recursal/Fanatic-Fandom huggingface dataset:
Sadist

Sadist is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

Sadist grants the monster that learns it a 100% chance to inflict bleeding with critical hits. Sadist's bleeding causes the target to lose 8% of their current VIT if they were not already bleeding. It also returns 20% of the target's outgoing damage to them each time the target attacks.

## Monsters

No monsters have Sadist as their core trait.

## Tips

* Like all traits that proc on attack, Sadist has a chance to be activated by additional attacks induced by traits like Combo Hitter and Phase Shift.
* Since Sadist only procs on critical hits, it synergizes well with traits that increase critical hit chance, such as Spotter.
Overwhelm

Overwhelm is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

When a monster with Overwhelm is attacked by a warrior, it has a 20% chance to stun its attacker. The stun lasts for 3 seconds. Overwhelm has no effect on mages.

Befuddle is the counterpart of this trait for stunning attacking mages.

## Monsters

The following monsters have Overwhelm as their core trait:

## Tips

* Overwhelm gets great mileage on monsters that will be taking many hits, such tanks in the front position or monsters with traits such as Taunt that can force themselves to be targeted.
Healing Aura

Healing Aura is a learnable common trait that can be learned by both warriors and mages.

## Description

Healing Aura grants periodic healing to the entire team of the monster that learns it. The amount of healing increases as the monster with Healing Aura's INT increases. Healing per activation for a maximum-level Healing Aura is equivalent to the healing per activation for a maximum-level Healer.

The rate of healing increases as Healing Aura is leveled.

 10-14
 15-19
 20

Healing Aura activates based on a timer, not on attack. As such, if a monster with Healing Aura is stunned, Healing Aura will still activate as normal.

Healing Aura can be found as a core trait, in which case it activates only once every 3.0 seconds. This is slower than the 1.8-second period of the learnable form of the trait at maximum level. (This may be unintended, as the Player's Guide claims that core versions of traits are always at least as powerful as the learnable version at maximum level. Then again, it may NOT be unintended, as enemies activating Healing Aura at such a high rate could be oppressive for new players in Dimension 1.)

## Monsters

The following monsters have Healing Aura as their core trait:

## Tips

* Despite the fact that warriors can learn Healing Aura, they tend to have low INT. Thus, Healing Aura is generally better suited to mages.
* Healing Aura is unique in that it players may benefit from deliberately leaving Healing Aura underleveled.
	+ Since Healing Aura activates at different rates based on its level, having multiple monsters in the team with Healing Aura at different levels will lead to Healing Auras activating at different times and different rates. While this leads to less overall potential healing, the different activation times have the collective effect of ensuring that the team is being healed almost constantly. This can be an effective method of countering DoT's like bleeding and poison.
Players Guide

Accessed from the Shield and Swords icon the Players Guide lists information on [Monsters], [Traits] and [Items] in detail. The information will not be duplicated here but if you have questions add a Comment and someone can answer it.

## Traits

The Core Traits list is those traits that only occur as the Core Trait on some Monsters and cannot be Learned. Their % boosts do not change. The Learned Traits list is those traits that are Core for some Monsters but can also be Learned by other Monsters. The listing shows the maximum % boost for each Learned Trait at level 20. Some Learned Traits are only for (w) - Warriors and some are only for (m) - Mages. The first alphabetical listing is (c) - common traits, the second alphabetical listing is (u) - uncommon traits and the last alphabetical listing is (r) - rare traits as the likely chance for the traits to be available to be collected.

## Definitions

* DoT - Damage over Time for those Traits that attack more than once.
* Frontier - That area past your last Flag/Outpost but before the next Flag/Outpost where higher rates of Rare and Epic monsters spawn and the only place for Legendary and Master monsters once you level Barracks to 3 and 7 respectively.
Invisibility (Status)

Invisibility is a positive status effect.

## Description

When a monster is turns invisible, all regular attacks against that monster are guaranteed to miss, unless the attacker has the Deadly Aim trait.

Each incoming attack that misses due to invisibility will be considered to have been evaded by the defender. As such, they will trigger traits that proc on evasion, such as Weasel.

## Traits

The following traits induce invisibility:

## Tips and Counterplay

* Some attacks induced by traits, such as the AoE strike of Pound, still hit invisible monsters.
* Monsters with Deadly Aim cannot miss, so they will still hit an invisible monster with regular attacks.
Piercing (Magical)

Piercing (Magical) is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

Piercing (Magical) grants 100% piercing to a monster's magical damage. In other words, this trait at max level causes the target's magical resistance to be ignored.

Piercing (Magical) also nullifies 100% of returned magical damage. This includes damage returned from traits such as Deflect.

Since Magical Immunity is implemented as a 100% magical resistance, Piercing (Magical) ignores it as well.

Piercing (Physical) is the counterpart of this trait for physical resistance and returned physical damage.

## Monsters

No monsters have magical piercing as their core trait.

## Tips

* For DPS mage builds, Piercing (Magical) is almost mandatory. Especially after stacking damage-boosting traits, most mages will hit hard enough to defeat themselves in a single strike, so returning nullified damage is enormously beneficial.
Darkness

Darkness is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

Darkness introduces a 25% chance on attack that the target will be afflicted with blindness for 3 seconds.

## Monsters

The following monsters have Darkness as their core trait:

## Tips

* Like all traits that proc on attack, additional hits induced by traits like Combo Hitter and Phase Shift will give Darkness additional chances to proc.
Pick N' Mix

Pick N' Mix is a learnable common trait that can be learned by both warriors and mages.

## Description

Pick N' Mix boosts the physical and magical damage output of all monsters in team if at least two different tribes are represented in the team. The increase in damage is determined by the number of different tribes represented.

 2
 3
 4
 5

If a monster with Pick N' Mix dies, then the entire team loses the damage boost granted by that monster's Pick N' Mix trait. Further, if the last representative of a tribe dies, then the boost gained from Pick N' Mix will be immediately diminished.

## Monsters

No monsters have Pick N' Mix as their core trait.

## Tips

* Pick N' Mix is great for increasing the damage output of mixed-tribe teams. However, as with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
* Pick N' Mix makes mixed-tribe teams much more viable than they would be otherwise. However, there are trade-offs to using Pick N' Mix relative to its mono-tribal counterpart, Tribalism, that ought to be considered:
	+ Since all monsters match their own tribes, all monsters who know Tribalism will gain its damage boost even if they are the last living monster on their team. The same cannot be said for Pick N' Mix, as a monster with Pick N' Mix will be dependent on at least one other teammate to gain any damage boost at all.
	+ Pick N' Mix's damage boost will decrease as teammates die, whereas Tribalism's damage boost will remain constant for as long as the monster with Tribalism is alive.
* Even with the above trade-offs in mind, however, stacking Triablism with Pick N' Mix on a mixed team can lead to very high damage output.
Browser or App: What's the diff?

I play on a Chromebook and found this through Kongregate as one of the few games left not using Flash. With Chromebook I also downloaded the App through Google Play store.

I consider the App to be Easy or Normal while the browser is the Hard version of the game. With the App you can collect Stickers for Gold, watch an advertisement and double the Gold collected. Every hour one sticker will be a number of Gems, watch an advertisement and double the Gems collected. The more ads you watch the more other bonuses you get for watching them.

Easy mode would be clicking all doubling ads for Gold and Gems plus the extra bonuses quicker.

Normal mode would be only clicking ads for Gems. You can still get the other bonuses but they will take longer to collect with the fewer ads being watched.

Hard mode would be not clicking any ads at all which is not an option using the browser version anyway.

What makes the browser version more appealing is the mouse-over information on Potions and Scrolls in your Belt as well as Monster names for the Tributes you need to collect next.
Vampire

Vampire is a learnable rare trait that can be learned by both warriors and mages.

## Description

Vampire grants healing to the monster that learns it each time it attacks. The amount of healing received will be equal to the **least** of the following three quantities:

1. 15% of the damage inflicted by the attack
2. 30% of the attacker's maximum VIT
3. 100% of the target's current VIT

## Monsters

The following monsters have Vampire as their core trait:

## Tips

* Vampire is a great trait to consider on DPS monsters or tanks with multi-hitting cores, such as Wendigo with its Cannibal core trait.
Frontier

The Frontier exists just over there . . . I mean just past the last Flag raised at an Outpost you crossed. When you raise the next Flag at the next Outpost, your Frontier moves forwards. The Frontier has a higher occurrence rate for Rare and Epic monsters but is the only place to find Legendary (Barracks level 3) and Master (Barracks level 7) monsters. Though you can reset your Frontier in the Shopping Cart - Magic list by spending some Gems but the first Master Monster is an Undead Wendigo. Other Masters are in higher Dimensions.

Once the monsters at an Outpost/Flag have been removed they will forever be gone. Your SPD meter will go down as you walk through unless you keep tapping at least every second or so. Monsters are grouped by 5 with either 2 or 3 groups per 'Areas' listed below. Each time you begin from Area 1 the number of groups can change.

You have two other options when leaving Area 1. Pay Gold to reach your [Furthest Outpost] (beginning of the Frontier) or Gems to reach your [Furthest Map].

Your first Frontier is from Area 7 through 12 until you push past the monsters guarding the Outpost and raise the Flag in Area 13 which you will need to do to unlock your Home Base found through the Campfire icon. Notice also that the next Frontier is from Area 14 through Area 21 and includes the Sphinx Boss covering both Beasts and Humans. This is a nice pausing place to set [<<Farm Mode] for more BEAST and HUMAN monsters used at the Altar for Tributes, also at your Home Base, which add to your attack and defense skills plus more Rare and Epic monsters. When your Tributes require Demons, use [>>Push Mode] to pass Cyclops, if you can.

Pressing [Pause] stops the game including the SPD meter but allows no actions. Tribute timer continues to time-down when paused but I can't tell yet if the Apothecary potion/scroll process keeps going. Press [continue] to play.

And so goes the adventure. Enjoy.

## Dimension 2

*You will keep all of your monsters and resources, but you will not be able to return to a tower dimension without a wormhole.*

This message appears if you haven't finished the Tower levels for a Dimension.

Killing Bone Dragon Boss at the end of Dimension 1 gives you the option to return to Dimension 1 to continue growing your Monsters (finish Tower levels) or advance to Dimension 2 unlocking the Secret Lab and making Dimension 2 Monsters available to collect. Monsters are harder but gold drops are higher and your Frontier has both Legendary and Master Monsters. The Vault is also open in your Inventory to store extra Monsters at the cost of Gems. If you "Stay Here" (remain in the current Dimension) your Frontier will remain at the end of that Dimension.
Scroll - Quests

Quests are completed when you satisfy the requirements listed for each one. They are unlocked when you raise the Flag in Area 6 and give you Gems for each of 5 levels of completion.

## Epic Quests

Epic Quests remain until completed where they move to the bottom of the list (for future reference). There are 5 levels to each Epic Quest. The following are Epic Quests in no particular order:

* Level up traits xx times. (a level 1 trait only needs 1 COMMON Monster for level 2) Total needed is 100.
* Peel xx stickers. Total needed is 1500
* Have xx gold at one time. Total needed is 1 billion gold.
* Reach map xx. Total needed is map 130.
* Reach level xx with a monster.
* Reach level xx with a common.
* Complete xx daily quests.
* Consume xx monsters. Total needed 500.
* Pay xx tributes at the Altar.
* Level up buildings xx times. Total needed is 40.
* Scrap xx monsters. Total needed is 7000.
* Reach level xx with a rare.
* Reach level xx with an epic.
* Capture xx monsters. Total needed is 5000
* Complete xx quests. Completing this quest completes a quest. ;)
* Defeat xx bosses. Total needed 100.
* Collect more than xx gold total.
* Reach level xx with 5 monsters. (These can be in your Inventory)
* Reach level xx with a legendary.
* Reach level xx with a master.
* Ascend x time(s).
* Pull x monsters from the gachapon. Found in the Shopping Cart - Monsters section.

## Daily Quests

3 Daily Quests appear once per 24 hours and reset if not completed in time. Examples are:

* Walk Through xx Areas
* Capture x Monsters
* Tap xx Times
* Use x Items
* Level up x times
* Defeat x monsters
* Stay at SPD +100% for 300 seconds
* Level up traits 3 times

You get Gems for each quest and bonus Gems for completing all three and there is an Epic Quest for completing Daily Quests.
Multi Hitter

Multi Hitter is a core-only trait. Multiple monsters have Multi Hitter as their core, but Kraken has the best claim to Multi Hitter being its "signature" trait.

## Description

Multi Hitter causes a monster to target all members of the enemy team on attack, at the cost of each attack dealing 30% damage.

Multi Hitter interacts differently with different traits.

* Healer and Optimized Heal proc once for each monster that is targeted. This means that, against a full enemy team of five monsters, Multi Hitter monsters can output five times as much healing as other healers with the same INT and SPD.
* Traits that proc on attack and activate on the target, such as Darkness, Silence, and Sharp Tongue, will proc separately for each monster attacked. This means that Multi Hitter monsters can potentially inflict these effects on multiple members of the enemy team at once in a single attack.
* Traits that proc on attack and activate on the entire enemy team, such as Growl and Wail, do not gain any extra chances to proc from Multi Hitter. The chances that these traits proc on the enemy team are identical among monsters with Multi Hitter and monsters with other core traits.

## Monsters

The following monsters have Multi Hitter as their core trait:

## Tips

* Given that it targets all monsters and also increases the chances of proc'ing certain traits when fighting multiple monsters, Multi Hitter is an incredibly versatile trait.
	+ Multi Hitter can be used for DPS monsters to clear entire enemy teams in one blow. However, it doesn't scale as well as other traits given that damage is reduced to 30%.
		- This makes Multi Hitter a useful trait for gold-farming teams as well, as enemy teams can be cleared quickly to bring in gold at a faster rate.
	+ Multi Hitter can be used for healers to take advantage of the increased number of hits on the enemy team (five times as much healing against a full enemy team).
	+ Multi Hitter can be used for debuffers to weaken multiple enemies on the opposing team at once.
* Multi Hitter monsters are more likely to struggle in 1-on-1 fights, particularly against bosses. Any increases in proc chances and healing will be eliminated, since Multi Hitter can only target one enemy . Reducing damage to 30% is also a major drawback against a single monster. Multi Hitter shines against full enemy teams, but teams should take care to prepare for 1-on-1 scenarios.
Cannibal

Cannibal is a core-only trait. It is the signature trait of Wendigo.

## Description

On attack, monsters with Cannibal target all monsters of the beast and undead tribes in the enemy team for 60% damage. Beast and undead monsters will be targeted regardless of their position in the enemy team.

Cannibal also grants its owner a 10% chance to inflict bleeding on attack. Cannibal's bleeding causes the target to lose 8% of their current VIT if they were not already bleeding. It also returns 20% of the target's outgoing damage to the attacker.

Despite the ambiguity in the in-game trait description, **monsters with Cannibal will always attack the team leader regardless of their tribe.** Even if the team leader is a beast or undead monster, then they will be attacked for 100% damage (not 60%).

## Monsters

The following monsters have Cannibal as their core trait:

## Tips

* Since it targets all enemy monsters in beast and undead tribes, Wendigo is an excellent monster to acquire at the end of Dimension 1. Since it targets all undead monsters, it effectively targets the entire enemy team at the end of Dimension 1. Further, since it also targets all beasts, which is the first tribe, Wendigo can ease the transition into Dimension 2.
* Since targeting multiple enemies increases its DPS, Cannibal synergizes well with Vampire to increase survivability. Further, since Wendigo has such high base VIT, this synergy can make Wendigo an effective tank.
Sneaky

Sneaky is a learnable common trait that can be learned by both warriors and mages.

## Description

Sneaky grants the monster that learns it an additional 20% chance to evade attacks. Like all evasion-boosting traits, it can be stacked with other traits that boost evasion, such as Escapist and Tactical. However, these stack with diminishing returns.

## Monsters

The following monsters have Sneaky as their core trait:

## Tips

* Sneaky is a great trait for tanks, who are constantly targeted by attacks by design. Depending on the tank's core, however, it may be worthwhile to invest in traits like Repurpose and Harden, which grant a higher overall chance to nullify damage than Sneaky and sometimes offer additional benefits, before boosting evasion.
Connoisseur

Connoisseur is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

Connoisseur grants an additional 60% resistance to both physical and magical damage from monsters of common rarity. Like all traits that offer resistance, it can be stacked with other traits that offer resistance, such as Steely and Psychic Shield. However, these stack with diminishing returns.

Bosses are considered to be common monsters, granting monsters with Connoisseur an additional 60% resistance against all bosses.

## Monsters

The following monsters have Connoisseur as their core trait:

## Tips

* Due to the fact that Connoisseur resists damage from bosses, who tend to use area attacks, Connoisseur is an excellent trait to pair with Ally.
Vengeful (Human)

Vengeful (Beast) is a learnable common trait that can learned by both warriors and mages.

## Description

Vengeful (Human) boosts physical and magical damage output by 210% for all attacks against monsters of the human tribe. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

There are counterparts of this trait for beast, demon, and undead targets.

## Monsters

The following monsters have Vengeful (Human) as their core trait:

## Tips

* Since monster teams will inevitably have to cross multiple areas in a single run, as well as deal with mixed teams in the Tower and during Aether events, use of any form of Vengeful on a monster intended for long-term use is questionable. Other damage-boosting traits work against all monsters and are likely to be preferable as alternatives.
Dreamworld II

Dreamworld II is one of the monthly aether event that takes place in rotation after Dark Carnival and before Bizarro World. The reward for clearing 50 maps is Phoenix Feather, a high speed Beast Mage.

## Monsters

These monsters are found only within Dreamworld II.

## Boss

Eldritch Horror, Mage, Demon, Tongues, Underlick does 1x damage, physical, and slows by 80% for 3 seconds. It will always hit the first character, but can hit up to 5 with equal probability.

## Tips

Due to the presence of Sword and Door, Dreamworld II is most punishing towards teams that run monsters with heavy damage output.

Despite only being an epic monster, Sword is easily the most dangerous threat of Dreamworld II. Since its core grants it both bleeding and damage on death, Sword can easily overwhelm DPS monsters by punishing both their high damage output and their tendency to land killing blows. Sword also heavily punishes monsters that target multiple foes at once, such as those with Multi Hitter. This is because hits of attacks with multiple targets proc on each target sequentially. For example, if a monster with Multi Hitter attacks a full enemy team with Sword as the enemy team leader, and the Sword causes the attacker to bleed, then the attacker will take damage from each of the remaining four hits on the enemy team. This spells near-certain death for the attacker, even if their damage is being simultaneously reduced by both Healer and Optimized Heal. Since these hits occur before any sort of traits like Cure have a chance to proc, there isn't a reliable way to preserve AoE monsters in Dreamworld II.

Door similarly punishes high damage output by returning it to the attacker's entire team. Appropriate physical piercing and magical piercing, however, can nullify this threat entirely. If an attacker with maximized piercing attacks Door, the reflected damage will be reduced by 100% for all monsters in the team, not just the attacker.

There are also monsters that are dangerous despite not specifically countering DPS monsters. Armor is a clear example, as it can instantly proc multiple attacks on an entire team. Crown is also a nuisance due to its ability to instantly kill opposing monsters.

Evasion provides some of the best counterplay to all of these monsters; damage returned from Door, damage on death from Sword, insta-kill blows from Crown, and instantaneous attacks from Armor can all be avoided. Additionally, Cure is a great trait for handling bleeding, and Dispell can be used to counter the various curses present in Dreamworld II. Last, monsters that are inherently immune to DoT's and/or curses, like Pirate from Pirate's Cove or Dark Pope from Accursed Dominion, can perform especially well in Dreamworld II.
Growl

Growl is a learnable rare trait that can be learned by both warriors and mages.

## Description

Growl grants its owner it a 20% chance to decrease the attack speed of the all monsters in the enemy team by 50% for 3 seconds.

## Monsters

The following monsters have Growl as their core trait:

## Tips

* Like all traits that proc on attack, Growl has a chance to be activated by additional attacks induced by traits like Combo Hitter and Phase Shift. Stacking these traits can cause Distraction to proc more quickly in each fight.
	+ However, as an AoE trait, Growl does not gain additional chances to proc by attacks that target multiple opponents, such as Multi Hitter.
* Since it reduces attack speed, Growl has the potential to decrease both DPS and HPS for the enemy team.
Idle Monster Frontier Wiki

**Welcome to the Idle Monster Frontier Wiki!**   **Idle Monster Frontier** is a semi-idle game in which players train up monsters to fight their way through four different regions, each inhabited by a different monster tribe. The game has been released on numerous platforms, including online (on websites like Armor Games and Kongregate), mobile (iOS and Android), and Steam.
## Story

Long ago, a powerful force known as "The Darkness" overcame the world. To stave off The Darkness, the Old Gods of the four monster tribes (the beast tribe, the human tribe, the demon tribe, and the undead tribe) united to overcome it. After The Darkness was defeated, the Old Gods returned to their old disputes.

Soon, The Darkness revived, more powerful than ever, and prepared to return. However, the Old Gods were so entrenched in their disputes that they were oblivious to the new threat. It is now up to the player to train up a team of monsters powerful enough to defeat the Old Gods and force them to refocus their attention to destroying The Darkness once more.

## Basic Gameplay

Idle Monster Frontier's gameplay centers around defeating and capturing monsters, then increasing those monsters' power by leveling them up and teaching them traits. Players assemble the monsters they capture into teams of five monsters each. The player's teams then fight other monster teams and bosses in the world.

A key game mechanic is that of the frontier. The frontier refers to the farthest region that the player has reached. In the frontier, the player has a higher chance of encountering (and thus of capturing) rare monsters. Further, after purchasing certain upgrades, the frontier becomes the only place the player can encounter and capture legendary and master monsters, the rarest and (usually) most powerful in the game.

Over the course of the game, players also improve their home base. By improving their home base, players can gain access to stronger and more rare monsters, powerful potions and scrolls, or permanent team buffs.

In addition to the main quest, players can complete optional quests to earn gems, which can be exchanged in the shop for monsters and special items. Eventually, the player will also unlock the tower, where the player has the option to challenge some of the most powerful monster teams in the game in exchange for bonus rewards.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Monthly Aether

# Aether

The Aether Event opens a portal to an alternate universe full of unique, exclusive monsters. Each Aether portal leads to a 50-map "frontier" in which the first 49 maps consist of exclusive Aether monsters and the final map contains an exclusive Aether boss.

The player will receive one Aether key each day (more daily keys can be purchased with real-world currency) that they can use to enter the portal and fight their way through each map. Upon clearing 50 maps, the player's will proceed to the next "loop" of the Aether--the current map will reset to 1 and the enemies will grow stronger, allowing them to earn more tickets and chances at exclusive monsters.

Aether monsters do not drop themselves, nor do they drop gold. The only way to obtain Aether monsters is to clear all 50 maps of an Aether loop or to purchase them in the shop.

The Aether Event occurs on the second Friday of each month.

## Areas

There are currently a total of four Aether portals. They cycle in order starting with Bizarro World, then Pirate's Cove, then Dark Carnival, and finally Dreamworld II.

For more info on an event, click one of the links below:

 Dreamworld II

## Rewards

### Tickets

Tickets are the main currency of Aether events. They are obtained by clearing an Aether map. Later maps give more tickets. A total of 383 tickets can be obtained in each Aether loop.

Aether Tickets
 10-12
 13-15
 16-18
 19-21
 22-24
 25-50

Tickets cannot be obtained outside of the Aether except by purchasing them with real-world currency.

### Monsters

Tickets can be used to buy Aether packs, which contain a certain number of monsters exclusive to the active Aether area. (If the Aether portal is closed, Aether packs will contain monsters from the most recent Aether event.) Aether packs can contain any Aether monster of the requested rarity, except for the "trophy monster" (see below) of that Aether.

Aether Packs
 100
 500

Furthermore, an exclusive Master "trophy monster" will be automatically rewarded to the player for defeating the boss of a given Aether portal. This trophy monster can only be obtained by defeating the boss, and will never appear in Aether packs.
Fortitude

Fortitude is a learnable rare trait that can be learned by both warriors and mages.

## Description

Fortitude increases the effective VIT of the monster that learns it by 30%. The increase in VIT is not reflected in the number displayed on the user interface, but the increase is still factored into damage calculations, including those that cap at a specific percentage of the defender's VIT (such as returned damage from Deflect).

## Monsters

The following monsters have Fortitude as their core trait:

## Tips

* Fortitude is a great trait for tanks since they will be constantly targeted by enemy attacks.
Dispell

Dispell is a learnable common trait that can only be learned by mages.

## Description

Dispell has a 40% chance to remove all curses (such as those caused by Slime and Sharp Tongue) from a single monster in the team. A monster may attempt to activate Dispell at a maximum rate of once every two seconds.

Dispell procs only based on how much time has passed; it is entirely unaffected by a monster's speed or attacks. Thus, a monster may heal itself or its teammates with Dispell even if it is stunned. (But, of course, a monster who has reached 0 HP and died is unable to Dispell.)

(Note: At the time of writing, we believe that if multiple monsters in the team are afflicted with status simultaneously, then Dispell will attempt to activate on the afflicted monster with the rearmost position in the team. However, we are not certain of this and thus plan to request the developer's confirmation. We will confirm this here on the wiki as soon as we can!)

Cure is the counterpart of this trait for status effects that cause periodic damage.

## Monsters

The following monsters have Dispell as their core trait:

## Tips

* Curses tend to have more niche effects than periodic-damage status effects, so players can often get away with running Dispell less often than Cure. However, it can be useful depending on the team. (For example, an evasion-based team will appreciate Dispell as a countermeasure to deafness, which prevents evasion altogether.)
Vengeful (Undead)

Vengeful (Undead) is a learnable common trait that can learned by both warriors and mages.

## Description

Vengeful (Undead) boosts physical and magical damage output by 210% for all attacks against monsters of the undead tribe. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

There are counterparts of this trait for beast, human, and demon targets.

## Monsters

No monsters have Vengeful (Undead) as their core trait.

## Tips

* Since monster teams will inevitably have to cross multiple areas in a single run, as well as deal with mixed teams in the Tower and during Aether events, use of any form of Vengeful on a monster intended for long-term use is questionable. Other damage-boosting traits work against all monsters and are likely to be preferable as alternatives.
Repurpose

Repurpose is a learnable uncommon trait that can be learned by both warriors and mages.

## Description

Repurpose grants a 25% chance for the monster that learns it to nullify incoming damage and be healed by an amount equal to the amount of incoming damage. Repurpose can nullify damage from any source; this includes damage from attacks as well as status effects such as bleeding.

## Monsters

The following monsters have Repurpose as their core trait:

## Tips

* Given its combined ability to nullify incoming damage entirely and heal the monster that learns it, Repurpose should virtually always be the first trait given to a tank.
* When teaching Repurpose alongside Harden, Repurpose should be taught first. This is because traits with the same trigger proc in the order they are learned; if Harden is taught first, it will block some of Repurpose's chances to heal off incoming damage.
Distraction

Distraction is a core-only trait. It is the signature trait of Succubus.

## Description

Distraction grants its owner it a 20% chance to blind of the all monsters in the enemy team for 3 seconds.

## Monsters

The following monsters have Distraction as their core trait:

## Tips

* Like all traits that proc on attack, Distraction has a chance to be activated by additional attacks induced by traits like Combo Hitter and Phase Shift. Stacking these traits can cause Distraction to proc more quickly in each fight.
Hamstring

Hamstring is a learnable common trait that can only be learned by warriors.

## Description

Hamstring grants a 25% chance on attack to inflict stun, but only if the target is a warrior. Stunned monsters are unable to attack.

The effect of Hamstring is considered a curse, so it can be removed by Dispell.

Silence is the counterpart of this trait for stunning mages.

## Monsters

The following monsters have Hamstring as their core trait:

## Tips

* Hamstring shows particular promise when used alongside traits like Multi-Hitter that hit multiple enemies in the team, as it grants the monster a chance to stun multiple enemies in a single attack.
Stickers

Click on Stickers as your Fighters move across the game landscape gaining Gold and Quest rewards. One sticker per hour will have Gems. See Frontier for more info.

Beast area has Apple stickers in a tree.

Human area has Flyer stickers on the wall.

Demon area has Lantern stickers on the ground.

Undead area has Skulls on the ground
Dummies

Dummies can be obtained by completing tower floors, defeating dummies during the Dummy Daze event or by buying the Tower Bundle in the Shop.

They can be used in place of any monster of the same rarity or lower for leveling monsters, leveling traits, tributes or fusion. Dummies also count for any level requirement (e.g. if leveling a trait requires an common 60+ monster, then any dummy can be used instead).

Dummies come in two varieties - lesser and greater. Greater dummies can also learn traits from monsters of equal or lower rarity without consuming the source monster (for a payment of gold). They can also be scrapped for a significant amount of gold.

 Epic
 Legendary
 Master

##### Lesser dummies

Rare lesser dummyEpic lesser dummyLegendary lesser dummyMaster lesser dummy

##### Greater dummies

Rare greater dummyEpic greater dummyLegendary greater dummyMaster greater dummy
Savage

Savage is a learnable rare trait that can be learned by both warriors and mages.

## Description

Whenever a monster with Savage deals a killing blow to its target, it has a 30% chance to damage all remaining monsters in the enemy team for 30% of their maximum VIT.

## Monsters

The following monsters have Savage as their core trait:

## Tips

* Savage does well on DPS monsters that are likely to land killing blows.
Constrictor

Constrictor is a core-only trait. It is the signature trait of Echidna.

## Description

Constrictor causes its owner to target both the first and last monster in the enemy team with its regular attacks, effectively doubling the owner's damage output. Because these attacks are considered regular attacks, it can still synergize with traits that induce original attacks or affect regular attacks, such as Combo Hitter and Phase Shift.

## Monsters

The following monsters have Constrictor as their core trait:

## Tips

* Echidna is effectively a strictly better version of Backstab. It carries all of the benefits of targeting the last monster, such as being able to snipe the supports of a sturdy team leader, while also chipping away at the leader itself.
* Due to its multi-target nature, Constrictor can also be used to help spread single-target debuffs, such as through Slime or Silence, to multiple members of the enemy team at once.
Ranger

Ranger is a learnable uncommon trait that can be learned by warriors and mages.

## Description

Ranger boosts physical and magical damage output against monsters of common rarity by 300%. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Pick N' Mix, and Tribalism.

Since bosses are also considered to be monsters of common rarity, Ranger has the implicit effect of increasing damage output against bosses by 300%.

## Monsters

No monsters have Ranger as their core trait.

## Tips

* As with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
* Since monsters of common rarity tend to have much lower VIT than other monsters, Ranger is probably best suited for taking on bosses.
Evasion

Evasion refers to a monster's ability to dodge incoming attacks.

## Description

Evasion refers to a monster's ability to dodge incoming attacks. When an attack is evaded, the word "MISS" will appear over the monster dodging the attack. Evaded attacks deal zero damage, and the monster evading the attack will also avoid the incoming effects of the attacker's traits.

Evasion is calculated as a percent chance that the attack will be avoided. All monsters have a base evasion of 5% and thus have a 5% chance of avoiding incoming attacks.

Traits that grant evasion can be stacked; however, they stack with diminishing returns. For example, a monster with both Escapist, which grants 15% additional evasion, and Tactical, which grants 10% additional evasion, will have a (1-0.05)(1-0.15)(1-0.10)=0.73=73% chance to be struck by an attack, or a 27% chance to avoid an attack. (Note that this is less than 5%+15%+10%=30%, the sum of the individual evasion boosts.)

Invisibility is a special case of evasion. While a monster is invisible, it has a 100% chance to avoid attacks. Similarly, a blind monster has a 100% to miss, which is also considered to be an evasion executed by the target.

## Traits

The following traits mitigate or nullify evasion:
Did You Know?

Monsters that are captured are automatically put into your backpack without clicking 'Keep', that's just a bit faster. You have about 6 seconds to decide to spend Gems for a chance at a higher level monster.

If you think you missed a Sticker, you can grab and slide the map from one side to the other.

You can swap your monsters around while you are fighting, moving a hurt character more out of harms way to move up a fresh one.

You can level/scrap monsters from your backpack, even while in combat.

You can only encounter Legendary+ monsters once you've upgraded your Barracks to a high enough level, and only when you are within your furthest outpost.

On the second Friday of each month, an Aether Event runs for a week long. This is the only way to obtain DLC monsters, and an exclusive Master rarity monster with no traits attached is awarded for every 50 maps you clear. These trophy monsters are unobtainable from any other sources, including the Monster Packs.

Monster Packs drop all current or previously running Aether monsters.

There is also a discord page check it out here. https://discord.gg/q9Prux2RBe (Note feel free to move this if you feel there is a more appropriate place for it)
Heavy Hitter

Heavy Hitter is a learnable common trait that can be learned by both warriors and mages.

## Description

Heavy Hitter boosts the damage inflicted by critical hits by 200%. Like all damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

## Monsters

No monsters have Heavy Hitter as their core trait.

## Tips

* Heavy Hitter can be very useful on critical-hit builds, but the chance of landing a critical hit is small (5%). As such, Heavy Hitter shines best when the monster's other traits boost the chance of landing critical hits, such as Focus and Nimble.
Horse Energy

Horse Energy is a learnable rare trait that can be learned by both warriors and mages.

## Description

Horse Energy increases effective attack speed of all monsters in the team by 20%. Since all monsters are boosted by the same percentage, it will not affect attack order.

## Monsters

The following monsters have Horse Energy as their core trait:

## Tips

* Since it increases attack speed, Horse Energy has the side effect of increasing the DPS and HPS of all monsters in the team by roughly 20%.
	+ This is useful, of course, but the increase in DPS is negligible compared to traits designed specifically for boosting damage, such as Intensity. As such, healers and debuffers, both of which prefer to attack before the enemy, are likely to get the most use out of Horse Energy.
Glass Cannon

Glass Cannon is a learnable rare trait that can be learned by both warriors and mages.

## Description

Glass cannon increases damage inflicted by both physical and magical attacks by 500%, but reduces resistance by 300%. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

The negative resistance of this trait essentially has the effect of multiplying incoming damage by 4. Thus, it is extremely high-risk, high-reward.

## Monsters

No monsters have Glass Cannon as their core trait.

## Tips

* Glass Cannon is an excellent trait for boosting DPS. However, as with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
* Practically, the greatly decreased resistance imposed by Glass Cannon makes it difficult to use well--most attacks will defeat a Glass Cannon monster in one or two hits. Core traits that hit targets other than the leader, as well as bosses' AoE attacks, make it difficult to guarantee that a Glass Cannon monster will never be hit, even if it's not the team monster.
Combo Hitter

Combo Hitter is a learnable uncommon trait that can be learned by both warriors and mages. Combo Hitter can also be found as a core trait, where it is equal in power to the learnable version at max level.

## Description

Combo Hitter introduces a 30% chance that the monster will attack a second time off of any regular attack. This second attack will occur instantly, regardless of the monster's speed.

Combo Hitter can proc off of any regular attack, meaning that regular attacks introduced by traits like Staff Bash and Phase Shift can also trigger Combo Hitter. However, Combo Hitter is limited to two hits, meaning that it can only be activated one time in an attack string.

## Tips

* Any trait that procs "on attack," such as Healer, will proc an additional time in response to the combo attack.
Taunt

Taunt is a learnable common trait that can only be learned by warriors.

## Description

If a monster on the team has Taunt, then monsters on the opposing team with regular targeting have a 30% chance on attack to target this monster instead of the team leader.

Monsters with core traits like Eagle Eye and Backstab are examples of monsters with irregular targeting. Such monsters are immune to the effects of Taunt and will always hit their intended target.

If the only monster with Taunt is also the team leader, then its Taunt effectively does nothing.

## Monsters

The following monsters have Taunt as their core trait:

## Tips

* Taunt is a great trait for what might be called "secondary tanks," or monsters intended to absorb hits without taking the position of team leader. This will have the additional benefit of increasing the survivability of the "main tank" in the team leader position, as it will have to absorb fewer attacks in between heals.
Healer

Healer is an uncommon learnable trait that both warriors and mages can learn.

## Description

Healer reduces all damage output from the monster that learns it by 50%. In exchange for this reduction in damage output, monsters with Healer restore the VIT of themselves and/or their teammates every time they attack. The amount healed increases both as the trait is leveled and as the INT of the monster with Healer increases.

VIT healed by the Healer trait "cascades" from the team leader backwards. In other words, if the team leader has taken less damage than the amount of VIT healed, then it will be healed for only the amount of damage it has taken and the excess healing will be transferred to the second monster in the team. If the second monster has taken less damage than this amount of excess healing, then it will be healed for only the amount of damage it has taken and the excess healing will be transferred to the third monster in the team. This chain continues until either no excess healing remains or there are no remaining team members to cascade to.

Healer starts with the team leader in all cases, regardless of the position of the monster with Healer in the team. In no circumstance can a monster's current VIT be restored beyond its maximum, nor can a monster's VIT be restored by Healer if it has reached 0.

## Monsters

The following monsters have Healer as their core trait:

## Tips

* In almost all cases, players should design teams such that monsters with Healer (and/or Optimized Heal) are the fastest in the team and thus first to attack. Otherwise, monsters with high DPS will potentially defeat the opponent before the healer can attack them and heal the team. This can easily wear down the player's team over time.
* Traits that cause the monster to attack multiple times, such as Combo Hitter, Staff Bash, and Phase Shift, will also cause Healer to proc an additional time for each additional attack they activate.
* When building a monster with both Healer and Optimized Heal, it is optimal to teach Optimized Heal before Healer to make sure that Healer procs after Optimized Heal. To illustrate, consider a human team leader with both Optimized Heal and Healer, followed by four undead monsters. If Healer procs first, then it's possible for the leader to be entirely healed by Healer, leaving no other mons to be restored by Optimized Heal. By contrast, if Optimized Heal procs first, then the team leader will be entirely healed, and then the Healer is free to cascade back to the undead monsters behind it.
* If a monster with the Multi-Hit ability learns Healer, Healer will proc separately for each attack on each of the monsters in the enemy team. This means that Multi-Hit monsters have the potential to heal five times as much as monsters without this core.
	+ Note that the UI will not display each of these additional heals and their amounts separately, but will rather display a single heal with the total amount of healing from all hits.
* Despite the fact that warriors can learn Healer, they tend to have low INT. Thus, Healer is generally better suited to mages.