recursal/Fanatic-Fandom huggingface dataset:
Auras

Passive skills, Shift passives, or equipment effects marked with the purple **Aura** tag indicate that they affect every Monster in either the player's or the enemy's party. These effects benefit everyone in the party, as opposed to being exclusive to the Monster with the Aura. For instance, Mana Upkeep is a passive skill that boosts the Mana Regeneration of every active Monster by 10%, in contrast to Improved Mana Regeneration, which only affects a single Monster since it lacks the Aura designation. Auras are active only when the Monster possessing the Aura is participating in battle.

Multiple instances of the same Aura can be stacked unless it is a "Unique Aura." If you have multiple Monsters in your party (or multiple instances on one Monster) with the same Aura, all of their effects will activate and function in tandem, boosting the overall effect. For example, if you have both a Vasuki and an Imori, each with Acid Spit learned, all Reptiles in your party (including both Monsters) will have two 7.5% chances to inflict Poison or Burn on every hit and stack two more Debuffs, instead of just one.

* Passive Skills
* Shift Passives

## Unique Auras

**Unique Auras** are Auras that do not stack when multiple instances of the same Aura are present. This means that even if multiple Monsters in your party bring the same Unique Aura into battle, only one instance will be active, typically from the frontmost Monster with the Unique Aura. For example, sending two Monsters into battle, both with Burning Desire learned, will only trigger a single shield for the party per Burn damage activation on the enemy, rather than two, because Burning Desire is a Unique Aura.

* Passive Skill
* Shift Passives
* Equipment

Shift passive Unique Auras
Arachlich

### Bio

Arachliches are highly intelligent undead Monsters that have attained immortality through sorcery. Their spell power is unequaled throughout the world, but they rarely use their full potential. Doing so would drain away their precious power that they have accumulated over centuries. Even while under the control of a Monster Keeper, Arachliches only use a fraction of their true power. Arachliches always maintain an unusual amount of free will. In fact, some fear that Arachliches merely pretend to be under their Keepers' control, following their Keepers for the opportunity to gain more power.

### History

In 239 AC, a devout plot of a group of Arachliches was uncovered. The Arachliches had lured several Monster Keepers to the Sanctuary's Underworld, so that they could join their Monster teams. However, the Arachliches used forbidden magic to take over their Keepers' minds, plotting to use their Monster teams to take over the Sanctuary. Surprisingly, it wasn't the other Monster Keepers who uncovered this plot; it was the other Monsters of those brain-washed Keepers. They noticed that their Keepers' behaviors had changed, and so they eventually realized what was going on. They rejected their Arachlich masters and defeated them.

### Acquisition

**Arachlich** can be encountered in the Underworld. It can also be obtained from Reward Box lvl 4. **Click here for its location details!**

### List Form

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

Ultimate Skills

Procs

## Encounter Loadouts

### Wild Battles

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

**Notes**: Arachlich does not normally know Precision.

## Builds & Discussions

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

## Trivia

* Based on a feedback survey back in May 2021, Arachlich was one of the Top 20 community's favorite Monster, it being in the 16th place.
* Arachlich's design is based on the lich, an undead creature introduced in the fantasy role-playing game Dungeons & Dragons often portrayed as spellcasters who seek to defy death by magical means.
* Arachlich's name is a portmanteau of the words *arachnid* and *lich*, referencing it being a combination between these two creatures.
Dodge

**Dodge** is the Monster's ability of evading incoming hits, taking no damage from the hit. Dodge does not prevent modifiers from triggering, such as Burn from Ignite or Kindle. Multiple sources of Dodge are multiplicative. Some skills can bypass dodge effects; however, they can still miss. Dodge can be increased by Agility, Spellshield, accessories, and some passive skills. When stacking multiple sources that increases Dodge, the Dodge chance is calculated as follows:

`*Final Dodge chance* = *Current Dodge chance* + (1 - *Current Dodge chance*) * *Dodge chance of source*`

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

Cannot be dodged
 Counter Attack | When getting attacked, hit the attacker for 1 x 200% Attack. Hit can't be dodged and has 20% increased Critical Chance.

Triggers when dodging opposing hits
 Martial Prowess | Unique Aura: Whenever a Monster in the party evades a hit (either by dodging or by Blind), 70% chance that they gain a random Buff.

Reduces opposing Dodge chance
 Stunned | Unique Aura: Shock (Debuff) also reduces enemy's Dodge chance by 10% and their Critical Chance by 7%.

Increases Dodge chance

Reduces Dodge chance

## Miss

**Miss** causes the Monster's hits from outgoing attacks to be evaded, dealing no damage to the target. Dodge and Miss are two different mechanics, so effects that reduces an opposing Monster's dodge will **not** reduce the chance for your Monster's attacks to miss.

* Passive Skills
* Status Effects

Causes allied hits to miss
 Ballistics | This Monster deals 25% more damage, but has a 10% chance to miss each hit.

Causes opposing hits to miss
 Disoriented | Unique Aura: Weakness (Debuff) causes enemies affected by it to have a 7.5% chance to miss each hit.

Triggers when opposing hits miss
 Martial Prowess | Unique Aura: Whenever a Monster in the party evades a hit (either by dodging or by Blind), 70% chance that they gain a random Buff.

Causes hits to miss
Corrosive Jabs

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

**Corrosive Jabs** can refer to:

* The Corrosive Jabs active skill.
* The Corrosive Jabs Explore Ability.
Charge Amplifier (Passive)

Charge Amplifier
 **Charge Amplifier** | Aura: All Charge stacks in the party are 33% stronger.

## Effect

**Charge Amplifier** is an Aura passive skill that increases the damage value of Charge stacks on allied Monsters by 33%. This power boost also affects Charged Healing. Unlike most multiplier effects, multiple instances of allied Charge Amplifier on the field stack additively but will stack multiplicatively with other effects affecting Charge, such as opposing Buff Corruption.
Akhlut

### Bio

Once regarded as kings of the ocean and referred to as "killers of whales" by sailors. Beyond their status as an apex predator, they are also often reported to have a connection to the afterworld.

### History

According to legend, when the humans of the Old World began to hunt seals and whales more excessively, there was less food in the oceans for the Akhlut. So the Akhlut began to walk on land and prey on the animals it found there - but mostly, the Akhlut preyed on humans. The human fishers and warriors tried to fight back, but none of their weapons had any effect on the Akhlut. And so it became the mission of the shamans to defeat these unstoppable predators. Using ancient rituals and spells, the shamans learned to link their spirits with the Akhlut and control them. The Akhlut no longer preyed on humans, and the shamans gained some of the powers of the Akhlut.

### Acquisition

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

Once you obtain the Warm Underwear from the Clothes Maker, you are able to dive into the lake far west of Snowy Peaks, nearby the Teleporter Stone. At the bottom right of the lake is an entrance to the Frozen Oracle's Cave. The Oracle will test your skills by pitting you against her Akhlut.

It can also be obtained from Reward Box lvl 2.

### List Form

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

Ultimate Skills

Procs
 Flash Freeze | Trigger an additional 100% damage hit when applying Chill with an attack.

## Encounter Loadouts

### Wild Battles

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

**Notes**: Akhlut does not normally know Chilling Cold.

## Builds & Discussions

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

## Trivia

* Akhlut's name and design are based on the Akhlut, a creature from Inuit mythology, often depicted as a wolf-orca hybrid.
Debuffs

**Debuffs** are harmful effects that last until the end of battle (or until removed). Debuffs can only be stacked under certain circumstances, such as Multi-Debuff Auras or Debuff Mastery. There are a total of six Debuffs: Burn, Chill, Shock, Poison, Armor Break, and Weakness.

* Burn
* Chill
* Shock
* Poison
* Armor Break
* Weakness
Agility

Agility

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

Allows Agility to be stacked on allies
 Draconic Lineage | Aura: Each Dragon in the party may receive an additional stack of any Buff. Additional stacks are only half as strong.

Triggers when receiving Agility
 Extra Channel | Aura: Whenever a Monster in the party gains a non-Channel Buff, 15% chance they also gain Channel.

Affects Agility on allies
 Buff Catalyst | Buffs are 20% more effective on this Monster.

Affected by Agility on allies
 Buff Celebration | Aura: As long as a Monster in your party has 4 or more Buffs at the beginning of a turn, it gains 3 Charge stacks.

Affects Agility on opponents
 Buff Corruption | Unique Aura: Weakness reduces the strength of Buffs and beneficial Stacks on enemies by 6%.

Removes Agility from opponents
 Cleanse | Every hit has a 25% chance to remove a Buff from the target.

Triggers when removing Agility from opponents
 Buff Steal | Unique Aura: Whenever an allied Monster removes a Buff from an enemy, it steals that Buff instead.

Affected by Agility on allies

Applies Agility to allies

Allows Agility to be stacked on allies

Triggers when receiving Agility

Affected by Agility on allies

### Accessories

Applies Agility to allies

Allows Agility to be stacked on allies

Triggers when receiving Agility

  Sun Pendant+1

  Sun Pendant+2

  Sun Pendant+3

  Sun Pendant+4

  Sun Pendant+5
Consumables

**Consumables** cover all items that can be used by the player in the game. Most consumables can be bought from the Consumable Merchant in the Keepers' Stronghold. They can also be dropped from Monsters or found in chests.

These items can be used outside of battle. This includes Reward Boxes, and items that can be used on Monsters and can have different effects on the Monsters. Crystal Shards, Reward Boxes and Level Badge 42s are the only consumables not carried over when playing New Game+.

## Combat Consumables

These items can only be used during battle for different effects. Healing combat consumables are not affected by any healing passives (such as Combo Healing, Healing Shield, Heal Mastery) besides Potion Mastery. Combat consumables can be used in Keeper Duels and are refunded when used in Infinity Arena and Online Arena. All combat consumables are not carried over when playing New Game+.
Critical Defense (Passive)

Critical Defense
 **Critical Defense** | Reduces damage taken by 10% of own Critical Damage value.

## Effect

**Critical Defense** is a passive skill that increases the damage reduction value of the Monster with this passive by 10% of its Critical Damage value. Effects that increase a Monster's Critical Damage in combat, such as Glory, will also boost the output value of this passive. Due to a bug, Critical Damage from Heavy Hitter does not affect Critical Defense. Critical Defense stacks multiplicatively with multiple instances of itself on a Monster, as well as with other sources of damage reduction, but with diminishing returns.

The increased damage reduction value from a single instance of Critical Defense is calculated as follows:

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{\displaystyle {Critical\ Defense\ increased\ DR\ value = \frac{Critical\ Damage\ \%\ value}{100} \* 0.1 }}
Charged Chant (Passive)

Charged Chant
 **Charged Chant** | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Sorcery, Barrier or Channel.

## Effect

**Charged Chant** is an Aura passive skill that has a 5% chance to apply either Sorcery, Barrier, or Channel to an allied Monster whenever it gains a Charge stack. This passive randomly selects between the three Buffs, if applicable, to be applied.

The Buffs are applied by the Monster that *received* the Charge stacks, triggering any effects owned by the Monster or originating from other Auras, such as Buffing Heal and Critical Buffs. Monsters receiving these Buffs will also trigger other effects, such as Divine Shield and Sun Pendant. Multiple instances of allied Charged Chant on the field will each have a chance to trigger with each Charge stack.

For effects that apply multiple Charge stacks simultaneously, such as Charged Start, Meditation, and Charging Sphere, each stack has a chance to trigger Charged Chant.
Charged Hazard (Passive)

Charged Hazard
 **Charged Hazard** | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Poison or Shock to a random enemy.

## Effect

**Charged Hazard** is an Aura passive skill that inflicts either Burn, Poison, or Shock on an enemy every time a total of 12 Charge stacks are consumed by allied Monsters. This passive randomly chooses an eligible target and then selects between the three Debuffs, if applicable, to be applied.

The Debuffs are applied by the last Monster that consumed the Charge stacks when the passive activated, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Proliferate (when attacking), and Curse Chain. Multiple instances of allied Charged Hazard on the field trigger one after another.

The consumed Charge count carries over to each Monster. For example:
* When one Monster consumes 11 Charge stacks, the passive does not trigger since 12 Charge stacks have not been consumed yet.
* If the next Monster consumes 16 Charge stacks, the passive triggers twice, as at least 24 total Charge stacks were consumed.
* If the subsequent Monster consumes at least another 9, the passive will trigger again, bringing the total to 36 consumed Charge stacks.
Charged Destruction (Passive)

Charged Destruction
 **Charged Destruction** | Aura: For every 12 Charge stacks spent by an ally, it applies Burn, Weakness or Armor Break to a random enemy.

## Effect

**Charged Destruction** is an Aura passive skill that inflicts either Burn, Armor Break, or Weakness on an enemy every time a total of 12 Charge stacks are consumed by allied Monsters. This passive randomly chooses an eligible target and then selects between the three Debuffs, if applicable, to be applied.

The Debuffs are applied by the last Monster that consumed the Charge stacks when the passive activated, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Proliferate (when attacking), and Curse Chain. Multiple instances of allied Charged Destruction on the field trigger one after another.

The consumed Charge count carries over to each Monster. For example:
* When one Monster consumes 11 Charge stacks, the passive does not trigger since 12 Charge stacks have not been consumed yet.
* If the next Monster consumes 16 Charge stacks, the passive triggers twice, as at least 24 total Charge stacks were consumed.
* If the subsequent Monster consumes at least another 9, the passive will trigger again, bringing the total to 36 consumed Charge stacks.
Clear Stone

**Clear Stone**
 Consumable
Transforms a shifted Monster to neutral form.
Buy cost: 1000GSell cost: 300G
Coupon cost: 1A

## Acquisition

### Treasures

* Underworld
* Abandoned Tower
* Forgotten World

**Underworld**

**Abandoned Tower**

**Forgotten World**

### Merchants

* Arena Coupon Trader in the Infinity Arena after reaching Keeper Master.

### Rewards

* From the Monster Army:
	+ Given for reaching 80000 strength.
* Reward Box lvl 4 and Reward Box lvl 5.
Apple

**Apple**
 Food
Mana +15
Buy cost: 50GSell cost: 15G

## Crafting Recipes

In Relics of Chaos, Relics can be upgraded using consumable items instead of crafting materials. **Click to show all upgrades that require Apples.**

## Acquisition

### Merchants

* Food Merchant in the Keepers' Stronghold.

### Rewards

* From Old Buran after defeating the Steam Golem Champion in the Mountain Path (x2).
Death Blow (Passive)

Death Blow
 **Death Blow** | Deals 5% increased damage for each Debuff on the target.

## Effect

**Death Blow** is a passive skill that increases the damage of the Monster with this passive by 5% for each Debuff on the target. Additional stacks of a Debuff are only half as effective, providing a 2.5% increase each. If a hit results in the target gaining a Debuff while attacking, such as through Hex, this passive will be dynamically updated for any subsequent hits. Death Blow stacks multiplicatively with multiple instances of itself on a Monster, as well as with other damage modifiers.

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

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{\displaystyle {Death\ Blow\ increased\ damage = Total\ Debuff\ strength\ on\ target \* 0.05 }}

The strength of a single Debuff stack is assigned a value of 1.0, whereas additional stacks of the same Debuff are valued at 0.5. For instance, the total Debuff strength of Burn and Poison would be 2.0, whereas the total Debuff strength of 2 stacks of Burn would be 1.5.
Cotton

**Cotton**
 Crafting Material
Level 1 common upgrade material.
Buy cost: 100GSell cost: 30G

**Cotton** is a common level 1 natural fiber crafting material. It is used for upgrading equipment by the Smith in the Keepers' Stronghold.

## Crafting Recipes

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

## Acquisition

### Merchants

* Material Merchant in the Keepers' Stronghold.

### Rewards

* From the Smith in the Keepers' Stronghold when talking to him for the first time (x2).
* Common drop in the Infinity Arena.
* Common reward from Craft Boxes.
Charged Anomaly (Passive)

Charged Anomaly
 **Charged Anomaly** | Aura: For every 12 Charge stacks spent by an ally, it applies Chill, Shock or Weakness to a random enemy.

## Effect

**Charged Anomaly** is an Aura passive skill that inflicts either Chill, Shock, or Weakness on an enemy every time a total of 12 Charge stacks are consumed by allied Monsters. This passive randomly chooses an eligible target and then selects between the three Debuffs, if applicable, to be applied.

The Debuffs are applied by the last Monster that consumed the Charge stacks when the passive activated, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Proliferate (when attacking), and Curse Chain. Multiple instances of allied Charged Anomaly on the field trigger one after another.

The consumed Charge count carries over to each Monster. For example:
* When one Monster consumes 11 Charge stacks, the passive does not trigger since 12 Charge stacks have not been consumed yet.
* If the next Monster consumes 16 Charge stacks, the passive triggers twice, as at least 24 total Charge stacks were consumed.
* If the subsequent Monster consumes at least another 9, the passive will trigger again, bringing the total to 36 consumed Charge stacks.
Charged Banner (Passive)

Charged Banner
 **Charged Banner** | Aura: Whenever an allied Monster gains a Charge stack, it has a 5% chance to also gain Glory, Spellshield or Regeneration.

## Effect

**Charged Banner** is an Aura passive skill that has a 5% chance to apply either Glory, Regeneration, or Spellshield to an allied Monster whenever it gains a Charge stack. This passive randomly selects between the three Buffs, if applicable, to be applied.

The Buffs are applied by the Monster that *received* the Charge stacks, triggering any effects owned by the Monster or originating from other Auras, such as Buffing Heal and Critical Buffs. Monsters receiving these Buffs will also trigger other effects, such as Divine Shield and Sun Pendant. Multiple instances of allied Charged Banner on the field will each have a chance to trigger with each Charge stack.

For effects that apply multiple Charge stacks simultaneously, such as Charged Start, Meditation, and Charging Sphere, each stack has a chance to trigger Charged Banner.
Armor Break

Armor Break

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

Increases Armor Break application to opponents
 Broken Immunity | Unique Aura: **Armor Break** on enemies also increases chances to apply Debuffs on them by 20%.

Allows Armor Break to be stacked on opponents
 Breaking Support | Every heal applied by this Monster has a 10% chance to apply **Armor Break** on a random enemy. This Monster can apply an additional stack of **Armor Break**.

Affects Armor Break on opponents
 Gorgeous Plumage | Aura: Buffs on allies and Debuffs on enemies are 8% more effective for every Bird in the party.

Applies Armor Break to allies
 Necromancy | Unique Aura: Whenever a Monster in the party is revived, it additionally heals 25% of its Max Health, gains 3 random Debuffs and 3 Age stacks.

Affects Armor Break on allies
 Anti Curse | Aura: All Debuffs are 20% less effective on Monsters in your party.

Affected by Armor Break on allies
 Curse Transfusion | For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction.

Triggers when removing Armor Break from allies
 Renewal | Unique Aura: Whenever a Debuff or harmful Stack is removed from an ally, also Heal and Shield them by 100.

Applies Armor Break to opponents

Allows Armor Break to be stacked on opponents

Triggers when applying Armor Break

Affected by Armor Break on opponents

Provides immunity to Armor Break application for allies

Removes Armor Break from allies

Removes Armor Break from allies

  Antidote

  Mass Antidote

### Weapons

Applies Armor Break to opponents

Removes Armor Break from allies

  Restoring Wand+1

  Restoring Wand+2

  Restoring Wand+3

  Restoring Wand+4

  Restoring Wand+5

### Accessories

Applies Armor Break to opponents

Affects Armor Break on opponents

Removes Armor Break from allies

  Pure Leaf+1

  Pure Leaf+2

  Pure Leaf+3

  Pure Leaf+4

  Pure Leaf+5
Attack

The **Attack** stat determines the amount of Physical damage the Monster can inflict, and it also affects other skills that scale with this stat. This stat value is directly multiplied by the percentage values of each skill to determine their final values, before applying any additional multipliers if possible. For instance, if a Monster has an Attack stat value of 200 and uses a Physical skill that deals 50% damage per hit, each hit will result in 100 damage. The Attack stat of a Monster can increase through leveling up, equipment, and specific passives.

The base Attack value of a Monster (without equipment or related passives) is calculated as follows:

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{\displaystyle {Base\ Attack\ value=Attack\ Rating\*{\frac {10+Level}{2}}}}

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

Increases Attack stat from equipment
 Armory | Aura: Increases the stats gained from accessories by 15% for allied Warrior Monsters.

Scales with allied Attack stat when using Magical attacks
 Critical Hybridization | The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa.

Scales with allied Attack stat

Scales with Attack stat when using Physical attacks

Scales with Attack stat

Scales with Attack stat when using Physical attacks

### Weapons

Increases allied Attack stat

Scales with allied Attack stat

  Warhorn+1

  Warhorn+2

  Warhorn+3

  Warhorn+4

  Warhorn+5

Scales with Attack stat when using Physical attacks

### Accessories

Increases allied Attack stat

Reduces allied Attack stat

Scales with allied Attack stat

  Warrior Flask+1

  Warrior Flask+2

  Warrior Flask+3

  Warrior Flask+4

  Warrior Flask+5
Defense Damage Reduction

**Defense Damage Reduction** is the damage reduction value that the Monster gains through its Defense stat and through no other means. You can calculate the Defense damage reduction with the following formula:

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{\displaystyle {Base\ Defense\ Damage\ Reduction\ value = \frac{ Defense\ value + 10 }{ (Level + 10) \* 8 + Defense\ value } }}

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

Ignores opposing Defense damage reduction
 Armor Bypass | This Monster's attacks ignore 20% of the target's Defense damage reduction value.

Ignores opposing Defense damage reduction

Reduces Defense damage reduction
Combo Potion

**Combo Potion**
 Combat Consumable
Heal target for 8 x 200
Buy cost: 500GSell cost: 150G

## Crafting Recipes

In Relics of Chaos, Relics can be upgraded using consumable items instead of crafting materials. **Click to show all upgrades that require Combo Potions.**

## Acquisition

### Treasures

* Blue Caves
* Ancient Woods
* Snowy Peaks
* Horizon Beach

**Blue Caves**

**Ancient Woods**

**Snowy Peaks**

**Horizon Beach**

### Merchants

* Rhazes in the Magma Chamber after defeating the Asura Champion (can only be purchased once).
* Consumable Merchant in the Keepers' Stronghold after reaching Keeper Champion.

### Rewards

* From the Monster Army:
	+ Given for reaching 2300 strength (x3).
* Reward Box lvl 2.
Craft Box

**Craft Box**
 Consumable
Consume to get random craft materials based on Keeper Rank.
Buy cost: 750GSell cost: 225G

## Rewards

Craft Boxes only contain crafting materials, and are the only Reward Boxes affected by Keeper Rank, in that their pool of possible drops increases with higher ranks. The distribution remains even between materials available to the current Keeper Rank. A rare and a common crafting material are guaranteed, with a 50% chance for an extra common drop.

## Acquisition

### Treasures

* Mountain Path
* Blue Caves
* Ancient Woods
* Magma Chamber
* Mystical Workshop
* Abandoned Tower
* Blob Burg
* Forgotten World

**Mountain Path**

**Blue Caves**

**Ancient Woods**

**Magma Chamber**

**Mystical Workshop**

**Abandoned Tower**

**Blob Burg**

**Forgotten World**

### Merchants

* Trade Golem in the Mystical Workshop (can only be purchased once).

### Monster Drops

**Common Loot**

**Rare Loot**

**Rare Randomizer-only Loot**

These Monsters will have loot for this item only in Randomizer mode.

**Champion Monster 6 Star Reward**

If Randomizer is active, the swapped Monster will drop this reward instead.

### Rewards

* Completing the Knight Challenge for the first time (x3).
* Defeating the following Legendary Keepers for the first time:
	+ ... the Unforgettable (x3).
	+ Elendel, the Troll Keeper (x3).
* From the Monster Army:
	+ Given for reaching 45000 strength (x3).
	+ Given for reaching 90000 strength, and repeats every 20000 points.
		- If the player has not reached Keeper Master yet, it repeats every 10000 points instead.
* From the player's Father in the Keepers' Stronghold after reaching Keeper Master (x3).
* Rare drop in Infinity Arena.
* Reward Box lvl 1, Reward Box lvl 2, and Reward Box lvl 3.
Duality (Passive)

Duality
 **Duality** | Aura: Whenever a Monster in the party gets Might, 50% chance it also gets Sorcery, and vice versa. (Does not trigger with itself)

## Effect

**Duality** is an Aura passive skill that has a 50% chance to apply Might to an allied Monster whenever they receive Sorcery, and vice versa, if applicable. Applying or receiving additional stacks of Might or Sorcery does not have a reduced chance. This passive cannot trigger itself. Might and Sorcery gained from Duality also do not trigger Shared Might and Shared Sorcery, respectively, and vice versa (for balance reasons). Duality and Enlightened can still trigger each other, but the chain will not trigger additional instances of Duality.

The Buffs are applied by the Monster with the Duality passive, triggering any effects owned by the Monster or originating from other Auras, such as Buffing Heal and Critical Buffs. Monsters receiving these Buffs will also trigger other effects, such as Divine Shield and Sun Pendant. Multiple instances of allied Duality on the field will each have a chance to trigger with each application of Might and Sorcery.

When a Buffing action is used, Duality will only add Combo if the initial Might/Sorcery came from the Buffing action, Combo Buffing, Jolly Spirit, Mentor, Sidekick Support, Situational Support, Holy Presence, Shadow Proc, Fishing Rod, or Fishing Pole. It also adds Combo from Support Chord or Enlightened triggered by the aforementioned effects.
Burn

Burn

## Damage calculations

Burn damage on a Monster is calculated as follows:

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{\displaystyle {Burn\ damage = max \left ( Attack\ stat, Magic\ stat \right )}}

In wild battles, the damage is affected by the afflicted Monster's level. The damage is also doubled on Champion Monsters.

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{\displaystyle {Burn\ damage\ multiplier = 0.9 + min \left ( \frac{Level}{40}, 1.0 \right ) \* 1.4}}

In Infinity Arena, the damage is modified to 1.1 but decreases on higher levels, capped at 0.35.

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{\displaystyle {Scale\ percent = min \left (\frac{Arena\ level}{200}, 1.0 \right )}}

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{\displaystyle {Burn\ damage\ multiplier = 1.1 + Scale\ percent \* (0.35 - 1.1)}}

In Keeper Duels, damage is increased by 25%, whereas in PvP, increased by 20%. Burn damage on a Monster after the first instance is halved.

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

Affected by Burn on opponents
 Lava Rush |   | 160

Increases Burn application to opponents
 Broken Immunity | Unique Aura: Armor Break on enemies also increases chances to apply Debuffs on them by 20%.

Allows Burn to be stacked on opponents
 Acid Spit | Aura: Reptiles in the party have a 7.5% chance on hit to apply Poison or **Burn** and can stack those an additional time. Additional stacks are only half as strong.

Applies Burn to allies
 Necromancy | Unique Aura: Whenever a Monster in the party is revived, it additionally heals 25% of its Max Health, gains 3 random Debuffs and 3 Age stacks.

Affects Burn on allies
 Anti Curse | Aura: All Debuffs are 20% less effective on Monsters in your party.

Affected by Burn on allies
 Curse Transfusion | For each Debuff this Monster has, it deals 5% increased damage and gains 5% Damage Reduction.

Triggers when removing Burn from allies
 Renewal | Unique Aura: Whenever a Debuff or harmful Stack is removed from an ally, also Heal and Shield them by 100.

Applies Burn to opponents

Allows Burn to be stacked on opponents

Triggers when applying Burn

Affected by Burn on opponents

Provides immunity to Burn application for allies

Removes Burn from allies

Removes Burn from allies

  Antidote

  Mass Antidote

### Weapons

Applies Burn to opponents

Removes Burn from allies

  Restoring Wand+1

  Restoring Wand+2

  Restoring Wand+3

  Restoring Wand+4

  Restoring Wand+5

### Accessories

Applies Burn to opponents

Affects Burn on opponents

Removes Burn from allies

  Pure Leaf+1

  Pure Leaf+2

  Pure Leaf+3

  Pure Leaf+4

  Pure Leaf+5
Charging Shield (Passive)

Charging Shield
 **Charging Shield** | Shield self for 60 when receiving a Charge stack.

## Effect

**Charging Shield** is a passive skill that applies a shield with a value of 60 to the Monster with this passive whenever it receives a Charge stack. For effects that apply multiple Charge stacks simultaneously, such as Charged Start, Meditation, and Charging Sphere, only a single shield instance, equal to the full value, will be applied.

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

### Bio

Dracozuls are known primarily for two things: their beautiful azure-colored scales that shimmer brilliantly in the light, and their unruly ferocity. Despite being the only cold-blooded member of the Draco family, they are possibly the wildest out of all of them. When the Keeper of a Dracozul becomes too old, it is advised for them to give their Dracozul away - to prevent the Dracozul from breaking free through force.

### History

Famously, the Dragon Empress kept a small regiment of trained dragon riders, who were called Dragonlords or Dragoons. When the Monster Keepers fought the kings of the Old World, a group of daring Keepers sought to revive this ancient practice. It took a lot of time, but eventually, they succeeded, dealing harrowing blows to the armies of the Old World. Dracozuls proved especially effective due to their unrivaled agility in the sky. Those Monster Keepers were given the honorary title of Keeper Dragoons.

### Acquisition

**Dracozul** is an optional Champion Monster in the Snowy Peaks. Unlike most Champion Monsters, achieving a 5-star rating will not reward you with its egg but instead, an Ice Stone catalyst. Therefore, under normal circumstances, it can only be obtained through evolution. **Click here for more details!**

* Use a Monster with Crush or Charging Mount to destroy the diamond block
* The Dracozul Champion and two Draconovs
1/2
Go to the room right of the Teleporter Stone in the Snowy Peaks. Climb upwards until you spot a diamond block. Destroy the block and climb upwards again in the next room, and you will come across the entrance to Dracozul's roost. The Dracozul will always fight alongside two Draconovs.

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

### Evolution

**Dracozul** evolves from Draconov with the Ice Stone evolution catalyst.

### List Form

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

Ultimate Skills

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

## Encounter Loadouts

### Wild Battles

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

**Notes**: Dracozul does not normally know Combo Buffing.

## Builds & Discussions

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

## Trivia

* Dracozul's name is a portmanteau of the words *draco* (Latin for *dragon*) and *azul* (Spanish for *blue*).
Duel Circle

The **Duel Circle** is a room in Keepers' Tower where players face a team of six Monsters in a Keeper Duel. It is gated until the player reaches Keeper Novice. After battling Will, the player can talk with Duel Trainer Gotthelm and select a Duel challenge. There are 7 Duel challenges in total, which are each unlocked as you complete them. Completing a challenge for the first time gives the player a reward.

## Novice Challenge

Gotthelm's Blob and Catzerker are level 12 and his other Monsters are level 11.

## Seeker Challenge

Gotthelm's Nightwing and Minitaur are level 15, his Mad Eye is level 13 and his other Monsters are level 14.

## Lancer Challenge

Gotthelm's G'rulu is level 19, his Specter is level 17 and his other Monsters are level 18.

## Ranger Challenge

Gotthelm's Monsters are all level 25.

## Knight Challenge

Gotthelm's Monsters are all level 30.

## Champion Challenge

Gotthelm's Monsters are all level 35.

## Dragoon Challenge

Gotthelm's Monsters are all level 38.
Diavola

### Bio

Diavolae are plant-like predators of demonic origin. In their dormant state, they are usually found in the middle of an empty clearing, as no other plants, animals, or Monsters would come close to them. They use their appearance to lure unsuspecting explorers in. They are also capable, however, of shifting into an active state by pulling their roots out of the ground and using them as limbs.

### History

The first Diavola came to our world as a single seed. Being able to crawl during its seed stage similar to insect larvae, it attached itself to another, unknown demonic Monster that made the voyage to our world. In their seed stage, they are capable of evolving into different plant-like shapes, and so it chose an appearance that resembles the plants of our world. They may have spread to many different worlds in the same manner.

### Acquisition

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

* Parkour on the invisible platforms with a Monster with Secret Vision
* The Diavola Champion
1/2
You can get to Diavola by bringing a Monster with Secret Vision to reveal the invisible platforms on the beaten path in the Sun Palace near the Blue Caves entrance. Parkour on the platform to reach the upper-right ledge. Alternatively, you can ride a Lofty Mount to reach the ledge. Diavola awaits at the top of the next room.

It can also be obtained from Reward Box lvl 5.

### List Form

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

Ultimate Skills

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

## Encounter Loadouts

### Wild Battles

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

## Builds & Discussions

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

## Trivia

* Diavola's name literally means *devil* (feminine) in Italian, referencing its Bio.
Cookie Mushroom

**Cookie Mushroom**
 Food
Increases damage, healing and shielding by 3%.
Buy cost: 750GSell cost: 225G

## Crafting Recipes

In Relics of Chaos, Relics can be upgraded using consumable items instead of crafting materials. **Click to show all upgrades that require Cookie Mushrooms.**

## Acquisition

### Treasures

* Blob Burg
* Forgotten World

**Blob Burg**

**Forgotten World**

### Merchants

* Food Merchant in the Keepers' Stronghold after reaching Keeper Master.
Curse Breaker (Shift Passive)

Curse Breaker

## Effect

**Curse Breaker** is an Aura Light Shift passive that removes one random Debuff from each allied Monster at the start of every turn or whenever the Monster with this passive is switched into combat.

Removing Debuffs from an allied Monster will trigger any effects owned by the Monster or originating from other Auras, such as Renewal. Multiple instances of allied Curse Breaker on the field trigger one after another.
Cleansing Burn (Passive)

Cleansing Burn
 **Cleansing Burn** | Unique Aura: When an ally applies Burn on an enemy or when an enemy takes Burn damage, 75% chance to remove a Buff from them.

## Effect

**Cleansing Burn** is a Unique Aura passive skill that has a chance to remove a random Buff from an enemy when an allied Monster applies Burn on it or whenever it takes Burn damage. When applying the first Burn stack or on the first Burn damage proc on an enemy, the chance is 75%. The chance is reduced to 37.5% on subsequent applications/procs. This passive does not trigger when Burn is applied to an allied Monster through Necromancy.

When an enemy takes Burn damage, the Monster that removes the Buff is the one with the Cleansing Burn passive, while in the case of applying Burn, the applier is the one responsible for the Buff removal. Depending on the Buff remover, Cleansing Burn would trigger any effects owned by the Monster or originating from other Auras, such as Punishment (when attacking) and Buff Steal. Multiple instances of allied Cleansing Burn on the field do not stack, and, in the former scenario (Burn does damage), only the frontmost Monster's Cleansing Burn takes effect.
Darnation

**Darnation** was designed by 'Verdestrom', one of the two Kickstarter backers who backed at the €1,000 level - "Design Your Monster". The other Monster, designed by the other €1,000 backer, is Troll.

### Bio

The ruthless Darnation is a vicious predator that utilizes its hard exoskeleton and its uniquely adapted offensive capabilities to secure its apex position. A Darnation is able to utilize chemical compounds within its body to produce multiple bizarre effects. It can coat its hook-like arms with a powerful corroding acid to eat away at its foe's defenses as well as swiftly dig through the earth. More surprisingly, a Darnation is also capable of producing volatile compounds that create powerful short range explosions, which often catch prey or would-be predators off-guard.

### History

Discovery of the Darnation is accredited to a Monster Keeper known only as Verdestrom. The limited research conducted on Darnations by Verdestrom suggests that they are intelligent and highly adaptable. The physiology of the Darnation suggests that they are not native to the Sanctuary and perhaps not even to our planet. Legend has it that when Darnations originally arrived, they were much smaller and more docile creatures than they are now. Considering the caliber and conditions of Monsters found within its original habitat, however, it's not surprising that Darnations over time would grow and adapt to deal with such threats in order to survive.

### Acquisition

**Darnation** can be encountered in Abandoned Tower. **Click here for its location details!**

### List Form

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

Non-damaging Actions

Ultimate Skills

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

## Encounter Loadouts

### Wild Battles

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

## Builds & Discussions

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

## Trivia

* Darnation's Light-shift form was originally the neutral form, which is why the icon used for Hard Shell is the Light-shift sprite.
* Darnation's name is based on the Damnation card from Magic: The Gathering.
Disease Control (Passive)

Disease Control
 **Disease Control** | Receive 4% reduced damage from a debuffed enemy for each Debuff on them.

## Effect

**Disease Control** is a passive skill that reduces damage from an enemy to the Monster with this passive by up to 4% for each Debuff on the attacking enemy. The effectiveness of this reduction gradually diminishes as more Debuffs are inflicted. Additional stacks of a Debuff are only half as effective, providing approximately a 2% reduction each. If a hit results in the attacking enemy gaining a Debuff during an attack, this passive will be dynamically updated for any subsequent incoming hits. Effects from the attacker that bypass damage reduction, such as Forceful Might and Forceful Sorcery, can lower the effectiveness of the damage reduction provided by Disease Control. Disease Control stacks multiplicatively with multiple instances of itself on a Monster, as well as with other sources of damage reduction, but with diminishing returns.

The damage reduction from a single instance of Disease Control (without accounting for damage reduction bypass from the attacker) is calculated as follows:

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{\displaystyle {Disease\ Control\ damage\ reduction = 1 - ( 1 - 0.04 ) ^ { Total\ Debuff\ strength\ on\ attacker } \, }}

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

Chain Lightning
 **Chain Lightning** | Unique Aura: When a Monster in the party applies Shock on an enemy, 40% chance to spread it to another enemy.

## Effect

**Chain Lightning** is a Unique Aura passive skill that has a chance to inflict Shock on another eligible enemy when an allied Monster applies Shock on an enemy. When applying the first Shock stack on an enemy (not the one from this passive), the chance is 40%. The chance is reduced to 20% when applying additional stacks of Shock. This passive cannot trigger itself, as well as when Shock is applied to an allied Monster through Necromancy.

The Shock is applied by the Monster that inflicted the original Shock, triggering any effects owned by the Monster or originating from other Auras, such as Mystify, Proliferate (when attacking), and Curse Chain. Multiple instances of allied Chain Lightning on the field do not stack.
Divine Shield (Shift Passive)

Divine Shield

## Effect

**Divine Shield** is a Light Shift passive that shields and applies a Charge stack to the Monster with this passive whenever it receives a Buff. The shield value on the Monster is equal to 5% of its Max Health. Receiving additional stacks of a Buff does not affect this passive.

The shielding is applied by the Monster with the Divine Shield passive, triggering and being affected by any effects owned by the Monster or originating from other Auras, such as Copy Shield, Shield Aura, and Drum. Gaining Charge stacks will also trigger other effects, such as Charging Shield and Charged Chant.
Character Abilities

Throughout the course of your journey, you can obtain various upgrades to your character. These are independent of the Explore Abilities that your monsters can use, and they come from items you can obtain from chests or by other means.

## Double Jump

By acquiring the Double Jump Boots in the Blue Caves, you earn the ability to double jump. This allows you to reach higher platforms that were once out of reach.

## Warm Underwear

By acquiring Warm Underwear from the Clothes Maker in the Snowy Peaks, you gain the ability to enter cold water in the area.