectral Toad

**Notes**: Spectral Toad does not normally know Multi Channel.

## Rewards

* Spectral Wolf Egg - Defeat the Spectral Wolf Familiar.
* Spectral Toad Egg - Defeat the Spectral Toad Familiar.
* Spectral Eagle Egg - Defeat the Spectral Eagle Familiar.
* Spectral Lion Egg - Defeat the Spectral Lion Familiar.
* Infinity Flame - Defeat the Spectral Familiar of your family's bloodline.
	+ Received in lieu of an Egg.
* Reward Box lvl 4 - Defeat any of the Spectral Familiars again.

### New Game+

Defeating the Spectral Familiars in New Game+ allows the player to get additional Spectral Familiar eggs. This process can be repeated by initiating another New Game+. Defeating the Spectral Familiar that the player has chosen at the beginning of New Game+ will grant them both the egg and an Infinity Flame.

## Treasure

Mega Potion & Shift Stone - Parkour from the invisible platforms left of the entrance portal with a Monster with Secret Vision to the platform above.
Healing Actions

**Healing actions** are active abilities that heals your Monsters. Using healing items, such as Potions and Phoenix Tears, are not considered as Healing actions.

* Active Skills
* Passive Skills
* Ultimate Skills
* Shift Passives
* Items
* Equipment

Reduces allied healing from Healing actions
 Demotivate | Unique Aura: Weakness (Debuff) reduces enemies' healing and shielding by 20%.

Triggers when using Healing actions

Increases allied healing from Healing actions

### Weapons

Triggers when using Healing actions

Increases allied healing from Healing actions

### Accessories

Triggers when using Healing actions

  Pure Leaf+1

  Pure Leaf+2

  Pure Leaf+3

  Pure Leaf+4

  Pure Leaf+5

Increases allied healing from Healing actions
Fire

In Monster Sanctuary, **Fire** is one of the five elements. Skills with the Fire element are typically related to fire, lava, explosives, or the sun. Fire is also associated with the Burn Debuff, which deals Fire damage to Monsters, and thus is affected by Fire Weakness and Fire Resistance.

When a Monster with the Elemental Shift uses a Fire damaging action, it gains Water Weakness and Fire Resistance.

* Active Skills
* Passive Skills
* Ultimate Skills
* Status Effects
* Equipment

Deals Fire damage

### Accessories

Fire skill modifiers

  Fire Symbol+1

  Fire Symbol+2

  Fire Symbol+3

  Fire Symbol+4

  Fire Symbol+5

## Monsters

Below are Monsters that possess the Fire element:

**Click here to toggle the Monster table!**

## Weakness and Resistance

* Fire Weakness
* Fire Resistance
Lightning Bolt

*This is a disambiguation page, providing a list of links to pages that might share the same title. If an article link referred you here, you may wish to change the link to point directly to the intended page.*

**Lightning Bolt** can refer to:

* The Lightning Bolt active skill.
* The Lightning Bolt Explore Ability.
Jolly Spirit (Passive)

Jolly Spirit
 **Jolly Spirit** | Aura: For each Monster in the party, the first time they use a non-damaging action in combat, the skill costs 50% less Mana and grants a random Buff.

## Effect

**Jolly Spirit** is an Aura passive skill that reduces the Mana Cost of the first Non-damaging action each allied Monster uses by 50% and additionally applies a random applicable Buff to the targeted Monster. When using a single-target action, the Buff is applied to the target, while a multi-target action applies it to a random eligible allied Monster. Combat consumables are not affected by Jolly Spirit's Mana Cost reduction, but it will still apply Buffs even on subsequent uses, as long as the Monster does not use a Non-damaging skill (possibly a bug). Multiple instances of allied Jolly Spirit on the field stack multiplicatively and trigger one after another. It also stacks multiplicatively with other effects affecting Mana Cost, such as Channel and Overcast.

The Buff is applied by the Monster that used the Non-damaging action, triggering any effects owned by the Monster or originating from other Auras, such as Buffing Heal and Critical Buffs. Monsters receiving this Buff will also trigger other effects, such as Divine Shield and Sun Pendant.

Jolly Spirit adds Combo only when a Buffing action is used.
Frosty

### Bio

Frosties burn with a freezing cold, extinguishing all heat around them - a supernatural phenomenon without a doubt. Neither wizards nor alchemists have ever managed to produce a flame that freezes the air around it, but many have tried.

### History

According to popular folklore from the nordic countries, Frosties are the grandchildren of a mythical figure known as "Grandfather Frost". They reside in the uncharted Forests of Eversnow, where Grandfather Frost is also said to live, though no trace of him was ever found. These forests are among the few places in the Old World that are deemed safe for Monsters. Humans avoid those woods entirely, as it is near impossible to breach the sheer cold of the veil that surrounds those areas. Unfortunately, most Monsters would not survive living in the Forests of Eversnow either due to the aforementioned deadly chill and lack of food sources. Still, for safety's sake, several Frosties were brought to the Sanctuary in 177 AC. They seem to prefer staying close to the ponds and cool lakes of the Blue Caves. Many Keeper poets have since remarked on the beauty of a twirling Frosty's shine reflected upon the clear waters of the Blue Caves.

### Acquisition

**Frosty** can be encountered in the Blue Caves. It can also be obtained from Reward Box lvl 1. **Click here for its location details!**

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

## Encounter Loadouts

### Wild Battles

Below are the skills Frosty has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Frosty PvP Build
* Monster of the Day Reddit Discussion - Frosty
Holy Presence (Shift Passive)

Holy Presence

## Effect

**Holy Presence** is an Aura Light Shift passive that applies a random applicable Buff to the targeted allied Monster when using a Healing, Shielding, or Buffing action. When using a single-target action, the Buff is applied to the target, while a multi-target action applies it to a random eligible allied Monster. For skills with multiple effects, such as Encapsulate (Healing and Shielding), Helping Hand (Healing and Buffing), and Arcane Shield (Shielding and Buffing), only a single Buff will be applied.

The Buff is applied by the Monster that used the action, triggering any effects owned by the Monster or originating from other Auras, such as Buffing Heal and Critical Buffs. Monsters receiving this Buff will also trigger other effects, such as Divine Shield and Sun Pendant. Multiple instances of allied Holy Presence on the field trigger one after another.

Holy Presence adds Combo only when a Buffing action is used. When using Blessed Strikes, the Buff is applied before the attack, allowing the attack to benefit from both the Buff and Buff-related passives, such as Might and Heroism. The only exceptions to this are Sidekick, which will not trigger on the same turn it is applied, and Glorious Spark, which will not trigger or be boosted on the same turn Glory is applied.
Emerald

**Emerald**
 Crafting Material
Level 5 rare upgrade material.
Buy cost: 1000GSell cost: 300G

**Emerald** is a rare level 5 gem crafting material. It is used for upgrading equipment by the Smith in the Keepers' Stronghold.

## Crafting Recipes

**Click to show all upgrades that require Emeralds.**

## Acquisition

### Treasures

* Mystical Workshop
* Abandoned Tower
* Blob Burg
* Forgotten World

**Mystical Workshop**

**Abandoned Tower**

**Blob Burg**

**Forgotten World**

### Merchants

* Material Merchant in the Keepers' Stronghold after reaching Keeper Dragoon.

### Monster Drops

**Common Loot**

**Rare Loot**

### Rewards

* Reward for returning Mozzie to its master in the Magma Chamber.
* Common drop in the Infinity Arena after reaching Keeper ???.
* Rare reward from Craft Boxes after reaching Keeper Champion.
Fiery Shots

*This is a disambiguation page, providing a list of links to pages that might share the same title. If an article link referred you here, you may wish to change the link to point directly to the intended page.*

**Fiery Shots** can refer to:

* The Fiery Shots active skill.
* The Fiery Shots Explore Ability.
Instruments

**Instruments** are special equipment. All instruments, except the Warhorn, boost the healing effects of both actives and passives. "Chord" passives are passive skills that become more effective the more instrument the Monster has equipped. There are eight instruments in total, one of which is a Relic.

## Weapon Instruments

* Base
* +1
* +2
* +3
* +4
* +5

  Mandolin

  Warhorn

  Mandolin+1

  Warhorn+1

  Mandolin+2

  Warhorn+2

  Mandolin+3

  Warhorn+3

  Mandolin+4

  Warhorn+4

  Mandolin+5

  Warhorn+5

## Accessory Instruments

* Base
* +1
* +2
* +3
* +4
* +5

  Flute

  Ocarina

  Tambourine

  Cursed Drum

  Flute+1

  Ocarina+1

  Tambourine+1

  Cursed Drum+1

  Flute+2

  Ocarina+2

  Tambourine+2

  Cursed Drum+2

  Flute+3

  Ocarina+3

  Tambourine+3

  Cursed Drum+3

  Flute+4

  Ocarina+4

  Tambourine+4

  Cursed Drum+4

  Flute+5

  Ocarina+5

  Tambourine+5

  Cursed Drum+5

## Associated Passives

Instrument Passives
 Aegis Chord | Shielding skills (active and passive) are increased by 10% for every instrument equipped.
Energize (Passive)

Energize
 **Energize** | Unique Aura: Monsters in the party recover 7.5% of Max Health when they trigger Shock damage.

## Effect

**Energize** is a Unique Aura passive skill that heals an allied Monster whenever it triggers Shock damage on an enemy. The heal value on the allied Monster is equal to 7.5% of its Max Health. Triggering subsequent Shock procs on an enemy does not directly affect this passive, but it does have a 50% chance to trigger when factoring in the chance for the Shock to proc.

The healing is applied by the Monster that triggered the Shock damage, triggering and being affected by any effects owned by the Monster or originating from other Auras, such as Healing Shield, Heal Charging, and Harp. Multiple instances of allied Energize on the field do not stack.
Buffing Shield (Passive)

Buffing Shield
 **Buffing Shield** | When applying a Buff, also apply a Shield equal to 30% of this Monster's Defense.

## Effect

**Buffing Shield** is a passive skill that shields an allied Monster for each Buff the Monster with this passive applies to the allied Monster. When applying the first stack of a Buff to an allied Monster, the shield value on the allied Monster is equal to 30% of the Defense value of the Monster with this passive. The value is reduced to 15% when applying additional stacks of the Buff.

The shielding is applied by the Monster with the Buffing Shield passive, triggering and being affected by any effects owned by the Monster or originating from other Auras, such as Copy Shield, Shield Aura, and Drum. Multiple instances of Buffing Shield on a Monster trigger one after another.
Frostbite (Passive)

Frostbite
 **Frostbite** | Unique Aura: When a Monster in the party applies Chill on an enemy, 50% chance to also apply Armor Break.

## Effect

**Frostbite** is a Unique Aura passive skill that has a chance to inflict Armor Break on an enemy when an allied Monster applies Chill on it. When applying the first Chill stack on an enemy, the chance is 50%. The chance is reduced to 25% when applying additional stacks of Chill. This passive does not trigger when Chill is applied to an allied Monster through Necromancy.

The Armor Break is applied by the Monster that inflicted the Chill, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Proliferate (when attacking), and Curse Chain. Multiple instances of allied Frostbite on the field do not stack.
Keepers' Tower

* Map
* Terrain

The ****Keepers' Tower**** is a subsection of the Keepers' Stronghold, and contains rooms dedicated to Monster battling.

## Champion Challenge

The Champion Challenge allows you to rebattle defeated Champion Monsters. Achieving a higher star rating (regardless of difficulty) will give you any rewards that you missed out when you fought the Champion for the first time.

## Duel Circle

The Duel Circle is unlocked after achieving the rank of Keeper Novice. In this room, Duel Trainer Gotthelm explains to you the rules of Keeper Duels and you can battle against him in a Duel Challenge. In the story, your fight with Will is here.

* Default
* If player chooses Spectral Toad as Familiar

## Infinity Arena

The Infinity Arena is unlocked after achieving the rank of Keeper Seeker. This room is where you are matched against three random Monsters. This continues until you lose or give up. The more battles you complete, the stronger the opposing Monsters in the next fight will be. Your Monsters also get stronger every turn so as to not make battles last forever.

## Online Arena

The Online Arena is unlocked after achieving the rank of Keeper Lancer. This room allows you to battle against other players online. You can also view the leaderboard of the current season.

## Eternity's End

The Eternity's End is a secret area at the top of the tower, unlocked after achieving the rank of Keeper Master. This area allows you to obtain the Spectral Familiars and a special accessory once you defeat them in a battle.
Gold

**Gold**
 Crafting Material
Level 5 rare upgrade material.
Buy cost: 1200GSell cost: 360G

**Gold** is a rare level 5 metal crafting material. It is used for upgrading equipment by the Smith in the Keepers' Stronghold.

## Crafting Recipes

**Click to show all upgrades that require Golds.**

## Acquisition

### Treasures

* Horizon Beach
* Mystical Workshop
* Abandoned Tower
* Blob Burg
* Forgotten World

**Horizon Beach**

**Mystical Workshop**

**Abandoned Tower**

**Blob Burg**

**Forgotten World**

### Merchants

* Material Merchant in the Keepers' Stronghold after reaching Keeper Dragoon.

### Monster Drops

**Common Loot**

**Rare Loot**

### Rewards

* Reward for returning Mozzie to its master in the Magma Chamber.
* Common drop in the Infinity Arena after reaching Keeper ???.
* Rare reward from Craft Boxes after reaching Keeper Champion.
Initial Burn (Passive)

Initial Burn
 **Initial Burn** | Apply Burn (Debuff) to a random enemy at the start of combat.

## Effect

**Initial Burn** is a passive skill that inflicts Burn to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Burn stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Burn on a Monster trigger one after another.

The Burn is applied by the Monster with the Initial Burn passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Wildfire, and Curse Chain.
Heroism (Passive)

Heroism
 **Heroism** | Deals 2% increased damage for every Buff on this Monster.

## Effect

**Heroism** is a passive skill that increases the damage of the Monster with this passive by 2% for each Buff on it. Additional stacks of a Buff are only half as effective, providing a 1% increase each. If a hit results in the Monster gaining a Buff while attacking, such as through Critical Mass, this passive will be dynamically updated for any subsequent hits. Heroism stacks multiplicatively with multiple instances of itself on a Monster, as well as with other damage modifiers.

The increased damage from a single instance of Heroism is calculated as follows:

H
e
r
o
i
s
m

i
n
c
r
e
a
s
e
d

d
a
m
a
g
# e
T
o
t
a
l

B
u
f
f

s
t
r
e
n
g
t
h

o
n

M
o
n
s
t
e
r
∗
0.02

{\displaystyle {Heroism\ increased\ damage = Total\ Buff\ strength\ on\ Monster \* 0.02 }}

The strength of a single Buff stack is assigned a value of 1.0, whereas additional stacks of the same Buff are valued at 0.5. For instance, the total Buff strength of Might and Sorcery would be 2.0, whereas the total Buff strength of 2 stacks of Might would be 1.5.
Initial Chill (Passive)

Initial Chill
 **Initial Chill** | Apply Chill (Debuff) to a random enemy at the start of combat.

## Effect

**Initial Chill** is a passive skill that inflicts Chill to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Chill stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Chill on a Monster trigger one after another.

The Chill is applied by the Monster with the Initial Chill passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Frostbite, and Curse Chain.
Imori

### Bio

Imoris are courageous, armor-clad lizard warriors with a strong sense of honor. An Imori makes a great bodyguard, who will fight to defend their charge even when they are outnumbered. The Imoris' technique aims to gradually injure and weaken the enemy with quick spear jabs. Their strikes are so fast and precise that it takes several seconds for their foes to realize that they've been wounded.

### History

According to folklore, Imoris are the spirits of fallen warriors who were turned into lizards. Perhaps that was true for the first of their kind, but the Imoris developed their own culture, living in small villages deep inside tropical forests and mountain ranges. It is known that many lords and kings recruited Imoris as their personal bodyguards. Over time, humans preferred to rely on their own resources, while the services that the Imoris once provided for them became the stuff of distant legends. Still, the lords of the area that is the homeland to the Imoris always had great respect for them. When the Monster Sanctuary was created, the current lord sent a formal letter to the Monster Keepers, politely asking them to take care of the Imoris.

### Acquisition

**Imori** can be encountered in the Sun Palace. It can also be obtained from Reward Box lvl 2. **Click here for its location details!**

### Skill List

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Non-damaging Actions
 Full Utility | lv1 | 100

Ultimate Skills

Procs
 Defense Proc x2 | Every attack triggers an additional hit equal to 50% of Defense value.

## Encounter Loadouts

### Wild Battles

Below are the skills Imori has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Imori PvP Build
* Monster of the Day Reddit Discussion - Imori

## Trivia

* Based on a feedback survey back in May 2021, Imori was one of the Top 20 community's favorite Monster, it being in the 8th place.
* Imori's name and design are based on the imori, a type of yokai of dead warriors transformed into geckos.
Krakaturtle

**Krakaturtle** was the winning entry of the 6th Design Contest, designed by 'FossilFace'.

### Bio

Krakaturtles are an ancient species have supposedly been around since the beginning of the world, although this is highly contested among scholars. Adult Krakaturtles may grow to enormous sizes in the Old World, becoming large islands out at sea. There is a lot of mystery surrounding the Krakaturtles and, in particular, their life cycles. Small Krakaturtles have occasionally been seen inside the Sanctuary, but almost never outside it. It is therefore believed by some that there exists a hidden part of the Monster Sanctuary that shelters the breeding grounds of the Krakaturtles. Some even believe that our entire world is on the back of a giant Krakaturtle that is drifting through space.

### History

Krakaturtles were first discovered when a sailor ventured out into the open ocean to find new land and came across a volcanic island. The sailor anchored their ship and ventured out to the island to look for resources and spend the night. After some exploration, the sailor discovered that the headland along the shore of the island was in fact the head of a giant turtle! When the sailor attempted to return to the island a month later, it was nowhere to be seen.

### Acquisition

**Krakaturtle** can be encountered in the Forgotten World. It can also be obtained from Reward Box X. **Click here for its location details!**

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

Procs
 Defense Proc | Every attack triggers an additional hit equal to 50% of Defense value.

## Encounter Loadouts

### Wild Battles

Below are the skills Krakaturtle has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

**Notes**: Krakaturtle does not normally know Weaken and Multi Barrier.

### Keeper Duels

Krakaturtle does not appear in any Keeper Duels.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Krakaturtle PvP Build
* Monster of the Day Reddit Discussion - Krakaturtle

## Trivia

* Krakaturtle is one of the few Monsters that does not appear in any Keeper Duels. The other Monsters are Goblin King, Ninki, Tanuki, Ucan, Mimic, Goblin Pilot, Mad Lord and Dracomer.
* Krakaturtle's back is based on the Krakatoa, a caldera in the Sunda Strait between the islands of Java and Sumatra in the Indonesian province of Lampung.
* Krakaturtle's name is a portmanteau of the words *Krakatoa* and *turtle*.
Jewel Blast

*This is a disambiguation page, providing a list of links to pages that might share the same title. If an article link referred you here, you may wish to change the link to point directly to the intended page.*

**Jewel Blast** can refer to:

* The Jewel Blast active skill.
* The Jewel Blast Explore Ability.
Earth

In Monster Sanctuary, **Earth** is one of the five elements. Skills with the Earth element are typically related to the ground, nature (such as plants, rocks, etc.), poison or slime. Earth is also associated with the Poison Debuff, which deals Earth damage to Monsters, and thus is affected by Earth Weakness and Earth Resistance.

When a Monster with the Elemental Shift uses a Earth damaging action, it gains Wind Weakness and Earth Resistance.

* Active Skills
* Passive Skills
* Ultimate Skills
* Status Effects
* Equipment

Turns Neutral skills to Earth
 Earth Allegiance | Converts the element of all  attacks to .  attacks ignore .

Deals Earth damage

### Accessories

Earth skill modifiers

  Earth Symbol+1

  Earth Symbol+2

  Earth Symbol+3

  Earth Symbol+4

  Earth Symbol+5

## Monsters

Below are Monsters that possess the Earth element:

**Click here to toggle the Monster table!**

## Weakness and Resistance

* Earth Weakness
* Earth Resistance
Improved Assault (Passive)

Improved Assault
 **Improved Assault** | Aura: Every Monster in the party deals 3% increased damage for each Might, Sorcery and Glory Buff on them.

## Effect

**Improved Assault** is an Aura passive skill that increases the damage of each allied Monster with Might, Sorcery, and Glory. The first stack of each Buff increases damage by 3%. Each additional stack of each Buff adds an extra 1.5% to the total damage increase. If a hit results in the Monster gaining one of the Buffs while attacking, such as through Critical Mass, this passive will be dynamically updated for any subsequent hits. Improved Assault stacks multiplicatively with other damage modifiers, as well as with multiple instances of allied Improved Assault on the field.

The increased damage from a single instance of Improved Assault is calculated as follows:

I
m
p
r
o
v
e
d

A
s
s
a
u
l
t

i
n
c
r
e
a
s
e
d

d
a
m
a
g
# e
M
i
g
h
t
,

S
o
r
c
e
r
y
,

&

G
l
o
r
y

s
t
r
e
n
g
t
h

o
n

a
l
l
y
∗
0.03

{\displaystyle {Improved\ Assault\ increased\ damage = Might,\ Sorcery,\ \&\ Glory\ strength\ on\ ally \* 0.03 }}

The strength of a single Buff stack is assigned a value of 1.0, whereas additional stacks of the same Buff are valued at 0.5. For instance, the total Buff strength of Might and Sorcery would be 2.0, whereas the total Buff strength of 2 stacks of Might would be 1.5.
Initial Poison (Passive)

Initial Poison
 **Initial Poison** | Apply Poison (Debuff) on a random enemy at the start of combat.

## Effect

**Initial Poison** is a passive skill that inflicts Poison to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Poison stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Poison on a Monster trigger one after another.

The Poison is applied by the Monster with the Initial Poison passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Saboteur's Shield, and Curse Chain.
Heroic Party (Passive)

Heroic Party
 **Heroic Party** | Aura: Every Monster in the party deals 1% increased damage for each Buff on it.

## Effect

**Heroic Party** is an Aura passive skill that increases each allied Monster's damage by 1% for each Buff on them. Additional stacks of a Buff are only half as effective, providing a 0.5% increase each. If a hit results in the Monster gaining a Buff while attacking, such as through Critical Mass, this passive will be dynamically updated for any subsequent hits. Heroic Party stacks multiplicatively with other damage modifiers, as well as with multiple instances of allied Heroic Party on the field.

The increased damage from a single instance of Heroic Party is calculated as follows:

H
e
r
o
i
c

P
a
r
t
y

i
n
c
r
e
a
s
e
d

d
a
m
a
g
# e
T
o
t
a
l

B
u
f
f

s
t
r
e
n
g
t
h

o
n

a
l
l
y
∗
0.01

{\displaystyle {Heroic\ Party\ increased\ damage = Total\ Buff\ strength\ on\ ally \* 0.01 }}

The strength of a single Buff stack is assigned a value of 1.0, whereas additional stacks of the same Buff are valued at 0.5. For instance, the total Buff strength of Might and Sorcery would be 2.0, whereas the total Buff strength of 2 stacks of Might would be 1.5.
Fumagus

### Bio

With short limbs and stout bodies, these fungal wizards are often underestimated. Those who have come in contact with Fumagi have made many wild claims about their powers. Among other things, they are supposedly able to cause terrifying hallucinations, bestow visions of the past and the future, and even bring about profound changes of heart. Fumagi are therefore seen as the most wondrous and unpredictable among the magic-wielding Monsters of the Sanctuary.

### History

Fumagi are similar in nature to Druid Oaks. Among the druids of old, there was a lesser-known school of thought that revered mushrooms and Fungis as sources of great knowledge. Fungis were known to possess a telepathic link to a vast, branching underground network called "Myceli". It stretches throughout the earth and is much older than mankind. Some particularly adventurous and inventive druids developed a method of guiding their own passing souls into the bodies of Fungis. Their goal was to become connected to the "Myceli", therefore gaining access to both the secrets of the earth and the past. That is how Fumagi are created.

### Acquisition

**Fumagus** can be encountered in the Forgotten World. However, they drop Fungi eggs instead of their own. Therefore, under normal circumstances, it can only be obtained through evolution. **Click here for its location details!**

In Randomizer and Bravery, it is possible to obtain its egg from certain NPCs, Monster chests, or Reward Boxes.

### Evolution

**Fumagus** evolves from Fungi with the Druid Soul evolution catalyst.

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

## Encounter Loadouts

### Wild Battles

Below are the skills Fumagus has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Fumagus PvP Build
* Monster of the Day Reddit Discussion - Fumagus

## Trivia

* Fumagus's name is a portmanteau of the words *fungus* and *magus*.
Kongamato

### Bio

The name of this Monster means "breaker of boats", which it was given due to its sheer strength. What most don't know, however, is that it is actually capable of crushing an entire boat to splinters through its super sonic scream. Another remarkable quality of them is the fact that - unlike bird chicks which require to be reared and taught carefully - Kongamatos hatch with fully developed wings and are able to take flight in a matter of seconds after hatching. Therefore, they are seen as more solitary and individualistic creatures than birds.

### History

As we can tell from numerous fossil finds across the world, this flying reptile has populated our world for millions of years, similar to the Crystal Snail. It is even believed that the Kongamato was one of the first creatures on this world that was capable of powered flight. They are believed to be the ancestors of birds, birdlike Monsters and dragonlike Monsters as well. Somehow, a group of these prehistoric creatures survived to this day on a remote chain of small, mountainous islands. The native people of those islands revere them as godlike beings.

### Acquisition

**Kongamato** can be encountered in the Horizon Beach or Forgotten World. **Click here for its location details!**

* Forgotten World

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

Procs
 Double Strike | On each hit, there's a 10% chance to trigger another hit with the same base damage. (Cannot trigger again on Double Strike hits)

## Encounter Loadouts

### Wild Battles

Below are the skills Kongamato has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Kongamato PvP Build
* Monster of the Day Reddit Discussion - Kongamato

## Trivia

* Kongamato's name and design are based on the kongamato, large pterosaur-like cryptid living in semitropical regions of Africa, particularly in Zambia, the Congo, and Angola.
Ice Blob

### Bio

An aura of winter surrounds these orb-like rotund creatures, and a cold breeze follows them wherever they go. Any Keeper with aspirations to climb the Snowy Peaks should be warned not to underestimate the Ice Blobs. Despite their dangerous nature, many Keepers believe that the Ice Blob doesn't seek to harm Keepers, and that they just can't help freezing all that surrounds them. Once an Ice Blob grows accustomed to a Keeper, they become slightly warmer to them - or perhaps the Keeper becomes more resistant to cold. In either case, a Keeper should always wear gloves while handling an Ice Blob, and no matter what: Don't lick it!

### History

As noted before, the Blobs had been denizens of the Monster Sanctuary from the moment it was created. But at first, they were only seen strolling the green grasslands and hills of the Mountain Path. Over time, they spread and began to populate the other areas of the Sanctuary as well. One would think that a semi-solid creature like the Blob would simply freeze over in the Snowy Peaks, but somehow they adapted and took on the element of their surrounding.

### Acquisition

**Ice Blob** can be encountered in Snowy Peaks or Blob Burg. It can also be obtained from Reward Box lvl 1. **Click here for its location details!**

* Blob Burg

### Evolution

**Ice Blob** evolves into King Blob with the Majestic Crown evolution catalyst. It shares this trait with Blob, Lava Blob, Rainbow Blob, and Tar Blob.

A King Blob evolved from an Ice Blob will inherit the Light Instinct and Shadow Proc Shift Passives.

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

Procs
 Magic Proc | Every attack triggers an additional hit equal to 35% of Magic value.

## Encounter Loadouts

### Wild Battles

Below are the skills Ice Blob has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Ice Blob PvP Build
* Monster of the Day Reddit Discussion - Ice Blob
Initial Weakness (Passive)

Initial Weakness
 **Initial Weakness** | Apply Weakness (Debuff) To a random enemy at the start of combat.

## Effect

**Initial Weakness** is a passive skill that inflicts Weakness to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Weakness stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Weakness on a Monster trigger one after another.

The Weakness is applied by the Monster with the Initial Weakness passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Curse of Weakness, and Curse Chain.
Heavy Punch

*This is a disambiguation page, providing a list of links to pages that might share the same title. If an article link referred you here, you may wish to change the link to point directly to the intended page.*

**Heavy Punch** can refer to:

* The Heavy Punch active skill.
* The Heavy Punch Explore Ability.
Mad Eye

### Bio

A group of these creatures is referred to as an "audience of Mad Eyes". They seem to share a telepathic link with each other while in close proximity. A whole audience of Mad Eyes will always focus on anything strange and unknown to them, as if they could discern its nature by staring at it long enough. Curiously, each Mad Eye possesses a second brain in their tail which sometimes works against the Mad Eye's interests.

### History

It was quite shocking when the existence of Mad Eyes was discovered in 202 AC. They were found living in expansive cave systems deep underneath the Old World, which they may have created themselves over thousands of years or more. The vast majority of Mad Eyes still dwell there, as it would be impossible to relocate the entire Mad Eye population to the Sanctuary. The underground world of Mad Eyes was closed off shortly after its discovery, as it is widely believed that some things should be left the way they are. Still, the mad Keeper Master Azhar broke into that forlorn place within a year of its discovery and brought just a handful of Mad Eyes to the Sanctuary, which have since grown into a sizable audience.

### Acquisition

**Mad Eye** can be encountered in the Stronghold Dungeon. It can also be obtained from Reward Box lvl 1. Alternatively, you can obtain its egg by achieving a 3-star rating against the Mad Lord Champion. **Click here for its location details!**

### Evolution

**Mad Eye** can evolve into Mad Lord with the Demonic Pact evolution catalyst.

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Non-damaging Actions

Ultimate Skills

Procs
 Double Impact | When exploiting an enemy's weakness with an attack, trigger an additional 50% damage hit.

## Encounter Loadouts

### Wild Battles

Below are the skills Mad Eye has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Mad Eye PvP Build
* Monster of the Day Reddit Discussion - Mad Eye

## Trivia

* Based on a feedback survey back in May 2021, Mad Eye was one of the Top 20 community's favorite Monster, it being in the 6th place.
Initial Shock (Passive)

Initial Shock
 **Initial Shock** | Apply Shock (Debuff) on a random enemy at the start of combat.

## Effect

**Initial Shock** is a passive skill that inflicts Shock to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Shock stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Shock on a Monster trigger one after another.

The Shock is applied by the Monster with the Initial Shock passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Chain Lightning, and Curse Chain.
Lava Blob

### Bio

Lava Blobs are the fiery, explosive and much less stable descendants of the common Blobs of the Mountain Path. It appears as if their bodies are in a constant state of fluidity, always about to lose their shape and fall apart, however Lava Blobs always manage to keep it together which many believe to be quite an admirable feat. When they get particularly excited, they might leave a drop of themselves behind which slowly burns into the ground. Once it has cooled down, it provides the earth with valuable minerals and gives it healing properties.

### History

Groups of Blobs have always been attracted by the glowing magma pits of the Magma Chamber. It is advised for Keepers traversing the Magma Chamber to always keep an eye out for their Blobs, as they might attempt to take a bath in them! It's not deadly for Blobs to come in contact with the magma, but it's certainly not healthy, either. It took years for the Blobs of Magma Chamber to change and adapt to their surroundings, taking on the qualities of molten magma themselves.

### Acquisition

**Lava Blob** can be encountered in the Magma Chamber or Blob Burg. **Click here for its location details!**

* Blob Burg

### Evolution

**Lava Blob** evolves into King Blob with the Majestic Crown evolution catalyst. It shares this trait with Blob, Ice Blob, Rainbow Blob, and Tar Blob.

A King Blob evolved from a Lava Blob will inherit the Supremacy and Dark Instinct Shift Passives.

### List Form

* Damage
* Support
* Ultimates
* Stat Boost Passives
* Aura Passives
* Additional Hits
* Special Passives

Ultimate Skills

Procs
 Mana Proc x2 | Every attack triggers an additional hit equal to 50% of Max Mana.

## Encounter Loadouts

### Wild Battles

Below are the skills Lava Blob has in wild encounters (including Champion battles). In Infinity Arena, the difficulty is always set to Normal and Monsters can use their Ultimate skills upon reaching level 100.

## Builds & Discussions

For a list of all useful guides and links, check this page.
* SmugLookingBarrel's Sample Builds
* Lava Blob PvP Build
* Monster of the Day Reddit Discussion - Lava Blob
Initial Darkness (Passive)

Initial Darkness
 **Initial Darkness** | Apply a stack of Blind on each enemy at the start of combat.

## Effect

**Initial Darkness** is a passive skill that inflicts a Blind stack to each enemy when the Monster with this passive enters combat for the first time. Multiple instances of Initial Darkness on a Monster trigger one after another.

The Blind stacks are applied by the Monster with the Initial Darkness passive, triggering any effects owned by the Monster or originating from other Auras, such as True Darkness.
Initial Armor Break (Passive)

Initial Armor Break
 **Initial Armor Break** | Apply Armor Break (Debuff) on a random enemy at the start of combat.

## Effect

**Initial Armor Break** is a passive skill that inflicts Armor Break to a random enemy when the Monster with this passive enters combat for the first time. This passive may target an enemy that already has the maximum Armor Break stacks, resulting in the passive being wasted (possibly a bug). Multiple instances of Initial Armor Break on a Monster trigger one after another.

The Armor Break is applied by the Monster with the Initial Armor Break passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Armor Crush, and Curse Chain.
Igniting Gas (Passive)

Igniting Gas
 **Igniting Gas** | Unique Aura: When an enemy takes Poison (Debuff) damage, 40% chance to apply Burn.

## Effect

**Igniting Gas** is a Unique Aura passive skill that has a chance to inflict Burn on an enemy that has taken Poison damage. On the first Poison damage proc on an enemy, the chance is 40%. Due to a bug, the chance is increased to 80% on subsequent procs instead of being reduced. Burn inflicted by Igniting Gas does not trigger damage on the same turn it is applied.

The Burn is applied by the Monster with the Igniting Gas passive, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Wildfire, and Curse Chain. Multiple instances of allied Igniting Gas on the field do not stack, and only the frontmost Monster's Igniting Gas takes effect. For example:
* Monster A is in the second position and has learned Saboteur's Shield.
* Monster B is in the third position and has learned Mystify.

Monster A's Igniting Gas takes effect. Therefore, Igniting Gas would trigger Monster A's Saboteur's Shield and not Monster B's Mystify.
Hero Passives

Below is a list of Passive skills and Shift Passives which increases damage given and decreases damage taken based on the number of stacked Buff. See Multi Effect for a list of passives which allow stacking of buffs.

* Passive Skills
* Shift Passives

Adjusts damage based on number of stacked Buffs
 Heroism | Deals 2% increased damage for every Buff on this Monster.

Increases critical chance based on number of stacked Buffs
Lifelink (Shift Passive)

Lifelink

## Effects

**Lifelink** is a Light Shift passive that heals all allied Monsters whenever the Monster with this passive lands a Critical Hit, while also increasing its Critical Chance value by an additional 7%. The heal value on each allied Monster is equal to 20% of the damage dealt. Critical Heals do not trigger this passive.

The healing is applied by the Monster with the Lifelink passive, triggering and being affected by any effects owned by the Monster or originating from other Auras, such as Healing Shield, Heal Mastery, and Harp.
Iron

**Iron**
 Crafting Material
Level 2 common upgrade material.
Buy cost: 200GSell cost: 60G

**Iron** is a common level 2 metal crafting material. It is used for upgrading equipment by the Smith in the Keepers' Stronghold.

## Crafting Recipes

**Click to show all upgrades that require Irons.**

## Acquisition

### Treasures

* Stronghold Dungeon
* Ancient Woods
* Snowy Peaks
* Sun Palace

**Stronghold Dungeon**

**Ancient Woods**

**Snowy Peaks**

**Sun Palace**

### Merchants

* Material Merchant in the Keepers' Stronghold after reaching Keeper Lancer.

### Monster Drops

**Common Loot**

**Rare Loot**

### Rewards

* Common drop in the Infinity Arena after reaching Keeper Lancer.
* Common reward from Craft Boxes after reaching Keeper Seeker.