recursal/Fanatic-Fandom huggingface dataset:
Vengeful (Demon)

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

## Description

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

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

## Monsters

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

## Tips

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

### Session Thirty-Six [2021.09.11]

After wandering off on his own, Volka Bero was confronted by the Fortune-Teller in the captain's cabin of his own ship, the *Wildfall.* He was captured and spirited away, with his friends having no idea where he was taken...until now. Noelle's spies were able to eavesdrop on a conversation between the Fortune-Teller and the Marchioness Marielle de Mantillon, discovering that Volka was in their clutches now.

While banished into the Fade, Minhra bore witness to Volka being chained to a Wanderer Stone, accompanied by a whirlwind of spirits. Minhra was able to memorize some of the runes present on the Stone, identifying them as belonging to ancient magics, but unable to recognize anything further.

Eventually, the party traveled to the Wanderer Stone to free Volka, confronting the Fortune Teller and Volka himself as a possessed minion. After successfully defeating the blood mage and freeing their friend, Volka was able to return to Tantervale safe and sound.

*This quest was completed with the conclusion of Act Two.*
Tribalism

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

## Description

Tribalism boosts physical and magical damage output by 150% for all monsters in the team of the same tribe as the monster that learns it. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

If a monster with Tribalism dies, then all warriors in the team will lose that monster's Tribalism damage boost.

## Monsters

No monsters have Tribalism as their core trait.

## Tips

* Tribalism is an excellent trait for boosting DPS. However, as with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
Blindness (Status)

Blindness is a curse status effect.

## Description

When a monster is afflicted with blindness, all of its regular attacks are guaranteed to miss. This includes normal attacks as well as extra strikes induced by Combo Hitter, Staff Bash, and Phase Shift.

Some traits, such as Giant Gorilla's Pound, induce non-regular attacks that will land on the target regardless of blindness.

## Traits

The following traits inflict blindness:

    Last Laugh
     Misdirection
Ethereal

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

## Description

Ethereal grants an additional 50% resistance to physical damage, but in exchange, it decreases magical resistance by 50%. Like all traits that offer physical resistance, it can be stacked with other traits that offer physical resistance, such as Mud Shield and Steely. However, these stack with diminishing returns. Similarly, the decrease in magical resistance can be recovered by using additional traits that offer magical resistance, such as Strange Magic and Psychic Shield.

Magic Armor is the inverse of this trait.

## Monsters

The following monsters have Ethereal as their core trait:

## Tips

* Ethereal technically has a niche use case alongside Ally; since Ally only passes positive resistance, if an Ally monster has Ethereal, it will only pass the positive physical resistance to its teammates.
	+ However, the Ally monster will still suffer decreased magical resistance from traits.
	+ Additionally, the potency of Ally's passed magical resistance will be reduced by Ethereal.
* Overall, even when used with Ally as described above, Ethereal is virtually always a useless trait. With the exception of some Tower floors, most if not all areas in the game challenge the player with a mix of physical and magical damage, preventing Ethereal from granting a net positive effect.
Staff Bash

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

## Description

Sharp Tongue introduces a 30% chance on attack that the monster will attack a second time. The second attack is considered a "regular" attack, and thus is affected by traits like Focus that affect regular attacks. Despite this, however, the second attack deals physical damage based on STR instead of the typical magical damage based on INT.

## Monsters

The following monsters have Staff Bash as their core trait:

## Tips

* Since Staff Bash induces regular attacks, it can activate other traits that proc on attack, such as Healer.
Blood Pact

Blood Pact is a core-only trait. It is the signature trait of The Maw.

## Description

If a monster with Blood Pact is attacked and killed, then the monster that dealt the killing blow will immediately lose 33% of its maximum VIT.

## Monsters

The following monsters have Blood Pact as their core trait:

## Tips

* Blood Pact can be used to cheese boss fights. By creating a team full of Blood Pact monsters, even at Level 1, the boss will defeat itself by defeating the Blood Pact monsters and taking damage as a result. This is particularly useful for the Tower, although Banish Scrolls may also need to be used to eliminate the supporting monsters that tend to appear behind Tower bosses.
Ancient Power

Ancient Power is a learnable uncommon trait that can only be learned by mages.

## Description

Ancient Power boosts the monster's damage output by 50%. However, this additional damage is not magical damage but rather physical damage, and thus is subject to different effects and modifiers, such as physical resistance and the deflection chance of the Enlightened core trait.

Big Flex is the counterpart of this trait for warriors.

## Monsters

The following monsters have Ancient Power as their core trait:

## Tips

* Ancient Power can be used to bypass magical resistance, and the damage boost can be very helpful in the early game. However, in the long term, piercing is preferred in most if not all cases, as it bypasses magical resistance and protects the user from deflected magical damage.
Focus

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

## Description

Focus boosts the chance of landing a critical hit with a regular attack by 10%. (The base critical-hit chance is 5%.) Regular attacks include the normal attack common to all monsters, as well as those induced by traits like Combo Hitter and Phase Shift.

## Monsters

No monsters have Focus as their core trait.

## Tips

* Focus can get some mileage in critical-hit builds, but on its own, the chance of landing a critical hit is still low. It's worth considering stacking Focus on top of other traits that boost critical hit chances, such as Spotter.
Settings

Contains a few basic game setting and a few important/useful feature, such as cloud backup and platform transfer.

### Cloud Backup

Cloud Backup setting on/off and Sync to backup manually or resolve a conflict.

### Platform Transfer

Every account can transfer their platform - ie. from PC to Mobile or vise versa. This is a ONE TIME only courtesy.

### Redeem codes

Redeem codes are code that reward the player with resources, e.g. gold, gems, dummies or aether tickets. They can be used by going to the settings, then entering the code in the box that says 'ENTER CODE' and hitting redeem. Codes are usually posted on the official twitter or the #announcements channel in the discord.
Poison (Status)

Poison is a periodic damage status effect (referred into in-game as a "DoT," or "damage over time").

## Description

When a monster is afflicted with poison, it takes poison damage once per second. The amount of damage taken is directly proportional to the amount of damage dealt by the attack that poisoned the target; therefore, more powerful monsters will inflict more bonus poison damage.

Different poison traits cause different amounts of overall damage over time. However, the effects of all poison traits last for 4 seconds.

Poison damage is considered to be physical damage, and thus can be reduced by physical resistance.

## Tips and Counterplay

* Poison damage is considered to be physical damage, and thus can be reduced by physical resistance.
* Poison is considered a DoT, so its effects can be removed by the Cure trait.
* Poison damage incurred on each tick can be nullified by Repurpose and Harden.
Soulless

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

## Description

Soulless grants an additional 30% resistance to both physical and magical damage, but in exchange, it prevents the monster that learns it from being revived by traits. Like all traits that offer resistance, it can be stacked with other traits that offer resistance, such as Steely and Psychic Shield. However, these stack with diminishing returns.

Using a Revive potion is the only way to revive a monster with Soulless.

## Monsters

The following monsters have Soulless as their core trait:

## Tips

* The main trade-off to consider when using Soulless is between resistance and revival. If the monster's team isn't intended to use reviving traits, or the monster is unlikely to die, then Soulless can be an excellent option. Otherwise, the player should use discretion when teaching Soulless.
* Since it does not check whether the incoming damage is physical or magical, Soulless is the only source of resistance that can mitigate damage from bleeding.
Mud Shield

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

## Description

Mud Shield grants an additional 20% physical resistance to all monsters in the team. Like all traits that offer physical resistance, it can be stacked with other traits that offer physical resistance, such as Steely and Ethereal. However, these stack with diminishing returns.

If a monster with Mud Shield dies, then all monsters in the team lose the additional resistance granted by that monster's Mud Shield trait.

Strange Magic is the counterpart of this trait for magical resistance.

## Monsters

The following monsters have Mud Shield as their core trait:

## Tips

* Mud Shield is an excellent trait for increasing the survivability of an entire team. It can prove especially useful against bosses who use physical area attacks, such as the bosses of the beast and demon tribes.
Cure

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

## Description

Cure has a 40% chance to remove all status effects that cause periodic damage (such as bleeding, poison, and ignition) from a single monster in the team. A monster may attempt to activate Cure at a maximum rate of once every two seconds.

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

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

Dispell is the counterpart of this trait for curses.

## Monsters

The following monsters have Cure as their core trait:

## Tips

* Cure can be very useful as a countermeasure to bleeding, which tends to be more devastating to player teams than other DoT's. This is especially useful for DPS monsters with stacked damage-boosting traits, who otherwise tend to one-shot themselves from returned bleeding damage.
Accursed Dominion

Accursed Dominion is a monthly event that occurs on the fourth week of every month. Accursed Dominion lasts for seven days. During Accursed Dominion, all frontier maps have a set chance of becoming accursed, consists entirely of monsters of the accursed tribe.

Accursed monsters have extremely powerful core traits and, once fully fused, have one or two more learnable trait slots than non-accursed monsters of the same rarity. However, before they are fused, they have fewer trait slots that non-accursed monsters of the same rarity. Thus, they have great potential, but require some investment to realize said potential.

## Monsters

***EPIC MONSTERS:***

Cannonball - Cool Explosion (Skill)

Gem - Shimmer (Skill)

Rat King - Entangle (Skill)

***LEGENDARY MONSTERS:***

Ghost - Ectoplasm (Skill)

War Turtle - Turtle Time (Skill)

Mantis - Exoskeleton (Skill)

***MASTER MONSTERS:***

Ancient Astronaut - Ascendant (Skill)

Dark Pope - Last Supper (Skill)

Wyrm - Purge (Skill)
Bleeding (Status)

Bleeding is a periodic damage status effect (referred into in-game as a "DoT," or "damage over time").

## Description

When a monster is afflicted with bleeding, it immediately loses some percentage of its current VIT if it is not already bleeding. It then loses health every time it attacks. The amount of health lost is directly proportional to the amount of damage the monster inflicts with its attacks; therefore, more powerful monsters will take far more damage on attack while bleeding.

Different bleeding traits cause different amounts of initial bleeding damage and returned bleeding damage. However, the effects of all bleeding traits last for 10 seconds.

Bleeding damage incurred on attack cannot reduced by Piercing (Physical) or Piercing (Magical). Further, unlike poison and ignition damage, bleeding damage is neither physical nor magical and thus ignores resistance from all traits except for Soulless.

## Tips and Counterplay

* Bleeding is considered a DoT (Damage over Time), so its effects can be removed by the Cure trait.
* Most of bleeding's damage comes from the damage returned on attack. As such, if a slow target is afflicted with bleeding, it has a good chance of taking no damage on attack if its faster teammates defeat the enemy first. For this reason, slow tanks can often absorb bleeding without a problem.
* Bleeding damage incurred on attack can be nullified by Repurpose and Harden, as well as reduced by Soulless.
On Board of Dead Man's Ship

**On Board of Dead Man's Ship** is a story about a washed up ex-pirat captain Flint Hoadwig who makes a deal with a captain of the ghost ship in order to restore his formar glory and find his lost treasures. This is a first story featuring character of **Captain Davy Bones**, as well as his ghost ship "**The Funny Rodger**".
Wail

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

## Description

Wail grants the monster that learns it a 20% chance to decrease incoming healing to the all monsters in the enemy team by 75% for 4 seconds.

## Monsters

The following monsters have Wail as their core trait:

## Tips

* Like all traits that proc on attack, Wail has a chance to be activated by additional attacks induced by traits like Combo Hitter and Phase Shift.
	+ However, as an AoE trait, Wail does not gain additional chances to proc by attacks that target multiple opponents, such as Multi Hitter.
Tower

The Tower is a special area in the game. It contains some of the most powerful, challenging monster teams in the game.

The Tower is unlocked after completing Map 50. It is divided into twenty floors; the player starts from floor 1 and must work their way up one floor at a time.

Each Tower floor contains a predetermined enemy team, typically with some sort of theme behind the monsters or the team's tactics. For example, the Floor 7 team has a strategic theme, as it is built around countering defensive tactics by nullifying resistance and evasion. On the other hand, the Floor 11 has a monster theme, being built exclusively with primate monsters.

After it unlocked, the the player receives one Tower Key per day. that they can use to enter the Tower and challenge the next floor. If the player wins the battle, they will received a predetermined reward. If the player loses the battle, they will have a chance to spin the Wheel of Woe as a consolation prize. Wheel of Woe spins will grant the player gold, gems, a dummy, or a Tower Key for a second chance at winning the fight.

After completing all twenty floors of the Tower, the Tower resets to Floor 1 so the player can start over. However, on the next loop, the enemy teams will be stronger, appearing to have a higher fusion level and sometimes consisting of different monsters. There is no limit to the number of times a player may loop through the Tower.

## Tips

* Since its enemies are so powerful, the Tower is one of the most useful places to make use of items to level the playing field.
* Since optimizing for a single fight and optimizing to clear multiple maps at once can lead to very different team compositions, it is advisable to build a team specifically for clearing Tower floors.
	+ Traits that are effective against bosses, like Ranger and Connoisseur, or traits that respond to items, like Addict, tend to do well in Tower teams.
	+ Traits that require killing many monsters to achieve their maximum potential, such as Killing Streak and Scavenger, tend to have limited effectiveness in Tower teams.
* There are a number of strategies that can easily cheese tower floors.
	+ Every Tower floor that does not include a boss can be easily cheesed by spamming Banish Scrolls.
	+ Floors with bosses can also often be cheesed by making clever use of traits that damage their attacker on death, such as Blood Pact and Cool Explosion. By stacking these monsters, even if they are all at Level 1, a boss can kill itself by eliminating monsters in the player's team.
Giant Killer

Giant Killer is a core-only trait. It is the signature trait of Skull of Null.

## Description

Giant Killer boosts physical and magical damage output against bosses by 400%. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Pick N' Mix, and Tribalism.

## Monsters

The following monsters have Giant Killer as their core trait:

## Tips

* Giant Killer is obviously well-suited for boss fights. Since it stacks with other damage-boosting traits, a good approach is to use those traits alongside Giant Killer to kill bosses before they have a chance to attack.
	+ Since Giant Killer isn't helpful outside of boss fights, it's a trait that shines in the Tower and the Aether, particularly when the player knows that they will enter a boss fight immediately upon entering.
Psychic Shield

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

## Description

Psychic Shield grants an additional 30% resistance to magical damage. Like all traits that offer magical resistance, it can be stacked with other traits that offer magical resistance, such as Strange Magic and Magic Armor. However, these stack with diminishing returns.

Steely is the counterpart of this trait for physical resistance.

## Monsters

The following monsters have Psychic Shield as their core trait:

## Tips

* There's not much to stay here; Psychic Shield is a fairly straightforward trait. Tanks appreciate the additional survivability granted against magical attacks.
Optimized Spotter

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

## Description

Optimized Spotter boosts the chance of landing a critical hit with a regular attack by 7.5% for all monsters in the team of the same tribe as monster that learns it. (The base critical-hit chance is 5%.) Regular attacks include the normal attack common to all monsters, as well as those induced by traits like Combo Hitter and Phase Shift.

The counterpart of this trait for boosting critical-hit chance of all monsters of all tribes is Spotter.

## Monsters

No monsters have Optimized Spotter as their core trait.

## Tips

* Optimized Spotter can get some mileage in critical-hit builds, but on its own, the chance of landing a critical hit is still low. It's worth considering stacking Optimized Spotter on top of other traits that boost critical hit chances, such as Focus and Spotter.
	+ For this reason, it can also be beneficial to teach Spotter or Optimized Spotter to multiple monsters in the team.
Magic Armor

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

## Description

Magic Armor grants an additional 50% resistance to magical damage, but in exchange, it decreases physical resistance by 50%. Like all traits that offer magical resistance, it can be stacked with other traits that offer magical resistance, such as Strange Magic and Psychic Shield. However, these stack with diminishing returns. Similarly, the decrease in physical resistance can be offset by using additional traits that offer physical resistance, such as Mud Shield and Steely.

Ethereal is the inverse of this trait.

## Monsters

The following monsters have Magic Armor as their core trait:

## Tips

* Magic Armor technically has a niche use case alongside Ally; since Ally only passes resistance if total resistance is greater than 0%, if an Ally monster has Magic Armor, it will only pass the positive magical resistance to its teammates.
	+ However, the Ally monster will still suffer decreased physical resistance from traits.
	+ Additionally, the potency of Ally's passed physical resistance will be reduced by Magic Armor.
* Overall, even when used with Ally as described above, Magic Armor is virtually always a useless trait. With the exception of some Tower floors, most if not all areas in the game challenge the player with a mix of physical and magical damage, preventing Magic Armor from granting a net positive effect.
Eagle Eye

Eagle Eye is a core-only trait. It is the signature trait of Eagle.

## Description

Eagle Eye causes each of a monster's attacks to have a 25% chance to target the last member of the enemy team instead of the team leader.

Backstab is an augmented version of this trait that has a 100% chance to target the last member of the enemy team.

## Monsters

The following monsters have Eagle Eye as their core trait:

## Tips

* Eagle Eye is good for sniping support monsters that are making it difficult to eliminate the enemy team leader. For example, if the enemy team leader is a tank and the enemy in the rear is a healer, Eagle Eye can defeat the healer, lowering the enemy team's DPS and making it easier to chip away at the team leader's VIT.
	+ However, it can't do this as consistently as Backstab, since only a quarter (on average) of Eagle Eye's attacks will target the rear.
Greedy

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

## Description

Greedy increases gold drops from defeated monsters by 100%. All other gold sources, including stickers and the Wheel of Woe in the Tower, are unaffected by Greedy.

Greedy stacks multiplicatively. For example, if two monsters on the team know Greedy at maximum level, gold drops will be quadrupled instead of doubled.

Gold boosts are determined when the enemy monster is defeated and drops gold, not when the gold drop is collected. As such, if the enemy is defeated and drops gold, but the monster with Greedy dies or the active team is swapped, the previously dropped gold drop will still be boosted.

Greedy does not affect how much gold is given by stealing gold through traits (such as Greedy Wyvern's Thief core trait).

## Monsters

No monsters have Greedy as their core trait.

## Tips

* Greedy is an excellent trait for acquiring gold; however, it does not offer any benefits in combat. Consider saving Greedy for a team comprised of monsters specifically dedicated to farming gold. Other teams designed to push to further Dimensions, clear Tower floors, or clear the Aether should only use Greedy if no other traits would be useful to the team's combat prowess.
Strange Magic

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

## Description

Strange Magic grants an additional 20% magical resistance to all monsters in the team. Like all traits that offer magical resistance, it can be stacked with other traits that offer magical resistance, such as Psychic Shield and Magic Armor. However, these stack with diminishing returns.

If a monster with Strange Magic dies, then all monsters in the team lose the additional resistance granted by that monster's Strange Magic trait.

Mud Shield is the counterpart of this trait for physical resistance.

## Monsters

The following monsters have Strange Magic as their core trait:

## Tips

* Strange Magic is an excellent trait for increasing the survivability of an entire team. It can prove especially useful against bosses who use magical area attacks, such as the bosses of the human and undead tribes.
Intensity

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

## Description

Intensity boosts its owner's physical and magical damage output by 200%. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Combat Blessing, Arcane Knowledge, and Tribalism.

## Monsters

No monsters have Intensity as their core trait.

## Tips

* Intensity is an excellent trait for DPS monsters. However, as with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
Weasel

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

## Description

When a monster with Weasel avoids an attack, it returns damage to its attacker. The amount of damage returned is equal to either 100% of the avoided damage or 60% of the target's maximum VIT, whichever is less.

## Monsters

The following monsters have Sneaky as their core trait:

## Tips

* Monsters have a base chance to avoid attacks of only 5%. As such, evasion-boosting traits such as Sneaky and Escapist can help monsters get maximum mileage out of Weasel.
* Since player-built teams tend to stack damage-boosting traits more often than teams found in the overworld, many players find that their monsters derive less benefit from running Weasel than enemy monsters.
Dark Carnival

Dark Carnival is one of the monthly aether event that follows in the rotation after Pirate's Cove and before Dreamworld II. The reward for clearing 50 maps is Topsy, a high speed Demon Mage

## Monsters

These monsters are found only within Dark Carnival.

## Boss

Calliope Horses is a fast Beast warrior with Horse Energy. Calliope Cart is slow Demon mage. Its AoE attack is similar to Dark One's (the Demon tribe boss), but it can also deafen monsters on the player's team.
Steely

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

## Description

Steely grants an additional 30% resistance to physical damage. Like all traits that offer physical resistance, it can be stacked with other traits that offer physical resistance, such as Mud Shield and Ethereal. However, these stack with diminishing returns.

Psychic Shield is the counterpart of this trait for magical resistance.

## Monsters

The following monsters have Steely as their core trait:

## Tips

* There's not much to stay here; Steely is a fairly straightforward trait. Tanks appreciate the additional survivability granted against physical attacks.
Arcane Knowledge

Arcane Knowledge is a learnable uncommon trait that can only be learned by mages.

## Description

Arcane Knowledge boosts physical and magical damage output of all mages in the team by 160%. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Pick N' Mix, and Tribalism.

If a monster with Arcane Knowledge dies, then all mages in the team will lose that monster's Arcane Knowledge damage boost.

Warriors are unaffected by Arcane Knowledge. Combat Blessing is the counterpart of this trait for warriors.

## Monsters

The following monsters have Arcane Knowledge as their core trait:

## Tips

* Arcane Knowledge is an excellent trait for boosting mages' DPS. However, as with all damage-boosting traits, care should be taken to appropriately include physical piercing and/or magical piercing to prevent the monster from defeating itself with reflected damage. Countermeasures to status effects like bleeding and Mesmerize should also be considered for similar reasons.
SPD

(Add Image) The Speed Meter. As you click on the main battlefield, your speed meter goes up some for every click from +0% to +20% to +40% to +60% then to +80%. This increases your number of hits per second and is a bonus to your base hit rate. Level your Altar to 5 to raise your max speed to +100%. Once you reach the maximum amount you will need to continue to click the battlefield only about once every second to keep it at the top. Not clicking will slowly decrease the meter, reducing your max hits per second until it reaches +0% bonus.

At the starting position, Area 1, you can't click to raise it but it will still be as high as it was when you died or clicked 'Home' at top left of the game screen. There is no penalty for dying or jumping back Home whenever you want. Before entering the Tower, I recommend getting your SPD to max, hit 'Home' then enter.
Deadly Aim

Deadly Aim is a core-only trait. It is the signature trait of Tarantula.

## Description

Deadly Aim guarantees that its owner will never miss under any circumstances. As such, monsters with Deadly Aim will land every attack, even if they are afflicted with blindness or the target is invisible.

## Monsters

The following monsters have Deadly Aim as their core trait:

## Tips

* In most cases, the main benefit of Deadly Aim will simply be consistency, since it does not offer any direct boosts to offense or defense. However, because it directly counters evasion and invisibility, Deadly Aim can be used to overcome niche enemy teams, such as those that may appear in the Tower or the evasion-heavy Dark Carnival.
Weekly Events

Events are scheduled ahead of time to run bi-weekly in-between scheduled Aether events. They typically last for the weekend, unlike Aether events which usually runs for a full week.

## **Dummy Daze**

Dummy Daze typically runs from Friday 5:00 PM PST to Monday 12:00 AM PST. During the event, lesser dummies of all rarity will spawn in the wild, given you have the rarity unlocked. The drop rates for dummies are unchanged from normal monsters. This event an extremely good source of progression for players at absolutely any stage; dummies can be used for fusion, leveling strong monsters, tributes, or even sold for quick cash if you're brand new and can't make much use for them.

## **Wealthy Weekend**

Wealthy Weekend typically runs from Friday 5:00 PM PST to Monday 12:00 AM PST. During the event, all gold dropped in the wild will be doubled. This event does not affect gold obtained from other sources, such as scrapping or stickers. If you're a mobile player, it is highly recommended that you save your Gold Ad Boost from Thursday and watch your ads an hour or less before the event starts. Doing so will ultimately grant you an extra 12 hours of 100% gold while the event is running.

## **Accursed Event**

The Accursed Event is usually the last week of any said month. it runs from Sunday 5:00 PM PST to Saturday 12:00 AM PST. Tribe: Accursed, Monsters can spawn. This event is classified as a "Rarity" just like, Normal or Boosted. you can purchase a "Accursed Amplifier" for 20$ (USD). which allows for the Rarity to just be Accursed for 1 hour, this resets every 4 hours.
Killing Streak

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

## Description

Whenever a monster with Killing Streak deals a killing blow to its target, it gains +11% damage from this trait. The damage boost continues to accumulate with each killing blow until it reaches a maximum of +300% damage (achieved after 28 kills). Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

If a monster with Killing Streak is killed, the streak resets to 0 and the damage boost is lost. A defeated monster loses its streak even if it is immediately revived by traits.

The streak is also lost if the party returns home or the active team is switched. The streak is lost even if the Killing Streak monster is a part of both the team being switched from and the team being switched to.

## Monsters

The following monsters have Killing Streak as their core trait:

## Tips

* Killing Streak is great for marching through areas; however, its usefulness diminishes in certain scenarios where the monster will have trouble accumulating a high kill streak.
	+ In the Tower, the monster will start from a killing streak of 0 each time, which nullifies boosts from Killing Streak entirely.
	+ In difficult areas, such as the Aether, where monsters take a long time to kill, a Killing Streak monster may have trouble racking up kills fast enough to keep its streak alive.
Addict

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

## Description

Addict is a damage-boosting trait that becomes more potent for each item that is used while the monster that learns it is in the field. For each item used, the monster gains 45% additional physical and magical damage output. This boost continues accumulating for each item used until it finally maxes out at +400% damage (achievable after using 9 items). Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Pick N' Mix, and Tribalism.

If a monster under the influence of Addict dies, is switched out, or returns home, then the boost is reset to 0%.

## Monsters

No monsters have Addict as their core trait.

## Tips

* Addict is a wonderful trait for monsters intended to defeat bosses or clear Tower floors, as these areas have tough opposition with high HP pools.
* A total of 9 items must be used to achieve the maximum boost from Addict. This can be quickly realized in one area by using all 6 items stored in the player's inventory, then immediately withdrawing items from the Apothecary and using them to maximize Addict's damage boost.
	+ This is again a useful technique to use against bosses and in Tower floors.
Seasonal Events

These events take place within the similar time frame of the monthly events, and are based on the theme of a upcoming holiday. Currently known running events are for Thanksgiving, Independence Day, Valentines Day, and Easter. During these events, one monster themed towards the holiday will be added to the spawn table for every map in the frontier. These events are noteworthy because the monster will **always** drop an item upon defeat, which will cause your inventory to flood while normally playing the game. One of the items that can drop is the Revive Potion, and it is often a burden because of the fact that it is the only potion in the game that cannot be consumed universally - it must be used on a defeated monster. This can make clearing your inventory a hassle, and may increase the difficulty of any attempts at clearing the Tower.
Befuddle

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

## Description

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

Overwhelm is the counterpart of this trait for stunning attacking warriors.

## Monsters

No monsters have Befuddle as their core trait.

## Tips

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

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

## Description

Holy Spirit heals monsters each time they attack. Holy Spirit procs off of any regular attack, including those introduced by traits like Combo Hitter, Staff Bash, and Phase Shift.

The amount of healing received increases as the monster's intelligence (INT) increases.

## Monsters

The following monsters have Holy Spirit as their core trait:

## Tips

* Due to its self-healing nature, Holy Spirit is well-suited to tanks with high speed. By contrast, a tank with low speed (or at least low speed relative to its teammates) may struggle to attack before its teammates defeat the opponent, leading to less healing from Holy Spirit.
Piercing (Physical)

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

## Description

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

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

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

Piercing (Magical) is the counterpart of this trait for magical resistance and returned magical damage.

## Monsters

The following monsters have Piercing (Physical) as their core trait:

## Tips

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

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

## Description

Merciless increases a monster's physical and magical damage output by up to 500%. The damage boost increases the closer the target is to reaching 0 VIT and dying. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Arcane Knowledge.

Rage is the counterpart of this trait for boosting damage based on the attacker's remaining VIT.

## Monsters

The following monsters have Merciless as their core trait:

## Tips

* Merciless is an excellent trait against bosses, as their massive HP pool makes them difficult to one-shot. Merciless allows for damage to gain drastic boosts as the fight continues on.
* Merciless can also shine when the damage dealer is not attacking first in its team lineup. For example, a damage-dealer attacking directly after the team healer would gain consistent damage boosts after the healer inflicted some chip damage.
Casus Belli

Casus Belli is a core-only trait. It is the signature trait of Door.

## Description

Casus Belli grants a 30% chance to entirely nullify incoming damage and return the same amount of damage to each of the monsters in the enemy team. The type of damage returned (physical or magical) matches the type of the incoming damage to be nullified.

Most other core traits that proc with a specific trigger will proc after learnable traits that proc with that same trigger. However, Casus Belli is one of the rare exceptions, as it procs before learnable traits like Repurpose and Deflect that proc on incoming hit. Thus, these additional learnable traits can be learned without risking blocking Casus Belli from activating.

## Monsters

The following monsters have Casus Belli as their core trait:

## Tips

* Casus Belli is so effective as a tanking skill that it is nearly unjustifiable to use Door as anything other than a tank. Stacking Repurpose and Harden with Casus Belli leaves Door with roughly a 63% chance of taking no damage at all from an incoming attack; add Deflect, and it has only a 28% chance of taking full damage from an incoming attack.

## Counterplay

* Returned damage from Casus Belli can be nullified by physical and magical piercing according to the attacker's class. Piercing reduces damage returned to all members of the attacker's team, not just to the attacker itself.
* Returned damage from Casus Belli can be avoided, making traits that boost evasion suitable for countering Door.
* Repurpose and Harden can nullify incoming damage. Deflect and Casus Belli itself can also return returned damage.
Lone Warrior

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

## Description

Lone Warrior boosts all damage output by 300% if the monster with the trait is the last living warrior on the team. This state can be achieved either by building a team in which the monster with this trait is the only warrior or by allowing all other warriors in the team to reach 0 HP and die. Like all other damage-boosting traits, it stacks multiplicatively with other damage-boosting traits like Intensity, Combat Blessing, and Tribalism.

Lone Mage is the counterpart of this trait for mages.

## Monsters

No monsters have Lone Warrior as their core trait.

## Tips

* As its function would suggest, Lone Warrior is an excellent option for teams in which there is only one warrior, as its damage boost exceeds that of even Intensity.
* Depending on team lineup, Lone Warrior may prove to be less consistent in teams with multiple warriors, as warriors who are not the team leader will not be targeted by the enemy team nearly as often.
Sharp Tongue

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

## Description

Sharp Tongue introduces a 25% chance on attack that the target will be demoralized on attack. Sharp Tongue's demoralization reduces all healing directed at the afflicted monster by 75%.

Demoralization cannot be stacked, so no additional effects are caused by stacking Sharp Tongue with Wail.

## Monsters

The following monsters have Sharp Tongue as their core trait:

## Tips

* Like all traits that proc on attack, additional hits induced by traits like Combo Hitter and Phase Shift will give Sharp Tongue additional chances to proc.
Silence

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

## Description

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

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

Hamstring is the counterpart of this trait for stunning warriors.

## Monsters

No monsters have Silence as their core trait.

## Tips

* Silence shows particular promise when used alongside traits like Multi-Hitter that hit multiple enemies in the team, as it grants the monster a chance to stun multiple enemies in a single attack.
* Since healers tend to be mages, Silence can often have the added benefit of limiting or eliminating the enemy team's ability to heal.
Harden

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

## Description

Harden grants a 30% chance for the monster that learns it to nullify incoming damage. Harden can nullify damage from any source; this includes damage from attacks as well as status effects such as bleeding.

## Monsters

The following monsters have Harden as their core trait:

## Tips

* Harden is an excellent trait to teach to a tank.
* When teaching Harden alongside Repurpose, Repurpose should be taught first. This is because traits with the same trigger proc in the order they are learned; if Harden is taught first, it will block some of Repurpose's chances to heal off incoming damage.
Onwards now workers!

National Anthem of People's Republic of Westphalia. Adapted version of the English translation of "Whirlwinds of Danger" a.k.a "The Song of Warsaw"

## Lyrics

Allow us to raise our flag waving boldly,

Whirlwinds of danger are raging around us!

Despite our losses morale is still present,

Long live the workers of Westphalia!

Onwards now workers, fighting for freedom!

For Westphalia and fair Cheetostan!

Now is the time to join in on the fight,

the fight for our freedom against tyranny!

Onwards now workers, siblings in arms!

For your brothers and sisters!

Long live our homeland, forever prevail!

For our motherland that we'll liberate!

Down with the tyrants that oversee us,

Long live the people of our Westphalia!

The fight isn't over for more try to steal,

Trying to steal our homeland from us!

Onwards now workers, fighting for freedom!

For Westphalia and fair Cheetostan!

Now is the time to join in on the fight,

the fight for our freedom against tyranny!

Onwards now workers, siblings in arms!

For your brothers and sisters!

Long live our homeland, forever prevail!

For our motherland that we'll liberate!
Fusion

Fusing can unlocked by buying the Secret Lab. Only monsters of rarity Epic or higher can be fused.

Fusion is represented by a pair of numbers: FUS x,y; where x is the fusion level and y is the fusion quality. For example, a monster with FUS 3,8 has been fused with 3 times and 8 monsters have been used in the fusion level total (including the current monster itself). Fuse with an identical monster of equal or lower fusion level to multiply the fused monster's base VIT, STR and INT by the sum of the fusion qualities. The monster you click fuse on will retain its traits and level while the other will be consumed. Fusion also takes time, six hours at first, and only one Fusion can occur at a time. Fusion can only be sped up with Time Warp potions, which are bought in the shop.

 2
 3
 4

**To achieve the maximum stat increase** by fusing, the monster needs to end up with FUS 4,16. The steps to get to 4,16 are:

1. Fuse two 0,1 monsters together to get a 1,2
2. Fuse another two 0,1 monsters together to get another 1,2
3. Fuse together the two 1,2 monsters to get a 2,4
4. Repeat steps 1 to 3 to get another 2,4
5. Fuse together the two 2,4 monsters to get a 3,8
6. Repeat steps 1 to 5 to get a second 3,8
7. Fuse together the two 3,8 monsters to get a 4,16

It's important to follow these steps exactly because fusion can't be undone. For example, fusing a 1,2 and a 2,4 will result in a fusion of 3,6 which will have a lower stat increase than a 3,8. There is then no way to get to 4,16 from the 3,6 since fusing with a 3,8 will then create a 4,14. A good rule of thumb is to only fuse monsters with the exact same fusion level AND fusion quality. The monster's LVL does not impact fusion in any way.

**Fusion chart**

A monster with a fusion level of at least one will change to a different skin. If a monster reaches fusion level 4, then it will change appearance again to its fully fused skin. Fusion skills change the monsters colour palette, and will sometimes change the monsters features slightly. Reaching fusion level 4 will also unlock an extra trait slot.

For example, below are the manticore's fusion skins:Manticore with fusion level 0Manticore with fusion level 1-3Manticore with fusion level 4

1. ↑ https://www.kongregate.com/forums/1042299-idle-monster-frontier/topics/1854835-how-to-fuse-and-get-a-16x-monster-a-guide
2. ↑ https://docs.google.com/spreadsheets/d/1v5wy9Qq06U\_i443moC5nzFo5I4o55JurEJ6Bqsw8ljY/edit#gid=23583809