Traits

Traits are attributes that give monsters unique attributes and abilities in battle. Proper use of traits is crucial to maximizing team power.

## Core Traits

All monsters (except for bosses), regardless of rarity or tribe, have exactly one core trait. A monster's core trait is determined by its species; for example, all Dogs have the Combo Hitter core trait, all Piranhas have the Sneaky core trait, all Toads have the Healer core trait, and so on. A monster's core trait cannot be removed or altered.

Many monsters, especially Aether monsters, have core traits that are unique to their species. Collecting these monsters is thus the only way to make use of these core traits.

Other monsters have a learnable trait as their core trait. In these cases, the core trait is equivalent or greater in power to the learnable trait at max level. For example, Dogs' Combo Hitter core will have a 30% chance to proc from the start, as opposed to the learnable equivalent, which must be leveled all the way to level 20 before it reaches a 30% chance to proc.

With a few rare exceptions, core traits that activate with a specific trigger (e.g. on attack, on damage received, etc.) proc **after** learnable traits that activate with that same trigger.

## Learnable Traits

All monsters have a finite number of "trait slots" for learnable traits. The number of trait slots a monster has is determined by its rarity. Monsters of Epic rarity or greater also gain one additional trait slot upon completing a fourth fusion (regardless of fusion quality). The number of trait slots by each rarity are as follows (for non-Accursed monsters):

 Rare
 Epic
 Legendary
 Master

When a monster is dropped, a random number of its trait slots are occupied by randomly selected learnable traits. Learnable traits come in three rarities: common (C), uncommon (U), and rare (R). Common traits are the most likely to be found on a dropped monster, whereas rare traits are the least likely to be found on a dropped monster. Further, some learnable traits are also specific to warriors (W) or mages (M). If a dropped monster is a warrior, it will never know a mage-specific trait. Similarly, mages will never be dropped with warrior-specific traits.

A monster with a vacant trait slot can be taught a learnable trait by any other monster that has that learnable trait. When this occurs, the monster learning the trait will have their vacant slot occupied by the selected trait, while the monster the trait was learned from will be consumed and permanently removed from the player's inventory.

Just as a warrior will never know a mage-specific trait when it is dropped, a warrior cannot learn any mage-specific trait. Similarly, a mage cannot learn any warrior-specific trait.

If a monster already knows a trait, either as its core trait or as a learnable trait, it cannot learn an additional copy of that trait.

## Leveling Traits

All learnable traits start at level 1 and can be leveled up all the way to the maximum level of 20. Each time a trait is leveled, its effects become more potent.

To level a trait, monsters with specific attributes must be consumed. Generally, these monsters must be of at least a given rarity, at least a given level, and/or know the trait being leveled. When a monster is consumed to level a trait, it is permanently removed from a player's inventory.

Requirements for leveling traits are as follows:

Monsters with learnable traits as their core traits can be used to level up a learnable trait that requires consuming a monster with that trait. For example, a single Dog, who has Combo Hitter as its core, can be used to level a learnable Combo Hitter from level 3 to level 4.

## Removing Traits

A learnable trait can be removed at the cost of gems. The number of gems required to remove a trait increases as the rarity of the monster increases. If a monster knows more than one learnable trait, the player will also be given the option to remove all learnable traits from that monster for a 25% discount.

 Rare
 Epic
 Legendary
 Master

A learnable trait can also be removed using a Greater Dummy. Greater Dummies can remove one learnable trait from a monster of equal or lesser rarity. This removal costs gold instead of gems. When a trait is removed this way, it is learned by the Greater Dummy, and the monster from which the trait was learned is **not** consumed. The amount of gold required to remove a trait this way increases as the rarity of the dummy increases.

 Rare
 Epic
 Legendary
 Master

Core traits cannot be removed under any circumstance.

## Traits Stacking

All traits and trait effects stack unless otherwise noted.

Damage boosts and speed boosts stack multiplicatively without limit.

Example: 100% + 100% + 100% = 2x \* 2x \* 2x = 8x

Resistance, crit chance, and avoidance stack multiplicatively with diminishing returns and have a generally unreachable limit of 100%, but are not otherwise capped.

Example: 30% + 30% + 30% = 1.0 - ((1.0 - .3) \* (1.0 - .3) \* (1.0 - .3)) = 65.7%

Piercing can be thought of as anti-resistance, and is simply subtracted from the enemy's stacked resistance.

While a trait that causes a DOT (Poison, burn, bleed,) or curse (such as slime, Growl, Overwhelm, Hamstring) to be applied to the enemy will not stack with itself it will stack with another trait that causes the same effect. You can't apply for example two Venomous to the same monster, however you can apply both Venomous and Hemotoxic to the same monster.

## Proc Order

Learnable traits that have the same trigger proc in the order that they are learned. For example, consider the traits Repurpose and Harden, which both trigger when the monster with the trait is attacked. If the monster learned Harden first, then Harden's random chance to activate will be considered first. If Harden does not activate and nullify damage, then and only then will Repurpose be considered to activate. This has strategic implications.

* For an example of strategic implications, in the Repurpose/Harden example above, it would actually be optimal to teach Repurpose first, since Harden can prevent potential healing from occurring if it procs before Repurpose.
* Another strategic example is that it is optimal to teach Optimized Heal before Healer. 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 monsters to be restored by Optimized Heal. By contrast, if Optimized Heal procs first, then the team leader will be entirely healed, and then Healer is free to cascade back to the undead monsters behind it.

With a few rare exceptions, learnable traits that activate with a specific trigger (e.g. on attack, on damage received, etc.) proc **before** core traits that activate with that same trigger.

## Aether Traits

Click the link for more details about aether event monster traits

* Pirate's Cove
* Dark Carnival
* Dreamworld II
* Bizzaro World