recursal/Fanatic-Fandom huggingface dataset:
Chaos Hydra

*Sleeping in the depths of the marshes, the primordial Hydras are the area's most ancient creatures. Their giant bodies are covered in moss, helping them blend with their dark surroundings and often causing those who mistakenly enter their domain to overlook their presence. Yet danger quietly looms, and now, one can only pray that they do not wake up.*

## Awakening Missions

*Who are born in the mud but struggle to pray in the harsh environment, and who broke the shackles of the slaves to become free! People of Tatalia, have you forgotten the history or still remember the yearning for freedom?*

**Minimum Level**: 64

 4. Deploy Hydra with at least 2 other Fortress units and win 3 Campaign battles.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Quiet Pearl Exchange

## Awakened Skills

 Chaos Mist deals 1.5% additional Max HP Damage per second to units affected by the mist. Also casts Chaos Mist one time on nearby enemy units in a large area, and restores 1.5% of own Max HP per second.
 Headbutt Combo

 Increases Hydra's Defense Penetration by 200. Headbutt Combo's follow-up chance is increased by 50%.
 Chasing Bite

 Chasing Bite decreases target's Unit Damage Reduction by 15% and increases Hydra's Unit Damage Reduction by 15% for 5s. Has a 50% chance for double effect.
Black Guard/Skills

Black Guard gains **15% + (1% x level)** Unit Damage Reduction and Unit Defense.
Every 12s, Black Guard:
* Deals **50% + (10% x level)** damage and 8% Max HP Damage to target unit and causes it to lose **10% + (2% x level)** (TBF) Unit Defense for 8s.

Black Guard gains **150 + (10 x level)** Tenacity and **5% + (1% x level)** (TBF) Unit Damage Reduction, and an additional 10% Unit Defense and Unit Damage Reduction for each **Armor** stack.
Whenever Black Guard takes damage greater than 3% of its max HP in one instance, it:
* Gains an **Armor** stack (up to 4 stacks)
* Dispels a debuff stack from itself

Every 2s, Black Guard loses an **Armor** stack.

While Black Guard is fighting a unit with a greater remaining HP percentage than itself, Black Guard gains **300 + (20 x level)** Unit Defense.
Every 20s, Black Guard casts **Common Enemy**:
* Friendly units in Black Guard's path gain **15% + (1% x level)** Critical Damage and **150 + (10 x level)** Defense Penetration for 7s
* Two random enemy units lose **10% + (2% x level)** Attack Speed and are inflicted with Silence for 4s

Black Guard gains **150 + (10 x level)** Shield Value and **15% + (1% x level)** Unit Defense.
Duration of bleed, blind, slow, burn, plague and disease on Black Guard is halved.

Black Guard gains **200 + (20 x level)** Tenacity and **5% + (1% x level)** Unit Damage Reduction.
While Black Guard and Seeker are both on the battlefield:
* They gain 500 Tenacity and 20% Unit Damage Reduction.
* Whenever the HP of Black Guard or Seeker drops below 60% or 30%, dispel all debuffs from it and it gains an undispellable **Shield of Oath** equal to **20% + (2%% x level)** of the unit's Max HP and the unit gains maximum (4) **Armor** stacks. (can only trigger up to 2 times per battle, per unit) (**Q: Might work independently regardless whether Seeker is on the Battlefield or not**)
	+ Absorbs damage inflicted to buffed unit up to its value
	+ Buffed unit gains **300 + (20 x level)** Shield Value and Dodge
	+ Whenever an enemy unit fights buffed unit, it loses **5% + (1% x level)** Unit Damage and Critical Damage for 20s (does not stack)
Attack Range

Attack range is the maximum range at which a unit can be to attack its target. Attack range is measured in arbitrary units.

By default,

* Melee units have a range of 80
* Caster units have a range of 230
* Ranged units have a range of 350

There are exceptions to this such as Judicator having a longer attack range than other casters. Other exceptions are listed below.

All ranged units deal increased damage the further they are from their target depending on their talent level.

# Modifiers

## Unit Skills

Giant has unlimited attack range. Its basic attacks can hit 2 members of target unit while also dealing **1.2% + (0.2% x level)** Max HP Damage.

Giant gains **8% + (2% x level)** Unit Attack for every 100 range from the target.
When Magic Awakening is activated, it removes all debuffs from Giants.

## Artifacts

Friendly Ranged and Caster units gain 50 **Attack Range**.
Auxiliary Machines

**Auxiliary Machines**, along with the Ranged Machines are virtually invincible War Machines, as they are not being involved on the battlefield. From start to end of battles in which they are involved, **Auxiliary Machines** will heal acording to their Primary skill frequency.

An exception among **Auxiliary Machines** is the Tower of Pestilence which does not heal but casts attacks against enemy units, similar to Caster units.

## Compatible Components

All Capitals benefit from: **Drive**, **Measure**, and **Universal** Components.
Bleed

Bleed is a status effect that applies physical damage over time. Also combos with Plague on the same unit, amplifying the damage coming from Plague by 30%.

# Source

## Awakening Skills

Every 25s, Regnan Archer deals 400% damage to target unit, inflicts it with **Bleed** and deals 1% Max HP Damage per second for 10s. (8s initial cooldown).

## Spells

 Hidden Blade Assassination | Fire | Damage

 15s | Deals **435 + (516 x level)** fire spell damage to enemy units within a certain range while inflicting **bleeding** for 5s.

## Artifacts

Upgrades Elemental Spirits to High Elemental Spirits, having an ATK of **[181 + (13.4 x level)] x (Player Level)** and HP of **[1622 + (118 x level)] x (Player Level)**. Elemental Impact possible debuffs now include **bleed**.

# Synergy

## Awakening Skills

While fighting **bleeding** units, Harpy gains 20% Unit Damage.

## Hero Abilities

 Dragon Mutare | Dragon Awakes | 2⭐
While friendly dungeon units fight **bleeding** units, their Unit Damage Reduction is increased by 20%.

## Weapon

 Resplendent Dragonwing | 5⭐
* slowed - takes 100% damage and is blinded for 5s, 18s cooldown
 Sword | 5⭐
 Dark Gaze | 5⭐
 Scorpion Tail | 3⭐
 Sword | 5⭐
 Hidden Blade | 1⭐
 Arcane Chant | 0☆

# Defense

## Awakening Skills

When fighting against **bleeding** enemies, Minotaur's unit damage is increased by 20%. If Minotaur is **bleeding**, his Unit Damage Reduction is increased by 20% for 6s.

## Artifacts

Baby Azure Dragon has **[484 + (36 x level)] x (Player Level)** ATK and **[5815 + (415 x level)] x (Player Level)** HP.
**Azure Dragon Aura** also causes friendly units to gain 15% + (3% x (level-5)) Unit Damage.
Baby Azure Dragon also receives a new skill:
* **Blue Dragon Scale**: Baby Azure Dragon is immune to **bleed** and disease. On entering the battlefield, all friendly units gain 20% Magic Resistance.
Alchemist/Skills

Increases Alchemist’s Unit Damage by **10% + (2% x level)** and Critical Hit by **100 + (22 x level)**. Each spell that Alchemist casts increases her Unit Damage by **7,5% + (0,5% x level)** (takes effect after she equips a Holy Emblem). After finishing her review of the magic tome, Alchemist applies a blue magic potion to her sword again. When deployed alongside Black Guard, Alchemist casts <Inspire> every 30s, increasing Unit Damage and Unit Damage Reduction of friendly units by **7,5% + (0,5% x level)** each for 15s. This effect is doubled for Neutral units.When Alchemist’s HP falls below 60% and 30% for the first time, Black Guard will dispel the debuffs that have been inflicted on her and also grant her a Shield of Oath (requires Black Guard to possess a Hiring Contract). Shield of Oath dispels 30% of Alchemist’s toxicity, blocks damage equal to **20% + (2% x level)** of Max HP, and increases Critical Hit and Pierce by **300 + (20 x level)** each. While Shield of Oath is active, Alchemist is immune to Fear and Time Stop. Lasts 20s and cannot be dispelled. Can be triggered up to 2 times throughout the entire battle.
Awakening Missions/Fortress

## Gnoll Warrior

**Minimum Level**: 63

 4. Deploy Gnoll with at least 2 other Fortress units and win 3 battles in Campaign.

## Marsh Pursuer

**Minimum Level**: 63

 4. Deploy Lizardman and win a Duel of Champions match.

## Dragon Fly

**Minimum Level**: 64

 4. Deploy Serpent Fly with at least 2 other Fortress units and win 3 battles in Campaign.

## Giant Basilisk

**Minimum Level**: 64

 4. Deploy Basilisk and win a Duel of Champions match.

## Wyvern Monarch

**Minimum Level**: 68

 4. Deploy Wyvern and win a Duel of Champions match.

## Corpse Flower

**Minimum Level**: 64

 4. Deploy Waspwort and win 2 Arena battles.

## Mighty Gorgon

**Minimum Level**: 64

 4. Deploy Gorgon and win a Duel of Champions match.

## Chaos Hydra

**Minimum Level**: 64

 4. Deploy Hydra with at least 2 other Fortress units and win 3 Campaign battles.
Centaur/Skills

Whenever a Rampart unit is deployed, Centaur gains **1% + (0.2% x level)** Unit Damage Reduction and **40 + (4 x level)** Dodge.
At the beginning of battle, all friendly rampart units gain **150 + (10 x level)** Tenacity and **5% + (1% x level)** Unit Damage Reduction, all hostile front row units lose **2.5 + (0.5 x level)** Tenacity and **5% + (1% x level)** Unit Damage Reduction for 12 s.
Break Waves

40s | Peter Lee drives an assault ship into enemy units, dealing **1290 + (550 x level)** water spell damage on all enemy units. Defense units take an additional 10% Max HP Damage.

## Hero Bonus

 Cassanbel | Song of the Ocean | 3⭐
 Adelaide | Frost Ring | 3⭐
 Roland | Heightened Morale | 1⭐
Decreases the cost of fire spells by 20% and water spells by 10%. Fire Wall also heals friendly units (for the same amount), grants them Slow immunity and increases their Unit Damage and Critical Damage by 20%.
Bloodhound Master/Skills

Whenever **Bloodhound Master** attacks, it gains 2% Unit Damage with 2s CD, up to 20 stacks, until it changes target.

Every 20s, **Bloodhound Master** captures the target with a net;
* **Bloodhound Master** deals **150% + (10% x level)** damage to captured unit, damage is doubled if target is marked with <Retribution>.
* Captured units can not move, attack or cast skills.

Each **Bloodhound Master** attack causes target to lose 2 Unit Defense, up to 250 stacks, can not be dispelled.
**Bloodhound Master** gains stats when certain unit are deployed:
* **1% + (0.2% x level)** Unit Damage and Critical Damage, for each Blood Church unit.
* **1% + (0.2% x level)** Unit Damage Reduction and Unit Defense, for each Castle unit.
* **10 + (2 x level)** Critical Hit and **1% + (0.2% x level)** Critical Damage, for each Offensive unit.
Behemoth/Skills

Each time a Stronghold unit is deployed, increases Unit Damage Reduction by **2% + (0.4% x level)** and Unit Defense by **1% + (0.2% x level)**. When attacked, deals 2 instances of damage equal to 10% of Max HP each to Defensive units in a large area in front of it, ignoring **400 + (40 x level)** of the enemies' Unit Defense. Also gains a Shield equal to **8% + (0.8% x level)** of Max HP. CD is 22s. Increases damage dealt to enemy units inflicted with Overstrained by 50% and decreases Unit Defense of enemy units inflicted with Burn by 20% for 10s.
Bind

Bind is a negative status effect that makes the target unable to attack or move, while decreasing its Unit Damage Reduction by 15% and healing received by 50%.

# Sources

While fighting a slow unit, Mantis has a **17% + (3% x level)** chance to inflict **Bind** on 2 enemy units within a small range of it for 3s, 6s cooldown.

Moon Doe and Sun Deer become immune to damage that exceeds 16% of their Max HP. Also increases their Unit Damage Reduction by 40%. When Sun Deer's soul awakens, additionally increases its Unit Damage Reduction by 40%. Each time it takes damage, it also becomes immune to damage for 0.2s. CD is 0.5s.When Moon Doe's soul awakens, there is a 50% chance of causing moonlight to fall on the target when it attacks them, dealing damage equal to 110% of its Unit Attack to the target and decreasing their Unit Damage Reduction by 40% for 3s. CD is 3s. When own HP falls below 40%, inflicts **Bind** on all enemy units for 3s and teleports self to a random friendly back-row position. Also gains a Shield that is equal to 60% of Max HP and recovers HP equal to 50% of Max HP. This effect can only be triggered once.

# Synergies

When 3 or more Rampart units are deployed, Mantis gains **15% + (1% x level)** Unit Damage and **300 + (20 x level)** Critical Hit.
At the beginning of battle, if there is an enemy Dark Champion on the battlefield, friendly Rampart units gain 30% Unit Damage and Unit Damage Reduction.
6s after Mantis enters the battlefield and every 30s afterwards, it conjures a "Faerie Forest" Domain for 15s.
* While fighting a **Bound** unit, Mantis gains **20% + (2% x level)** Life Drain.
* Friendly non-Necropolis units recover 1% of Max HP every 1s (50% more for Rampart units) and have a 10% bonus to healing received (double for Rampart units).
* Enemy non-Rampart units lose **150 + (10 x level)** Defense Penetration
* Whenever a friendly Rampart unit loses a shield, it receives an undispellable "Forest's Blessing" that lasts until the end of battle, up to 5 stacks, 1s cooldown.
	+ If its a non-Defense unit, it gains 15% Unit Damage, 15% Attack Speed, 30 Defense Penetration, 30% Magic Resistance.
	+ If it's a Defense unit, it gains 15% Unit Damage Reduction, 10% Unit Defense and 30 Tenacity.
* Whenever the domain ends, friendly Rampart units without a shield recover **7.5% + (0.5% x level)** of Max HP and inflict 5% Max HP Damage to all enemy units.
Cavalier

* Base
* Awaken
* Altered

## Champion

*Cavaliers charge into battle on their noble steeds, protected by sturdy armor. Nearly invincible, many battles have been won thanks to their efforts.*

**Charges at your enemies at the beginning of the battle, giving you an advantage.**

# Skills

Trigger
 Glorious Charge | Blue (2nd)

Passive
 Fast Breaching | Purple (3rd)

Passive
 Knight Abilities | Orange (4th)

Passive
 Siege Combat | Red

Passive
 Defense Resonance | Red

Passive

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

# How to Obtain

You will obtain Cavalier at the really beginning of the game, during story mode.

Shards are available in:

* Barracks
* Guild Wishing Fountain
* Gold Altar
* Faction Week
* Marketplace
* Treasure Store
* Guild Map
* Archery Expert
* Underground: 1-5, 3-5

# Talents

 Hitpoints
 Damage
 Damage Reduction

# Champion

*Let us set off! Brave knights of Erathia! The champion's laurel awaits you. Fight for your beliefs, and for justice. Fulfill your destiny!*

## Awakening Missions

*Advance! Warriors of destiny! Do you hear the never-ending battle cries of our fallen comrades? Today is the day we make their last wishes come true!*

**Minimum Level**: 68

 4. Deploy **Cavalier** with Sir Mullich and win 3 Duel of Champions battles.

## How to Obtain

* Marketplace
* Faction Altar

## Awakened Skills

 **Cavalier** gains 30% HP and Magic Resistance.
 Fast Breaching

 Activates skill whenever a non-Summon target unit is killed.
 Glorious Charge

 Increases Unit Damage Reduction by an extra 20%. The effect doubles under High Morale.
Archangel

*Those who were born to be Messiah. At the hard time, the powers who bless your country will stand up. From ancient times to now, there is no such thing. For the people of Erathia, anyone who is recorded on the book will be saved. Book of Angst 12:1*

## Awakening Missions

*Advance! Warriors of destiny! Do you hear the never-ending battle cries of our fallen comrades? Today is the day we make their last wishes come true!*

**Minimum Level**: 64

 4. Deploy Angel and win a Duel of Champions battle.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Quiet Pearl Exchange

## Awakened Skills

 Condemn also causes 3 random friendly units to gain 10% Unit Damage Reduction, until the end of battle.
 Resurrection

 Resurrection causes all friendly (other than the resurrected unit) to become Invulnerable for 6s.Angel is immune to silence.
 Radiance

 While Angel is on the battlefield, healing effects that affect friendly units are increased by 35%.
Capital

**Capitals** will be used in Steadwick Defense battles to protect against incoming waves of monsters. Capital exclusively can use any type of component, among all War Machines.
They are the only machines that benefit from all types of Components. Each Capital has synergy with its Faction.

Every Capital has Walls that have a certain HP, Towers which attack the enemy, and Fortifications that have a specific debuff applied to enemies. It can be selected from the left side of the screen when setting your Steadwick Defense Formation.

## Compatible Components

All Capitals benefit from: **Texture**, **Assault**, **Drive**, **Measure**, and **Universal** Components.
Armor of the Damned

Genesis Slate

## Armor of the Damned

### Pieces

4

*An omnious armor. All enemies will be cursed.*

 LV2
 LV5
 LV8
 LV11
 LV14
 LV17
 LV20

# Pieces

## Sword of Hellfire

* Spell Damage: **2.4% + (1.6% x level)**
* Hero Attack: **3.6 + (2.4 x level)**

## Shield of the Yawning Dead

* Unit Health: **2.4% + (1.6% x level)**
* Hero Defense: **3.6 + (2.4 x level)**

## Skull Helmet

* Spell Damage: **2.4% + (1.6% x level)**
* Hero Intelligence: **3.6 + (2.4 x level)**

## Bone Armour

* Unit Health: **2.4% + (1.6% x level)**
* Hero Knowledge: **3.6 + (2.4 x level)**
Berserker/Skills

Berserker can be deployed in any position.

Berserker is immune to petrification and stun.

For each additional Stronghold unit deployed, Berserker gains **0.8% + (0.2% x level)** unit damage and **15 + (3 x level)** Critical Hit.

Whenever a Stronghold unit is deployed, Berserker gains 8% Unit Damage and 4% Unit Damage Reduction.
Whenever Berserker takes a hit, it has a 50% chance to deal 25% damage to large area and additionally deals 25% damage to target unit. Also all enemies in the area loses 10% Unit Damage Reduction and Unit Damage for 3s, up to 3 stacks, 2s cooldown.
Archmage's Codex

## Archmage's Codex

### Pieces

4

A tome left behind by a mage who has mastered magic.

 LV2
 LV5
 LV8
 LV11
 LV14
 LV17
 LV20

# Pieces

## Pendant of Negativity

* Spell Damage: **2.4% + (1.6% x level)**
* Hero Intelligence: **3.0 + (2.0 x level)**
* Hero Defense: **3.0 + (2.0 x level)**

## Recanter's Cloak

* Hero Defense: **3.0 + (2.0 x level)**
* Hero Attack: **3.0 + (2.0 x level)**
* Unit Health: **2.4% + (1.6% x level)**

## Ring of Flares

* Hero Knowledge: **3.0 + (2.0 x level)**
* Hero Attack: **3.0 + (2.0 x level)**
* Unit Attack: **2.4% + (1.6% x level)**

## Staff of Disruption

* Spell Damage: **2.4% + (1.6% x level)**
* Hero Knowledge: **3.0 + (2.0 x level)**
* Hero Intelligence: **3.0 + (2.0 x level)**
Capital of Castle

**Receives a Castle Faction bonus. The moat slows enemies.**

### Unlocking

**Capital of Castle** (Steeadwick), Kindom of Erathia's capital city itself, is unlocked after all server players manage to finish the final siege of Steadwick Incident, along with other two War Machines.

### Attributes

Lethality +1.5 + **1.5 x level**

Armor +2.5 + **2.5 x level**

Support +1.5 + **1.5 x level**

### Wall Upgrade

Lethality Mastery: Each point increases 1440 HP

Armor Mastery: Each point increases 1920 HP

Support Mastery: Each point increases 1440 HP

### Tower Gpgrade

Lethality Mastery: Each point increases 24 ATK

Armor Mastery: Each point increases 32 ATK

Support Mastery: Each point increases 24 ATK

### Fortification Upgrade

Armor Mastery: 2% initial bonus and increases effect by 1% pe 50 points.

# Skills

Walls
 Castle Archer Tower | Passive (1st)

Towers
 Moat | Passive (2nd)

Fortifications
Blaze/Skills

Each time an Inferno unit is deployed, increases Unit Damage by 6%. <Lava Inferno> Efreeti summons a lava inferno in target area. The lava deals damage equal to 20% of Efreeti's Unit Attack to a random enemy unit in a very large area every 0.2s and has a 6% chance of dealing 66% additional damage to them. Also decreases Attack Speed and Unit Defense of enemies situated within the lava inferno by 20%. Lasts 6s. CD is 18s.
Awakening Missions/Dungeon

## Dark Troglodyte

**Minimum Level**: 63

 4. Deploy Troglodyte and with at least 2 other Dungeon units and win 3 Campaign battles.

## Harpy Hag

**Minimum Level**: 64

 4. Deploy Harpy and...

## Minotaur King

**Minimum Level**: 72

 4. 4. Deploy Minotaur with at least 2 other Dungeon units and win a Duel of Champions battle.

## Evil Eye

**Minimum Level**: 72

 4. Deploy Beholder with at least 2 other Dungeon units and win a Duel of Champions battle.

## Medusa Queen

**Minimum Level**: 64

 4. Deploy Medusa and win a Duel of Champions battle.

## Scorpicore

**Minimum Level**: 72

 4. Deploy Manticore and at least 2 other Dungeon units and win a Duel of Champions battle.

## Black Dragon King

**Minimum Level**: 72

 4. Deploy Black Dragon with at least 2 other Dungeon units and win a Duel of Champions battle.

## Flame Dragon

**Minimum Level**: 62

 4. Deploy Red Dragon and win a Duel of Champions battle.
Broken Lava Tail

Such demon remains are often strewn across lands invaded by the Inferno. Shapeshifting creatures known as Venom Spawns are said to molt frequently. Could this be its severed tail.

## Method of Acquiring

* Synthesis: Blue Battle Scar Essence
* Treasure Hunt: Battle of Restoration, Vortex of Time

## Sets

Joint Forces

Return of the Queen
Cerberus

*TBH*

## Awakening Missions

*Disharmony never occurs in the heaven and dispute doesn't exist in the clouds. Right? Wake up, you the blind, and I will reveal the truth behind the false phantom. Burning star, why are you falling from the sky? Get up, you the enslaved, I will break the prison that is a symbol of injustice. The doomsday of the order is foreseen in the flames, and all things will be reborn in the ashes. Wake up and get up, or we will sink forever.*

**Minimum Level**: 64

 4. Deploy Hell Hound with at least 2 other Inferno units and win 3 Campaign battles.

## Awakened Skills

 At the beginning of battle, Hell Hound gains 35% Unit Damage.
When Hell Hound's HP is less than 66% or 33% for the first time this battle, it loses 15% Unit Damage.
 Three-Headed Attack

 Every 3s, one of the following randomly occurs:
* Hell Hound loses 200 Accuracy and Dodge for 3s
* Hell Hound gains 30% Critical Damage for 3s
* Hell Hound gains 40% Attack Speed for 3s
* Hell Hound loses 20% Attack Speed for 3s.
 Fire

 Hell Hound gains 30% Attack Speed.
Blood Angel

## Awakening Missions

**Minimum Level**: 80

 Star Soul VI

# Skills

## Star Soul Skills

 **Star Soul II** | Retribution debuff lasts 2s longer, and has all effects doubled.
 **Star Soul IV** | **Blood Angel** gains 200 Tenacity and 10% Unit Defense.
Whenever **Blood Angel** casts Retribution, its next normal attack deals 200% damage.
Whenever **Blood Angel** exits Stealth mode, it gains 1000 Dodge, 50% Unit Damage Reduction and 50% Critical Damage for 10s.
 **Star Soul V** | **Blood Angel** is immune to Stun and Silence and the duration of Petrify and Low Morale on it is halved.
 **Star Soul VI** | Unlocks Divine Vengeance skill.

# Synergy

Sister gains **15% + (1% x level)** Unit Defense and **250 + (10 x level)** Tenacity.
When Sister and Angel/**Blood Angel** enter the battlefield, they both gain **5% + (1% x level)** Unit Damage and Unit Damage Reduction.
Every 36s, Sister bestows *Guardian's Light* on itself and Angel/**Blood Angel** for 6:
* Affected units gain a shield equal to **25% + (1% x level)** of their Max HP
* **Blood Angel** gains 25% Unit Damage
* Sister and Angel are immune to Stun, Fear, Sleep, Freeze, Petrify, Crystallization and Time Stop.
* Every 1s, Sister grants Salvation to 3 random friendly units
* When the buff dissipates, Sister heals all friendly units for **90% + (10% x level)** of Sister's ATK.
Cage of Souls

20s | Unleashes ghostly power, dealing damage equal to 11.4% of Max HP to all enemy units. Also decreases Fire Attack of enemy units by 42 and their Unit Damage by 40%. Lasts 12s and cannot be dispelled. Additionally inflicts Low Morale and Disease on enemy Melee units for 12s. Increases Critical Hit of friendly Offensive and Charging units by 47, and their Unit Damage and Unit Defense by 42% each. Also increases Unit Damage Reduction and Critical Damage Reduction of friendly Defensive units by 42% each. Lasts 12s, cannot be dispelled, and also applies Vengeful Souls to friendly Dungeon and Necropolis units.
Archdruid

*The warm sun melts away the snow as the breeze awakens sleeping creatures. A goldfinch carries the song of life in its beak, bringing into the quiet forest a loud burst of nature*

## Awakening Missions

*Come out, guardian of the forest! Cheer up, guardians of Tulalyon! Wave your blade and fight to the last breath. A rain of arrows make the evil spirits to recede! Well, Son of the Forest, work together to live forever! Well, Son of the Forest, fight together to slay enemies!*

**Minimum Level**: 63

 4. Deploy Druid with at least 2 other Rampart units and win a Duel of Champions battle.

## Awakened Skills

 Slightly increases skill range, duration never halves and circle follows Druid. Is repeatedly cast every 35s.
Friendly units in the circle will have their Unit Damage Reduction increased by 20% with an additional 6% for Druid herself.
 Blessing of Life

 Effect increases by 50% and takes effect for 2 more random friendly rear units.
Druid can't receive more than 25% of Max HP in one damage instance.
 Heart of Nature

 Slightly increases skill range, effect is tripled for the first cast. Bonus effect can't be dispelled.
Attack Speed

Attack Speed is a unit stat that indicates how many times a unit can utilize its normal attacks per second (match time).

For example, a speed of 0.5 means the unit can attack once every two seconds, while a unit with a speed of 2 will attack twice per second.

Attack speed does not seem to influence special skills (to be confirmed), though of course skills that augment normal attacks will be more potent. It is however obvious that the faster a unit attack, the more overall damage it will deal with its normal attacks.

Every unit has an innate base attack speed that can further be improved or debilitated.

# Self Effects

## Hero Abilities

 Luna | Infernal Wall | 3⭐
 Fiur | Fire Elemental | 4⭐
 Peter Lee | Set Sail | 4⭐

# Bestow Effects

High Morale is a buff that increases the Attack Speed of a unit. Please consult its page for more information, including sources.

## Weapon

 Staff of Regrowth | 3⭐
 Iris Shield | 3⭐
 Knight Pike | 6⭐
 Devil Scythe | 0☆
 Devil Scythe | 6⭐
* Devil deals 160% damage to enemy units in a range around target unit (double for burning units)
 Iris Shield | 5⭐
 Black Dragon's Scale | 5⭐
*Dragon Fire*: Buffed unit receives distinct bonuses depending on its class
* Non-Melee units gain 20% Unit Damage and Unit Attack
* Charging units gain 10% **Attack Speed** and 200 Critical Hit
* Offensive units cause nearby enemy units to lose 10% Unit Defense and Unit Attack (effect from multiple units does not stack)
 Miracle | 4⭐

## Artifacts

At the beginning of battle, causes friendly units to gain **8% + (8% x level)** Unit Attack, **5% + (5% x level)** **Attack Speed** and 30 Movement Speed for 20s.

## Adjutant

 Peter Lee | Enhanced Cove | LV40
 Roland | Morale Surge | Base
 Roland | Morale Surge | LV20

# Decrease Effects

Low Morale and Paralysis are status effects that reduces the Attack Speed of a unit.

## Weapon

 Arcane Chant | 5⭐
 Arcane Chant | 0☆
* Take 2% Max HP Damage every 1s for 5s.
 Long Bow | 6⭐
 Berserker's Axe | 3⭐
 Iris Shield | 5⭐
 Energy Core | 3⭐
* Loses 20% **Attack Speed** for 8s
 Iris Shield | 0☆
 Hidden Blade | 3⭐

## Spells

 Hindrance | Earth | Support | 25

 Morass | Earth | Support | 44

 Under Shadow | Earth | Damage

 31s | Conjures a shadow that lasts for 10s, dealing **87 + (103 x level)** earth spell damage on enemy units within range every second, and reduces their **Attack Speed** by 30%. Meanwhile, increases the **Attack Speed** and Life Drain of friendly Necropolis units by 30%.

## Artifacts

At the beginning of battle, all enemy units lose **7.5% + (0.5 x level)** Unit Attack, **5.5% + (0.5% x level)** **Attack Speed** and 60 Movement Speed for 15s.
Adrienne

###

 Earth Arrow

###

 Quicksand

###

 Fire Wall

###

INT 5 + (5 x Rank)

# Specialty

Friendly units' Combat Efficiency is changed as follows:
* Bonus: 10% Fortress, 8% Necropolis, 4% Castle and Stronghold, 2% Tower and Dungeon
 2⭐
Earth Arrow skill range is increased and Stun is upgraded to Petrify.
 3⭐
 4⭐
While Plague Meteor is active, Fortress units gain 50% Unit Damage Reduction and Unit Damage.

# Spells

 Quicksand | Earth | Support | 34

 Fire Wall | Fire | Damage

 26s | Conjures a Fire Wall, dealing **43 + (51 x level)** continuous fire spell damage on enemy units around the wall every 0.5s, lasting for 10s.

# Adjutant

 LV10
 LV20
 LV30
 LV40
Ancient Sea Monster

*In the depths of the ocean, in an abyss where the light can't reach, a nameless creature is quietly evolving.*

## Awakening Missions

*As the aggressive sound of the horn traveled over the distant sea, the Cove army from Regna finally landed on the continent of Antagarich to battle against the other nations. The lords of Antagarich also rose up to meet this new challenge.*

**Minimum Level**: 64

 4. Deploy Revyaratan with at least 2 other Cove units and win 3 battles in Campaign.

## Awakened Skills

 Fierce-looking Jaw damage is increased by 50%. It also inflicts slow on enemy units in the same row as Revyaratan and causes them to lose 100 Tenacity and 10% Unit Damage Reduction for 5s.
 Skeleton Covet

 Penalties affecting units marked by Skeleton Covet are increased by 50% and its healing chance is increased to 45%.
 The Unbending Undercurrents

 The Unbending Undercurrents bonuses to friendly Cove units are increased by 50%.
4-man

Units which consist of 4-figures.

# List of Units

## Summoned

At the beginning of battle, summons a **4-man** Elemental Spirits unit of level **1 x level** that has an ATK of **[150.8 + (11.2 x level)] x (Player Level)** and HP of **[1353 + (97 x level)] x (Player Level)**.

### Spells

 Nest of Serpent Flies | Water | Summon | 52

 Heart of Purity | Air | Summon | 48

 32s | Summons a **4-man** Unicorn King of level **1 x level** in the target area. They will remain for 20s with an ATK of **880 + (320 x level)** and a HP of **2800 + (2200 x level)**.

# Synergy

## Unit Skills

Evil Sorceress is immune to Silence.
When Evil Sorceress enters the battlefield, the friendly hero gains **2 + (1 x level)** mana and Evil Sorceress and another non-1-man unit gain "Magic Mirror" until end of battle (reflects 60% of any received Spell Damage to 2 random enemy units).
While fighting a non-Melee unit, Evil Sorceress gains **40% + (4% x level)** Unit Damage Reduction.

## Artifacts

 **Lucky Horseshoe** | **Change of Fortunes · LV8**

Friendly **4-man** units gain 6% Unit Attack.

# Counters

## Unit Skills

While fighting a 1-man or **4-man** units, Minotaur gains **8% + (2% x level)** Unit Defense.

Shark Trainer gains **15% + (2% x level)** Unit Damage.
Whenever a unit attacked by Shark Trainer or his Shark die, they both gain **25 + (5 x level)** Critical Hit, **2.5% + (0.5% x level)** Critical Damage, and heal **7.5% + (0.5% x level)** of their Max HP, up to 3 stacks.
Whenever Shark Trainer or his Shark attack a 9-man unit, they deal **38% + (2% x level)** damage to 3 figures in the unit. Whenever they attack a 1-man or **4-man** unit, they gain **5% + (1% x level)** Unit Damage and **7.5% + (0.5% x level)** Attack Speed.
Every 20s, Shark Trainer instructs the Shark to devour the target unit, making it unable to move, attack or use skills for 3s, and deals 30% Max HP Damage.
Awakening Missions/Rampart

## Centaur Captain

**Minimum Level**: 72

 4. Deploy Centaur with at least 2 other Rampart units and win a Duel of Champions battle.

## Battle Dwarf

**Minimum Level**: 64

 4. Deploy Dwarf and win a Duel of Champions battle.

## Grand Elf

**Minimum Level**: 64

 4. Deploy Wood Elf with at least 3 other Rampart units and win a Duel of Champions battle.

## Silver Pegasus

**Minimum Level**: 64

 4. Deploy Pegasus with at least 2 other Ranged units and win a Duel of Champions battle.

## War Unicorn

**Minimum Level**: 68

 4. Deploy Unicorn and win 3 Campaign battles.

## Dendroid Soldier

**Minimum Level**: 64

## Archdruid

**Minimum Level**: 63

 4. Deploy Druid with at least 2 other Rampart units and win a Duel of Champions battle.

## Gold Dragon

**Minimum Level**: 68

 4. Deploy Green Dragon and win a Duel of Champions battle.
Awakening Missions/Necropolis

## Skeleton Warrior

**Minimum Level**: 62

 4. Deploy Skeleton with Vidomina and win a Duel of Champions battle.

## Zombie

**Minimum Level**: 64

 4. Deploy Walking Dead and win a Duel of Champions battle.

## Wraith

**Minimum Level**: 64

 4. Deploy Wight and win a Duel of Champions battle.

## Vampire Lord

**Minimum Level**: 68

 4. Deploy Vampire with at least 2 other Charging units and win 12 Campaign battles.

## Power Lich

**Minimum Level**: 72

 4. Deploy Lich with Vidomina and win a Duel of Champions battle.

## Mummy King

**Minimum Level**: 64

 4. Deploy Mummy and win a Duel of Champions battle.

## Dread Knight

**Minimum Level**: 64

 4. Deploy Black Knight with at least 2 other Necropolis units and win 3 Duel of Champions battles.

## Ghost Dragon

**Minimum Level**: 76

 4. Deploy Bone Dragon with at least 2 other Necropolis units and win 3 Campaign battles.
Ancient Diver/Skills

Each time a Vortex Ocean God unit is deployed, additionally increases Critical Hit by 50 and Critical Damage by 7%.Each time a Cove  unit is deployed, additionally increases Unit Damage by 7% and Attack Speed by 5%.Each time a Caster unit is deployed, increases Unit Damage Reduction by 7% and Critical Damage by 7%.<Deep Sea Rage> Within 7.5s of casting <Hydrojet Cannon>, Ancient Diver fires its Hydrojet Cannon at random enemy units for a total of 20 times. CD is 35s.
Battle Dwarf

*I was once called Dwarf. I'm 333 years old and I live in Avlee. I'm not married yet. Every day at the Dwarven Treasury, I beat people till they're dizzy, and I work overtime until the wee hour of 5 o'clock in the morning, when I can finally go home. Then, not a minute later, I have to do it all over again.*

## Awakening Missions

*Come out, guardian of the forest! Cheer up, guardians of Tulalyon! Wave your blade and fight to the last breath. A rain of arrows make the evil spirits to recede! Well, Son of the Forest, work together to live forever! Well, Son of the Forest, fight together to slay enemies!*

**Minimum Level**: 64

 4. Deploy Dwarf and win a Duel of Champions battle.

## How to Obtain

* Marketplace
* Faction Altar

## Awakened Skills

 Dwarf Howl affects all friendly units, and also causes them to gain 10% Unit Damage.
 Smite

 Effect also causes the unit to lose 20% Unit Damage Reduction for 5s.
 Magical Resistance

 Affected units also gain 300 Tenacity.
Combat Efficiency

Combat Efficiency is a percentage bonus applied to units in combat that increases those units' HP and Unit Attack by the same percentage.

It is different from HP bonus, Unit Attack bonus in the sense that combat efficiency percentages apply on top of regular bonuses.

Example: If a unit has a base HP value of 1000, and two distinct HP bonuses of 10% and 5% respectively, the unit's final HP is calculated as 1000 x (1 + (10% + 5%)) = 1150.

By contrast, a Combat Efficiency bonus of 10% would apply on the value including bonuses, leading to a final HP value of 1150 x (1 + 10%) = 1265

It is unclear at this point how Combat Efficiency relates to HP Amplification and Unit Attack Amplification but official answers suggest they are different bonuses.
1-man

Units which consist of 1-figure.

# List of Units

## Summoned

 **Angelic Alliance** | **Angelic Hymn · LV14**

30s after the battle has started, summons an Invulnerable Angel (with Condemnation, Radiance, Singleminded Sniper and Holy Strike skills) for 20s.

### Spells

 28s | Deals **1417 + (1679 x level)** fire spell damage on enemy units within a certain range and summons a Devil of **1 x level** in the target area, with an ATK of **11250 + (4250 x level)** and invulnerable. The Devil lasts for 10s.

# Synergy

## Artifacts

 **Lucky Horseshoe** | **Change of Fortunes · LV11**

Friendly **1-man** units gain 6% Unit Attack.
Black Dragon King

*Any spell in front of the Black Dragon King is like the smoldering firefly. The only thing that can shine with the darkness is its own breath and anger.*

## Awakening Missions

*Mysterious and great power devour the places where the sun can't shine. Dark warriors, rise from the underground world and everything will be shrouded in the shadows!*

**Minimum Level**: 72

 4. Deploy Black Dragon with at least 2 other Dungeon units and win a Duel of Champions battle.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Quiet Pearl Exchange

## Awakened Skills

 Maximum number of stacks is increased up to 6. The buff can't be dispelled.
 Black Dragon Scale

 Whenever Black Dragon receives a Critical Hit, it now restores 2% of its max HP. Singular damage taken by Black Dragon can't exceed more than 10% of its Max HP.
 Dragon Breath

 Flat damage dealt by Dragon Breath is doubled. Whenever a hostile spell is cast, Dragon Breath is triggered, with a cooldown of 15s. Does not count as a Spell Breaker ability.
Cassanbel

###

 Frozen Arrow

###

 Ocean Blessing

###

 Ice Shield

###

INT 5 + (5 x Rank)

*"The daughter of the Ocean, a gift of the sea."*

# How to obtain

* Elite Hero Pack
* Lucky Snatch
* Dragon Store

# Specialty

 2⭐
 3⭐
 4⭐

# Spells

 Frozen Arrow | Water | Damage

 Ocean Blessing | Water | Support | 35

 Ice Shield | Water | Support | 24

 26s | Grants water magic immunity to friendly units in the area and causes melee enemy units attacking them to be slowed for 3s. Spell effect lasts for **8s + (0.4s x level)**.

# Adjutant

 LV10
 LV20
 LV30
 LV40
Boragus

###

 Air Arrow

###

 Fast Attack

###

 Ice Shield

###

DEF 5 + (5 x Rank)

# Specialty

Fast Attack additionally gives Charging units 300 Critical Hit and 20% Unit Damage for 6s.
Friendly units' Combat Efficiency is changed as follows:
* Bonus: 10% Stronghold, 8% Dungeon, 4% Necropolis and Inferno, 2% Fortress and Conflux
 2⭐
Whenever enemy hero casts a spell, Stronghold units gain 3% Unit Damage and 2% Unit Damage Reduction until end of the battle, up to 12 stacks.
 3⭐
Stronghold units gain 10% Healing Recieved.
 4⭐
Danger All Around increases all friendly units Critical Hit by 250 and Critical Damage by 25%, double for Stronghold units.
Stronghold units are immune to Stun, Petrify,Overstrained and Poison.
**Boragus** bestows special skills to most of friendly Stronghold units.

# Spells

 Air Arrow | Air | Damage

 Fast Attack | Air | Support | 23

 Ice Shield | Water | Support | 24

 26s | Grants water magic immunity to friendly units in the area and causes melee enemy units attacking them to be slowed for 3s. Spell effect lasts for **8s + (0.4s x level)**.

# Adjutant

 LV10
 LV20
 LV30
 LV40
Wasted World Wiki

Wasted World is a homebrew D&D campaign started a few years ago, it has grown into a tight knit community of friends that enjoy playing a game of D&D but more importantly we enjoy the time we spend together!

Currently, Wasted World 1 has been completed. All characters within that campaign have had their journeys completed.

Wasted World 2 has just begun! New Players, New Classes and New Adventures. Choices will be made and lines shall be drawn. We shall see how the dice will land.

the admin dashboard The Wasted World LogoThis WIKI will list all of the detailed facts and stories that this campaign holds and also will be constantly updated by the DM of the campaign and all of the members. Each member will be updating info pertaining to their character and all of the lore surrounding them individually. There is also more than one campaign in the extended universe, listed in their own categories. You can read up on them as they progress. Although this campaign the most popular, the others are all actively played and will be updated as they progress. Each player is dedicated to this community and we are glad to be sharing all of this with everyone who is reading this. We all hope you like the world we have created and shaped with each choice we make and every die rolled
Dwarven Treasury

Dwarven Treasury is a daily event and it is one of the main source of  Gold and various item upgrade materials.
Each player can enter the Dwarven Treasury twice a day.
In addition, players will be ranked in a weekly leaderboard in accordance to the total dwarves killed, which earns them additional prizes.

# The Event

1. In the Dwarven Treasury, the higher your player level and the more dwarves you kill, the more gold  you will receive.
2. Each player can enter the Dwarven Treasury twice a day; this resets daily at 05:00.
3. Players receive an additional reward if they accumulate a certain number of kills each day. The reward resets daily at 05:00.
4. In additional, players who rank highly for the number of kills performed that week receive additional rewards. This ranking resets every Monday at 05:00.
5. Players can choose to sweep the Dwarven Treasury and receive rewards based on their highest overall record. Sweeping kills count for the weekly total kills!

Tip: As your strength grows over time, it is a good idea to try and beat your own score rather than just sweeping for a long period.

# Special rules

1. All ranged units are disabled. This means you can only use Offense, Defense and Charge units.
2. Hero spells deal double damage. This makes heroes like Luna and Sandro great in the Dwarven Treasury.
Black Dragon/Skills

Black Dragon is immune to Bleed and Burn.

Black Dragon has Magic Immunity.

Black Dragon gains **9% + (1% x level)** Unit Damage Reduction (double when fighting burning units) and **5% + (1% x level)** Unit Defense.

Whenever a Dungeon unit enters the battlefield, increases Unit Damage Reduction by **2% + (0.4% x level)** and Unit Defense by **1% + (0.2% x level)**.
At the start of battle, Night Dragon gains 30% Max HP Night Shield that cannot be dispelled or removed for the whole battle.
* While **Night Shield** is active, Night Dragon recovers 2.5% Max HP per second and gains 300 Block Value and 25% Unit Damage Reduction.

Every time Night Dragon HP falls below 37%, it gains another 30% Max HP Night Shield. CD 15s.
Aksoe Token

* Orange
* Purple
* Blue
* Green

### 4-set

**Emblemed unit gains 5% Unit Damage and an additional 15% while fighting a slowed unit.**

### 6-set

ATK +20%
Holy Emblem DEF +55

### 2-set

ATK +5%
Holy Emblem DEF +13

### 4-set

**Emblemed unit gains 3% Unit Damage and an additional 9% while fighting a slowed unit.**

### 6-set

ATK +15%
Holy Emblem DEF +30

### 2-set

ATK +3%
Holy Emblem DEF +6

### 4-set

**Emblemed unit gains 1.5% Unit Damage and an additional 4.5% while fighting a slowed unit.**

### 6-set

ATK +7%
Holy Emblem DEF +16

### 2-set

ATK +1%
Holy Emblem DEF +2

### 4-set

**While fighting a slowed unit, emblemed unit gains 3% Unit Damage.**

### 6-set

ATK +2%
Holy Emblem DEF +6

## Perfect Versions

* 1
* 2
* 3
* 4

### Bonus stats

Unit DMG Reduction +0.5%Unit DMG Reduction +0.5%
Defense +0.5%
Defense +0.5%

### Bonus stats

Healing Taken +0.5%Healing Taken +0.5%
Defense +0.5%
Defense +0.5%

### Bonus stats

Unit DMG +0.5%Unit DMG +0.5%
Unit DMG Reduction +0.5%
Unit DMG Reduction +0.5%

### Bonus stats

ATK +4%ATK +4%
Unit DMG Reduction +0.5%
Unit DMG Reduction +0.5%
Aenain

###

 Fire Arrow

###

 Mirth

###

 Earth Shield

###

DEF 5 + (5 x Rank)

# Specialty

Earth Shield applies to all friendly units, granting them a Shield equal to 20% Hit Points for 10s.
Friendly units' Combat Efficiency is changed as follows:
* Bonus: 10% Conflux, 8% Inferno, 4% Rampart and Dungeon, 2% Stronghold and Cove.
 2⭐
 3⭐
 4⭐
Stormy Lightning gets additional effects based on the Spells he casted before
* Fire Arrow: Additionally decreases Unit Damage Reduction of all enemy units by 30%.
* Mirth: Increases Defense Penetration of all friendly Ranged and Caster Units by 500.
* Earth Shield: All friendly Melee units receive 400 Tenacityand 40% Unit Damage Reduction

# Spells

 Fire Arrow | Fire | Damage

 Mirth | Water | Support | 28

 Earth Shield | Earth | Support | 25

 18s | Increases Unit Damage Reduction by 25% for friendly units within a large range and grants them earth Magic Immunity, lasting for **7.6s + (0.4s x level)**.

# Adjutant

 LV10
 LV20
 LV30
 LV40
Archdruid/Skills

Slightly increases skill range, duration never halves and circle follows Druid. Is repeatedly cast every 35s.

Slightly increases skill range, duration never halves and circle follows Druid. Is repeatedly cast every 35s.

Effect increases by 50% and takes effect for 2 more random friendly rear units.

Cooldown is reduced by 10s and takes effect for 2 more random friendly rear units.

Slightly increases skill range, effect is increased by 50% for each cast. Bonus effect can't be dispelled.
Barbarian King's Fury

## Barbarian King's Fury

### Pieces

3

*For blood and fire!*

 LV2
 LV5
 LV8
 LV11
 LV14
 LV17
 LV20

# Pieces

## Ferocious Tiger's Breastplate

* Unit Health: **2.4% + (1.6% x level)**
* Hero Knowledge: **2.4 + (1.6 x level)**
* Hero Defense: **2.4 + (1.6 x level)**

## War Hammer of Frost

* Unit Attack: **2.4% + (1.6% x level)**
* Hero Intelligence: **2.4 + (1.6 x level)**
* Hero Attack: **2.4 + (1.6 x level)**

## Ferocious Tiger's Helm

* Spell Damage: **1.2% + (0.8% x level)**
* Hero Defense: **2.4 + (1.6 x level)**
* Hero Attack: **2.4% + (1,.% x level)**
Arcane Eagle/Skills

At the start of battle, Arcane Eagle enter the Iron Building state; it loses 50 Movement Speed for 8s. After the effect expires, it gains 100 Movement Speed until end of the battle.
When Arcane Eagle is fighting a Caster or Ranged unit, its attacks deals 100% damage and it gains 420 Critical Hit and 42% Critical Damage for 4s.

Arcane Eagle gains 40% Unit Damage Reduction.
Arcane Eagle starts the battle with 5 Energy and every 2s, it gains 1 Energy, up to 10 Energy. Arcane Eagle gains 10% Unit Damage for each Energy it has. Whenever Arcane Eagle attacks a new target for the first time, it unleashes all of its Energy points, removes all Shields and Bubbles from the target and deals 80% \* (Energy point it has) damage to all enemy units in small area in front of it.

Arcane Eagle gains 40% Unit Damage Reduction and negates all damage that exceeds 15% of its max HP.
Whenever Arcane Eagle is enhanced by a friendly hero's support spell, it gains 110 Critical Hit, up to 6 stacks. This effect lasts until end of the battle.

Arcane Eagle gains 40% Unit Defense and 400 Tenacity.
Whenever a target unit dies, Arcane Eagle creates an Arcane Forcefield for 3s, converting all damage received into HP regeneration. It also gains 5 Energy.
Whenever Arcane Eagle is inflicted with Stun, Silence or Time Stop it removes the control effect in 2s and becomes immune to that effect for the next 10s, with a 20s cooldown.

Arcane Eagle gains 30% Unit Damage Reduction and 20% Critical Damage.
If Arcane Eagle's starting position is adjacent to Arcane Archer, Arcane Eagle enters the Astral Body state, it gains 30% Unit Defense and 30% Unit Damage Reduction. Also Arcane Archer's skills are enhanced as;
* Magic Bolt: Fires 3 additional arrows, deals 60% damage to 3 random enemy units, 3s cooldown.
* Light Arrow: Target unit additionally loses 40 Block Value, up to 10 stacks, lasts until end of the battle.
* Magic Awakening: Whenever Magic Awakening is triggered, Arcane Archer gains 40% Unit Defense for 10s. This effect can not be dispelled.
* Secret Spellring: Whenever Arcane Archer's HP falls below 80% for the first time, they additionally recover HP equal to 4% of their max HP every 2s.

These effects expires when Arcane Archer and Arcane Eagle respectively die once in the battle.