Content Generation Overview

You can create new Items of various types - Valuables, Consumables, Weapons, Armor, Accessories, and Offhands (books, quivers, shields, etc.) Items are loaded from XML files upon starting the game. Thus, to create new items, you will be writing XML. Thankfully, it's pretty easy, and you can do it with any text editor like Notepad++, Textpad, or SublimeText!

(It's also possible to create Gear Sets and set items - we'll get to that later.)

Items you create will be added to the game's loot tables automatically. You can control their challenge value (rank), relative drop rate, and whether they will be auto-added to shop tables. For finer control over shops, consider creating a shop mod as well.

Once your mod has been loaded into the game data, it's recommended that you start a new character file so that your items spawn throughout the dungeon. Do note that if you enable a mod and then disable it in a file where the mod was used, serious game errors can occur. It's best to be consistent!

XML Data Format Basics

All content data is delivered in XML files. A single file can have any number of items. Each file must be assigned to a specific type of content (see "Technical Requirements"). Each item gets its own 'block', like so:

<ACCESSORY>
	<DisplayName>My New Accessory</DisplayName>
	<RefName>accessory_myitem1</RefName>
	<Description>This is a description for my accessory.</Description>
	<SpriteRef>assorteditems_321</SpriteRef>
	<UniqueEquip>0</UniqueEquip>
	<Rank>5</Rank>
	<DropRate>100</DropRate>
</ACCESSORY>
Let's go through each line of this example.
  • The top node <ACCESSORY> indicates the item type or slot.
  • DisplayName is the item name shown ingame.
  • RefName is the reference name used in code, but not shown to players.
  • Description is self-explanatory!
  • SpriteRef is the item icon. There are over 400 sprites to choose from.
  • UniqueEquip is a special property for Accessories. If set to "1", only one can be equipped. If this property isn't needed, just don't include the line. We'll cover more of these later.
  • Rank determines where the item can drop in the game. Lower rank items drop earlier. Max rank is 10.
  • DropRate has a base weighted value of 100. Lower or increase this to change the relative chance that the item will drop.
Of course, the item above is missing any actual attributes or powers, so it isn't very useful. Since it's an Accessory, let's add an "AutoMod" node which will give it an inherent magical property. Under the DropRate line, we can add:

<AutoMod>mm_mechanist</AutoMod>
Now the item will gain the same property as the Mechanist's Talisman! For a full list of all possible magic mods, read on below.

Your XML files must also include the following text at the very top:

<?xml version="1.0" encoding="utf-8"?>
As well as an opening <DOCUMENT> tag immediately after, and a closing </DOCUMENT> at the very bottom. Here is a template file you can use to start with.

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Technical Requirements

Your mod MUST include the following things, or it will not work in-game!

  • At least one XML file adhering to the format on this page. Here is a template file you can start with.
  • An image with the same exact name as your mod, formatted to 512x512 PNG. This will be used as cover art for your mod in the Steam workshop.
  • A descriptions.txt file, which contains nothing but the plain text description of your mod.
  • A 'manifest' where you define what each file in your mod is. The manifest should be called PlayerFileDefs.txt.
About the Manifest

This is a plain text file that tells the game what each of the mod files in your mod folder is supposed to be. It should include everything except itself and your image/art file. The manifest uses the following format.

MyFirstModFile.xml	ITEMS
MyImage.png		SPRITE
MySecondFile.xml	ITEMS

Each line of the manifest has the name of a mod file, a tab (or multiple tabs, whatever you prefer), and then the file type. The separator between the filename and mod file type MUST be an actual tab created by pressing TAB, not spacebar! There are a variety of mod file types:

  • ITEMS: Any XML file that includes new or replacement item definitions.
  • MONSTERS: Any XML file that includes new or replacement monster template definitions.
  • SHOPS: Any XML file that includes new or replacement shop table / shop definitions.
  • LOOTTABLES: Any XML file that includes new or replacement loot table definitions.
  • SPAWNTABLES: Any XML file that includes new or replacement monster spawn table definitions.
  • SPRITESHEET: A PNG file with multiple sprites to be used for a monster or job definition.
  • SPRITESHEET_META: An XML file with animation and frame data for a spritesheet. MUST be provided if you are adding a spritesheet.
  • JOBPORTRAIT: A PNG file replacing an existing character job portrait. Should be a 40x40 square with the same file name as the job (case/spaces don't matter).
  • GAMEBALANCE: An XML file that adjusts various game balance elements like player damage, loot drop rate, etc.
  • SPRITE: A PNG file that is referenced by your XML, such as an item sprite. Sprites should be square, with a base size of 32x32.
  • The manifest does NOT need to include:
    • Itself
    • descriptions.txt
    • The mod logo PNG image (which should be the exact name of the mod)
    • Steam-generated "WorkshopItemInfo.xml"
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      Mod Conflicts

      There is nothing preventing you from creating and enabling as many Tangledeep mods as you'd like. However, it is worth checking that the mods aren't trying to modify the same things, otherwise some unintended behavior can occur.

      The most obvious conflict can occur if using ReplaceRef to modify the same game data across multiple mods. For example, two mods alter the game data for Moss Jellies (mon_mossjelly). In this case, the replacements are executed in alphabetical order, with the last mod in the list making the final (and complete) replacement. This can happen with monsters, shops, spawn tables, loot tables, etc.

      Conflicts can also arise if using multiple spritesheet replacements for the same NPC, monster, job (etc). In this case, the game will search the list of mods until it finds the first suitable replacement, and use that - meaning the FIRST mod in the list will take priority.

      Make sure to read the description for each mod you're enabling to verify that there are no potential issues.

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      Universal Item Attributes

      Here you will find a list all possible Attribute Nodes for Items. These are common to ALL items. Any attribute that has a value of 0 or 1 ("Boolean") need only be used if the value is "1". Otherwise, you can simply leave it out, and the game will use the default value of 0.

      (Note: Boolean attributes must use the value "1" for TRUE. Do not actually type "TRUE".)

      Required Universal Attribute Nodes
      • DisplayName: Item name displayed ingame.
      • RefName: Reference name used ingame data. Not shown ingame.
      • SpriteRef: Reference name of item's ingame sprite. Can be from our palette, or your own custom sprite.
      • Description: Item flavor text.
      • Rank: Item rank used to calculate where the item drops. Values range 1-10.
      • DropRate: Weighted drop rate of item. 100 is average. Values range 1 to 9999. By setting a DropRate, the item will be automatically added to the simplest loot table types such as Consumables, Weapons, Equipment, etc. as appropriate. You can alternatively omit this node, and modify existing loot tables with a new XML file.
      Optional Universal Attribute Nodes
      • ReplaceRef: Boolean. When enabled, if the RefName of this item matches an existing item in the game's core data, your content will REPLACE it. However, your item type must match the original item type. This must be placed ABOVE the RefName node.
      • ExtraDescription: Field used to describe gameplay effects of item.
      • ReqNewGamePlus: Boolean. When true, item will only drop in New Game Plus.
      • Legendary: Boolean. When true, item is marked as Legendary. Will only drop once per character, and subject to any Legendary drop calculations / effects.
      • ShopPrice: Base price of the item in shops. Also used to calculate bank deposit price.
      • SalePrice: Base value of the item when YOU sell it to shopkeepers.
      • NumberTag: Can be used multiple times. Each tag replaces text tags ^number1^, ^number2^ (etc) in Description fields.
      • DreamItem: Boolean. When true, item disappears when exiting an Item Dream.
      • AutoAddToShopTables: Boolean. When enabled, the item will show up in any shops that are high enough rank to stock the item. (Note: This does not factor in shop 'type'. For that, consider making a shop mod file.)
      • AddToShopRef: Adds the item to a given ShopTable at a given weight. Should be in the format shopname,quantity. For example: <AddToShopRef>lowlevel3_general,50</AddToShopRef>
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      Shops

      It's possible to create or modify shops that belong to the various town, hidden, and wandering merchants of Tangledeeps. There are two kinds of modifiable shop data: ShopTables, which are simply a list of items with spawn rates, and simply Shops, which details which tables a merchant can have, when those tables appear, value multipliers, magic item chance, etc.

      For example, if you've created new items and you want to add them to existing shops, you could do this by modifying existing ShopTables and simply adding references to your new items. If you wanted to change fundamental aspects of a particular NPC's shop, you would also add their Shop as part of your mod.

      However the SAFEST way to add new items to an existing shop is to use the AddToShopRef definition in your item. That lets you define the exact weight of the item in the specific ShopTable of your choice, and will NOT conflict with other mods.

      (Note: Boolean attributes must use the value "1" for TRUE. Do not actually type "TRUE".)

      ShopTable Nodes
      • RefName: Reference name used in game data. Not shown ingame.
      • ReplaceRef: Boolean. When enabled, this table will overwrite an existing table of the same name. This is what you would want to do if you are rebalancing or expanding existing tables.

      Other than these two nodes, each possible item in a ShopTable follows this format, with one item per line:

      <ItemName>100</ItemName>

      The number defines the 'weight' of that item in the ShopTable. If a ShopTable has two items, each with 100 weight, imagine the ShopTable is a bag and 100 of each item has been added to the bag. If you add an item with a weight of only 20, then out of 220 total items, your new item will only appear 20 in 220 times.

      Shop Nodes
      • RefName: Reference name used in game data. Not shown ingame.
      • ReplaceRef: Boolean. When enabled, if the RefName of this shop matches an existing shop in the game's core data, your content will REPLACE it.
      • ShopData: Begins a new ShopData sub-node (see below). Each ShopData within a Shop defines which tables the NPC sells, at what values, number of items, and when that table is shown to the player.
      ShopData Nodes
      • Reference: The reference name of an existing ShopTable. This table will be used as the pool of items potentially offered.
      • ValueMult: The multiplier for item prices in the shop. This affects the price the PLAYER pays, and does not affect the MERCHANT pays when buying items from the player. This can be any value from 0.01 to 999. Decimals are OK. Default is 1.0
      • SellMult: Just like ValueMult, but instead multiplies the price the merchant pays for items sold BY the player.
      • MinLevel: Minimum player XP level required for this ShopData to be used. Must be between 1-15.
      • MaxLevel: Maximum player XP level allowed for the ShopData to be used. Must be between 1-15, and must be the same or higher than MinLevel.
      • MinItems: Minimum number of items spawned in the shop when it refreshes.
      • MaxItems: Maximum number of items spawned in the shop when it refreshes.
      • MagicChance: Base chance of Equipment spawning with magic mods. Can be 0 to 1.0 or higher. Higher values mean higher chance of multiple magic mods.
      • MaxMagicMods: Maximum possible magic mods allowed on Equipment. Can be 0 to 5.
      • ChallengeValue: Base challenge value of the shop, can be between 1.0 (Rank 1) to 1.9 (Rank 10). This is used to filter items from SpecialTables (see below).
      • AdaptChallengeValue: Boolean. When enabled, the ChallengeValue of the shop will rise as the player increases in level.
      • ChanceToUseBaseTable: Only necessary if a shop uses SpecialTables (see below). Chance value from 0 to 1.0, where 1.0 is 100%. "BaseTable" in this case is the Reference table. Thus, this value determines the chance the shop will use the single Reference ShopTable vs. one of the SpecialTables.
      • AddPossibleModFlag: Used to add a *special* MagicMod flag as possible for this shop. Special flags may not normally spawn, such as CASINO or NIGHTMARE.
      • LimitModFlag: Used to restrict any Equipment magic mods to the specified flag. ONLY mods of that flag will spawn on Equipment, if any mods spawn at all. See MagicMods in the Appendices for more info.
      • SpecialTables: Begins a SpecialTables sub-node. Use this to allow the shop to pull from generic loot tables not specific to shops.
      SpecialTables are lists of existing loot tables, along with the weighted chance of each specific table being used. For example:

      <SpecialTables>
      	<equipment>100</equipment>
      	<legendary>5</legendary>
      </SpecialTables>
      

      For a list of all existing shop tables and shop data, please see the reference XML file shops.xml.

      For a list of all core loot tables, please see the reference XML file loottables.xml.

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      Loot Tables

      You can adjust existing loot tables in Tangledeep with your own mod. Loot tables control the rate at which items are spawned in destructible objects, monster inventories, rumor rewards - anything except shop tables. You can of course create new loot tables as well, though the only way to hook up new tables to actual gameplay is via SpecialTables in shops (see above). By using the ReplaceRef flag in your XML, you could for example replace the "legendary" loot table with your own re-balanced values.

      The format for LootTables are identical to ShopTables. The table is enclosed in a <LootTable></LootTable> node. It takes a RefName, a ReplaceRef flag, and then a list of items where each node is an item ref, and the contents of a node is the drop rate (as an integer: no decimals).

      For a list of all core loot tables, please see the reference XML file loottables.xml. This shows exactly how you would format the tables in your own modfile.

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      Monster Spawn Tables

      You can tweak and rebalance monster spawn tables in Tangledeep just like Loot Tables above. The formatting and approach is exactly the same as Loot Tables, except the top-level enclosing node is <SpawnTable></SpawnTable>.

      For a list of all core spawn tables, please see the reference XML file spawntables.xml. This shows exactly how you would format the tables in your own modfile. You can also check out mapgenerator.xml to see where each spawn table is used in the per-floor map generation data.

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      Consumables

      This item type includes food, potions, damage items like shurikens and darts, as well as items with no function at all except selling, such as gems.

      All consumables should have some kind of power or status(es) attached. There are two ways to do this. One is the ItemPower node, which sets the ability that executes when the player actually uses the item. The other is by using one more more ItemGrantStatus nodes that will add status effects to the player on use (for example, a heal-over-time).

      All other tags and flags are used for various UI and sorting purposes. They are important, but make sure to use ItemPower or ItemGrantStatus to actually set the effect!

      Optional Attribute Nodes
      • Food: Boolean. Marks the item as being of type 'food'. Does not grant any effects or powers on its own, but this flag is important if you actually intend the item to be food!
      • HealingItem: Boolean. Marks the item as having any kind of restorative effect (directly heals Health, Stamina, and/or Energy.) Again, this does not actually grant a power by itself.
      • EffectDescription: Another field to further describe effects, duration, numbers of the item.
      • DamageItem: Boolean. Marks the item as dealing DIRECT damage when used (e.g. Flame Cocktail, Blaze Molotov.) Damaging summons don't count!
      • ItemPower: Reference for the skill that is executed when the item is used.
      • ItemGrantStatus: Can be used multiple times. Do NOT use if you are using IteMpower. See below for syntax.
      • ItemTag: Can be used multiple times. Enables a tag for the item, used for Inventory filters.

      ItemGrantStatus nodes require a minimum of two 'arguments': the status ref (see the status appendix for a list), and duration. Statuses are automatically added to the player. The third argument is optional, a visual effect that plays when the item is used. Suggestions include FervirRecovery, FervirGrandRecovery, or FervirBuffEffect.

      Here's an example of two nodes used in a Consumable item. This adds the status_foodallheal status to the player for 5 turns, playing the FervirRecovery animation. It also adds the status_foodfull status for 10 turns, not playing any animation for the second effect. (Generally, it's a good idea to use only one animation per item.)

      <ItemGrantStatus>status_foodallheal,5,FervirRecovery</ItemGrantStatus>
      <ItemGrantStatus>status_foodfull,10</ItemGrantStatus>
      Item Tags
      • VALUABLES: Items that cannot be used or equipped. Generally "sell-only" items.
      • RECOVERY: Items that restores Health, Stamina, and/or Energy. Food, potions, etc.
      • OFFENSE: Items that deal damage or inflict status effects. Lightning Brew, Shurikens, etc.
      • SUMMON: Items that summon objects or creatures. Caltrops, Eggs, etc.
      • SELFBUFF: Items that grant the player a positive status effect.
      • UTILITY: Used for items that have miscellaneous effect such as maps, shovels, etc.

      For example, a food item that heals you and grants a short-term buff might have the following tags.

      <ItemTag>RECOVERY</ItemTag>
      <ItemTag>SELFBUFF</ItemTag>

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      Equipment

      All other kinds of items are considered Equipment. All Equipment shares a common set of Equipment attribute nodes, in addition to specialized attributes depending on Equipment slot.

      Optional Attribute Nodes
      • AutoMod: Adds the specified magic mod to the equipment. This will always spawn on the equipment, and it does not count toward item rarity or max mods in the Dreamcaster.
      • AddAbility: When equipped, the equipment will grant the specified ability to the player.
      • AddAbilitySilent: Just like 'AddAbility', but nothing is written in the combat log. This is used for 'skill modifier' style abilities that upgrade existing skills.
      • GearSet: Makes the equipment part of the specified gear set. Be careful with this, as you must make sure the gear set exists and supports the item you are creating.
      • EquipmentFlag: Can be used multiple times. Used to assign certain properties to equipment, described below.
      • Resist: A special node that grants some kind of damage resistance (or penalty) to the equipment. See below for details
      Equipment Flags
      • MELEEPENALTY: Applies only to weapons. Owner's attacks deal half-damage at melee range.
      • RANGEDPENALTY: Applies only to weapons. Owner's attacks deal 66% damage at non-melee range.
      Resists

      Adding resists requires creating a node with its own sub-attribute nodes. Here's an example.

      <Resist>
      	<ResistDamageType>PHYSICAL</ResistDamageType>
      	<ResistMultiplier>0.74</ResistMultiplier>
      	<ResistFlatOffset>13</ResistFlatOffset>
      </Resist>

      You can create multiple Resist attributes for equipment. Each one requires its own <Resist> node. Each Resist requires a ResistDamageType, and then at least one other node. In the example above, the equipment would reduce Physical damage by 26%, and then a flat reduction of 13.

      Resist Attribute Nodes
      • ResistDamageType: Selects the damage type this Resist affects. Choices are PHYSICAL, FIRE, WATER, POISON, LIGHTNING, SHADOW. This is Required.
      • ResistMultiplier: Default value is "1". Multiplies incoming damage of the desired type. A value of 0.5 applies a 50% reduction. A value of 2 would double incoming damage.
      • ResistFlatOffset: Default value is "0". Directly modifies incoming damage of the desired type by a set amount. Positive values decrease incoming damage, negative values increase it.
      • ResistAbsorb: Boolean. When enabled, damage of the specified type is reduced to nothing.
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      Weapons

      The bread and butter of Tangledeep combat, creating weapons is fun since there are lots of options to customize them!

      Required Attribute Nodes
      • WeaponType: The core type of the weapon, used to determine Weapon Mastery compatibility, crit effect, and other important things. Choices are SWORD, AXE, SPEAR, MACE, DAGGER, BOW, STAFF, CLAW, and SPECIAL. A SPECIAL weapon does not have any inherent properties.
      • FlavorDamageType: Used for the combat log (verbs like 'slashes', 'pierces', etc.) No other gameplay effect. Choices are BLUNT, SLASH, PIERCE, BITE.
      • Power: Determines base weapon power, which can be increased through rarity, magic mods, and the Dreamcaster. Note that this value is 10% of the in-game displayed value. So, a weaker weapon with a power of "154" in-game would have a Power of 15.4 (decimals are OK).
      • SwingEffect: Used to select a projectile sprite animation for ranged weapons. Melee weapons don't require this.
      • ImpactEffect: Used to select an impact effect for either ranged or melee weapons.
      Optional Attribute Nodes
    • Range: Specifies the maximum attack range of the weapon. Defaults to 1. e.g. Spears generally have '2', Bows generally have '4'.
    • DamageType: Defaults to PHYSICAL. This can be changed to any other element. Magic mods can override this property.
    • IsRanged: Boolean. Marks a weapon as ranged for the purposes of certain skills and functions. Note that in the core data, Spears are NOT flagged with this, but Bows, Crossbows, and Staves are.
    • TwoHanded: Boolean. Marks the item as requiring both hands to use. Two-handed weapons can handle 8 non-auto magic mods instead of 5.

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    Armor

    Adventurers don't last long without a robe, vest, or suit of mail in their Armor slot!

    Required Attribute Nodes
    • ArmorType: Choices are LIGHT, MEDIUM, or HEAVY. Pretty simple!
    Optional Attribute Nodes
  • ResistMessage: Boolean. Only used for monsters. If the armor has significant damage reduction or absorption and this is enabled, the combat log will note the player's attacks as INEFFECTIVE.
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    Offhand

    This versatile slot can be used for dual-wielding weapons (or not at all with a two-hander), but is more commonly used for things like shields, quivers, and magic books. All of these equipment types are considered Offhands.

    Optional Attribute Nodes
  • BlockChance: Chance to block attacks, values range from 0 to 1 (decimals included) with 1 being 100%. Any item with BlockChance is considered to be a Shield.
  • BlockDamageReduction: Required if the offhand has a specified BlockChance. Multiplies incoming damage by the desired value. For example, 0.75 would reduce incoming damage by 25% when an attack is blocked. Should be at least 0 and less than 1.
  • AllowBow: Boolean. When enabled, marks the offhand as a Quiver that can be used with Bows and Crossbows (which are normally two-handed).
  • Shields vs. Quivers vs. Magic Books

    The exact offhand type is determined based on whether or not it has a block chance, whether or not it can be used with a bow, and what AutoMods it has. There are a few pre-set magic mods that should be used for Quivers and Magic Books. You should only add one of each type of mod, for example mm_quiver1 for a low-rank quiver or mm_quiver3 for a high-rank quiver, but don't add both!

    • mm_quiver1, mm_quiver2, mm_quiver3: Grants CT each time a bow is fired.
    • mm_magicbook1, mm_magicbook2, mm_magicbook3, mm_magicbook4: Grants increased Spirit Power and decreased Energy costs for abilities.
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    Accessories

    Another highly versatile slot and equipment type, Accessories can be almost anything! The effect of accessories is entirely determined by their AutoMods.

    Optional Attribute Nodes
  • UniqueEquip: Boolean. When enabled, only one of this accessory can be equipped at once.
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    Gear Sets

    You can create entire Gear Sets in a mod! A gear set consists of at least two Legendary items that reference the set, plus set bonuses or set abilities you receive when equipping pieces of the set. A gear set begins with a GEARSET node and does not include any item info itself. Here's an example from the existing game data.

    <GEARSET>
    		<DisplayName>Herge's Ensemble</DisplayName>
    		<RefName>set_stherge</RefName>
    		<Description>2 Piece Bonus: ^number1^ increased powerup drop chance. 3 Piece Bonus: Reverberate Monster summons two monsters.</Description>
    		<NumberTag>20%</NumberTag>
    		<GearPieceRef>offhand_leg_stherge</GearPieceRef>
    		<GearPieceRef>armor_leg_stherge</GearPieceRef>
    		<GearPieceRef>accessory_leg_stherge</GearPieceRef>
    		<SetBonus>
    			<ReqPieces>2</ReqPieces>
    			<StatusBonus>sthergebonus1</StatusBonus>
    		</SetBonus>
    		<SetBonus>
    			<ReqPieces>3</ReqPieces>
    			<StatusBonus>sthergebonus2</StatusBonus>
    			<GrantAbility>skill_revivemonster_herge</GrantAbility>
    		</SetBonus>
    	</GEARSET>

    Now that you know how Item XML data is formatted, most of the above should make sense. Nonetheless, we'll go through each node now.

    Gear Set Attribute Nodes
    • DisplayName: The in-game display name of the gear set, shown to the player.
    • RefName: Reference name for the set used in game code; not shown to player.
    • Description: A summary of the set bonuses granted when wearing multiple pieces of the set.
    • NumberTag: Can use multiple tags to replace ^number1^, ^number2^ (etc) in the Description above. (OPTIONAL)
    • GearPieceRef: Reference to another item that belongs in this set.
    • SetBonus: Creates a sub-node to define bonuses granted when wearing multiple set pieces.
    SetBonus Attribute Nodes
    • ReqPieces: Sets the number of set pieces that must be equipped to receive this bonus. Must be at least 2.
    • StatusBonus: Applies a status effect to the player (typically, a permanent buff) when the bonus is obtained. The status will be removed when the set piece(s) are removed.
    • GrantAbility: Gives the player a specific ability when the bonus is obtained. The ability is removed when the set piece(s) are removed.

    The maximum number of pieces equippable in a set are 5: one weapon, one offhand, one armor, two accessories. Keep in mind when designing sets that the player must find the entire set which can be difficult! You must also remember to mark the set items themselves with the GearSet node that 'points back' to your newly-created set.

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    Monster Templates

    You can alter all existing monsters and bosses in Tangledeep, or create entirely new ones! Though you are not yet able to change the underlying sprites and animations ("prefabs"), you can change anything else: stats, weapons/armor, abilities, etc. You can also create all-new monsters and when combined with a SpawnTables mod, actually add them to the rest of the game!

    First, let's go over the essential stats and attributes that ALL monsters must have.

    Required Attribute Nodes
  • RefName: Much like other content types, all monsters require a unique RefName which is used in game data and not shown to player.
  • DisplayName: The name of the monster as displayed to the player.
  • Family: The type of monster, used by certain abilities and items (such as Bandit-Slaying, Spirit-Slaying etc.) Existing families are as follows (remove quotes): jelly, bandits, beasts, frogs, insects, robots, hybrids.
  • Faction: For auto-spawning monsters in the world, this should be set to ENEMY. For something that should be player-aligned, set to PLAYER. For summon-only creatures, set to CREATOR.
  • HP: Base Health of the monster. Range: 1-9999.
  • Stamina: Base Stamina of the monster. Note that most monster powers do not actually use Energy/Stamina, so this isn't typically necessary. Range: 0-9999.
  • Energy: Base Energy of the monster. Range: 0-9999.
  • Strength: Base Strength of the monster. Range: 1-255.
  • Swiftness: Base Swiftness of the monster. Range: 1-255.
  • Guile: Base Guile of the monster. Range: 1-255.
  • Discipline: Base Discipline of the monster. Range: 1-255.
  • Spirit: Base Spirit of the monster. Range: 1-255.
  • Accuracy: Base attack accuracy of the monster. Range: 1-100.
  • Chargetime: Base charge time of the monster. Lower values means the monster takes fewer turns. Range: 1-100.
  • VisionRange: Base vision range of the monster; how many tiles away it can see. Range: 1-14.
  • Rank: Determines the rank of loot this monster can drop, as well as base XP, gold, and JP. Range: 1-10.
  • Prefab: The appearance of the monster. Must be drawn from an existing pool of monster prefabs. Please see the Appendix: Monster Prefabs section for all options.
  • XPMod: Base reward multiplier of this monster. "1" is an average-difficulty monster given its level/rank. Can be 0 up to any value, although it should probably cap at around 3-5 for boss monsters.
  • Agg: Base aggro range - the range at which the monster CAN become hostile to player-faction fighters (such as the hero or your pets.)
  • Level: Base level of the monster. Can be between 1 and 20. Note that in the regular game, the hardest monsters are around level 12. Keep this in mind when creating new ones!
  • TurnsToLoseInterest: How long it takes for the monster to get bored of fighting and do something else, if it is not actively being attacked. Can be 0 to 9999.
  • Weight: Base weight value of the monster, used if it is captured as a pet.
  • MoveRange: How many tiles per turn the monster can move. This should almost always be set to 1, while 0 can be used for stationary creatures.
  • WeaponID: The RefName of an existing WEAPON in the game data that this monster should use. Check out the master items XML file for available options. (Or you can always make your own item in a separate mod file!)
  • In addition to the above required attributes, there are quite a few optional attributes you can attach to monsters.

    NOTE: "Self-closing tags" are written in the format <Node />. Simply having the tag indicates that it is ENABLED, otherwise it is DISABLED by default.

    Optional Attribute Nodes
    • ArmorID: Just like weapon ID, but allows you to set a reference armor piece for monsters. This is usually the best way to give a monster specific elemental resistances.
    • OffhandWeaponID: Monsters can dual-wield, just like the player. They will have penalties for doing so, but by dual wielding they can usually hit even harder if they land both attacks.
    • ReplaceRef: Boolean. When enabled, this monster entry will override any existing game data for the monster. Good for rebalancing existing monsters.
    • NoChampion: Boolean. When enabled, instances of this monster will not be spawned as champions.
    • Boss: Boolean. When enabled, the monster is treated like a boss and thus cannot be hit with mallet, gains resistance to certain statuses, etc.
    • ShowBossHealthBar: Boolean. When enabled, the giant boss health bar at the top of the screen will be shown when engaging this monster.
    • Spawn: Self-closing tag. When added, the monster is considered a regular monster that can spawn in the dungeon, as opposed to a unique spawn that must be placed in map data.
    • DrunkWalkChance: If set to a value above 0 (max of 1.0), the monster will use "drunk" movement that wanders in a jagged line.
    • StalkerRange: If the monster has the "Stalker" MonsterAttributes (see MonsterAttributes below), this is the range the monster prefers to stay.
    • CallForHelpRange: If the monster has the "Call For Help" MonsterAttributes, this is the range at which other monsters will hear this one calling for help.
    • MonsterPower: Creates a MonsterPower sub-node - see Monster Powers below.

    MonsterPowers are what give both active usable skills and attacks to monsters, as well as passive abilities such as dodge/parry bonuses, thorns, elemental damage on hit, etc. MonsterPowers must reference an existing ability (see the full ability list below), but each monster has unique 'parameters' that determine how and when that ability is used.

    MonsterPower Nodes
    • SkillRef: The reference name of the ability used by this power. REQUIRED.
    • MinRange: If the monster is at least this distance between itself and its main target (usually the player), it will consider using this power. REQUIRED.
    • MaxRange: If the monster is at most this distance from its target, it will consider using this power.
    • IgnoreCosts: Boolean. When enabled, the ability can be used at no cost to the monster. Many abilities created for monsters already have no cost, however this is a good way to allow monsters to use player abilities, as monsters don't have a natural way to regenerate resources otherwise.
    • HealthThreshold: MAXIMUM percent health (from 0 to 1.0, with 1.0 being 100%) where the monster will consider using this ability. A value of 0.5 means the monster will only use the ability if it is at 50% health or lower.
    • ChanceToUse: Chance to use the ability on any given turn, from 0 to 1.0 (100%).
    • UseState: The behavior state the monster must be in to use the ability. Choices are FIGHT, NEUTRAL, SEEKINGITEM, CURIOUS, STALKING, RUN. Or, leave this node out if you want the ability to be usable anytime.

    Here's an example of the River Spirit's healing ability, which triggers at 50% Health or lower if it is engaged in battle.

    <MonsterPower>
    	<SkillRef>skill_wateryheal</SkillRef>
    	<MinRange>1</MinRange>
    	<MaxRange>99</MaxRange>
    	<HealthThreshold>0.5</HealthThreshold>
    	<UseState>FIGHT</UseState>
    </MonsterPower>

    Last - but definitely not least - monsters can have any number of MonsterAttributes that influence their AI. Each MonsterAttribute can have a value from 0 to 100 (no decimals), though if the value is 0, you don't need to include it in the monster definition at all. Monster attributes are listed in this format:

    <Attr>AttributeName:Value,AttributeName:Value,AttributeName:Value</Attr> (etc)
    MonsterAttributes
    • GREEDY: Monster will pick up items from the ground. Very greedy monsters may fight other monsters for items, or even stop chasing the player to pick up items.
    • TIMID: Monster will run from its attacker below a certain health value. The health threshold is equal to 100% minus the TIMID value. For example <TIMID>50</TIMID> would define a monster that runs away when its Health is 50% or lower.
    • BERSERKER: Similar to TIMID, but when the monster hits the Health threshold (100 - BERSERKER)%, it will begin attacking anything nearby regardless of aggro. This includes other monsters!
    • SNIPER: Only used for monsters with ranged weapons. The higher this value, the greater the distance the monster will prefer to be when engaging its target.
    • LOVESBATTLES: Monster will be attracted to the sound of fighting. Higher values increases its 'hearing range'.
    • STALKER: Monster will prefer to 'stalk' its target at a certain range (defined by StalkerRange, above) rather than engaging immediately.
    • GANGSUP: Monster will prefer not to engage target unless there are other monsters engaged with the same target. Higher values require more monsters to be in the fray.
    • PREDATOR: Monster will prefer not to engage target unless the target has PREDATOR% Health or lower. In other words, PREDATOR monsters seek injured targets.
    • SUPPORTER: Only used for monsters with healing or buff abilities. Monster will stay at SUPPORTER range and out of immediate danger, while helping its allies. This value should not be more than 5.
    • HEALER: Only used for monsters with healing or buff abilities. Monster will consider using support abilities on fellow monsters (or itself) if they are below HEALER% Health.
    • COMBINABLE: Monster can combine with other monsters of the same exact RefName to create an even stronger monster. Jellies and River Spirits do this.
    • RONIN: Monster will be much more active in wandering the map with purpose. Higher values mean greater chance to wander further.
    • CALLFORHELP: When monster is at CALLFORHELP% Health or lower, it will call for help, potentially attracting nearby monsters to the fight.
    • CANTATTACK: When set to 100, monster will not use basic attacks.
    • CANTACT: When set to 100, monster will not act at all.
    • LOVESLAVA: When set to 100, monster is immune to lava.
    • LOVESELEC: When set to 100, monster is immune to electric tiles.
    • LOVESMUD: When set to 100, monster is immune to being rooted in mud.
    • FLYING: When set to 100, monster is immune to map terrain effects (lava, mud, electric).
    • ALWAYSUSEMOVEABILITIES: Percent change that monster will use a movement ability to move itself around regardless of whether it has any particular destination. Thunder Spirits do this by default.
    • PACIFIST: Monster has a PACIFIST% chance to not take a hostile action, even in combat.
    • LAZY: Monster has a LAZY% chance to simply do nothing on its turn.

    As you can see, quite a bit goes into creating a monster! Ideally, every monster in Tangledeep should feel unique. Even basic Jellies can hop (MonsterPower), split when struck (MonsterPower), combine with other jellies (COMBINABLE), and pick up treasure (GREEDY). Keep this in mind when creating your own.

    You can view all existing monsters from the reference monsters.xml file.

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    Map Objects

    In Tangledeep, Map Objects (referred to as "Destructibles" in the game code) can include a wide range of 'things' that appear in the game world: treasure chests, barrels, crates, fountains, ice blocks, fires, ice shards, etc. A Map Object is basically anything that isn't the player, a monster, or an item that can be picked up.

    Since Map Objects are so versatile, there are lots of parameters to define and play with for mods. Here are the essentials first. Note that any boolean defaulting to false does NOT need to be included unless you mark it as true (1)

    Required Attribute Nodes
    • RefName: Reference name in the game data, not shown to player.
    • DisplayName: Display name, shown to player when interacting with the object.
    • AutoSpawn: Boolean, defaults to 0 (false). If enabled, the item can be flagged to spawn automatically in various map tile sets.
    • SpawnInVisualSet: Can be used multiple times. Specifies which tile set this Object can appear in, if it auto spawns. If AutoSpawn is disabled, this is not required. Options are: EARTH, STONE, COBBLE, VOID, FUTURE, SLATE, RUINED, VOLCANO, REINFORCED, LUSHGREEN, MOSS, BLUESTONEDARK, BLUESTONELIGHT, SNOW, NIGHTMARISH, SAND
    • BlocksVision: Boolean, defaults to 0 (false). If enabled, the object will block line of sight.
    • Prefab: Defines the prefab (visual appearance) for this object. See the Appendix: Map Object Prefabs section for all options. (Or make your own!)
    • PrefabOption: Rather than defining a Prefab as above, you can use multiple PrefabOption nodes. The game will pick a random prefab to use from the PrefabOption nodes.
    • HoverDisplay: Boolean. When enabled, the player can mouse over (or use Examine mode) to view the name of the object.
    • PlayerCollidable: Boolean. When enabled, hero-faction movement is blocked by the object.
    • MonsterCollidable: Boolean. When enabled, enemy monster movement is blocked by the object.
    • Targetable: Boolean. When enabled, the object can be targeted and destroyed by the hero.
    • MonsterDestroyable: Boolean. When enabled, enemy monsters can destroy the object by attacking it.
    Optional Attribute Nodes
    • ReplaceRef: Boolean. If enabled, this object will override an existing object with the same RefName.
    • StatusRef: Attached a 'status effect' to the object. This is essential for any summoned objects that should 'do' something when struck or stepped on. This effect is by default run every turn. There are a variety of possible status effects which affect actors ON the tile of the object. There are also effects that run on destruction, such as ice blocks that explode and affect nearby actors. Look in the Reference XML for the GroundEffects and StatusEffects files to get some idea of what's available here.
    • ReqDestroyItem: When set for a destroyable object like a treasure chest or barrel, the player MUST have this item ref in their inventory to destroy the item. For example, this could be set to reference a 'key' for a chest or door.
    • RunEffectOnLastTurn: Boolean, defaults to 0 (false). If enabled, and the object has a StatusRef attached, the effect will run on the turn where the object disappears. Useful for things like summoned bombs.
    • DialogRef: The conversation of the specified refname will be started when the object is stepped on. Useful for story-related 'triggers'.
    • SpecialMapObjectType: Used to define if the object has a special pre-defined type. Choices are: MONSTERSPAWNER (Pandora Box), SWINGINGVINE (summoned vine from Floramancers), TREASURESPARKLE, FOUNTAIN, WATER, MUD, LAVA, ELECTRIC, ISLANDSWATER (deadly void), LASER, and POWERUP.
    • DeathPrefab: Sprite effect that will be played when the object is destroyed. See the Weapon FX Sprite appendix for a list of all possible sprite effects.
    • DestroyedState: Boolean. If enabled, the object will show a sprite on the ground after it has been destroyed. (For example, rubble or debris.)
    • DestroyedPrefab: The prefab reference for the object if it has been destroyed.
    • DestroyOnStep: Boolean. If enabled, the object will be destroyed when it is stepped on. For example, an ice trap that is consumed when the player steps on it.
    • Faction: Can be set to PLAYER, ENEMY, DUNGEON, or CREATOR to determine the faction of the object. For summonable objects, CREATOR is recommended.
    • SpriteEffectOnSummon: Plays the desired sprite effect when the object first appears. For example, LeafPoof is used when various plants are summoned.
    • ObjectFlag: Can be used multiple times. Sets a 'flag' for the object which is used in various areas of the game code, such as the Call Elemental Spirit ability. Choices are FIRE, WATER, SHADOW, LIGHTNING, POISON.

    Some map objects spread or move around, and there a number of attributes related to this. Consider editing these values for things like summoned projectiles, fire, ice, etc.

    Movement Nodes
    • Spread: Specifies a 'spread' type, which allows the object to duplicate itself each turn in the specified way. Options are FORWARD, ADJACENT, and RANDOM. (Don't use this node if the object does not spread.)
    • Movement: Specifies a movement type, where the object will change positions each turn. Do NOT use this with Spread! Pick one or the other. Options are FORWARD or RANDOM.
    • RotateToMoveDirection: Boolean. If enabled on a moving object, the object sprite will orient itself to the direction of movement. Useful for things like ice shards or arrows that move each turn.
    • PassThroughAnything: Boolean, used for summoned objects like fires or ice. If enabled, the object will have absolutely no collision even with walls.
    • ShowDirection: Boolean. If enabled on a moving object, an arrow will be shown indicating the direction the object will move next.
    • DestroyOnWallHit: Boolean. If enabled on a moving object, the object will be destroyed after it reaches a wall.
    • StopSpreadThreshold: Optional for Spreading objects. The number of turns the object will continue to spread before stopping. For example, the Consecrated Chalice has a StopSpreadThreshold of "2".

    Breakable objects that drop treasure also have several treasure-specific nodes to help determine what the object can drop.

    Treasure Nodes
    • LootChance: Base item drop chance, starting at 0.0, where 1.0 is 100%. This can go above 100% if the item can drop multiple items.
    • MoneyChance: Base chance (0 to 1.0) of dropping a stack of coins. Coin value is based on challenge rating of the floor.
    • BonusLootValue: Starting at 0.0, the bonus value of loot relating to the challenge rating of the floor. Every 0.05 bonus value roughly translates to an item rank.
    • BonusMagicChance: Starting at 0.0, the extra chance that dropped gear will be magical. Can exceed 1.0 to increase the chance of multiple magic mods on gear.
    • BonusLegendaryChance: Starting at 0.0, the extra chance that a legendary or set item will drop. At 1.0, the item is guaranteed to drop a legendary.
    • MinItems and MaxItems: Defines the range of items the item will generate. This is helpful for 'taming' the RNG.
    • MinMagicItems: Guarantees this number of magical gear pieces will drop.

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    Dungeon Rooms

    Time to break out a high-quality fixed-width text editor, because you can create custom side areas using all-text, baby! This is a two-part process: first, you can create Rooms, which are custom layouts full of walls, floors, monsters, NPCs, hidden blocks, etc. Then, you create Dungeon Floors which contain rooms and the rest of the dungeon.

    For the purposes of modding, a Room takes up the entire floor. You'll 'draw' the room in text like so, with each character representing a tile on the map. (This is the Flooded Temple 2F).

    <Row>XXXXXXXXXXXXXXXXXX</Row>
    <Row>X.tX...XXXXXXf.XXX</Row>
    <Row>X..X......wwX...jX</Row>
    <Row>XwwX.2.X.wwwX..wwX</Row>
    <Row>XwwXXXXXmX....mwwX</Row>
    <Row>Xf.....X...wXXXXXX</Row>
    <Row>X..XXX.X...w....mX</Row>
    <Row>X...wX.wwwXw.X...X</Row>
    <Row>X.m.wwwwwwww.X..XX</Row>
    <Row>X..XX.XX..X....XXX</Row>
    <Row>X..X...X..Xf.Xm.XX</Row>
    <Row>X..X.K1X..XXXXwwwX</Row>
    <Row>X..XXXXXwwwwwwwXXX</Row>
    <Row>X.m..XXXwww...XX.X</Row>
    <Row>XwwwwwwwwwXXXXXX.X</Row>
    <Row>X..p..mw....X...tX</Row>
    <Row>X..u...w..X...XmtX</Row>
    <Row>XXXXXXXXXXXXXXXXXX</Row>

    What do the symbols mean!? You can define many of them yourself, but there are a few 'reserved' characters as well. X (the letter X) is a wall, . (period) is a floor, and the letters C, E, and Y are reserved by the system.

    IMPORTANT: Keep in mind that case matters (upper vs. lowercase). "A" is different than "a".

    Beyond these reserved characters, you can add a boolean flag to your room that sets up some useful (but optional) standard tile definitions: <StandardCharDefinitions>1</StandardCharDefinitions>. If you enable this flag, you'll have the following tiles pre-defined.

    Standard Character Definitions
    • u - Stairs that return to previous area
    • d - Stairs that proceed to a further area
    • p - Start position for the player upon entering this floor
    • b - Breakable object: barrel, crate, or crate stack (at random)
    • t - Treasure sparkle that contains an item or gold
    • f - Magic fountain
    • w - Water tile
    • L - Lava tile

    What about chests, monsters, and NPCs...? That's where your own custom CharDefs are used. You can create as many CharDef nodes as you want defining specific characters and what they represent. For example:

    <CharDef>
    	<Symbol<j</Symbol>
    	<CharType>DESTRUCTIBLE</CharType>
    	<ActorRef>obj_largewoodenchest</ActorRef>
    </CharDef>

    The format should make a lot of sense at this point. Here are the available options for CharTypes.

    Available CharTypes
    • DESTRUCTIBLE - Spawns a map object at random from your list of provided ActorRefs
    • PLAYERSTART - Spawns the player in this tile upon entering the floor
    • NPC - Spawns an NPC defined by ActorRef
    • STAIRS - Spawns a staircase that goes BACK or FORWARDS, and can point to a specific floor ID
    • TERRAIN - Spawns terrain with the Tag of your choice (LAVA, WATER, ELECTRIC, MUD, ISLANDSWATER)
    • RANDOMMONSTER - Spawns a random monster from the specified ActorTable, and can have the desired # of ChampMods
    • MONSTER - Spawns a specific monster from your list of provided ActorRefs, and can have the desired # of ChampMods
    • ITEM_TYPE - Spawns a random item using the table specified in ActorRef
    • ITEM - Spawns a specific item at random from your list of provided ActorRefs
    • TREASURESPARKLE - Creates a treasure sparkle in the tile
    • FOOD - Spawns a random food item
    • TREE - Spawns a tree. Surprised?

    There are quite a few possible options or 'arguments' available to some of these types. The easiest way to see how they are used is to check out the reference specialrooms.xml file, which contains all existing game data. However, you can find additional explanation here.

    Staircases must have a StairDirection node which is FORWARDS or BACK. This determines the direction of the staircase. You can also add a PointsToFloor node with a specific floor ID.

    ActorRef is a node common to many of the character types above, and it can often be added multiple times (again, the list above describes which types support this). For example, we could modify the "j" definition above to randomly choose between a large wooden chest, or a more lucrative ornate chest...

    <CharDef>
    	<Symbol<j</Symbol>
    	<CharType>DESTRUCTIBLE</CharType>
    	<ActorRef>obj_largewoodenchest</ActorRef>
    	<ActorRef>obj_ornatechest</ActorRef>
    </CharDef>

    The RANDOMMONSTER type expects an ActorTable, all of which you can find in spawntables.xml. Or, you can create a new table in your mod and supply that reference instead!

    Any kind of MONSTER or RANDOMMONSTER definition can have a ChampMods node with a number between 1 and 5, indicating the number of random champion mods that monster will spawn with.

    TERRAIN can only support a single Tag node from the list above (LAVA, WATER, ELECTRIC, MUD, ISLANDSWATER). Fun fact: ISLANDSWATER is actually "Deadly Void" from Item Dreams.

    There are tons of possible DESTRUCTIBLE objects that can be used, but this term is not very accurate. "Map object" is more accurate as not all "DESTRUCTIBLES" can actually be destroyed, attacked, or even seen. Some are reserved for story purposes, some are created by abilities and may not function properly on their own. You can view the full list in the mapobjects.xml reference.

    A couple useful ActorRefs you can use for map objects are (without quotes) "seethroughblocker" (an invisible, non-targetable, impassable tile), "obj_regenfountain" (obvious), and "obj_pathrock" (a breakable rock tile).

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    Dungeon Floors

    In Tangledeep, every floor of the dungeon (which includes all side areas) is generated upon creating a character. This allows the game to do things like generate rumors for areas you haven't explored yet, and ensure that moving from floor to floor runs with no hitches. The only floors generated during gameplay are Item Dreams.

    Each floor has 'generation' parameters read from the master mapgenerator.xml reference file. This data includes a unique floor ID, along with whether the floor is considered safe or not, whether it supports fast travel, its custom name, music cue, and other key gameplay details.

    Here's an example of some floor data for the Casino 2F area.

    <Floor>
    	<Level>226</Level>
    	<SideArea />
    	<ChallengeValue>1.4</ChallengeValue>
    	<UnbreakableWalls>1</UnbreakableWalls>
    	<ExcludeFromRumors />
    	<Size>28</Size>
    	<LayoutType>SPECIAL</LayoutType>
    	<Tileset>BLUESTONEDARK</Tileset>
    	<NoSpawner />
    	<CustomName>floor_226_cname</CustomName>
    	<DeepSideAreaFloor />
    	<StairsUpToLevel>110</StairsUpToLevel>
    	<SpecialRoomTemplate>casino_basement</SpecialRoomTemplate>
    	<SpawnTable>banditenclave1</SpawnTable>
    </Floor>

    A lot of this is self-explanatory from the node names, but let's go into detail on all available nodes for new, custom floors like this one.

    NOTE: "Self-closing tags" are written in the format <Node />. Simply having the tag indicates that it is ENABLED, otherwise it is DISABLED by default.

    Dungeon Floor Nodes
    • ModLevelID: YOUR unique identifier for this floor as an integer number. Don't worry about mod conflicts or using the same "Level" number as in existing game data; your identifiers will be treated separately at runtime to ensure there are no conflicts.
    • Level: The identifier for EXISTING levels in the game data. This should not be touched.
    • SideArea: Self-closing tag. Marks whether an area is considered a side area or part of the main dungeon. Mod areas should always be considered side areas.
    • BossArea: Self-closing tag. Marks whether the area has a boss fight.
    • ChallengeValue: Represents the difficulty of the area from 1.0 (easiest) to 1.9 (hardest), in increments of 0.05. This translates to Rank, roughly.
    • UnbreakableWalls: Self-closing tag. When enabled, Knight's Shovel cannot be used to break walls here.
    • Size: The length or width of the floor - whichever is longer. For areas with a SpecialRoomTemplate, this should be the longest side of the template plus one.
    • ExcludeFromRumors: Self-closing tag. When enabled, rumors will point to this floor ever.
    • LayoutType: The procedural algorithm used to create the floor. For now, mods should always use SPECIAL, as mod floors are handcrafted.
    • NoSpawner: Self-closing tag. When enabled, a Pandora's Box will NOT spawn on this floor.
    • CustomName: The name of the floor as displayed to the player, such as "Casino Attic", "Cedar Caverns 3F", etc.
    • Tileset: The visual tileset used. Options are: EARTH, STONE, COBBLE, VOID, FUTURE, SLATE, RUINED, VOLCANO, REINFORCED, LUSHGREEN, MOSS, BLUESTONEDARK, BLUESTONELIGHT, SNOW, NIGHTMARISH, SAND
    • DeepSideAreaFloor: Self-closing tag. When enabled, indicates this is a floor within a side area, such as Flooded Temple 2F or Casino 2F.
    • StairsUpToLevel: The floor ID that the RETURN stairs on this floor should take the player to.
    • StairsDownToLevel: The floor id that the FORWARD stairs on this floor should take the player to.
    • SpecialRoomTemplate: The reference name for the room template used (see Dungeon Rooms above). REQUIRED if you are creating a SPECIAL floor.
    • RevealAll: Self-closing tag. When enabled, every part of the floor will be revealed on entry. Good for 'safe' areas.
    • SafeArea: Self-closing tag. When enabled, the area is considered safe for purposes of fast travel and switching gear without using a turn.
    • FastTravel: Self-closing tag. When enabled, player can fast travel to here.
    • MusicCue: The music played in this area. See 'available music cues' below.
    • ClearReward: The map object reference name that should be spawned if this is a combat side area and the player clears all monsters.
    • SpawnTable: The monster table this floor should use (see spawntables.xml).
    • MinSpawnFloor: The minimum floor (starting from 0) where the player can find this side area.
    • MaxSpawnFloor: The maximum floor where the player can find this side area.
    • ExpectedPlayerLevel: The level the player should be to complete this floor.
    • TextOverlay: Begins a TextOverlay node that shows 'lore' text upon entering the area for the first time. Example below (remember, most flavor text is written from Mirai's perspective.)
    <TextOverlay>
    	<RefName>custom_refname_here</RefName>
    	<Name>My Floor Name</Name>
    	<Text>The room sends a shiver down my spine... what sort of creatures await me here?</Text>
    </TextOverlay>

    Available Music Cues
    • dungeontheme1 - All purpose dungeon theme
    • dungeontheme2 - All purpose dungeon theme
    • dungeontheme3 - All purpose dungeon theme
    • towntheme1 - Riverstone Camp theme
    • bosstheme1 - Theme used for boss 1 and 2
    • easydungeon - Tutorial dungeon theme
    • dungeontheme4 - All purpose dungeon theme
    • grovetheme - Riverstone Grove theme
    • funmerchant - Upbeat / quirky side area theme
    • dungeontheme5 - All purpose dungeon theme
    • postboss - Mysterious post-boss victory theme
    • passageway - Fungal Caverns theme
    • casino - Casino theme
    • dungeontheme7 - All purpose dungeon theme
    • villainous_intro - Dirtbeak intro theme
    • bosstheme2 - Theme used for boss 3 and final boss phase 1
    • deserttheme - Desert Villa music
    • finalboss_phase2 - Final boss music
    • sharatheme1 - Theme of Shara
    • sharaserious - Villainous Shara theme
    • sadness - Post final boss phase 2 theme
    • dimriffboss - Bonus music used for Dimensonal Rift boss
    • dimriftlevel - Bonus music used for Dimensional Rift level
    • jobtrial - Music used during Job Trials

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    Job, NPC, and Monster Spritesheets

    You can create entirely new monster, NPC, and job sprites in your very own mod! To do this, you will need to create a Spritesheet and accompanying Metadata. A spritesheet is simply a collection of sprites in a single transparent PNG file, but there are some requirements for use in Tangledeep.

    Spritesheet Requirements
    • The sheet must have evenly-spaced rows and columns. You can have all sprites in a single row, as long as each sprite is evenly spaced.
    • No dimension of the sheet should be larger than 2047px.
    • No dimension should be uneven. For example, if you have 9 sprites in a 3x3 grid, a size of 96x96 would work, but 97x97 would cause problems.
    • Consider the "pivot" of the sprite when placing it in the sheet. The game automatically places any sprite dead center in a tile. By having empty space ABOVE your sprite, the sprite will appear to be drawn a little further down, and vice versa.
    • The default sprite size in Tangledeep is 32x32. You can of course make things that are smaller or larger, but be mindful of the scaling or it may look out of place.

    The exact type of sprites needed within the sheet vary based on whether you are creating a Job spritesheet, or a Monster spritesheet. It IS possible to import a spritesheet that just uses a single un-animated sprite for everything... but it won't look very lively.

    Player Job Animations
    • Idle (South-facing 'neutral animation')
    • Walk (South-facing walk cycle, usually 6 frames @ 100ms per frame)
    • Attack (South-facing attack, usually 5-6 frames at 300ms total length
    • IdleSide (Right-facing neutral, will be mirrored for left-facing)
    • WalkSide (Right-facing walk, will be mirrored for left-facing)
    • AttackSide (Right-facing attack, will be mirrored for left-facing)
    • IdleTop (North-facing neutral, back turned to camera)
    • WalkTop (North-facing walk, back turned to camera)
    • AttackTop (North-facing attack, back turned to camera)
    • UseItem (South-facing static frame or animation of hand above head)

    Monsters are a bit simpler. They only require an Idle animation and a TakeDamage animation which is played when they are struck. The TakeDamage animation should be about 4 frames, 100ms per frame to fit with everything else.

    NPCs or MapObjects are easiest of all, as they ONLY have an Idle animation. This can be any length you'd like, or can even be one frame (i.e. not animated).

    Once you have created your spritesheet, you need to provide Metadata that tells the game what to do with it once the sheet is chopped up. The Metadata XML file begins with a few required nodes.

    • RefName: Used for organizational purposes.
    • SpritesheetName: The exact filename (without .png extension) of the spritesheet this metadata describes.
    • NumRows: The number of rows in the sheet.
    • NumColumns: The number of columns in the sheet.

    Next, you must provide a node that defines the target job, monster, NPC (etc) this sheet should be used for. For example:

    <ReplaceJob>BRIGAND</ReplaceJob> - Make sure the job name is ALLCAPS with no spaces.

    <ReplaceRef>mon_mossjelly</ReplaceRef> - This would overwrite the sheet for the Moss Jelly creature. Naturally, you can use this for your OWN custom monsters too. Simply use the monster's RefName.

    <ReplaceRef>npc_nando</ReplaceRef> - Give Nando a fresh coat of paint! Again, use the NPC's RefName here.

    <ReplaceRef>obj_fireclaw</ReplaceRef> - Swap out a treasure chest or summoned object animation. You can use the map object's RefName here.

    <ReplaceRef>ArrowRain</ReplaceRef> - Swap out a sprite effect, such as a weapon swing or impact, a hovering status icon, or ability battle FX. NOTE! For battle FX, use the prefab name, not the ability's RefName.

    Next, you must define AnimData nodes, each of which must have at least one AnimType and at least one FrameData. Your metadata file can (and should) have multiple AnimData nodes as you MUST define every necessary animation, even if they use the same exact sprite data. Here's an example.

    <AnimData>
    	<AnimType>IDLE</AnimType>
    	<AnimType>USEITEM</AnimType>
    	<FrameData>
    		<SpriteIndex>4</SpriteIndex>
    		<FrameTime>0.15</FrameTime>
    	</FrameData>
    	<FrameData>
    		<SpriteIndex>5</SpriteIndex>
    		<FrameTime>0.15</FrameTime>
    	</FrameData>		
    </AnimData>

    In this example, the AnimType tells the game that this data should be used for both the IDLE and USEITEM animations. (In other words, the IDLE and USEITEM animations will look identical.) Then, there are two frames of animation (two sets of FrameData). Within each frame, we see a SpriteIndex - the sprite position in the sheet - and a FrameTime in seconds (0.15 = 150ms).

    If you are replacing an existing spritesheet, for example doing a palette swap of a monster or job, you can remove the FrameTime node and the game will use the existing spritesheet's frame time instead. Just make sure that your new spritesheet(s) have all the same frames as the original!

    When writing the SpriteIndex, keep in mind sheets are read LEFT TO RIGHT and BOTTOM TO TOP starting from 0. A sheet with 3 rows and 3 columns would have the following sprite indices:

    6 7 8
    3 4 5
    0 1 2

    Or let's say you have 2 rows and 6 columns:

    
    6 7 8 9 10 11
    0 1 2 3 4  5
    Using Multiple Sheets

    It's possible to have multiple sheets pointing at a single monster or job. For example, you might want one sheet for all down-facing job animations, another sheet for side-facing, etc. To do this, in your metadata file for each sheet, add the node <PartialSheet>1</PartialSheet> to tell the mod loader that the sprite data for the destination object is spread over multiple files.

    Remember: If you are adding a spritesheet to the game, you MUST have both the spritesheet and a spritesheet metadata XML file that defines the data inside that sheet.

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    Job Portraits

    Add your own flair to the existing set of job portraits by replacing them with your own art! Each portrait must be a 40 by 40px square PNG. The name of the sprite should be the name of the job in English. Lower/upper case and spaces don't matter. For example:

    • Budoka.png (Or: budoka.png)
    • Sword Dancer.png (Or: sword dancer.png, sworddancer.png, SwordDancer.png, etc)
    • Spell Shaper.png (Or: spell shaper.png, spellshaper.png, SPELLSHAPER.png, etc)

    Make sure to assign these sprites the type JOBPORTRAIT in your manifest text file!

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    Balance Mods

    You can now tweak and adjust many balance factors within Tangledeep using the mod system! Any mod can include balance adjustments. You can tweak just a single thing, or everything at once. You can make tiny changes, or massive ones. A GAMEBALANCE XML file can use any of the nodes described below.

    Each node has a numerical 'float' value which defaults to 1.00 ingame. For example, to double XP, JP, and gold gain, but halve the amount of damage the hero does, you would write the following.

    <xpgain>2.0</xpgain>
    	<jpgain>2.0</jpgain>
    	<goldgain>2.0</goldgain>
    	<herodmg>0.5</herodmg>
    

    The balance adjustments you can make are as follows.

    • monsterdensity: Changes the initial monster density of the dungeon. (Applies only to newly-created files, or Item Dreams)
    • herodmg: Changes the amount of damage the hero deals.
    • enemydmg: Changes the amount of damage monsters deal to the hero.
    • petdmg: Changes the amount of damage the hero's pets deals.
    • xpgain: Changes XP gained by the hero from all sources.
    • jpgain: Changes JP gained by the hero from all sources.
    • goldgain: Changes gold gained by the hero from all sources.
    • lootrate: Changes loot drop rate. (Applies only to newly-created files, Item Dreams, or newly-spawned monsters)
    • magicitemchance: Changes the likelihood that equipment spawns with various mods. (Applies only to newly-created files, Item Dreams, or newly-spawned monsters)
    • spawnrate: Changes wandering monster spawn chance.
    • petxp: Changes XP gained by the hero's corral pet.
    • poweruphealing: Changes healing effects from any powerup.
    • powerupdrop: Changes powerup drop chance.
    • orbdroprate: Changes drop rate of Orbs of Reverie and Lucid Orbs. (Note: Only Champions can drop these.)

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    Validating and Testing Your Mod

    After authoring your mod content XML, you'll need to test it. The first thing to do is put your mod files in the right place. The mod folder should be in your normal save game directory, which varies based on OS. Then, on the title screen, make sure to ENABLE the mod using the Mod Workshop button -> Enable Mods button.

    Try starting a new character with your mod enabled. Then, look for Unity's output_log.txt (or Player.log) file and search starting at the bottom for any error messages or warnings that may have occurred during game load as a result of your mod.

    Where to find your save directory and output_log location

    The easiest way to test your mod content in-game is to use the beta branch and open the Debug Console by pressing the ` (backtick) key. You can then use various useful commands.

    Click here for a list of useful debug commands and example syntax.

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    Appendix: Map Object Prefabs

    Below is a list of all prefabs that can be used as visual representations of various map objects. Where possible, the associated summoning ability and/or display name of the prefab will be described.

    • SwingingVine: obj_anchorvine (Swinging Vine), Summoned by ability Conjure Vine Wall
    • Thorns2: obj_thorntile (Bed of Thorns), Summoned by ability Bed of Thorns
    • CreepingDeath: obj_creepingdeath (Deadly Creeper), Summoned by ability Creeping Death
    • BurningBlueFireLoop: obj_flameserpent (Flame Serpent), Summoned by ability Flame Serpent
    • IceProjectileContinuous: obj_playericeshard (Ice Shard), Summoned by ability Ice Tortoise
    • SmokeCloud: obj_smokecloud (Smoke Cloud), Summoned by ability Smoke Cloud
    • PlayerBomb: obj_shrapnelbomb (Brigand Bomb), Summoned by ability Fire Bomb
    • TeleportBook: obj_playertpsquare (Teleport Destination), Summoned by ability Delayed Teleport
    • Caltrops: obj_caltropstile (Caltrops), Summoned by ability Caltrops
    • Blessed Hammer: obj_blessedhammer (Blessed Hammer), Summoned by ability Blessed Hammer
    • AcidTile: obj_acidconcoction (Acid Pool), Summoned by ability Unstable Concoction
    • BudokaBuffTile: obj_phoenixwing (Phoenix Tile), Summoned by ability Phoenix Wing
    • PlayerTargeting: obj_relentlesscurrentsummoner (Danger Square), Summoned by ability Relentless Current
    • BearTrap: obj_beartrap (Bear Trap), Summoned by ability Bear Traps
    • WaterPlank: obj_plank (Plank), Summoned by ability Build Planks
    • SleepTrap: obj_sleeptrap (Sleep Trap), Summoned by ability Sleep Traps
    • Manabomb: obj_manabomb (Manabomb), Summoned by ability Manabombs
    • HolyWaterTile: obj_blessedpool (Blessed Pool), Summoned by ability Blessed Pool
    • IceTrap1: obj_icetrap (Ice Trap), Summoned by ability Ice Traps
    • ElectricTileSE2: obj_energyfield (Energy Field), Summoned by ability Phasma Shot
    • PoisonCloud: obj_acidcloud (Acid Cloud), Summoned by ability Acid Cloud
    • ShadowTrap: obj_mon_evokeshadow (Materialized Shadow), Summoned by ability Shadow Grasp
    • Shadow Bolt: obj_shadowblade (Shadow Bolt), Summoned by ability Shadow Wave
    • EnemyBomb: obj_enemybomb (ENEMY BOMB), Summoned by ability Shrapnel Bomb
    • BurningFireLoop: obj_fireclaw (Jelly Fire), Summoned by ability Fire Claw
    • Spin Blade: obj_spinblade (Spinning Blade), Summoned by ability Blade Wall
    • TerrainTile: obj_mudtile (Mud), Summoned by ability Golem Smash
    • EnemyTargeting: obj_lightningstormsummoner (Danger Square), Summoned by ability Lightning Storm
    • SmallIceBlock: obj_monstericeblock (Ice Block), Summoned by ability Ice Prison 1
    • IceGroundTile: obj_groundicetile (Frozen Ground), Summoned by ability Ice Jelly Hop
    • Thorns2_Dimmer: obj_thorntile_conda (Bed of Thorns), Summoned by ability Thorn Shield
    • LaserTile: obj_phasmashieldtile (Phasma Shield), Summoned by ability Phasma Shield
    • TornadoTile: obj_mon_whirlwind (Tornado), Summoned by ability Call Tornados
    • Thorns: obj_mossthorns (Shedded Thorns), Summoned by ability
    • IceBlock: obj_iceblock (Ice Block), Summoned by ability Ice Prison
    • SmallIceBlockPlayer: obj_playericeblock (Ice Block), Summoned by ability Ice Prison
    • HealthPowerup: powerup_strength_permanent (Strength Globe)
    • EnergyPowerup: powerup_spirit_permanent (Spirit Globe)
    • StaminaPowerup: powerup_swiftness_permanent (Swiftness Globe)
    • HerbPowerup: powerup_healthherb (Health Herb)
    • SpiritPickup: monsterspirit (Monster Echo)
    • VoidPoison: obj_voidtile (Deadly Void)
    • ElectricTile: obj_electile (Conduit)
    • PlayerMouseTargeting: obj_playersquare (Player Square)
    • ShadowTrapPlayer: obj_ss_evokeshadow (Materialized Shadow)
    • GroundSparkle: obj_treasuresparkle (Sparkling Treasure)
    • PandoraChestAnimated: obj_monsterspawner (Pandora's Box)
    • Fountain: obj_regenfountain (Magic Fountain)
    • SkullAltar: obj_itemaltar (Mysterious Altar)
    • PathRock: obj_pathrock (Cracked Rock)
    • LavaRock: obj_lavarock (Cracked Rock)
    • Campfire: obj_campfire (Campfire)
    • CampfireCenter: obj_decorfire
    • CampfireBG: obj_campfirebg
    • SmallBarrel: obj_barrel (Barrel)
    • SmallCrate: obj_crate (Crate)
    • Bookshelf: obj_bookshelf (Bookshelf)
    • Shelves: obj_shelves (Shelves)
    • WoodTable: obj_woodtable (Wooden Table)
    • Pots1: obj_pot1 (Clay Pot)
    • Pots2: obj_pot2 (Clay Pots)
    • Pots3: obj_pot3 (Clay Pots)
    • CrateStack: obj_cratestack (Crates)
    • SmallWoodenCrate: obj_smallwoodencrate (Small Wooden Crate)
    • MediumWoodenCrate: obj_mediumwoodencrate (Medium Wooden Crate)
    • LargeWoodenCrate: obj_largewoodencrate (Large Wooden Crate)
    • SmallWoodenChest: obj_smallwoodenchest (Small Wooden Chest)
    • LargeWoodenChest: obj_largewoodenchest (Large Wooden Chest)
    • OrnateChest: obj_ornatechest (Ornate Chest)
    • ShadowHunter: obj_shadowclone (Shadow Clone)
    • MagicPillar: obj_breathepillar (Purifier)
    • Kitchen: obj_townkitchen (Nando's kitchen)
    • Fire Grate: obj_firegrate
    • ElectricTileSE: obj_electrictile (Static Energy)
    • SmallMetalChest: obj_smallmetalchest (Small Metal Chest)
    • LargeMetalChest: obj_largemetalchest (Large Metal Chest)
    • ShinyMetalChest: obj_shinymetalchest (Shiny Metal Chest)
    • ShinyMetalOrb: obj_shinymetalorb (Shiny Metal Orb)
    • JournalEntry: obj_journalpage (Journal Page)
    • SuperChestClosed: obj_giantchest (Giant Chest)
    • OriOre: obj_oriore (Orichalcum Ore)
    • Coins: obj_coins (Coins)
    • TechCube: obj_techcube (Mysterious Cube)
    • TransparentStairs: seethroughblocker
    • SideAreaChest: obj_superchest (Extravagent Chest)
    • CrystalLaserSummoner: obj_regenquestobject (Regenerator Crystal)
    • CherryTree: obj_cherrytree (Cherry Tree)
    • FlameShard: obj_frozenflameshard (Fire Shard)
    • PalmTree1: obj_palmtree1
    • RuinedTree1: obj_ruinedtree
    • PalmTree2: obj_palmtree2
    • BrokenReplicator: obj_broken_assembler (Deactivated Assembler)
    • BrokenMedicBot: obj_broken_medicbot (Deactivated Medic Bot)
    • BarrierCrystal: obj_barriercrystal (Barrier Crystal)
    • FutureBush2: obj_testtubes (Test Tubes)
    • StonePillar1: obj_blockingpillar1
    • StonePillar2: obj_blockingpillar2
    • StonePillar3: obj_blockingpillar3
    • StonePillar4: obj_blockingpillar4

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    Appendix: Weapon Sprite Effects

    Below is a list of all sprite references that can be used for a weapon's ImpactEffect (all weapons), or SwingEffect (Ranged weapons). The list is categorized into refs that are used for existing weapons' Impact/SwingEffects, and refs that are used for various abilities and skills.

    There's nothing to prevent you from using effects that are used for various effects and putting them on a weapon!

    NOTE: The reference name is the italicized text following the semicolon, such as BigPunchEffect. "Impact Effect", "Projectile Effect", and "Ability Sprite Effect" are simply there for extra categorization.

    • Impact Effect: BigPunchEffect
    • Impact Effect: FervirAxeEffect
    • Impact Effect: FervirBiteEffect
    • Impact Effect: FervirBluntEffect
    • Impact Effect: FervirClawEffect
    • Impact Effect: FervirMiniBiteEffectSystem
    • Impact Effect: FervirMiniClawEffect
    • Impact Effect: FervirPierceEffect
    • Impact Effect: FervirPunchEffect
    • Impact Effect: FervirSwordEffect
    • Impact Effect: IceGrowAttack
    • Impact Effect: LightningStrikeEffect
    • Impact Effect: ProjectileImpactEffect
    • Impact Effect: SimpleFireEffect
    • Impact Effect: WaterExplosion
    • Projectile: BasicEnergyProjectile
    • Projectile: GenericSwingEffect
    • Projectile: GenericThrustEffect
    • Projectile: GenericTurnedThrustEffect
    • Projectile: LargeArrowEffect
    • Projectile: LargeBoltEffect
    • Projectile: PoisonBolt
    • Projectile: PowerEnergyProjectile
    • Projectile: ShadowBoltFast
    • Projectile: SmallArrowEffect
    • Projectile: SmallBoltEffect
    • Projectile: SmallRockEffect
    • Projectile: WoodArrowEffect
    • Ability Sprite Effect (Acid Evocation): AcidSplash
    • Ability Sprite Effect (Aether Slash): ShadowBolt
    • Ability Sprite Effect (Claw Rake): FervirClawEffectSystem
    • Ability Sprite Effect (Cleave): BigSlashEffect1
    • Ability Sprite Effect (Cloak and Dagger): FervirUltraPierceEffect
    • Ability Sprite Effect (Cross Slash): BigSlashEffect2
    • Ability Sprite Effect (Darts of Hail): IceProjectileEffect
    • Ability Sprite Effect (Devastation): FervirClawGrowEffectSystem
    • Ability Sprite Effect (Divine Bolt): HolyBolt
    • Ability Sprite Effect (Eradication Beam): InstantDarkLaserEffect
    • Ability Sprite Effect (Fan of Knives): KunaiImpactSystem
    • Ability Sprite Effect (Fire Evocation): FireBurst
    • Ability Sprite Effect (Force Blast): SmallExplosionEffect
    • Ability Sprite Effect (Gold Toss): GoldTossEffect
    • Ability Sprite Effect (Guardian Laser): Laser2Effect
    • Ability Sprite Effect (Hail of Arrows): ArrowRain
    • Ability Sprite Effect (Hail of Darts): DartProjectileEffect
    • Ability Sprite Effect (High Card): CardTossEffect
    • Ability Sprite Effect (Hundred Fists): FlurryOfPunches
    • Ability Sprite Effect (Hundred Fists): HundredCrackFist
    • Ability Sprite Effect (Ice Evocation): FrostArrowEffect
    • Ability Sprite Effect (Ice Evocation): IceGrowAttack2x
    • Ability Sprite Effect (Lightning Storm): LightningStrikeEffectQuiet
    • Ability Sprite Effect (Lightning Strike): LightningBolt
    • Ability Sprite Effect (Photon Cannon): InstantLaserEffect
    • Ability Sprite Effect (Psychic Fist): GiantFistAttack
    • Ability Sprite Effect (Punkin Surprise): BigExplosionEffect
    • Ability Sprite Effect (Qi Wave): QiStrikeEffect
    • Ability Sprite Effect (Rock Bite): FervirLargeBiteEffect
    • Ability Sprite Effect (Rock Toss): LargeRockEffect2x
    • Ability Sprite Effect (Runic Overload): SmallExplosionEffectSystemFaster
    • Ability Sprite Effect (Shadow Bolt): FervirSlashEffect
    • Ability Sprite Effect (Shadow Evocation): FervirShadowHit
    • Ability Sprite Effect (Shadow Knives): ShadowPierceAttack
    • Ability Sprite Effect (Shadow Shurikens): ShurikenTossEffect
    • Ability Sprite Effect (Smite Evil): SmiteEvilEffect
    • Ability Sprite Effect (Spicy Breath): FireBurstBlue
    • Ability Sprite Effect (Suplex): GroundStompEffect2x
    • Ability Sprite Effect (Thornsplosion): AcidExplosion
    • Ability Sprite Effect (Throw Stone): MediumRockEffect
    • Ability Sprite Effect (Water Orb): WaterProjectile
    • Ability Sprite Effect (Wave Shot): WaterProjectile2
    • Ability Sprite Effect (Wind Shred): GreenWindEffect
    • Ability Sprite Effect: AutoBarrierEffect
    • Ability Sprite Effect: BellTingEffect
    • Ability Sprite Effect: BlackPotion
    • Ability Sprite Effect: ConcussionEffect
    • Ability Sprite Effect: ConfusionEffect
    • Ability Sprite Effect: ConstrictEffect
    • Ability Sprite Effect: EnterWaterSplash
    • Ability Sprite Effect: FemaleSoundEmanation
    • Ability Sprite Effect: FervirBonkEffect
    • Ability Sprite Effect: FervirBuff
    • Ability Sprite Effect: FervirCrescentSlashEffect
    • Ability Sprite Effect: FervirDebuff
    • Ability Sprite Effect: FervirGrandRecovery
    • Ability Sprite Effect: FervirRecovery
    • Ability Sprite Effect: FervirRecoveryQuiet
    • Ability Sprite Effect: FireBreathSFX
    • Ability Sprite Effect: ForcePushEffect2x
    • Ability Sprite Effect: ForcePushEffect
    • Ability Sprite Effect: GreenPotionSpinEffect
    • Ability Sprite Effect: GroundStompEffect
    • Ability Sprite Effect: GrowEffect
    • Ability Sprite Effect: HemorrhageEffect
    • Ability Sprite Effect: IceShatter2x
    • Ability Sprite Effect: JumpAndImpactSFX
    • Ability Sprite Effect: LeafPoof
    • Ability Sprite Effect: MindControl
    • Ability Sprite Effect: ReverberateEffect
    • Ability Sprite Effect: ShadowReverberateEffect
    • Ability Sprite Effect: ShadowSpikeAttack
    • Ability Sprite Effect: SmokeBurstEffect
    • Ability Sprite Effect: SndMirageEffect
    • Ability Sprite Effect: SoundEmanation
    • Ability Sprite Effect: SpiderWebEffect
    • Ability Sprite Effect: SpikeEffect
    • Ability Sprite Effect: StaticShockEffect
    • Ability Sprite Effect: SummonVineEffect
    • Ability Sprite Effect: SummonVineWallEffect
    • Ability Sprite Effect: TargetingEffect
    • Ability Sprite Effect: TornadoEffect
    • Ability Sprite Effect: VitalBleedEffect
    • Ability Sprite Effect: VitalExplodeEffect
    • Ability Sprite Effect: VitalPainEffect
    • Ability Sprite Effect: VortexSound
    • Ability Sprite Effect: WallJump
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    Appendix: Magic Mods

    Below is the list of all magic mod references with their in-game descriptions. When applying AutoMods to items, be sure to use the refname (mm_whatever) and not the display name, if any. There is no inherent restriction on what mods can be placed on items when creating from scratch in XML. However, there are still some guidelines we recommend adhering to.

    AutoMod / Item Creation Guidelines:
    • Don't put multiple mods that benefit the same stat on the same item (i.e. mm_enduring and mm_enduring2)
    • Some mods may be incompatible with some items, based on description. For example a mod granting weapon power should not be placed on armor.
    • mm_elemdamageboost mods are automatically applied to Magic Books as they increase in rarity, and should only be added to non-offhands (or Legendary offhands)
    • mm_statboost mods are automatically applied to Accessories as they increase in rarity, and should only be added to non-accessories (or Legendary accessories)
    • mm_rangeddamage mods are automatically applied to Quivers as they increase in rarity, and should only be added to non-offhands (or Legendary offhands)

    Magic Mod List
    • mm_enduring: (Tireless) +10 STAMINA
    • mm_enduring2: (Enduring) +20 STAMINA
    • mm_glowing: (Glowing) +10 ENERGY
    • mm_glowing2: (No in-game name) +15 ENERGY
    • mm_luminous: (Luminous) +20 ENERGY
    • mm_agility: (Agility) +10 SWIFTNESS
    • mm_agility2: (No in-game name) +15 SWIFTNESS
    • mm_quickness: (Quickness) +20 SWIFTNESS
    • mm_focus: (Focus) +10 DISCIPLINE
    • mm_disc15: (No in-game name) +15 DISCIPLINE
    • mm_concentration: (Concentration) +20 DISCIPLINE
    • mm_bezocrossbow: (No in-game name) +10 GUILE, +10 SWIFTNESS
    • mm_cleverness: (Cleverness) +10 GUILE
    • mm_cleverness2: (Cleverness) +10 GUILE
    • mm_cunning: (Cunning) +20 GUILE
    • mm_guile25: (No in-game name) +25 GUILE
    • mm_swiftness25: (No in-game name) +25 SWIFTNESS
    • mm_spiritual: (Spiritual) +10 SPIRIT
    • mm_spirit15: (No in-game name) +15 SPIRIT
    • mm_guile15: (No in-game name) +15 GUILE
    • mm_harmonious: (Harmonious) +20 SPIRIT
    • mm_muscle: (Muscle) +10 STRENGTH
    • mm_might: (Might) +20 STRENGTH
    • mm_steadfastoffhand: (Steadfast) -35% damage from direction of shield, +15% damage from other directions
    • mm_brilliant: (Brilliant) Blocking an attack also blinds your attacker
    • mm_divineprotection: (Protection) 50% chance to negate crits
    • mm_massive: (Massive) +5% block chance, -2% parry chance
    • mm_massivenew: (Massive) +10% block chance, -2% parry chance
    • mm_scavenging: (Foraging) +4% powerup droprate
    • mm_hungry: (Hungry) Recover from feeling Full one turn faster
    • mm_familiars: (Familiars) +10% summoned pet health, +5% summoned pet defense
    • mm_goldfind1: (Lucky) Chance to find a bit of extra gold from monsters
    • mm_goldfind1_silent: (Lucky) Chance to find a bit of extra gold from monsters
    • mm_lucky: (Lucky) Chance to find a bit of extra gold from monsters
    • mm_greedy: (Greedy) +15% gold from monsters
    • mm_avarice: (Avarice) +20% gold from monsters
    • mm_treasures: (Treasures) +5% magic item chance
    • mm_toxicity: (Toxicity) 5% chance to drop acid pool on move
    • mm_bomber: (Chemist's) +25% consumable damage
    • mm_hardened: (Hardened) -2 dmg from Physical
    • mm_unyielding: (Unyielding) -6 dmg from Physical
    • mm_impenetrable: (Impenetrable) -11 dmg from Physical
    • mm_frostscale: (Frostscale) 33% chance to freeze melee attackers
    • mm_sheltering: (Sheltering) -2 dmg from Fire -2 dmg from Water -2 dmg from Lightning -2 dmg from Shadow -2 dmg from Poison
    • mm_sheltering2: (Sheltering) -3 dmg from Fire -3 dmg from Water -3 dmg from Lightning -3 dmg from Shadow -3 dmg from Poison
    • mm_reduceelem_6: (Sheltering) -6 dmg from Fire -6 dmg from Water -6 dmg from Lightning -6 dmg from Shadow -6 dmg from Poison
    • mm_bonecrabs: (Bonecrabs) Chance to summon a Bonecrab when hit
    • mm_mechanist: (No in-game name) 15% chance when attacking to create a Sentry robot
    • mm_juggernaut: (No in-game name) You cannot lose more than 20% of your health from a single attack or effect
    • mm_soothingflute: (No in-game name) Monsters have a 25% chance to fall asleep instead of becoming hostile to you
    • mm_candleskull: (No in-game name) +6% damage to enemies for each unique debuff they have (max of +30%)
    • mm_giantgauntlet: (No in-game name) Melee attacks and Physical skills used at melee range deal +20% damage
    • mm_lowlifeheal: (No in-game name) When below 25% Health, you regenerate 4% of max Health per turn.
    • mm_bountifulpouch: (No in-game name) 50% chance for any non-food consumable to be recycled when used
    • mm_arrowdamp: (Arrow-Dampening) -25% dmg from ranged, +5% from melee
    • mm_vanishing: (Vanishing) 25% chance to warp when hit
    • mm_heavy: (Heavy) +10% physical resist, -3 CT gain
    • mm_phalanx: (Phalanx) -15% dmg from melee, +15% from ranged
    • mm_clotting: (Clotting) Increases bleed resistance
    • mm_assassingloves: (No in-game name) +15% damage with Swords, Axes, Claws, Daggers, 2H Swords, and Spears
    • mm_knightgloves: (No in-game name) +18% Physical damage when using a Sword or Mace in your main hand, with a Shield
    • mm_vengeance: (Vengeance) Next attack is much stronger if you miss
    • mm_bonedagger: (No in-game name) +5 CT per attack
    • mm_20ctattack: (No in-game name) +20 CT per attack
    • mm_sharktooth: (No in-game name) -20% accuracy
    • mm_judosash: (No in-game name) Grants you the unarmed fighting ability of a novice Budoka
    • mm_quiver1: (No in-game name) +2 CT when attacking w/ bows
    • mm_quiver2: (No in-game name) +3 CT when attacking w/ bows
    • mm_quiver3: (No in-game name) +4 CT when attacking w/ bows
    • mm_brambles: (Brambles) Chance to deal trivial damage to attackers when hit
    • mm_spiked: (No in-game name) Chance to deal light damage to attackers when hit
    • mm_thorns: (Thorns) Chance to deal moderate damage to attackers when hit
    • mm_hiding: (Stealth) Monsters less likely to notice you (+15% Stealth)
    • mm_frostbite: (Frostbite) 12% chance to freeze enemies with attacks
    • mm_lightweight: (Lightweight) Reduces damage/accuracy penalties for dual wielding
    • mm_rustbiting: (Rust-Biting) +20% dmg to machines
    • mm_chromeshredding: (Chrome-Shredding) +30% dmg to machines
    • mm_silencing: (Sealing) 15% chance to Seal enemies on hit
    • mm_blasting: (Blasting) Abilities ignore 50% of monsters' elemental resistances
    • mm_magus: (Magus) When attacking, gain 20% of your Spirit Power in bonus damage
    • mm_quickening: (Nimble) Gain 4 CT when using an ability
    • mm_quickening2: (Quickening) Gain 7 CT when using an ability
    • mm_prismatic: (Prismatic) Gain temporary resist bonus after taking elemental damage
    • mm_revenge: (Revenge) Reflect 100% of blocked damage to attacker
    • mm_sniping: (Sniping) Damage increased by 25% of CT
    • mm_alacrity: (Alacrity) 33% chance to reduce cooldowns on defeating non-trivial monsters
    • mm_overdraw: (Overdrawing) Bow range increased by 1 (reduces CT to 0 at max range)
    • mm_longshot: (Longshot) +15% basic attack damage with bows at max range
    • mm_withering: (Withering) 15% chance to reduce enemy armor on hit
    • mm_deadeye: (Deadeye) +30% basic attack damage with bows at max range
    • mm_deadlyoffhand: (Deadly) +20% crit damage
    • mm_deadly: (Deadly) +20% crit damage
    • mm_lethaloffhand: (Savage) +35% crit damage
    • mm_lethal: (Lethal) +35% crit damage
    • mm_lethal80: (Lethal) +80% crit damage
    • mm_beastslayingquiver: (Beast Slaying) +20% dmg to beasts
    • mm_insectslayingquiver: (Insect Slaying) +20% dmg to insects
    • mm_banditslayingquiver: (Bandit Slaying) +20% dmg to bandits
    • mm_spiritslayingquiver: (Spirit Slaying) +20% dmg to spirits
    • mm_frogslayingquiver: (Frog Slaying) +30% dmg to frogs
    • mm_beastslaying: (Beast Slaying) +20% dmg to beasts
    • mm_beastslaying33: (No in-game name) +25% damage to Beasts, -25% damage from Beasts
    • mm_insectslaying: (Insect Slaying) +20% dmg to insects
    • mm_banditslaying: (Bandit Slaying) +20% dmg to bandits
    • mm_spiritslaying: (Spirit Slaying) +20% dmg to spirits
    • mm_frogslaying: (Frog Slaying) +30% dmg to frogs
    • mm_conjuration: (Conjuration) Summons last an extra turn
    • mm_wild: (Wild) +15 power, higher damage variance
    • mm_penetrating: (Penetrating) 50% chance to ignore block/parry, bypasses 50% phys resist
    • mm_: (No in-game name) 50% chance to ignore block/parry, bypasses 50% phys resist
    • mm_flames: (Burning) Converts attack element to FIRE, +20 power
    • mm_frost: (Frost) Converts attack element to WATER, +15 power
    • mm_sparks: (Sparks) Converts attack element to LIGHTNING, +15 power
    • mm_darkness: (Night) Converts attack element to SHADOW, +15 power, attacks may add Shadow Vulnerable
    • mm_corrosion: (Corrosion) Converts attack element to POISON, +15% power
    • mm_flames2: (Flames) Converts attack element to FIRE, +45 power
    • mm_frost2: (Ice) Converts attack element to WATER, +35 power
    • mm_sparks2: (Thunder) Converts attack element to LIGHTNING, +35 power
    • mm_darkness2: (Darkness) Converts attack element to SHADOW, +35 power, attacks may add Shadow Vulnerable
    • mm_corrosion2: (Acid) Converts attack element to POISON, +35 power
    • mm_cruel: (Cruel) +25% basic attack dmg to foes at 25% health
    • mm_vicious: (Vicious) +15% basic attack dmg to foes at 50% health
    • mm_confident: (Confident) +20% basic attack dmg if you're at over 75% health
    • mm_confident2: (Brave) +30% attack dmg if you're at over 65% health
    • mm_challenges: (Challenges) -25% dmg from champion basic attacks
    • mm_dragonbrave: (No in-game name) +20% damage against champions and bosses
    • mm_constitution: (Constitution) 20% chance to ignore negative status effects
    • mm_emergency: (Emergency) Reduces damage from basic attacks if you are at 33% HP
    • mm_elementalprotection: (Elemental Protection) -10% dmg from elements
    • mm_elementalshielding: (Elemental Shielding) -20% dmg from elements
    • mm_conservation: (No in-game name) Deals extra damage while at full ENERGY
    • mm_spiritlinkedarmor: (Spirit-Linked) 10% chance to restore ENERGY when hit
    • mm_spiritlinkedoffhand: (Spirit-Linked) 25% chance to restore ENERGY on block
    • mm_addwaterspecial: (No in-game name) 50% chance to deal 50-150 WATER damage on hit
    • mm_addpoison1: (Stinging) Adds 8-12 POISON damage to your attacks
    • mm_addpoison2: (Wasting) Adds 18-22 POISON damage to your attacks
    • mm_addpoison2_ranged: (No in-game name) Adds 18-22 POISON damage to your attacks
    • mm_addfire1: (Singed) Adds 10-14 FIRE damage to your attacks
    • mm_addfire2: (Scorched) Adds 22-26 FIRE damage to your attacks
    • mm_addshadow1: (Gloom) Adds 8-12 SHADOW damage to your attacks
    • mm_addshadow2: (Grim) Adds 18-22 SHADOW damage to your attacks
    • mm_soldiers: (Soldier's) 15% chance to deal +(14-20) dmg
    • mm_warriors: (Warrior's) 15% chance to deal +(25-40) dmg
    • mm_gladiators: (Gladiator's) 15% chance to deal +(50-70) dmg
    • mm_warlords: (Warlord's) 15% chance to deal +(80-100) dmg
    • mm_deflection: (Deflection) +3% dodge
    • mm_gluttony: (Gluttony) Food is more effective
    • mm_evasion: (Evasion) +5% dodge
    • mm_elusion: (Elusion) +7% dodge
    • mm_necroband: (No in-game name) -15% STAMINA and ENERGY costs, but all skills cost 2% of your max HP
    • mm_obsidian: (No in-game name) -20% ENERGY costs, but all skills cost (extra) STAMINA
    • mm_damageclaw: (No in-game name) +10 STRENGTH, +10 SPIRIT
    • mm_hawkeye: (No in-game name) +5 GUILE, +5 SWIFTNESS
    • mm_sickle: (No in-game name) +3% crit chance, +15% crit damage
    • mm_surestrike: (No in-game name) +5% crit chance
    • mm_crit8: (No in-game name) +8% crit chance
    • mm_crit10: (No in-game name) +10% crit chance
    • mm_crit15: (No in-game name) +15% crit chance
    • mm_fairychoker: (No in-game name) 20% chance when struck to reduce any of your ability cooldowns
    • mm_weakattack: (No in-game name) Your basic attack damage reduced by 75%
    • mm_manaseeker: (No in-game name) All powerups become ENERGY powerups
    • mm_dodge1: (No in-game name) +1% dodge
    • mm_dodge2: (No in-game name) +2% dodge
    • mm_dodge3: (No in-game name) +3% dodge
    • mm_dodge4: (No in-game name) +4% dodge
    • mm_dodge5: (No in-game name) +5% dodge
    • mm_dodge6: (No in-game name) +6% dodge
    • mm_dodge7: (No in-game name) +7% dodge
    • mm_dodge8: (No in-game name) +8% dodge
    • mm_dodge9: (No in-game name) +9% dodge
    • mm_dodge10: (No in-game name) +10% dodge
    • mm_dodge11: (No in-game name) +11% dodge
    • mm_dodge12: (No in-game name) +12% dodge
    • mm_dodge13: (No in-game name) +13% dodge
    • mm_dodge14: (No in-game name) +14% dodge
    • mm_dodge15: (No in-game name) +15% dodge
    • mm_dodge16: (No in-game name) +16% dodge
    • mm_dodge17: (No in-game name) +17% dodge
    • mm_dodge18: (No in-game name) +18% dodge
    • mm_dodge19: (No in-game name) +19% dodge
    • mm_dodge20: (No in-game name) +20% dodge
    • mm_dodge21: (No in-game name) +21% dodge
    • mm_dodge22: (No in-game name) +22% dodge
    • mm_dodge23: (No in-game name) +23% dodge
    • mm_dodge24: (No in-game name) +24% dodge
    • mm_dodge25: (No in-game name) +25% dodge
    • mm_lightreactionheal: (No in-game name) 25% chance to heal (3-7 + Level) HP when hit
    • mm_nordhelm: (No in-game name) +5 STAMINA, +5 ENERGY
    • mm_tier1helmethp: (No in-game name) +15 Health
    • mm_tier2helmethp: (No in-game name) +30 Health
    • mm_tier3helmethp: (No in-game name) +50 Health
    • mm_tier4helmethp: (No in-game name) +75 Health
    • mm_150hp: (No in-game name) +150 Health
    • mm_100hp: (No in-game name) +100 Health
    • mm_200hp: (No in-game name) +200 Health
    • mm_tier5helmethp: (No in-game name) +110 Health
    • mm_firering: (No in-game name) +15% Fire dmg dealt
    • mm_athyes: (No in-game name) +33% Fire dmg dealt, all Fire damage has a chance to stun target
    • mm_icering: (No in-game name) +15% Water dmg dealt
    • mm_shadowring: (No in-game name) +15% Shadow dmg dealt
    • mm_shadowdmg25: (No in-game name) +25% Shadow dmg dealt
    • mm_poisonring: (No in-game name) +15% Poison damage dealt
    • mm_boostpoison20: (No in-game name) +20% Poison damage dealt
    • mm_lightningring: (No in-game name) +15% Lightning damage dealt
    • mm_lightningdmg25: (No in-game name) +25% Lightning damage dealt
    • mm_movect1: (No in-game name) +2 CT per step
    • mm_movect2: (No in-game name) +3 CT per step
    • mm_resistmud: (No in-game name) Step through mud with no penalty
    • mm_reactroot: (No in-game name) 33% chance to root attacking enemies
    • mm_spiritpower10: (No in-game name) +10% Spirit Power
    • mm_spiritpower15: (No in-game name) +15% Spirit Power
    • mm_spiritpowerflat5: (No in-game name) +5 Spirit Power
    • mm_spiritpowerflat10: (No in-game name) +10 Spirit Power
    • mm_spiritpowerflat15: (No in-game name) +15 Spirit Power
    • mm_magicbook1: (No in-game name) Reduce ENERGY costs by 5%, +10% Spirit Power
    • mm_magicbook2: (No in-game name) Reduce ENERGY costs by 7%, +15% Spirit Power
    • mm_magicbook3: (No in-game name) Reduce ENERGY costs by 9%, +20% Spirit Power
    • mm_magicbook4: (No in-game name) Reduce ENERGY costs by 11%, +25% Spirit Power
    • mm_charmenemy1: (No in-game name) 8% chance to charm enemy on hit
    • mm_charmenemy5: (No in-game name) 5% chance to charm enemy on hit
    • mm_samurai: (No in-game name) +10% all damage
    • mm_superheavy: (No in-game name) 50% chance to resist attempts to push/pull you
    • mm_ultraheavy: (No in-game name) Cannot be pushed or pulled
    • mm_reflective: (No in-game name) 25% chance to reflect magical projectiles
    • mm_parry10: (No in-game name) +10% Parry
    • mm_parry13: (No in-game name) +13% Parry
    • mm_glowtorch: (No in-game name) +10% Fire and Lightning dmg dealt
    • mm_dungeondigest: (No in-game name) Grants the 'Keen Eyes' perk, reveals extra information when exploring new floors, +10% Spirit Power
    • mm_havocharp: (No in-game name) 50% chance to fire an extra bolt at a nearby target, 25% chance to fire at a 3rd target. +10 SWIFTNESS
    • mm_legshard: (No in-game name) 15% chance to negate magic damage and gain a +10% Spirit Power buff for 10 turns
    • mm_phoenix: (No in-game name) When receiving lethal damage, the pendant will shatter and restore you to full health
    • mm_legkatana: (No in-game name) 25% chance to attack with Lightning winds
    • mm_procshadow: (No in-game name) 25% chance to attack with Shadow knives
    • mm_soulsteal: (No in-game name) 15% chance to drain Health when attacking (lose 7 STAMINA/ENERGY)
    • mm_antipode: (No in-game name) 50% chance to strike with extra Fire or Ice damage
    • mm_firewaterdmgup: (No in-game name) Increases Fire and Water dmg by 25%
    • mm_sheriffbelt: (No in-game name) Increases all damage to Bandits by 20%, and reduces damage from bandits by 20%
    • mm_gaelmydd: (No in-game name) Restore ENERGY and STAMINA when destroying a machine
    • mm_asceticgrab: (No in-game name) Does not interfere with unarmed fighting; chance to block magic projectiles
    • mm_asceticaura: (No in-game name) Your critical strikes and Budoka skills hit a paralyzing vital point
    • mm_strength15: (No in-game name) +15 STRENGTH
    • mm_spiritpowermult18: (No in-game name) +18% Spirit Power
    • mm_oceangem: (No in-game name) Move through deadly void with no penalty. Gain CT while moving in water. +25% Water damage. +25% damage and defense in water
    • mm_magicmirrors: (No in-game name) See through all illusions. Your mainhand attack cannot miss
    • mm_shadowcast: (No in-game name) Using any ability that consumes ENERGY may randomly summon Shadow Traps
    • mm_doublebite: (No in-game name) Boosts either SHADOW or PHYSICAL damage by 25%, alternating with each attack
    • mm_dragonscale: (No in-game name) -25% dmg from all basic attacks
    • mm_draik: (No in-game name) All monsters you fight are tougher, but more rewarding
    • mm_aetherslash: (No in-game name) 20% chance to root target and inflict shadow bleed
    • mm_bigstick: (No in-game name) 25% chance to smash monsters back when you hit them. Extra damage if they hit a wall
    • mm_starhelm: (No in-game name) Chance each turn to smite random nearby enemy with divine power
    • mm_wildnatureweapon: (No in-game name) Boosts Poison damage by 25%
    • mm_wildnaturevest: (No in-game name) 50% chance to summon thorns when struck
    • mm_wildnatureband: (No in-game name) 50% chance to resist being restrained (rooted or paralyzed)
    • mm_procbolt: (No in-game name) 25% chance to call a lightning bolt with each attack
    • mm_hairband: (No in-game name) 20% of ENERGY spent is converted to STAMINA restored, and vice versa
    • mm_jumpboots: (No in-game name) All movement abilities are extended in range by 1
    • mm_waterdamage10: (No in-game name) Increases Water damage by +10%
    • mm_freezeattack: (No in-game name) Chance to freeze target with each attack
    • mm_chillaura: (No in-game name) Reduces CT of adjacent enemies
    • mm_crystalspearbleed: (No in-game name) 25% chance to inflict Crystal Bleed on hit (140% damage over 7 turns)
    • mm_parry5: (No in-game name) +5% Parry
    • mm_paralyzereact: (No in-game name) Melee attackers may be Paralyzed or Stunned on block
    • mm_block5: (No in-game name) +5% block chance
    • mm_block12: (No in-game name) +12% block chance
    • mm_findweakness: (No in-game name) Monsters take more damage from elemental weaknesses. Randomly marks vulnerable spots on monsters, which can be attacked for bonus damage
    • mm_catears: (No in-game name) Chance to confuse and charm monsters by looking like a cute cat
    • mm_rujasucards: (No in-game name) Increases damaging effects of Gambler's Wild Cards and Roll the Bones
    • mm_wildnoboost: (No in-game name) Higher dmg variance
    • mm_trumpet: (No in-game name) Chance to play an invigorating song when attacking, buffing your attack and defense
    • mm_crit3: (No in-game name) +3% crit chance
    • mm_crit5: (No in-game name) +5% crit chance
    • mm_crit7: (No in-game name) +7% crit chance
    • mm_findhealth: (No in-game name) Chance to find Health Powerups from defeating enemies
    • mm_elemdamageboost3: (No in-game name) +3% elemental damage
    • mm_elemdamageboost6: (No in-game name) +6% elemental damage
    • mm_elemdamageboost9: (No in-game name) +9% elemental damage
    • mm_elemdamageboost12: (No in-game name) +12% elemental damage
    • mm_elemdamageboost15: (No in-game name) +15% elemental damage
    • mm_elemdamageboost18: (No in-game name) +18% elemental damage
    • mm_rangeddamage4: (No in-game name) +4% ranged basic attack damage
    • mm_rangeddamage8: (No in-game name) +8% ranged basic attack damage
    • mm_rangeddamage12: (No in-game name) +12% ranged basic attack damage
    • mm_rangeddamage16: (No in-game name) +16% ranged basic attack damage
    • mm_rangeddamage20: (No in-game name) +20% ranged basic attack damage
    • mm_rangeddamage24: (No in-game name) +24% ranged basic attack damage
    • mm_rangeddamage28: (No in-game name) +28% ranged basic attack damage
    • mm_wellrounded: (No in-game name) +5 Core Stats
    • mm_statboost1: (No in-game name) +2 Core Stats
    • mm_statboost2: (No in-game name) +4 Core Stats
    • mm_statboost3: (No in-game name) +6 Core Stats
    • mm_statboost4: (No in-game name) +8 Core Stats
    • mm_statboost5: (No in-game name) +10 Core Stats
    • mm_butterfly: (No in-game name) Sword Dancer skills deal 25% more damage. Critical hits cause long-lasting bleeding
    • mm_block8: (No in-game name) +8% block chance
    • mm_statusblock5: (No in-game name) +5% block chance
    • mm_brigand_cloakanddagger: (Cloak and Dagger) Brigand's Cloak and Dagger now moves through and strikes two targets
    • mm_brigand_firebomb: (Fire Bomb) Brigand's Fire Bomb has a shorter fuse and cooldown
    • mm_brigand_escapeartist: (Escape Artist) Brigand's Escape Artist attacks and bleeds the target instead of stunning them
    • mm_floramancer_floraconda: (Summon Floraconda) Floramancer's Floraconda becomes a Bull Floraconda, losing its pull ability but gaining a Bull Rush
    • mm_floramancer_vineswing: (Vine Swing) Floramancer's Vine Swing no longer gives +50 CT, but now summons vines on landing
    • mm_floramancer_detonatevines: (Thornsplosion) Floramancer's Thornsplosion deals less explosion damage, but adds a lingering poison
    • mm_sworddancer_holdthemoon: (Hold the Moon) Sword Dancer's Hold the Moon no longer takes a turn to use
    • mm_budoka_ironbreathing: (Iron Breathing) Budoka's Iron Breathing greatly increases defense after bleeds/poisons are removed
    • mm_hunter_beartraps: (Bear Traps) Hunter's Bear Traps have a shorter range, but inflict bleeding
    • mm_soulkeeper_summonelemspirit: (Elemental Spirits) Soulkeeper's Call Elemental Spirits takes more resources, but summons up to three spirits at once
    • mm_paladin_righteouscharge: (Righteous Charge) Paladin's Righteous Charge travels further and generates a Wrath charge
    • mm_paladin_radiantaura: (Radiant Aura) Paladin's Radiant Aura no longer affects Blessed Hammer, but now buffs allies as well
    • mm_sworddancer_wildhorse: (Wild Horse) Sword Dancer's Wild Horse no longer deals instant damage, and instead summons a crashing wave 1 turn after landing
    • mm_husyn_runiccrystal: (Runic Crystal) HuSyn's Runic Crystal no longer has a passive buff. Instead, it builds Runic Charges when damaged or moved, unleashing a burst of energy at 5 charges.
    • mm_budoka_hundredfists: (Hundred Fists) Budoka's Hundred Fists hits a single target, but may strike any and all Vital Points
    • mm_hunter_hailofarrows: (Hail of Arrows) Hunter's Hail of Arrows takes one extra turn to fire, but gains range and area of effect
    • mm_hunter_shadowstalk: (Shadow Stalk) Hunter's Shadow Stalk can no longer be used for free, but the shadow clones gain a ranged attack
    • mm_gambler_hotstreak: (Hot Streak) Gambler's Hot Streak range reduced by 1, but cooldown is reduced by 6 turns
    • mm_gambler_doubledown: (Double Down) Gambler's Double Down, if successful, restores 10% of max HP
    • mm_soulkeeper_aetherslash: (Aether Barrage) Soulkeeper's Aether Barrage deals +20% damage per Elemental or Soulshade you have summoned
    • mm_paladin_smiteevil: (Smite Evil) Paladin's Smite Evil is weaker, but has a shorter cooldown and reduces the cooldown of Blessed Hammer
    • mm_spellshaper_materialize: (Materialize) Spellshaper's Spellshift: Materialize summons moving objects
    • mm_budoka_palmthrust: (Palm Thrust) Budoka's Palm Thrust strikes only one target, but sends them further back for more impact damage
    • mm_edgethane_verseelements: (Verse of the Elements) Edge Thane's Verse of the Elements now strikes with random elemental damage, instead of debuffing all resistances
    • mm_edgethane_highlandcharge: (Highland Charge) Edge Thane's Highland Charges becomes a leaping attack instead of a dash, with damage based on Song level
    • mm_husyn_crystalshift: (Crystal Shift) HuSyn's Crystal Shift deals more damage and boosts the Runic Crystal's defense briefly
    • mm_husyn_gravitysurge: (Gravity Surge) HuSyn's Gravity Surge no longer roots targets, but gains range and debuffs Lightning resistance
    • mm_sworddancer_icetortoise: (Ice Tortoise) Sword Dancer's Ice Tortoise deals slightly less damage, but buffs defense by 10% per active shard
    • mm_soulkeeper_summonshade: (Summon Soulshade) Soulkeeper's Summon Soulshade requires only 1 Echo, but now also uses 7% of max Health
    • mm_spellshaper_acidevocation: (Poison Evocation) Spellshaper's Acid Evocation turns into Poison Evocation, inflicting damage over time
    • mm_edgethane_versesuppression: (Verse of Suppression) Edge Thane's Verse of Suppression no longer debuffs enemies, instead making your movement quieter and harder to detect
    • mm_gambler_rollthebones: (Roll the Bones) Gambler's Roll the Bones tosses two dice, dealing bonus damage based on the numbers
    • mm_spellshaper_burst: (Burst Spellshape) Spellshaper's "Spellshape: Ray" becomes "Spellshape: Burst", a point-blank AOE shape
    • mm_rubymoon: (No in-game name) Gradually increases chance to find magic and rare items
    • mm_extrajpxp: (No in-game name) +20% JP and XP gained. This item is DESTROYED if you unequip it!
    • mm_jp10perm: (No in-game name) +10% JP gained
    • mm_fistattackproc: (No in-game name) 15% chance when attacking for a psychic fist to strike
    • mm_summonice: (No in-game name) Randomly summons Ice Tortoise shards when attacked
    • mm_hergerobe: (No in-game name) When at 50% Stamina or lower, your Spirit Power increases by 20% (does not stack with Kinetic Magic)
    • mm_vampiric: (Vampiric) Regain 3% of max health when defeating a non-Worthless enemy
    • mm_crushing: (Crushing) Melee attacks have 20% chance to deal 25% of target's current Health as Physical damage (less effective vs. champions, bosses)
    • mm_wounds: (Wounds) Attacks inflict Wounds on an enemy, reducing the effectiveness of healing effects by 75%
    • mm_recharging: (Recharging) Regain 3% of max Energy when defeating a non-Trivial enemy
    • mm_vigor: (Vigor) Regain 3% of max Stamina when defeating a non-Trivial enemy
    • mm_igniting: (Igniting) 25% chance to add a damaging burn effect on hit
    • mm_shocking: (Shocking) 25% chance to shock on hit, damaging and causing Paralysis
    • mm_terror: (Terror) 15% chance to cause Fear on hit
    • mm_fireres35: (Fire-Hardened) +35% Fire resist
    • mm_waterres35: (Ice-Hardened) +35% Water resist
    • mm_lightningres35: (Shock-Hardened) +35% Lightning resist
    • mm_poisonres35: (Acid-Hardened) +35% Poison resist
    • mm_shadowres35: (Shadow-Hardened) +35% Shadow resist
    • mm_immune_paralyze: (Liberating) You cannot be paralyzed
    • mm_immune_sealed: (No in-game name) You cannot be Sealed
    • mm_companions_new: (Companions) +8% corral pet damage and defense
    • mm_companions: (Companions) +10% corral pet damage and defense
    • mm_denalindpenalty: (No in-game name) -5% chance to block and parry
    • mm_vezakpoison: (No in-game name) Adds a poison that worsens with each attack
    • mm_shootfire: (No in-game name) Creates a blazing, moving fire with each attack
    • mm_swing_defense: (No in-game name) Each time you attack, gain 7% to all defense temporarily
    • mm_immune_poisonbleed: (No in-game name) Immune to Poison and Bleed effects
    • mm_immune_defenselower: (No in-game name) Immune to defense-lowering effects
    • mm_fencers: (Fencer's) +5% Parry
    • mm_duelists: (Duelist's) +9% Parry
    • mm_bull: (Bull) 25% chance to knock an enemy back 1 tile, +15 power
    • mm_summonthorns: (No in-game name) Summons dangerous thorns with each strike
    • mm_plantgrowth: (No in-game name) Chance to summon vines when moving. (Doesn't stack with Aura of Growth)
    • mm_moonbeams: (No in-game name) Summon Moonbeams with each attack. Moonbeams hurt enemies and buff allies
    • mm_seraphblock: (No in-game name) Restores 2% max Health on block if under 50% Health
    • mm_loaded: (Opulent) +40 power, but attacks spend (level x 25) gold
    • mm_fate: (Fate) +10% crit chance, +15% miss chance (also applies to physical skills, cannot be reduced)
    • mm_garish: (Garish) +13% block chance if you have an even amount of gold
    • mm_chaotic: (Chaotic) 20% chance to add (lvl x 10) random elemental damage to your attacks
    • mm_gilcoated: (Glittering) You become sparkly! 20% chance to negate half of incoming attack damage, at the cost of (level x 50) gold
    • mm_giltouched: (Giltouched) 15% chance for powerups to give you a small amount of gold
    • mm_grease: (Grease) +5% dodge
    • mm_chance_freespell: (No in-game name) 15% chance to instantly regenerate the Energy cost of a skill
    • mm_ignorelowdamage: (No in-game name) 50% chance to ignore damage that is less than 3% of your max Health
    • mm_blightpoison: (No in-game name) Inflicts Shadow Blight on hit (180% Shadow damage over 9 turns)
    • mm_songblade: (No in-game name) 20% chance when attacking to gain the effect of a level 3 Edge Thane song.
    • mm_phasmaquiver: (No in-game name) Spending Energy increases the power of your next ranged attack by 15% (stacks up to 4 times).
    • mm_breathstealer: (No in-game name) 25% chance to Seal monsters on hit; 100% chance if they haven't noticed you.
    • mm_dismantler: (No in-game name) 20% chance to Paralyze monsters on hit; 100% chance if they haven't noticed you.
    • mm_ramirelmask: (No in-game name) Non-champion monsters can never see you from more than 5 tiles away.
    • mm_starcall: (No in-game name) Chance to fire 2-4 damaging starshards each time you attack an enemy at range.
    • mm_meltblockparry: (No in-game name) Your attacks reduce the target's block/parry chance to 0% for 10 turns.
    • mm_confuseblock: (No in-game name) Blocking an attack confuses your attacker
    • mm_midasring: (No in-game name) JP earned from monsters is turned into Gold at rate of 2 JP to 1 Gold
    • mm_enhancebleed: (No in-game name) Enemies take +20% damage from your bleed effects
    • mm_vorpal_special: (No in-game name) +33% basic attack dmg to foes at 50% health
    • mm_powershot: (No in-game name) Charge a powerful Poison elemental shot as you move. Once fully charged, it triggers on attack
    • mm_brigandemblem_tier0_bleed: (No in-game name) Your Bleeding effects deal +12% damage
    • mm_brigandemblem_tier0_stealth: (No in-game name) Monsters are less likely to notice you (+60% Stealth)
    • mm_brigandemblem_tier1_bleeddef: (No in-game name) Causing Bleeding also lowers target's defense by 12%
    • mm_brigandemblem_tier1_smokecloud: (No in-game name) Smoke Cloud costs 50% less Energy and has a shorter cooldown
    • mm_brigandemblem_tier2_autokill: (No in-game name) Your mainhand attack has a 4% chance to instantly defeat regular monsters
    • mm_brigandemblem_tier2_stealthstun: (No in-game name) Your basic attacks will Stun any enemy that isn't hostile to you
    • mm_floramanceremblem_tier0_pethealth: (No in-game name) Your summoned pets gain +20% Health
    • mm_floramanceremblem_tier0_poisondmg: (No in-game name) +15% Poison damage dealt
    • mm_floramanceremblem_tier1_resummon: (No in-game name) 20% chance for summoned pets to heal to full when at 0 Health
    • mm_floramanceremblem_tier1_thornbuff: (No in-game name) Your Thorned Skin now affects ranged attackers
    • mm_floramanceremblem_tier2_pethealing: (No in-game name) Summoned pets receive 50% of your healing
    • mm_floramanceremblem_tier2_vineburst: (No in-game name) Your summoned Swinging Vines explode when destroyed
    • mm_sworddanceremblem_tier0_wildhorse: (No in-game name) Gain a charge of Thundering Lion after using Wild Horse.
    • mm_sworddanceremblem_tier0_attackstep: (No in-game name) Your next basic melee attack after moving is 20% stronger
    • mm_sworddanceremblem_tier1_flames: (No in-game name) Fire damage pierces 75% of enemy resistance
    • mm_sworddanceremblem_tier1_dragontail: (No in-game name) Instantly attack enemies when you are pushed or pulled
    • mm_sworddanceremblem_tier2_parry: (No in-game name) Chance to Parry some monster skills (33% of normal parry chance)
    • mm_sworddanceremblem_tier2_icefreeze: (No in-game name) Relentless Current and Ice Tortoise freeze enemies
    • mm_spellshaperemblem_tier0_elemental: (No in-game name) +6% Fire, Water, Poison, and Shadow damage
    • mm_spellshaperemblem_tier0_aura: (No in-game name) Elemental auras briefly grant +12% resistance to their element
    • mm_spellshaperemblem_tier1_evocation: (No in-game name) Non-materialized Evocations deal +12% damage
    • mm_spellshaperemblem_tier1_randomlash: (No in-game name) 25% chance to summon a random Materialized element when attacked
    • mm_spellshaperemblem_tier2_tpburst: (No in-game name) Delayed Teleport generates a powerful non-elemental explosion at both points
    • mm_spellshaperemblem_tier2_elemreact: (No in-game name) Gain +15% resistance to an element after taking damage from it
    • mm_soulkeeperemblem_tier0_shadowdmg: (No in-game name) +15% Shadow damage dealt
    • mm_soulkeeperemblem_tier0_pets: (No in-game name) Your summoned pets gain +15% Health and +100 Health
    • mm_soulkeeperemblem_tier1_reflect: (No in-game name) 20% chance to reflect debuffs to attacker
    • mm_soulkeeperemblem_tier1_summonlength: (No in-game name) Summoned pets last 20% longer
    • mm_soulkeeperemblem_tier2_echopull: (No in-game name) Basic Monster Echoes move toward you each turn
    • mm_soulkeeperemblem_tier2_soulshade: (No in-game name) Summon a Soulshade when you crit. (3 turn cooldown)
    • mm_paladinemblem_tier0_divinedmg: (No in-game name) Smite Evil, Blessed Hammer, and Divine Fury deal +15% damage
    • mm_paladinemblem_tier0_block: (No in-game name) Damaging Paladin skills grant +25% chance to block (consumed on block)
    • mm_paladinemblem_tier1_wrathelemdmg: (No in-game name) +3% elemental damage per Wrath charge
    • mm_paladinemblem_tier1_wrathelemdef: (No in-game name) +2% elemental resistance per Wrath charge
    • mm_paladinemblem_tier2_critwrath: (No in-game name) Critical hits build one Wrath charge. (3 turn cooldown)
    • mm_paladinemblem_tier2_maxblock: (No in-game name) When at 33% Health or lower, blocking avoids ALL damage
    • mm_wildchildemblem_tier0_technique: (No in-game name) Powerups and foraged herbs grant 4% defense (up to 5 stacks)
    • mm_wildchildemblem_tier0_claws: (No in-game name) +15% basic attack damage with Claws
    • mm_wildchildemblem_tier1_forage: (No in-game name) Foraged herbs last 6 turns and heal for 25% more
    • mm_wildchildemblem_tier1_champion: (No in-game name) +10% damage and +5% crit chance vs champions and bosses
    • mm_wildchildemblem_tier2_monpowers: (No in-game name) All Wild Child monster powers deal +15% damage
    • mm_wildchildemblem_tier2_straddle: (No in-game name) Straddle Monster temporarily drains 10% damage and defense from target to you
    • mm_edgethaneemblem_tier0_song: (No in-game name) Recover 8% max Stamina and Energy when your Song increases in level
    • mm_edgethaneemblem_tier0_lowhp: (No in-game name) Take 33% less damage from ground effects when at 50% or lower Health
    • mm_edgethaneemblem_tier1_song: (No in-game name) Gain +15% crit chance briefly when your Song increases in level
    • mm_edgethaneemblem_tier1_lowhp: (No in-game name) +5 CT gain when at 50% or lower Health
    • mm_edgethaneemblem_tier2_song: (No in-game name) Emit a powerful stunning shout when reaching max Song level
    • mm_edgethaneemblem_tier2_lowhp: (No in-game name) +18% defense when at 50% or lower Health
    • mm_gambleremblem_tier0_heal: (No in-game name) 15% chance to double healing effects
    • mm_gambleremblem_tier0_items: (No in-game name) 15% chance to deal double damage with items
    • mm_gambleremblem_tier1_crit: (No in-game name) Gain 25% temporary crit chance after losing 15% max Health in one attack
    • mm_gambleremblem_tier1_luck: (No in-game name) 18% chance for ranged attacks to hit your coin purse instead
    • mm_gambleremblem_tier2_cards: (No in-game name) 25% chance to throw a Wild Card from your hand when attacking
    • mm_gambleremblem_tier2_luck: (No in-game name) If your full Wild Cards hand is bad, redraw it and get a free turn
    • mm_budokaemblem_tier0_spiritfists: (No in-game name) 3% of Spirit Power is added to Parry when using Fists (max +12%)
    • mm_budokaemblem_tier0_fear: (No in-game name) Defeating or critting an enemy may cause fear in nearby monsters
    • mm_budokaemblem_tier1_elemental: (No in-game name) Basic Fist attacks deal +15% damage split between all elements
    • mm_budokaemblem_tier1_tough: (No in-game name) +6% all elemental resists
    • mm_budokaemblem_tier2_qi: (No in-game name) 33% chance to fire a Qi Wave at a nearby enemy when using Budoka techniques
    • mm_budokaemblem_tier2_hamedo: (No in-game name) 18% chance to riposte a melee attack before you are hit
    • mm_husynemblem_tier0_energy: (No in-game name) +12% Lightning damage
    • mm_husynemblem_tier0_runic: (No in-game name) Runic Crystal gains +20% Health
    • mm_husynemblem_tier1_weapon: (No in-game name) +15% basic attack damage with Spears
    • mm_husynemblem_tier1_runic: (No in-game name) 30% of your healing affects your Runic Crystal
    • mm_husynemblem_tier2_energy: (No in-game name) Grants Runic Overload skill, detonating your Runic Crystal for heavy area Physical damage
    • mm_husynemblem_tier2_runic: (No in-game name) Your Runic Crystal takes reduced ground damage and can pick up powerups
    • mm_hunteremblem_tier0_arrows: (No in-game name) +5% crit chance with Bows and Crossbows
    • mm_hunteremblem_tier0_shadow: (No in-game name) Grappling Hook leaves a shadow image behind
    • mm_hunteremblem_tier1_wolf: (No in-game name) Your Spirit Wolf gains +25% Health and +8% defense
    • mm_hunteremblem_tier1_shadow: (No in-game name) Passing 2 turns increases your Stealth and evasion briefly
    • mm_hunteremblem_tier2_tech: (No in-game name) Hail of Arrows and Triple Bolt deal +18% damage.
    • mm_hunteremblem_tier2_stalk: (No in-game name) Tracked enemies lose 2% of their current Health each time they are attacked

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    Appendix: Item Sprites

    It's possible to create your OWN item sprites for your mod! These should be 32x32 transparent PNG files. We recommend Asesprite for pixel editing, although you can use anything you're comfortable with. Save your custom image to your mod folder, add it to the manifest, and use it in the SpriteRef node. But if you don't want to do that...

    A large palette of premade sprites is available to choose from. The sprite reference you select is used in the SpriteRef attribute node. Any sprites used from our master spritesheet below should follow the format: assorteditems_X, where "X" is the index of the item in the spritesheet (starting with 0 in the top left corner.)

    Each row has 20 sprites. You can do some easily math to calculate the desired sprite index based on this. For example, if you want to use the sprite of the kick, count the row number with the sprite starting from 0 (in this case, it's 7). Multiply that by 20 (number of sprites per row) to get 140. Then, add the position of the kick in the row, starting from 0 (in this case, it's '1'). The kick sprite would thus be assorteditems_141.

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    Appendix: Abilities

    Below is a list of every ability in the game, excluding those that are totally exclusive to monsters. Inevitably there are some monster abilities in this auto-generated list; these may cause wonky behavior if added to a piece of gear, and may work better on consumables.

    Use your best judgment when looking at ability descriptions, names, and costs to figure out whether the ability is best used on a consumable, or whether it could potentially be attached to a piece of equipment (such as Nord Helm's shout!)

    Ability List
    • skill_summonlivingvine (Summon Floraconda): Summons a ferocious thorned plant-beast to fight on your behalf. (Scales with your level. You may only have one Floraconda summoned at once. Cooldown resets when Floraconda is defeated.) Energy: 40 Cooldown: 6
    • skill_summonanchorvine (Conjure Vine Wall): Summons vines that can be targeted with Vine Swing. Slows nearby enemies. Energy: 12 Cooldown: 6
    • skill_summonplantturret (Grow Spitting Plant): Summons a stationary plant that fires deadly thorns. (Scales with your level. Multiple Spitting Plants may be summoned at once.) Energy: 20 Cooldown: 6
    • skill_vineswing (Vine Swing): Grab a nearby vine and swing to it! Stamina: 12 Cooldown: 2
    • skill_bedofthorns (Bed of Thorns): Fills a small area with a bed of thorns - harmless to you, not to monsters! (Damage: 25% of Spirit Power as Poison per turn.) Energy: 25 Cooldown: 10
    • skill_photosynthesis (Photosynthesis): Absorb solar energy to power up your plant-based summons for a brief time. (Floraconda, Spitting Plant, Creeping Death, and Bed of Thorns deal +20% damage for 8 turns.) Stamina: 24 Cooldown: 15
    • skill_detonatevines (Thornsplosion): Blows up a summoned vine, causing a hail of thorns and debris! Damages enemies next to the explosion. (Damage: 190% of Spirit Power as Fire.) Stamina: 25 Cooldown: 6
    • skill_plantsynergy (Plant Synergy): (Passive) Regenerate more resources by standing near summoned plants. (PASSIVE)
    • skill_auraofgrowth (Aura of Growth): (Passive) Call upon nature's spirit around you, randomly summoning vines wherever you go. (PASSIVE)
    • skill_creepingdeath (Creeping Death): Summon a small but deadly growth that grows outward rapidly and shreds your enemies! (Damage: 60% of Spirit Power per turn as Poison.) Energy: 20 Cooldown: 15
    • skill_thornedskin (Thorned Skin): (Passive) When attacked, occasionally return damage from your spiky thorned skin. Your Floracondas and Spitting Plants also grow thorny hides! (50% chance to reflect 40% of melee damage as Physical.) (PASSIVE)
    • skill_backstab (Backstab): (Passive) Deal bonus damage when attacking an enemy from different directions. (PASSIVE)
    • skill_improvedparry (Improved Parry): (Passive) Greater chance to parry enemy attacks made from different angles. (PASSIVE)
    • skill_hemorrhage (Hemorrhage): Strikes an enemy's vital spot, causing them to bleed heavily with each step. Stamina: 30 Cooldown: 4
    • skill_sneakattack (Sneak Attack): (Passive) Gain 100% chance to crit on your first strike in battle. Works only with melee weapons. (PASSIVE)
    • skill_recharge (Recharge): No description. Probably a monster power. (PASSIVE)
    • skill_spiritmaster (Spiritmaster): No description. Probably a monster power. (PASSIVE)
    • skill_reactexplode (Explosive Block): (Free Passive) 50% chance to create an explosion when you block an attack at 33% health or less. (PASSIVE)
    • skill_unarmed1 (Unarmed Fighting I): No description. Probably a monster power. (PASSIVE)
    • skill_unarmed2 (Unarmed Fighting II): No description. Probably a monster power. (PASSIVE)
    • skill_vanishing25 (Vanishing): No description. Probably a monster power. (PASSIVE)
    • skill_rangedvanishing100 (Vanishing): No description. Probably a monster power. (PASSIVE)
    • skill_sworddancerbonus2 (Flaming Riposte): (Free Passive) Create a Flame Serpent when parrying an attack. (PASSIVE)
    • skill_brigandbonus2 (Envenom Weapon): (Toggle) When active, your newly-applied Bleed effects deal Poison damage instead of Physical. Cooldown: 2
    • skill_throwstone (Throw Stone): Tosses a magic pebble that always hits. (Damage: Level x 15 damage as Physical.) Stamina: 10 Cooldown: 4
    • skill_flameserpent (Flame Serpent): Slashes through the air to create a hovering line of flames that move with you. Attacking enemies in the flames does extra damage. (Damage: 50% of Weapon Power as Fire per turn. Enemies in flames also take 25% Fire damage from your attacks.) Energy: 16 Cooldown: 8
    • skill_wildhorse (Wild Horse): Lunge to a nearby enemy with a graceful piercing attack! (Damage: 125% of Weapon Power.) Stamina: 16 Cooldown: 4
    • skill_holdthemoon (Hold the Moon): Strike and disable an enemy in front of you while making a graceful withdrawal. (Root target enemy and reduce its damage by 33% for 2 turns.) Stamina: 16 Cooldown: 5
    • skill_dustinthewind (Dust in the Wind): Increases parry chance temporarily, and adds a wind attack to your riposte. (Parry increased by 20%. Wind counterttack deals 50% of Weapon Power as Lightning.) Stamina: 16 Cooldown: 9
    • skill_thunderinglion (Thundering Lion): (Toggle) Channel qi into an electric aura. Gain one charge per move, at the cost of 6 Energy. Attack with a melee weapon to unleash charges for extra damage, or hold them for extra Parry chance. (Damage: 15% of Weapon Power + 20% of Spirit Power as Lightning per charge.) Cooldown: 10
    • skill_icetortoise (Ice Tortoise): Project qi through your weapon to the surrounding air, solidifying it into damaging ice shards. (Damage: 100% of Weapon Power as Water per shard.) Energy: 24 Cooldown: 10
    • skill_qimastery (Qi Mastery): (Passive) Restore 2 to 5 Energy after landing a critical hit. (Does not work when fighting monsters that are Worthless or close to it.) (PASSIVE)
    • skill_brigandbomber (Stealth Bomber): (Free Passive) You automatically drop a Fire Bomb when using Cloak and Dagger or Shadowstep. (PASSIVE)
    • skill_deadlyfocus (Deadly Aim): (Passive) Reduce cooldowns by 1 turn when you critically strike. (PASSIVE)
    • skill_steelresolve (Steel Resolve): (Passive) You cannot be Stunned or critically hit. (PASSIVE)
    • skill_arrowcatch (Two-Finger Catch): (Passive) You have a flat 25% chance to catch a ranged attack and throw it back. (PASSIVE)
    • skill_alwaysriposte (Unconscious Riposte): (Passive) Always counterattack when parrying melee attacks, as long as you are using a melee weapon. (Counter attacks deal +30% damage.) (PASSIVE)
    • skill_smokecloud (Smoke Cloud): Creates a cloud of smoke that grows to fill entire rooms, decreasing visibility for your enemies. Taking an enemy by surprise grants +15% chance to crit. (Cloak and Dagger, Shadowstep deal +20% damage to enemies in the cloud.) Energy: 16 Cooldown: 15
    • skill_escapeartist (Escape Artist): Bounce off an enemy's head to escape danger, stunning them in the process. Stamina: 25 Cooldown: 6
    • skill_cloakanddagger (Cloak and Dagger): Expertly move past an opponent, switching places and bleeding them in the process! (Damage: 150% of Weapon Power as weapon's element, adds Mild Bleed (45% Weapon Power per turn). Deals +20% damage to enemies in a Smoke Cloud.) Stamina: 20 Cooldown: 7
    • skill_shrapnelbomb (Fire Bomb): Plants a bomb that explodes in 2 turns, hurting nearby foes. (Damage: 200% of Weapon Power as Fire.) Energy: 16 Cooldown: 7
    • skill_fanofknives (Fan of Knives): Tosses a hail of blades at nearby enemies. Deals more damage to bleeding enemies, and causes bleeding if they aren't already. (Damage: 175% of Weapon Power as Physical, +15% if target is bleeding.) Stamina: 24 Cooldown: 6
    • skill_detectweakness (Detect Weakness): (Passive) As you observe enemies, you will periodically find and mark their vital points. Strike the marked point for bonus damage! (Marked monsters take +35% more attack damage from the vulnerable direction.) (PASSIVE)
    • skill_fivefootstep (Quick Step): Take an instant one-square move before enemies react. Stamina: 12 Cooldown: 7
    • skill_luciddreamer (Lucid Dreamer): No description. Probably a monster power. (PASSIVE)
    • skill_champfinder (Notorious): No description. Probably a monster power. (PASSIVE)
    • skill_toughness (Toughness): No description. Probably a monster power. (PASSIVE)
    • skill_fastlearner (Fast Learner): Gain more job points (JP). (PASSIVE)
    • skill_keeneyes (Keen Eyes): See more accurate details when examining monsters. (PASSIVE)
    • skill_intimidating (Intimidating): No description. Probably a monster power. (PASSIVE)
    • skill_thirstquencher (Thirst Quencher): No description. Probably a monster power. (PASSIVE)
    • skill_entrepreneur (Entrepreneur): No description. Probably a monster power. (PASSIVE)
    • skill_rager (Rager): No description. Probably a monster power. (PASSIVE)
    • skill_foodlover (Food Lover): No description. Probably a monster power. (PASSIVE)
    • skill_scavenger (Scavenger): No description. Probably a monster power. (PASSIVE)
    • skill_spellshapeline (Spellshape: Line): (Toggle) Spells will take the shape of a 3x1 rotatable line, at the cost of 15 stamina. Cooldown: 2
    • skill_spellshaperay (Spellshape: Ray): (Toggle) Spells will take the shape of a ray emanating from you, at the cost of 15 stamina. Cooldown: 2
    • skill_spellshapesquare (Spellshape: Square): (Toggle) Spells will take the shape of a square, at the cost of 35 stamina. Cooldown: 2
    • skill_spellshiftpenetrate (Spellshift: Penetrate): (Toggle) Spells penetrate magical defenses, but seals you for one turn after casting. Cooldown: 2
    • skill_spellshiftmaterialize (Spellshift: Materialize): (Toggle) Spell effects materialize into lasting objects depending on element, at the cost of added cooldown. Cooldown: 2
    • skill_spellshiftbarrier (Spellshape: Aura): (Toggle) Evocations coalesce into an elemental aura with varying effects, at the cost of 20 Stamina. (Auras can stack! However, this cannot be used with any other Spellshapes or Spellshifts.) Cooldown: 2
    • skill_unstablemagic (Unstable Magic): Blasts with a random element (Spellshape possible!) Energy: 15 Cooldown: 8
    • skill_fireevocation (Fire Evocation): Blasts with molten fire that leaves a residual burn (Spellshape possible!) (Damage: 115% of Spirit Power as Fire, residual burns deal 25% Spirit Power per turn.) Energy: 20 Cooldown: 6
    • skill_iceevocation (Ice Evocation): Chills the enemy with freezing ice, slowing and reducing accuracy (Spellshape possible!) (Damage: 80% of Spirit Power as Water.) Energy: 20 Cooldown: 7
    • skill_shadowevocation (Shadow Evocation): Batters the enemy with dark energy, increasing the effect of further dark damage (Spellshape possible!) (Damage: 90% of Spirit Power as Shadow. Stacking debuff increases damage by 10%.) Energy: 15 Cooldown: 5
    • skill_acidevocation (Acid Evocation): Splashes the enemy with potent acid, weakening their physical defenses (Spellshape possible!) (Damage: 85% of Spirit Power as Poison. Reduces physical defense by 20%.) Energy: 20 Cooldown: 7
    • skill_delayedteleport (Delayed Teleport): After a brief delay, teleports you to the target square. (Teleport triggers 2 turns after the skill is used.) Stamina: 16 Cooldown: 7
    • skill_manaseeker (Mana Seeker): (Passive) Magic forces coalesce from enemies, turning all powerups into Energy restoring boosts. (PASSIVE)
    • skill_kineticmagic (Kinetic Magic): (Passive) While at 50% Stamina or lower, your Spirit Power increases by 20%. (PASSIVE)
    • skill_pumpkinbomb (Punkin Bomb): Blasts an area with fire and may cause fear. Cooldown: 10
    • skill_lightningbrew (Lightning Brew): Blasts an area with lightning strikes. Cooldown: 10
    • skill_lightningbrew2 (Shock Brew): Blasts an area with lightning strikes. Cooldown: 10
    • skill_escapedungeon (Escape Dungeon): Escapes the dungeon after a brief delay. Cooldown: 0
    • skill_vigorousdraught (Vigorous Draught): No description. Probably a consumable power. Cooldown: 0
    • skill_parrypotion (Deflecting Philter): No description. Probably a consumable power. Cooldown: 0
    • skill_barrierpotion (Barrier Potion): No description. Probably a consumable power. Cooldown: 0
    • skill_mintherbbrew (Mint Herb Brew): No description. Probably a consumable power. Cooldown: 0
    • skill_statusherb (Balsam): No description. Probably a consumable power. Cooldown: 0
    • skill_healingpotion2 (Mint Fat Brew): No description. Probably a consumable power. Cooldown: 0
    • skill_healingpotion3 (Mint Super Brew): No description. Probably a consumable power. Cooldown: 0
    • skill_floraltincture (Floral Tincture): No description. Probably a consumable power. Cooldown: 0
    • skill_energypotion2 (Floral Fat Tincture): No description. Probably a consumable power. Cooldown: 0
    • skill_energypotion3 (Floral Super Tincture): No description. Probably a consumable power. Cooldown: 0
    • skill_verdanttonic (Verdant Tonic): No description. Probably a consumable power. Cooldown: 0
    • skill_staminapotion2 (Verdant Fat Tonic): No description. Probably a consumable power. Cooldown: 0
    • skill_staminapotion3 (Verdant Super Tonic): No description. Probably a consumable power. Cooldown: 0
    • skill_flamecocktail (Flame Cocktail): Breathe fire! Cooldown: 10
    • skill_flamecocktail2 (Blaze Molotov): Breathe fire! Cooldown: 10
    • skill_caltrops (Caltrops): Lays a field of spikes that bleed and slow enemies. Cooldown: 10
    • skill_smiteevil (Smite Evil): Smashes an enemy in melee with divine power, reducing their attack power at the same time! Generates a Wrath charge. (Damage: 130% of Weapon Power as Lightning. Reduces target's damage by 33%.) Stamina: 15 Cooldown: 5
    • skill_heavyguard (Heavy Guard): (Toggle) Increases shield block chance, but reduces chance to crit and blocking takes 7 stamina. Generates a Wrath charge on block. (Block chance increased by 20%. Critical chance is cut in half.) Cooldown: 4
    • skill_righteouscharge (Righteous Charge): Dashes in a line, pushing and stunning enemies in the way! Stamina: 20 Cooldown: 5
    • skill_shieldslam (Shield Slam): Smash an enemy with your shield, knocking them back and stunning them! Each Wrath charge is spent to give you extra block/parry. Requires a shield to use. (Damage: 125% of Weapon Power as Physical. Each Wrath charge gives you +4% block, +2% parry.) Stamina: 24 Cooldown: 6
    • skill_armortraining (Armor Training): (Passive) While wearing heavy armor, you will do a ground smash attack after using any movement ability. (Damage: 40% of Weapon Power as Physical to all enemies around landing square. (Can crit.)) (PASSIVE)
    • skill_divineprotection (Divine Protection): (Passive) Gain a 25% chance to negate an enemy critical hit. (PASSIVE)
    • skill_divineretribution (Divine Fury): Summons holy lightning to strike and debuff enemies! Each Wrath charge is spent to give you an extra bolt that strikes at random. (Damage: 30% of Weapon Power, 30% of Spirit Power as Lightning per bolt. Reduces target's defense by 15%.) Energy: 20 Cooldown: 8
    • skill_radiantaura (Radiant Aura): (Toggle) Surrounds you with fiery divine energy. You restore Health each time you block, at the cost of 12 Energy. Your Blessed Hammers now consume a Wrath charge to deal extra damage. (Blessed Hammer deals +25% damage if a Wrath charge is spent.) Cooldown: 4
    • skill_blessedhammer (Blessed Hammer): Throw a hammer of burning divine energy that travels away from you and then returns. If Radiant Aura is active, each hammer will consume a Wrath charge for extra damage. (Damage: 55% of Weapon Power, 55% of Spirit Power as Lightning per turn. If a Wrath charge is spent, deals +25% damage.) Stamina: 16 Cooldown: 5
    • skill_shieldmastery (Shield Mastery): (Passive) While using a shield, attacking with ANY melee weapon may stun the enemy. (PASSIVE)
    • skill_acidpoolpotion (Unstable Concoction): No description. Probably a monster power. Cooldown: 1
    • skill_destroywall (Destroy Wall): Destroy a wall tile. Cooldown: 1
    • skill_hundredfists (Hundred Fists): Attacks a nearby enemy with an overwhelming flurry of blows, also striking adjacent targets. (Damage: 140% of Weapon Power as Physical, 110% to adjacent enemies.) Stamina: 16 Cooldown: 8
    • skill_powerkick (Palm Thrust): Create a wave of force with your palm, sending enemies flying! Stuns for one turn, and deals damage if they hit something. (Damage on Impact: 100% of Weapon Power as Physical.) Stamina: 15 Cooldown: 7
    • skill_ironbreathing (Iron Breathing): Ancient technique that expels all poison, closes bleeding wounds, and heals self if any statuses were removed. (Healing: 100% of Spirit Power plus Level x 5. Does not restore Health if statuses inflicted by Worthless enemy.) Energy: 15 Cooldown: 8
    • skill_phoenixwing (Phoenix Wing): Creates a path of glowing qi energy. Stepping on the path will slash nearby enemies. (Damage: 85% of Weapon Power per step.) Energy: 20 Cooldown: 10
    • skill_tornadostance (Tornado Stance): Enters a stance where when attacked, you will instinctively kick enemies away and damage them. (Damage: 110% of Weapon Power as Physical.) Energy: 25 Cooldown: 14
    • skill_ppextradamage (Vital Point: Pain): (Passive) Each time you attack, you may mark the Ryugan vital point, causing enemies to take more damage. Use a Budoka technique on enemies with this status to cause delirious confusion! (Marked enemies take +15% damage.) (PASSIVE)
    • skill_ppbleed (Vital Point: Bleed): (Passive) Each time you attack, you may mark the Shinkesshu vital point, causing enemies to bleed. Use Budoka techniques on enemies with this status causing the bleed to worsen and spread to other enemies! (Damage: 30% of Weapon Power as Physical per turn.) (PASSIVE)
    • skill_ppexplode (Vital Point: Explode): (Passive) Each time you attack, you may mark the Hyakkai vital point, causing enemies to explode on death. Use Budoka techniques on enemies with this status to root them firmly in place! (Explosion deals 150% Weapon damage as Fire.) (PASSIVE)
    • skill_relentlesscurrent (Relentless Current): Unleashes a torrent of water slashes in 2 turns. (Damage: 130% of Weapon Power, 130% of Spirit Power as Water.) Stamina: 28 Cooldown: 9
    • skill_shadowstep (Shadowstep): Move through the shadows instantly, causing a shadow bleed on enemies when you arrive. (Bleed Damage: 50% of Weapon Power as Shadow. Deals +20% damage to enemies in a Smoke Cloud.) Energy: 20 Cooldown: 10
    • skill_hailofarrows (Hail of Arrows): Fire arrows into the air that land 2 turns later. (Damage: 215% of Weapon Power.) Stamina: 25 Cooldown: 8
    • skill_grapplinghook (Grappling Hook): Pull yourself to a wall! Stamina: 25 Cooldown: 7
    • skill_beartraps (Bear Traps): Creates 3 bear traps that root enemies who step on them. Energy: 25 Cooldown: 12
    • skill_shadowstalk (Shadow Stalk): Creates a shadow image each time you shoot that distracts enemies. (Shadows last 5 turns once summoned.) Energy: 20 Cooldown: 10
    • skill_eagleeye (Eagle Eye): Reveal an area: you can always see things in this area for a brief time. Energy: 24 Cooldown: 20
    • skill_bloodtracking (Blood Tracking): (Passive) After hitting an enemy, 33% chance to track them. They remain visible for 5 turns, and take +20% damage. (PASSIVE)
    • skill_icemissile (Ice Missile): Fire an arrow that bursts into ice, dealing damage and encasing its target in a frozen prison! (Damage: 125% of Weapon Power, 75% of Spirit Power as Water. Ice prison slows enemies when broken.) Energy: 18 Cooldown: 8
    • skill_triplebolt (Triple Bolt): After one turn, fires 3 elemental arrows that electrify everything they touch! (Damage: Electrified targets lose 8% max HP per turn, chains to other Electrified targets.) Energy: 16 Cooldown: 8
    • skill_regenflask (Regen Flask): No description. Probably a consumable power. Cooldown: 0
    • skill_teleport (Teleport): Teleports you to the target square. Cooldown: 7
    • skill_hunterwolf (Summon Spirit Wolf): Summons a loyal lupine pet made of pure Flow to fight by your side and slow enemies down. (Scales with your level. You may only have one Spirit Wolf summoned at once.) Energy: 40 Cooldown: 30
    • skill_wolflunge (Wolf Lunge): No description. Probably a monster power. Cooldown: 9
    • skill_sanctuary (Sanctuary): Use divine energy to reduce all damage to 1, for a brief time. (Attacking or using an ability will break the effect.) Energy: 25 Cooldown: 20
    • skill_elixir (Elixir): No description. Probably a consumable power. Cooldown: 0
    • skill_tent (Tent): No description. Probably a consumable power. Cooldown: 0
    • skill_qistrike (Qi Wave): Attack an enemy at a distance by projecting spiritual fighting energy. (Damage: 140% of Weapon Power, 50% of Spirit Power as Lightning.) Energy: 18 Cooldown: 9
    • skill_nordshout (Nordic Shout): Pushes all nearby enemies away. Energy: 10 Stamina: 10 Cooldown: 14
    • skill_warcry (Warcry): Unleash a mighty battle shout, increasing your max Health by 20% temporarily. Stamina: 25 Cooldown: 18
    • skill_bandages (Bandages): No description. Probably a consumable power. Cooldown: 0
    • skill_hastepotion (Haste): No description. Probably a consumable power. Cooldown: 0
    • skill_gamblercrit (Gambler Crit): No description. Probably a monster power. (PASSIVE)
    • skill_cheatdeath (Cheat Death): (Passive) Get a 50/50 chance to live through fatal damage with 1 HP remaining. (Also removes all negative status effects.) (PASSIVE)
    • skill_fatchance (Fat Chance): (Passive) 33% chance that when eating food, you won't become Full and can instead immediately eat more food. (PASSIVE)
    • skill_doubledown (Double Down): Spend 10% of your max health; if you take at least this much damage within 3 turns, attack with a fire blast that hits all adjacent foes! (Damage: 150% of Weapon Power, 150% of Spirit Power as Fire.) Energy: 10 Cooldown: 12
    • skill_confuse (Sleight of Hand): Confuse nearby enemies with flashy tricks. Confused monsters don't know where to move or who to hit! Energy: 20 Cooldown: 10
    • skill_rollthebones (Roll the Bones): Toss your magical dice and let them fall where they may. Get one of 5 random effects! Energy: 10 Stamina: 10 Cooldown: 5
    • skill_hotstreak (Hot Streak): Dash in one of 3 directions at random, leaving flames in your wake. (Flames Damage: 35% of Weapon Power as Fire.) Stamina: 20 Cooldown: 8
    • skill_blooddebts (Blood Debts): "Borrow" health equal to 50% of your max, but you'll have to pay it back with 2.5% interest. Energy: 16 Cooldown: 12
    • skill_goldtoss (Gold Toss): Throw money at enemies! Tosses (30-50 x Level) gold, splitting an equal amount of base damage between enemies hit. (Damage: 30-50 x Level as Physical.) Stamina: 15 Cooldown: 7
    • skill_spiritcollector (Echo Collector): (Free Passive) All powerups provide Echoes which can be used to fuel Soulkeeper abilities. (PASSIVE)
    • skill_wildcards_passive (Poker Player): (Free Passive) Collect cards for your poker hand by defeating enemies and landing critical hits. (PASSIVE)
    • skill_wildcards (Wild Cards): (Passive) Draw a card every time you crit, or at random, when you kill a monster. (Active) Play your current hand. Better hands mean better effects! (Cards are not drawn as often when fighting weaker enemies.) Energy: 10 Stamina: 10 Cooldown: 3
    • skill_buildplanks (Build Planks): No description. Probably a consumable power. Cooldown: 0
    • skill_summonfood (Butler's Bell): Summons an assortment of food. Cooldown: 1
    • skill_monstermallet (Monster Mallet): Attempt to knock out a non-champion monster with very low health. Cooldown: 1
    • skill_shadowshurikens (Shadow Shurikens): Throw shurikens to deal Shadow damage. Cooldown: 1
    • skill_runiccrystal (Runic Crystal): Creates a Runic Crystal, a powerful energy source. Boosts your defense and damage by 15% while next to you. (Crystal health scales with your level.) Energy: 35 Cooldown: 16
    • skill_staticfield (Static Field): You and your Runic Crystal generate a Static Field for a short time, shocking nearby enemies each turn. (Damage: 40% of Spirit Power as Lightning per turn.) Energy: 20 Cooldown: 11
    • skill_crystalshift (Crystal Shift): Moves your Runic Crystal, dealing damage to any enemies hit along the way. (Deals 125% of Weapon Power as Physical.) Stamina: 15 Cooldown: 3
    • skill_rocketcharge (Rocket Charge): Dashes forward in a line for a long distance, or until hitting a wall. Stamina: 18 Cooldown: 5
    • skill_photoncannon (Photon Cannon): Fires a blazing runic energy blast in a line, extended by your Runic Crystal. (Damage: 80% Spirit Power, 80% Weapon Power as Fire.) Energy: 22 Cooldown: 8
    • skill_gravitysurge (Gravity Surge): Creates a gravity surge from your Runic Crystal, pulling in and rooting nearby enemies. Centers on you if your Runic Crystal is destroyed. (Roots enemies for 1 turn.) Stamina: 20 Cooldown: 9
    • skill_fortify (Fortify): (Toggle) Divert 25% of incoming damage to your Runic Crystal. (Damage transferred passes through your mitigation first.) Cooldown: 10
    • skill_autobarrier (Autobarrier): (Passive) After a time out of combat, you create a defensive energy barrier granting 100% block chance. The barrier dissipates when struck. (Barrier does not block enemy skills.) (PASSIVE)
    • skill_hazardsweep (Hazard Sweep): (Passive) When walking on a summoned hazard or source of damage, you have a 33% chance to destroy it. (PASSIVE)
    • skill_charmsingle (Charm Liqueur): Toss a vial of liquid that charms the target. Cooldown: 1
    • skill_shadowmeld (Shadowmeld): Move through the shadows, raising your evasion chance on arrival. Energy: 20 Cooldown: 15
    • skill_portalwarp (Dimension Jump): Warp through space to the target tile! Energy: 25 Cooldown: 12
    • skill_freezevial (Freeze Vial): Blasts the area with deadly ice shards and slows enemies! Cooldown: 8
    • skill_sleeptraps (Sleep Traps): Lays down 2 traps that knock out monsters who step on them with sleeping gas. (Sleep lasts 5 turns, or until the monsters are damaged.) Energy: 16 Cooldown: 10
    • skill_intimidate (Intimidate): Instills fear in nearby enemies, reducing their damage and possibly causing them to run away. (50% chance to fear, 25% reduction of enemy damage) Energy: 10 Stamina: 10 Cooldown: 14
    • skill_swordmastery1 (Cross Slash): Slash nearby enemies in a cross formation, while also entering a defensive stance. Raises Parry for each enemy hit. (Damage: 130% of Weapon Power, +10% Parry and +7.5% per enemy hit.) Stamina: 20 Cooldown: 12
    • skill_swordmastery2 (Blinding Parry): (Free Passive) After Parrying with a Sword, you blind the attacker briefly. (PASSIVE)
    • skill_swordmastery3 (Deadly Riposte): (Free Passive) Your counter-attacks with a Sword inflict +50% damage. (PASSIVE)
    • skill_daggermastery1 (Lightning Jab): Attacks a nearby enemy so quickly that you immediately recover and take an extra turn. (Damage: 120% of Weapon Power.) Stamina: 30 Cooldown: 12
    • skill_daggermastery2 (Dual-Wield Expert): (Free Passive) Reduces accuracy and damage penalties while dual-wielding Daggers (in either hand). (PASSIVE)
    • skill_daggermastery3 (Critical Weakness): (Free Passive) While using a Dagger, increases chance to crit with regular attacks by 6% with each attack on the same target, cap of 30%. (PASSIVE)
    • skill_macemastery1 (Berserk): Smashes a random nearby enemy with lots of POWER, possibly stunning them! (Damage: 175% of Weapon Power, 25% chance to stun.) Stamina: 29 Cooldown: 12
    • skill_macemastery2 (Cruel Crusher): (Free Passive) Deal 20% damage with Maces to monsters that have been Stunned in the last 2 turns. (PASSIVE)
    • skill_macemastery3 (Sunder): (Free Passive) When striking a monster for at least 15% of their max HP using a Mace, your chance to stun them is doubled. (PASSIVE)
    • skill_bowmastery1 (Jumping Shot): Fire an arrow at a random nearby enemy and then jump to a nearby tile. Stick and move! (Damage: 100% of Weapon Power.) Stamina: 25 Cooldown: 12
    • skill_bowmastery2 (Predator): (Free Passive) When using a Bow, deal +20% damage to isolated enemies (no other enemies around them). (PASSIVE)
    • skill_bowmastery3 (Skirmisher): (Free Passive) If an enemy uses an ability within your attack range, you have a 18% chance to interrupt that ability. Only triggers if you are wielding a Bow. (PASSIVE)
    • skill_axemastery1 (Cleave): Step forward with great vigor, chopping enemies all around you and lowering their defense. (Damage: 120% of Weapon Power.) Stamina: 20 Cooldown: 12
    • skill_axemastery2 (Ferocity): (Free Passive) Attacking with an Axe deals +5% damage per enemy surrounding you. (PASSIVE)
    • skill_axemastery3 (Overpower): (Free Passive) Defeating an enemy with an Axe immediately triggers another attack. (Limit once per turn.) (PASSIVE)
    • skill_spearmastery2 (Dragon Fang): (Free Passive) Attacking with your spear at range will deal full damage, instead of 66% damage. (PASSIVE)
    • skill_spearmastery3 (Scorpion Tail): (Free Passive) 15% chance to automatically attack an enemy that moves next to you. Chance increases each turn you stay in place, up to 30%. Only triggers if you are wielding a Spear. (PASSIVE)
    • skill_spearmastery1 (Skewer): A vicious thrust strike that also repositions the target enemy using your spear. (Damage: 140% of Weapon Power.) Stamina: 20 Cooldown: 12
    • skill_staffmastery1 (Force Blast): Blast a small area with magic force. (Damage: 40% of Weapon Power and 40% of Spirit Power as Physical. Deals up to +50% damage at lower Energy.) Stamina: 25 Cooldown: 12
    • skill_staffmastery2 (Force Resonance): (Free Passive) Spending Energy raises your Spirit Power by 8% for 8 turns. This effect stacks, but will disappear if you stop using a Staff. (PASSIVE)
    • skill_staffmastery3 (Flow Absorber): (Free Passive) While using a Staff, 25% chance to absorb 25% of elemental damage and convert a portion into Energy. (Does not trigger from ground-based effects.) (PASSIVE)
    • skill_fistmastery1 (Flying Kick): Soar into the air, flying through a line of enemies and kicking them in the process! (Damage: 150% of Weapon Power as Physical.) Stamina: 20 Cooldown: 12
    • skill_fistmastery2 (Assassin Fists): (Free Passive) Critical hit damage increased by 40% while unarmed. Critical hit damage with skills +10%. (PASSIVE)
    • skill_fistmastery3 (Fighting Spirit): (Free Passive) Each attack while unarmed adds a stack of Confidence, increasing damage and defense. (PASSIVE)
    • skill_aetherslash (Aether Barrage): Fires a salvo of shadow bolts in a wide area. Uses an Echo charge to extend its range. (Damage: 125% of Spirit Power as Shadow.) Energy: 25 Cooldown: 8
    • skill_revivemonster (Reverberate Monster): Restores the form of a fallen monster through its Echo to fight for you! Revived monsters last 80 turns. (Summoned monsters retain their abilities but have -33% max health and deal -25% damage.) Stamina: 24 Cooldown: 6
    • skill_summonshade (Summon Soulshade): Summons an aggressive Soulshade to fight for you, for 30 turns. (Uses ranged Shadow attacks and Scales with your level.) Energy: 10 Cooldown: 7
    • skill_aetherbolt (Aether Bolt): No description. Probably a monster power. Cooldown: 2
    • skill_soulfire (Soulfire): Consumes 20% of your max HP for a super powerful demonic attack that also adds Shadow vulnerability to enemies. (Damage: 150% of Weapon and Spirit Power as Shadow) Cooldown: 20
    • skill_summonelemspirit (Call Elemental Spirit): Summons a protective spirit of the elements to fight for you. Must be cast on a tile with an elemental ground effect or terrain such as fire or water. (The type of elemental summoned depends on elemental ground effect or terrain of the tile.) Energy: 10 Stamina: 10 Cooldown: 5
    • skill_spiritwalk (Spiritwalk): Enter the spirit realm and become invisible briefly, during which enemies cannot attack you. (Attacking or using abilities will break the invisibility.) Stamina: 25 Cooldown: 12
    • skill_echobolts (Echo Bolts): (Toggle) Transform collected Echoes into extra power for your ranged attacks. Uses one Echo per ranged attack to deal extra damage, while also lowering monster's elemental resists. (Extra Damage: 20% of Weapon Power + 20% of Spirit Power as Shadow. Lowers elemental defense by 10%.) Cooldown: 10
    • skill_immunology (Immunology): (Passive) Grants 33% chance to ignore incoming debuffs, while debuffs YOU cause last 1 additional turn(s). (PASSIVE)
    • skill_balefulechoes (Baleful Echoes): The echoes of battles and conflicts long-past inflict random ailments on a group of enemies! Consumes an Echo charge to add 2 debuffs instead of 1. (May inflict Attack Down, Defense Down, Rooted, Charmed, or Paralyzed.) Energy: 25 Cooldown: 14
    • skill_partinggift (Parting Gifts): Imbues your summoned pets with explosive energy that triggers when they are destroyed. (Explosions deal 150% of Weapon Power as Fire.) Stamina: 20 Cooldown: 9
    • skill_vortexarmor (Vortex): Pulls all nearby enemies right next to you, while simultaneously boosting your defense! Stamina: 15 Cooldown: 12
    • skill_songendurance (Song of Endurance): Begin performing the Song of Endurance, bolstering your defensive attributes. Extend and intensify the performance by taking or dealing damage, blocking, or parrying! Only ONE song may be active at once, but switching songs maintains your song level and takes no CT. (Lv 1: +10% Parry/Block, Lv 2: +15% Elem Resists, Lv 3: 50% Chance to Ignore Ground Effects) Energy: 26 Cooldown: 15
    • skill_songmight (Song of Might): Begin performing the Song of Might, empowering your weapon attacks. Extend and intensify the performance by taking or dealing damage, blocking, or parrying! Only ONE song may be active at once, but switching songs maintains your song level and takes no CT. (Lv 1: +18% Melee Damage, Lv 2: Chance to Cause Fear on Hit, Lv 3: 15% Chance to Swing Twice.) Energy: 26 Cooldown: 15
    • skill_songspirit (Song of Spirit): Begin performing the Song of Spirit, enhancing many other abilities. Extend and intensify the performance by taking or dealing damage, blocking, or parrying! Only ONE song may be active at once, but switching songs maintains your song level and takes no CT. (Lv 1: +20% Spirit Power, Lv 2: -15% Resource Costs, Lv 3: Restore Health when spending Stamina/Energy.) Energy: 26 Cooldown: 15
    • skill_furiouscrescendo (Furious Crescendo): Perform a wide slashing attack that ends your current Song, growing in range and power based on your Song's intensity. (Damage: 110% of Weapon Power, +35% per Song level.) Energy: 24 Cooldown: 6
    • skill_highlandcharge (Highland Charge): Dashes forward in a line for a distance based on your Song level. Buffs your next attack based on Song level. (One additional range per Song level. Increases next regular attack's damage by 25% per Song level.) Stamina: 20 Cooldown: 6
    • skill_gloriousbattler (Glorious Battler): (Passive) When defeating an enemy that is not Worthless, your active Song jumps up a level. (PASSIVE)
    • skill_twohandspecialist (Two-Handed Specialist): (Passive) While using a two-handed melee weapon, your weapon power and accuracy are increased by 10%, and your critical and parry chance are increased by 5%. (PASSIVE)
    • skill_versesuppression (Verse of Suppression): Adds Verse of Suppression to your current Song, randomly inflicting Paralysis, Root, or Sealed on nearby enemies. (20% chance each turn to inflict status on enemies within 2 tiles, while Song is active.) Stamina: 15 Cooldown: 7
    • skill_verseelements (Verse of the Elements): Adds Verse of the Elements to your current Song, reducing the elemental resistances of adjacent enemies each turn. (Reduces enemy elemental resistances by 10% each turn. Debuff lasts 5 turns.) Stamina: 20 Cooldown: 7
    • skill_versechallenges (Verse of Challenges): Adds Verse of Challenges to your current Song. The enemy targeted will become more aggressive, but will increase your damage and defense each time they hit you. (+8% damage and +4% defense by each time targeted enemy strikes you.) Stamina: 20 Cooldown: 12
    • skill_dreamdrum (Deafening Dream Drum): Immediately ends the current Item Dream, returning your gear (with no upgrades) Cooldown: 5
    • skill_dreaddarts (Dread Darts): Throw darts to deal powerful Shadow damage over time. Cooldown: 1
    • skill_swordmastery4 (Soaring Heaven Slash): Dash in a line and slash nearby enemies, raising your Parry to 100% briefly. Next turn, slashed enemies will take damage. (Damage: 175% of Weapon Power to all enemies near your dashing path.) Cooldown: 25
    • skill_macemastery4 (Home Run): Smashes an enemy in melee with massive force, dealing huge damage and knocking them back. (Damage: 240% of Weapon Power, plus another 100% if target hits something.) Cooldown: 25
    • skill_axemastery4 (Whirlwind): Begin swinging your axe in a razor-sharp vortex of blades, hitting all nearby enemies at the end of each turn. (Automatically strike all adjacent enemies each turn with your axe for 80% of Weapon Power.) Cooldown: 25
    • skill_spearmastery4 (Valkyrie): Jab all enemies in a large area, rooting them if they are further away or pushing them back if they are close. Further enemies take more damage. (Damage: Adjacent enemies take 190% of Weapon Power, further enemies take 230%. Pushes enemies if they are within 2 tiles, roots if they are 2 or more tiles away.) Cooldown: 25
    • skill_daggermastery4 (Godspeed Strike): Attack and move three times in the blink of an eye, without using a turn! (Damage: 80% of Weapon Power per attack. Attacks benefit from Dagger stacking bonuses.) Cooldown: 25
    • skill_bowmastery4 (Arrowstorm): For a brief time, each of your attacks will also summon additional arrows that land next turn. (Arrows are summoned on your attack tile and up to 2 tiles in front of you, dealing 150% of Weapon Power on landing.) Cooldown: 25
    • skill_fistmastery4 (Suplex): Jump to an enemy, leap high into the air, and slam them back down for massive damage! (Damage: 340% of Weapon Power as Physical.) Cooldown: 25
    • skill_staffmastery4 (Manabombs): Summon a minefield of explosive traps in a large area. If a monster steps on one, they take damage and their defenses are reduced. (Bombs explode for 90% of Spirit Power as Physical, and last for 15 turns.) Cooldown: 25
    • skill_blessedpool (Blessed Pool): Create pool of blessed water that spreads, healing you each turn you stay in it. Cooldown: 15
    • skill_playerfirebreath (Salamander's Breath): Unleashes a cone of fire after one turn. Briefly increases your fire resistance. (Damage: 60% of Weapon Power, 60% of Spirit Power as Fire. Gain 25% Fire resistance for 5 turns.) Energy: 20 Cooldown: 6
    • skill_playerthunderstorm (Thunderstorm): Calls lightning bolts to strike enemies around you, and may paralyze them. Lightning continues to strike at random afterward. (Damage: 80% of Spirit Power as Lightning. Lightning continues to strike at random for 5 turns.) Energy: 16 Cooldown: 6
    • skill_playerfroghop (Frog Hop): Leap to the target tile instantly. Briefly gives you reactive Health regeneration if struck by a strong attack. (Health regeneration restores 3% of max Health if you are struck for at least 10% of your max Health. Buff lasts 7 turns.) Stamina: 22 Cooldown: 7
    • skill_flurryofbites (Flurry of Bites): Viciously bite nearby enemies four times! Bites may hit the same enemy repeatedly, and have a 25% chance to miss. Briefly makes you stronger if Bleeding enemies are nearby. (Damage: 60% of Weapon Power as Physical. Bloodlust status increases damage by 20% if Bleeding enemies are nearby.) Stamina: 16 Cooldown: 8
    • skill_playervinepull (Vine Pull): Lash out at a monster with grabbing vines and pull them toward you. Briefly grow a thorny hide. (Damage: 50% of Weapon Power as Poison. Thorns deal 25% of received melee damage for 5 turns.) Stamina: 20 Cooldown: 6
    • skill_playerclawrake (Revenge Claw): Unleashes a powerful claw attack on nearby enemies after one turn, dealing much more damage if your Health is low. Briefly grants immunity to push and pull effects. (Damage: 50% of Weapon Power as Physical, deals up to +300% damage based on missing Health. Immunity to push and pull effects lasts 7 turns.) Stamina: 18 Cooldown: 7
    • skill_playersharkroar (Mighty Roar): Let loose a mighty roar that instills fear into the hearts of monsters! They will be slowed and may run away. Boosts your CT gain briefly. (Boosts CT gain by 6 per turn for 5 turns.) Energy: 15 Cooldown: 6
    • skill_playerwebshot (Web Shot): Shoots webbing at an enemy, rooting them in place. Also removes all roots on you, and makes you immune to roots briefly. (Enemy is rooted for 3 turns. Root immunity lasts 5 turns.) Stamina: 18 Cooldown: 8
    • skill_playermortarfire (Mortar Fire): Calls a wild salvo of fire blasts to land after one turn. Briefly adds an explosive shell to your ranged attacks. (Damage per blast: 80% of Weapon Power and Spirit Power as Fire. Ranged attacks gain +40% Fire damage for 5 turns.) Energy: 26 Cooldown: 10
    • skill_playerneutralize (Neutralize): Strips enemies of any positive buffs and bonuses and reduces their Physical defense. Increases your own Physical defense. (Only strips temporary effects. Enemy Physical defense reduced by 25%; your Physical defense is raised by 20%, both for 5 turns.) Energy: 20 Cooldown: 10
    • skill_playericetraps (Ice Traps): Summons a large ring of freezing ice traps centered around you. Monsters that step into the traps are frozen solid. Briefly increases your Water resistance by 30%. (Frozen monsters cannot move or attack, but can still use abilities. Water resistance buff lasts 5 turns.) Energy: 25 Cooldown: 12
    • skill_playerrocktoss (Rock Toss): Toss a boulder at an enemy, dealing extra damage if your Health is high and possibly Stunning them. You briefly grow a rocky hide, making you immune to Bleed and Poison effects. (Damage: 50% of Weapon Power as Physical, plus up to +100% damage based on current Health as a percentage of maximum. Temporary immunity to Bleed and Poison lasts 7 turns.) Stamina: 25 Cooldown: 10
    • skill_straddlemonster (Straddle Monster): Hop to a nearby monster, then leap away with it to an open space! This may also Confuse the monster. (Confusion lasts 2 turns and has a 50% success rate.) Stamina: 20 Cooldown: 6
    • skill_feralfighting (Feral Fighting): (Toggle) Begin using a bestial fighting style, adding an extra bite to all your melee attacks at the cost of 9 Stamina. (Bite Damage: 50% of Weapon Power as Physical.) Cooldown: 5
    • skill_panthoxskin (Panthox Skin): (Passive) Your tough skin grants you increased Physical resistance based on your Elemental resistance. (25% of the average of all your elemental resistance is added to Physical resists. This number cannot be negative.) (PASSIVE)
    • skill_herbforaging (Foraging): (Passive) Your keen sense of smell leads you to occasionally find restorative Herbs when non-Trivial enemies are defeated. (Herbs act like half-strength powerups and are instantly used when touched, but only last for three turns on the ground.) (PASSIVE)
    • skill_clawmastery1 (Frenzy): Enter a frenzied rage where your combat power and defense is heightened, but you are unable to use abilities. (Damage increased by 33%, all resists increased by 25%. Cannot be Paralyzed for duration. Self-Sealing effect cannot be removed.) Stamina: 15 Cooldown: 12
    • skill_clawmastery2 (Iron Grip): (Free Passive) You cannot be Paralyzed while using a Claw, and your damage can never be lowered. (PASSIVE)
    • skill_clawmastery3 (Razor Step): (Free Passive) With each step you take while wielding a Claw, you have a 33% chance to slash an adjacent enemy. (PASSIVE)
    • skill_clawmastery4 (Devastation): Leap at the target monster, viciously slashing it and everything around it upon landing. Temporarily gives you super regeneration! (Damage: 230% of Weapon Power. Regeneration heals 50% of damage taken instantly, for 2 turns.) Cooldown: 25
    • skill_monsterletter (Monster Letter): No description. Probably a consumable power. Cooldown: 0
    • skill_lightarmormastery1 (Light Armor Mastery): (Free Passive) While wearing Light Armor, your movement abilities have a 1 turn lower maximum cooldown (minimum 2 turns). (PASSIVE)
    • skill_mediumarmormastery1 (Medium Armor Mastery): (Free Passive) While wearing Medium Armor, your chance to Dodge is increased by 1% per 8 points of Swiftness. (Max of +10%) (PASSIVE)
    • skill_heavyarmormastery1 (Heavy Armor Mastery): (Free Passive) While wearing Heavy Armor, elemental damage is reduced by 1 per experience level. (PASSIVE)
    • skill_thankful_bandit_echo (Bandit's Thanks): No description. Probably a consumable power. Cooldown: 0
    • skill_runic_detonate (Runic Overload): Overloads your Runic Crystal, causing a huge explosion! Damages enemies nearby. (Damage: 150% of Weapon Damage as Physical.) Stamina: 15 Cooldown: 8
    • skill_monrocketcharge (Rocket Charge): Dashes forward in a line for a long distance, or until hitting a wall. Cooldown: 5
    • skill_neutralize (Neutralize): No description. Probably a monster power. Cooldown: 12
    • skill_summonmedicbot (Summon Medic): No description. Probably a monster power. Cooldown: 10
    • skill_summonmedicbotlimit (Summon Medic): No description. Probably a monster power. Cooldown: 10
    • skill_sludgefield (Sludge Field): No description. Probably a monster power. Cooldown: 11
    • skill_mutagenself (Mutagen): No description. Probably a monster power. Cooldown: 12
    • skill_randomdebuffplayer (Chemical Cocktail): No description. Probably a monster power. Cooldown: 8
    • skill_vortex2 (Greater Vortex): No description. Probably a monster power. Cooldown: 8
    • skill_forcefield (Forcefield): No description. Probably a monster power. Cooldown: 15
    • skill_bullseye2 (Bullseye): No description. Probably a monster power. Cooldown: 10
    • skill_freezeshot (Freeze Shot): No description. Probably a monster power. Cooldown: 10
    • skill_burnshot (Burning Shot): No description. Probably a monster power. Cooldown: 10
    • skill_phasmashot (Phasma Shot): No description. Probably a monster power. Cooldown: 10
    • skill_reactgainenergy (Crystal Reaction): No description. Probably a monster power. (PASSIVE)
    • skill_goldaura (Golden): No description. Probably a monster power. (PASSIVE)
    • skill_shadowking (Shadowking): No description. Probably a monster power. (PASSIVE)
    • skill_energyburst (Energy Burst): No description. Probably a monster power. Energy: 5 Cooldown: 2
    • skill_summonmedirays (Energy Stream): No description. Probably a monster power. Energy: 10 Cooldown: 20
    • skill_firebuff (Blazing Hands): No description. Probably a monster power. Cooldown: 12
    • skill_firearmor (Blazing Armor): No description. Probably a monster power. Cooldown: 12
    • skill_sludgesplash (Sludge Splash): No description. Probably a monster power. Cooldown: 6
    • skill_shocktouch (Shock Touch): No description. Probably a monster power. (PASSIVE)
    • skill_lightningdodgebuff (Lightning Speed): No description. Probably a monster power. Cooldown: 12
    • skill_healingwaters (Healing Waters): No description. Probably a monster power. Cooldown: 20
    • skill_waveshot (Wave Shot): No description. Probably a monster power. Cooldown: 7
    • skill_bosscreateillusions (Create Illusions): No description. Probably a monster power. Cooldown: 12
    • skill_icearmor (Frostspike Armor): No description. Probably a monster power. Cooldown: 12
    • skill_summonskeletons2 (Summon Frog Gang): No description. Probably a monster power. Cooldown: 13
    • skill_summonskeletons3 (Summon Frog Swarm): No description. Probably a monster power. Cooldown: 13
    • skill_shadowsnipe (Shadow Snipe): No description. Probably a monster power. Cooldown: 9
    • skill_monavenger (Avenger): No description. Probably a monster power. (PASSIVE)
    • skill_harrier (Harrier): No description. Probably a monster power. (PASSIVE)
    • skill_steeltoe (Steeltoe): No description. Probably a monster power. (PASSIVE)
    • skill_iaijutsu (Iaijutsu): No description. Probably a monster power. Cooldown: 6
    • skill_acidspit (Acid Spit): No description. Probably a monster power. Cooldown: 7
    • skill_acidcloud (Acid Cloud): No description. Probably a monster power. Cooldown: 11
    • skill_smokebomb (Smoke Bomb): No description. Probably a monster power. Energy: 10 Cooldown: 12
    • skill_laserfield (Energy Field): No description. Probably a monster power. Cooldown: 10
    • skill_laserfield2 (Energy Field): No description. Probably a monster power. Cooldown: 10
    • skill_finalsummonicejellies (Summon Frosted Jellies): No description. Probably a monster power. Energy: 30 Cooldown: 12
    • skill_xvortex (Gravity Well): No description. Probably a monster power. Cooldown: 9
    • skill_mortarfire (Mortar Fire): No description. Probably a monster power. Energy: 15 Cooldown: 5
    • skill_eregen (Energy Regen): No description. Probably a monster power. (PASSIVE)
    • skill_fungalpull (Fungal Pull): No description. Probably a monster power. Cooldown: 6
    • skill_sharkroar (Sandjaw Roar): No description. Probably a monster power. Cooldown: 6
    • skill_leap (Leap): No description. Probably a monster power. Cooldown: 4
    • skill_itemworldcrystalaura (Crystal Aura): No description. Probably a monster power. (PASSIVE)
    • skill_acidburstranged (Acid Burst): No description. Probably a monster power. Cooldown: 5
    • skill_acidburstclose (Acid Burst): No description. Probably a monster power. Cooldown: 6
    • skill_lightningline (Lightning Strike): No description. Probably a monster power. Cooldown: 8
    • skill_fungalspread (Fungal Spread): No description. Probably a monster power. (PASSIVE)
    • skill_fungalspores (Fungal Spores): No description. Probably a monster power. Cooldown: 3
    • skill_fungaldestruct (Fungal Explosion): No description. Probably a monster power. Energy: 5 Cooldown: 10
    • skill_resistfire1 (Fire Protection): No description. Probably a consumable power. Cooldown: 0
    • skill_resistwater1 (Water Protection): No description. Probably a consumable power. Cooldown: 0
    • skill_resistshadow1 (Shadow Protection): No description. Probably a consumable power. Cooldown: 0
    • skill_resistpoison1 (Poison Protection): No description. Probably a consumable power. Cooldown: 0
    • skill_resistlightning1 (Lightning Protection): No description. Probably a consumable power. Cooldown: 0
    • skill_webshot (Web Shot): No description. Probably a monster power. Cooldown: 9
    • skill_venombite2 (Venom Bite): No description. Probably a monster power. Cooldown: 9
    • skill_laserclaw (Spread Laser): No description. Probably a monster power. Cooldown: 6
    • skill_vault (Vault): No description. Probably a monster power. Cooldown: 4
    • skill_constrict (Constrict): No description. Probably a monster power. Cooldown: 7
    • skill_vortex (Vortex): No description. Probably a monster power. Cooldown: 9
    • skill_vineheal (Vine Heal): No description. Probably a monster power. Energy: 10 Cooldown: 8
    • skill_randomshadowtraps (Shadow Grasp): No description. Probably a monster power. Cooldown: 10
    • skill_bladewave (Shadow Wave): No description. Probably a monster power. Cooldown: 7
    • skill_shadowbolt (Void Bolt): No description. Probably a monster power. Cooldown: 5
    • skill_icetrapprison (Ice Trap Prison): No description. Probably a monster power. Cooldown: 12
    • skill_removedebuffs (Medi-Ray): No description. Probably a monster power. Cooldown: 5
    • skill_removedebuffs2 (Medi-Ray II): No description. Probably a monster power. Cooldown: 5
    • skill_randomresist (Elemental Shielding): No description. Probably a monster power. Cooldown: 6
    • skill_staticcharge (Static Charge): No description. Probably a monster power. Cooldown: 8
    • skill_banditshrapnelbomb (Shrapnel Bomb): No description. Probably a monster power. Cooldown: 7
    • skill_smalllightningcircle (Lightning Circle): No description. Probably a monster power. Cooldown: 5
    • skill_fireclaw (Fire Claw): No description. Probably a monster power. Cooldown: 9
    • skill_pullmon (Monster Pull): No description. Probably a monster power. Cooldown: 6
    • skill_stealfood (Steal Food): No description. Probably a monster power. Cooldown: 10
    • skill_crabgrab (Crab Grab): No description. Probably a monster power. Cooldown: 12
    • skill_fireburst_passive (Fireburst): No description. Probably a monster power. (PASSIVE)
    • skill_bladewall3 (Blade Wall): No description. Probably a monster power. Cooldown: 10
    • skill_bladewall4 (Blade Wall): No description. Probably a monster power. Cooldown: 9
    • skill_destroyerlaserwall (Phasma Wall): No description. Probably a monster power. Cooldown: 9
    • skill_icedaggers (Ice Daggers): No description. Probably a monster power. Cooldown: 9
    • skill_materializeacid (Materialize Acid): No description. Probably a monster power. Cooldown: 8
    • skill_icecone (Ice Evocation): No description. Probably a monster power. Cooldown: 7
    • skill_monshadowevocation (Shadow Evocation): No description. Probably a monster power. Cooldown: 6
    • skill_jadebeetlerush (Beetle Rush): No description. Probably a monster power. Cooldown: 6
    • skill_weakbullrush (Bullfrog Rush): No description. Probably a monster power. Cooldown: 7
    • skill_sludgeball (Sludge Ball): No description. Probably a monster power. Cooldown: 9
    • skill_bling (Bling): No description. Probably a monster power. (PASSIVE)
    • skill_darkbling (Darkbling): No description. Probably a monster power. (PASSIVE)
    • skill_mossbeastvine (Summon Floraconda): No description. Probably a monster power. Cooldown: 12
    • skill_elemdebuff1 (Elem Debuff): No description. Probably a monster power. Cooldown: 15
    • skill_selfdestruct1 (Self-Destruct): No description. Probably a monster power. Cooldown: 10
    • skill_createillusions (Create Illusions): No description. Probably a monster power. Cooldown: 12
    • skill_haunt (Haunt): No description. Probably a monster power. Energy: 5 Cooldown: 15
    • skill_poisonthorn (Poison Thorn): No description. Probably a monster power. Cooldown: 3
    • skill_simplewarp (Shock Warp): No description. Probably a monster power. Cooldown: 2
    • skill_goldhop (Gold Hop): No description. Probably a monster power. Cooldown: 2
    • skill_lightningcircle (Lightning Circle): No description. Probably a monster power. Cooldown: 5
    • skill_rockslam (Golem Smash): No description. Probably a monster power. Cooldown: 13
    • skill_rocktoss (Rock Toss): No description. Probably a monster power. Cooldown: 6
    • skill_jadebeetlearmorbreak (Beetle Smash): No description. Probably a monster power. Energy: 10 Cooldown: 10
    • skill_kunaitoss (Kunai Toss): No description. Probably a monster power. Cooldown: 7
    • skill_clawrake (Claw Rake): No description. Probably a monster power. Cooldown: 6
    • skill_shadowclawrake (Claw Rake): No description. Probably a monster power. Cooldown: 7
    • skill_watercross (Water Cross): No description. Probably a monster power. Cooldown: 8
    • skill_watershot (Water Shot): No description. Probably a consumable power. Cooldown: 0
    • skill_lasershot2 (Guardian Laser): No description. Probably a monster power. Cooldown: 4
    • skill_champnightmare (Shadowgrasp): No description. Probably a monster power. Cooldown: 16
    • skill_runthrough (Run Through): No description. Probably a monster power. Cooldown: 7
    • skill_flameslash (Flame Slash): No description. Probably a monster power. Cooldown: 10
    • skill_shadowslash (Shadow Slash): No description. Probably a monster power. Cooldown: 10
    • skill_fishbleedproc (Sharp Fangs): No description. Probably a monster power. (PASSIVE)
    • skill_bloodlust (Bloodlust): No description. Probably a monster power. (PASSIVE)
    • skill_thornhide1 (Thorned Hide): No description. Probably a monster power. (PASSIVE)
    • skill_thornhide2 (Thorned Hide): No description. Probably a monster power. (PASSIVE)
    • skill_slimesummonreaction (Slime Split): No description. Probably a monster power. (PASSIVE)
    • skill_autoheal (Autoheal): No description. Probably a monster power. (PASSIVE)
    • skill_iceslimesummonreaction (Ice Slime Split): No description. Probably a monster power. (PASSIVE)
    • skill_dropice (Icy Walk): No description. Probably a monster power. (PASSIVE)
    • skill_summonthornsreaction (Shed Thorns): No description. Probably a monster power. (PASSIVE)
    • skill_addburnattack (Burning Attack): No description. Probably a monster power. (PASSIVE)
    • skill_randomfires (Random Fires): No description. Probably a monster power. (PASSIVE)
    • skill_randomlightning (Random Lightning): No description. Probably a monster power. (PASSIVE)
    • skill_fungalregen (Fungal Regenerate): No description. Probably a monster power. Energy: 10 Cooldown: 12
    • skill_champregenerate (Regenerating): No description. Probably a monster power. Cooldown: 12
    • skill_champregenerate2 (Regenerating): No description. Probably a monster power. Cooldown: 12
    • skill_summonsentrybot (Summon Sentry Bot): No description. Probably a monster power. Cooldown: 8
    • skill_summonsentrybot2 (Summon Sentry Bot): No description. Probably a monster power. Cooldown: 14
    • skill_roborepair (Robo Repair): No description. Probably a monster power. Energy: 10 Cooldown: 99
    • skill_lightningstorm (Lightning Storm): No description. Probably a monster power. Cooldown: 8
    • skill_poisoncloud (Poison Cloud): No description. Probably a monster power. Cooldown: 20
    • skill_phasejump (Phase Jump): No description. Probably a monster power. Cooldown: 12
    • skill_phaseblink (Phase Blink): No description. Probably a monster power. Cooldown: 9
    • skill_turtleshield (Turtle Shield): No description. Probably a monster power. Cooldown: 15
    • skill_turtle2 (Barrier Shield): No description. Probably a monster power. Cooldown: 15
    • skill_barrier (Barrier Shield): No description. Probably a monster power. Cooldown: 15
    • skill_barrier2 (Barrier Shield): No description. Probably a monster power. Cooldown: 15
    • skill_iceprison1 (Ice Prison 1): No description. Probably a monster power. Cooldown: 15
    • skill_iceprison2 (Ice Prison 2): No description. Probably a monster power. Cooldown: 15
    • skill_summonskeletons (Summon Bonecrabs): No description. Probably a monster power. Cooldown: 15
    • skill_moldmindcontrol (Mold Mind Control): No description. Probably a monster power. Cooldown: 12
    • skill_jadebeetlecharge (Goliath Charge): No description. Probably a monster power. Cooldown: 8
    • skill_fireburst (Fire Burst): No description. Probably a monster power. Energy: 15 Cooldown: 4
    • skill_fireburstranged (Flame Blast): No description. Probably a monster power. Energy: 15 Cooldown: 4
    • skill_chemistheal (Potion Heal): No description. Probably a monster power. Cooldown: 12
    • skill_bullseye (Bullseye): No description. Probably a monster power. Cooldown: 12
    • skill_flameskin (Flame Skin): No description. Probably a monster power. (PASSIVE)
    • skill_sludgedeath (Sludge Death): No description. Probably a monster power. (PASSIVE)
    • skill_friendlysludgehit (Sludge Hit): No description. Probably a monster power. (PASSIVE)
    • skill_sludgehit (Sludge Strike): No description. Probably a monster power. (PASSIVE)
    • skill_sludgehitweak (Weak Sludge Strike): No description. Probably a monster power. (PASSIVE)
    • skill_parry20 (Passive Parrier): No description. Probably a monster power. (PASSIVE)
    • skill_bedofflames (Bed of Flames): No description. Probably a monster power. Cooldown: 10
    • skill_alchemyfire (Alchemy Fire): No description. Probably a monster power. Energy: 15 Cooldown: 15
    • skill_alchemygas (Alchemy Gas): No description. Probably a monster power. Cooldown: 15
    • skill_firebreath1 (Fire Breath): No description. Probably a monster power. Cooldown: 10
    • skill_steambuff (Energize): No description. Probably a monster power. Cooldown: 25
    • skill_powershield (Power Shield): No description. Probably a monster power. Energy: 15 Cooldown: 15
    • skill_wateryheal (Watery Heal): No description. Probably a monster power. Cooldown: 15
    • skill_wateryheal2 (Watery Heal): No description. Probably a monster power. Cooldown: 11
    • skill_rockbite (Rock Bite): No description. Probably a monster power. Cooldown: 12
    • skill_lavabite (Lava Bite): No description. Probably a monster power. Cooldown: 7
    • skill_bullrush (Bull Rush): Test Push Skill Cooldown: 6
    • skill_dodgebuff (Dodge Boost): No description. Probably a monster power. Stamina: 10 Cooldown: 10
    • skill_grottosting (Flyer Sting): No description. Probably a monster power. Cooldown: 8
    • skill_venombite (Venom Bite): No description. Probably a monster power. Cooldown: 9
    • skill_lasershot (Laser Shot): No description. Probably a monster power. Energy: 10 Cooldown: 5
    • skill_waterorb (Water Orb): No description. Probably a monster power. Energy: 10 Cooldown: 5
    • skill_froghop (Frog Hop): No description. Probably a monster power. Cooldown: 6
    • skill_iceslimehop (Ice Jelly Hop): No description. Probably a monster power. Cooldown: 3
    • skill_fly (Fly): No description. Probably a monster power. Cooldown: 3
    • skill_slimehop (Slime Hop): No description. Probably a monster power. Cooldown: 3
    • skill_fishrush (Fish Rush): No description. Probably a monster power. Cooldown: 3
    • skill_weakvinepull (Vine Pull): No description. Probably a monster power. Cooldown: 8
    • skill_vinepull (Vine Pull): No description. Probably a monster power. Cooldown: 6
    • skill_vinebullrush (Vine Bull Rush): Test Push Skill Cooldown: 6
    • skill_floracondathorns (Thorn Shield): No description. Probably a monster power. Cooldown: 12
    • skill_boostmorale (Boost Morale): No description. Probably a monster power. Cooldown: 18
    • skill_summonshadowturret (Summon Shadow Turret): No description. Probably a monster power. Cooldown: 7
    • skill_vampire_ranged (Life Drain): No description. Probably a monster power. Cooldown: 9
    • skill_vampire_melee (Drain Touch): No description. Probably a monster power. Cooldown: 9
    • skill_monfireevocation (Fire Evocation): No description. Probably a monster power. Cooldown: 6
    • skill_monhailofarrows (Hail of Arrows): No description. Probably a monster power. Cooldown: 8
    • skill_monsummonshade (Summon Soulshade): No description. Probably a monster power. Cooldown: 6
    • skill_mondivineretribution (Divine Fury): No description. Probably a monster power. Cooldown: 8
    • skill_monwildhorse (Wild Horse): No description. Probably a monster power. Stamina: 20 Cooldown: 6
    • skill_monflameserpent (Flame Serpent): No description. Probably a monster power. Cooldown: 8
    • skill_monstaticfield (Static Field): No description. Probably a monster power. Cooldown: 11
    • skill_monshadowstep (Shadowstep): No description. Probably a monster power. Cooldown: 8
    • skill_monhotstreak (Hot Streak): No description. Probably a monster power. Cooldown: 8
    • skill_pullmon2 (Monster Haul): No description. Probably a monster power. Cooldown: 6
    • skill_lavashield (Phasma Shield): No description. Probably a monster power. Cooldown: 18
    • skill_iceboulders (Ice Cross): No description. Probably a monster power. Cooldown: 15
    • skill_droneswarm (Drone Swarm): No description. Probably a monster power. Cooldown: 999
    • skill_thickhide (Thick Hide): No description. Probably a monster power. (PASSIVE)
    • skill_addinstantadaptation (InstantAdaptation): No description. Probably a monster power. (PASSIVE)
    • skill_dronereset25 (DroneReset25): No description. Probably a monster power. (PASSIVE)
    • skill_summoncrystalprojectile (Summon Phasma): No description. Probably a monster power. Cooldown: 5
    • skill_plaser (Phasma Beam): No description. Probably a monster power. Cooldown: 6
    • skill_megabeam (Eradication Beam): No description. Probably a monster power. Cooldown: 9
    • skill_sandbreath (Sandstorm): No description. Probably a monster power. Cooldown: 10
    • skill_linecharge (Fierce Charge): No description. Probably a monster power. Cooldown: 6
    • skill_undying (Undying): No description. Probably a monster power. (PASSIVE)
    • skill_iceshot (Icicle Shot): No description. Probably a monster power. Cooldown: 6
    • skill_reactwarptoplayer (Reactive Warp): No description. Probably a monster power. (PASSIVE)
    • skill_createwhirlwinds (Call Tornados): No description. Probably a monster power. Cooldown: 10
    • skill_gustjump (Tornado Jump): No description. Probably a monster power. Cooldown: 6
    • skill_banish (Banish): No description. Probably a monster power. Cooldown: 7
    • skill_negator (Negate Flow): No description. Probably a monster power. Cooldown: 10
    • skill_mon_taunt (Annoying): No description. Probably a monster power. (PASSIVE)
    • skill_mon_fasthealing (Fast Healing): No description. Probably a monster power. (PASSIVE)
    • skill_mon_counterattack (Counterattack): No description. Probably a monster power. (PASSIVE)
    • skill_mon_desperatestrike (Desperate Strike): No description. Probably a monster power. Cooldown: 25
    • skill_sharaknockback (Smite Hero): No description. Probably a monster power. Cooldown: 2
    • skill_shadowclawrake2 (Triple Claw Rake): No description. Probably a monster power. Cooldown: 7
    • skill_rushdownbite (Rushdown Bite): No description. Probably a monster power. Cooldown: 6
    • skill_panthroxroar (Panthrox Roar): No description. Probably a monster power. Energy: 20 Cooldown: 6
    • skill_champnightmare2 (Triple Shadowgrasp): No description. Probably a monster power. Cooldown: 11
    • skill_passiveshadowhit (Shadow Strike): No description. Probably a monster power. (PASSIVE)
    • skill_phasmabolt (Phasma Bolt): No description. Probably a monster power. Cooldown: 4
    • skill_summonmanyfrogs (Scroll of Frogs): No description. Probably a consumable power. Cooldown: 0
    • skill_terroregg (Terror Egg): No description. Probably a consumable power. Cooldown: 0
    • skill_summonmossjelly (Hatch Moss Jelly): No description. Probably a consumable power. Cooldown: 0
    • skill_summonsalamander (Hatch Salamander): No description. Probably a consumable power. Cooldown: 0
    • skill_summongrottoflyer (Hatch Grotto Flyer): No description. Probably a consumable power. Cooldown: 0
    • skill_summoncavestalker (Hatch Cave Stalker): No description. Probably a consumable power. Cooldown: 0
    • skill_summonfungaltoad (Hatch Fungal Toad): No description. Probably a consumable power. Cooldown: 0
    • skill_summonairacudas (Hatch Airacudas): No description. Probably a consumable power. Cooldown: 0
    • skill_summonpanthox (Hatch Panthox): No description. Probably a consumable power. Cooldown: 0
    • skill_summonbogfrog (Hatch Bog Frog): No description. Probably a consumable power. Cooldown: 0
    • skill_summonrockviper (Hatch Rock Viper): No description. Probably a consumable power. Cooldown: 0
    • skill_summonelectricjelly (Hatch Electric Jelly): No description. Probably a consumable power. Cooldown: 0
    • skill_summonfirejelly (Hatch Fire Jelly): No description. Probably a consumable power. Cooldown: 0
    • skill_summonslimerat (Hatch Mold-Infested Vermin): No description. Probably a consumable power. Cooldown: 0
    • skill_summoncrabbid (Hatch Crabbid): No description. Probably a consumable power. Cooldown: 0
    • skill_summonlavaviper (Hatch Lava Viper): No description. Probably a consumable power. Cooldown: 0
    • skill_summonmottledsandjaw (Hatch Mottled Sandjaw): No description. Probably a consumable power. Cooldown: 0
    • skill_summonjadesalamander (Hatch Jade Salamander): No description. Probably a consumable power. Cooldown: 0
    • skill_summonvinestalker (Hatch Vine Stalker): No description. Probably a consumable power. Cooldown: 0
    • skill_summoncraggan (Hatch Craggan): No description. Probably a consumable power. Cooldown: 0
    • skill_summonfrostedjelly (Hatch Frosted Jelly): No description. Probably a consumable power. Cooldown: 0
    • skill_summondarkcavelion (Hatch Dark Panthox): No description. Probably a consumable power. Cooldown: 0
    • skill_summonverdigrizzly (Hatch Verdigrizzly): No description. Probably a consumable power. Cooldown: 0
    • skill_summonmonster1 (Hatch Weak Monster): Summons a weak monster to fight for you for awhile. Cooldown: 0
    • skill_summonmonster2 (Hatch Medium Monster): Summons a stronger monster to fight for you for awhile. Cooldown: 0
    • skill_summonmonster3 (Hatch Heavy Monster): Summons a powerful monster to fight for you for awhile. Cooldown: 0
    • skill_summongoliathbeetle (Hatch Goliath Beetle): No description. Probably a consumable power. Cooldown: 0
    • skill_charcuterie (Charcuterie): No description. Some kind of food power. Cooldown: 0
    • skill_fruitcobbler (Fruit Cobbler): No description. Some kind of food power. Cooldown: 0
    • skill_nigiri (Nigiri): No description. Some kind of food power. Cooldown: 0
    • skill_smoothie (Smoothie): No description. Some kind of food power. Cooldown: 0
    • skill_potpie (Chicken Pot Pie): No description. Some kind of food power. Cooldown: 0
    • skill_coffee (Coffee): No description. Some kind of food power. Cooldown: 0
    • skill_chocobar (Choco Bar): No description. Some kind of food power. Cooldown: 0
    • skill_finecheese (Fine Cheese): No description. Some kind of food power. Cooldown: 0
    • skill_cheesewheel (Cheese Wheel): No description. Some kind of food power. Cooldown: 0
    • skill_legofturkey (Leg of Turkey): No description. Some kind of food power. Cooldown: 0
    • skill_carrotstew (Carrot Stew): No description. Some kind of food power. Cooldown: 0
    • skill_fishnchips (Fish n' Chips): No description. Some kind of food power. Cooldown: 0
    • skill_meatkebabs (Meat Kebabs): No description. Some kind of food power. Cooldown: 0
    • skill_icecream (Ice Cream Sundae): No description. Some kind of food power. Cooldown: 0
    • skill_fruitbowl (Fruit Bowl): No description. Some kind of food power. Cooldown: 0
    • skill_cheeseflan (Cheese Flan): No description. Some kind of food power. Cooldown: 0
    • skill_chickendinner (Chicken Dinner): No description. Some kind of food power. Cooldown: 0
    • skill_gelato (Gelato): No description. Some kind of food power. Cooldown: 0
    • skill_savorymole (Savory Mole): No description. Some kind of food power. Cooldown: 0
    • skill_spicytacos (Spicy Tacos): No description. Some kind of food power. Cooldown: 0
    • skill_chaiqicookies (Chai Qi Cookies): No description. Some kind of food power. Cooldown: 0
    • skill_juicyapple (Juicy Apple): No description. Some kind of food power. Cooldown: 0
    • skill_tangledeepstew (Tangledeep Curry): No description. Some kind of food power. Cooldown: 0
    • skill_fish (Briny Fish): No description. Some kind of food power. Cooldown: 0
    • skill_carrot (Hearty Carrot): No description. Some kind of food power. Cooldown: 0
    • skill_bananas (Bananas): No description. Some kind of food power. Cooldown: 0
    • skill_boxofmints (Box of Mints): No description. Some kind of food power. Cooldown: 0
    • skill_heartysandwich (Hearty Sandwich): No description. Some kind of food power. Cooldown: 0
    • skill_mintfudge (Mint Fudge): No description. Some kind of food power. Cooldown: 0
    • skill_pumpkinbread (Pumpkin Bread): No description. Some kind of food power. Cooldown: 0
    • skill_pumpkin (Pumpkin): No description. Some kind of food power. Cooldown: 0
    • skill_milk (Milk): No description. Some kind of food power. Cooldown: 0
    • skill_campfiremeat (Campfire Meat): No description. Some kind of food power. Cooldown: 0
    • skill_campfirecheese (Campfire Cheese): No description. Some kind of food power. Cooldown: 0
    • skill_campfiredessert (Campfire Dessert): No description. Some kind of food power. Cooldown: 0
    • skill_campfirefruit (Campfire Fruit): No description. Some kind of food power. Cooldown: 0
    • skill_infuseflaskapple (Apple Flask Infusion): No description. Probably a consumable power. Cooldown: 0
    • skill_schematistkit (Schematist Kit): No description. Probably a consumable power. Cooldown: 0
    • skill_megainfuseflask (Mega Flavor Enhancer): No description. Probably a consumable power. Cooldown: 0
    • skill_lollipop (Swirly Pop): No description. Some kind of food power. Cooldown: 0
    • skill_lemondelight (Lemon Delight): No description. Some kind of food power. Cooldown: 0
    • skill_candycorn (Candied Corndrops): No description. Some kind of food power. Cooldown: 0
    • skill_cloakanddagger_2 (Cloak & Dagger): Expertly move past two opponents, switching places and bleeding them in the process! (Damage: 150% of Weapon Power, adds Mild Bleed (45% Weapon Power per turn). Deals 20% more damage to enemies in a Smoke Cloud.) Stamina: 20 Cooldown: 7
    • skill_summonlivingvine_2 (Summon Bull Floraconda): Summons a ferocious thorned plant-beast to fight on your behalf that uses a powerful knockback attack. (Scales with your level. You may only have one Floraconda summoned at once. Cooldown resets when Floraconda is defeated.) Energy: 40 Cooldown: 6
    • skill_holdthemoon_2 (Hold the Moon): Strike and disable an enemy in front of you while making a graceful withdrawal. (Immediately gain 99 CT.) Stamina: 16 Cooldown: 6
    • skill_righteouscharge_2 (Righteous Charge): Dashes in a line, pushing and stunning enemies in the way! Generates a Wrath charge. Stamina: 25 Cooldown: 5
    • skill_hundredfists_2 (Hundred Fists): Attacks a nearby enemy with an overwhelming flurry of blows. May also strike any Vital Point. (Damage: 140% of Weapon Power as Physical.) Stamina: 16 Cooldown: 8
    • skill_hailofarrows_2 (Hail of Arrows): Fire arrows into the air that land 3 turns later. (Damage: 215% of Weapon Power.) Stamina: 25 Cooldown: 8
    • skill_hotstreak_2 (Hot Streak): Dash in one of three directions at random, leaving flames in your wake. (Flames Damage: 35% of Weapon Power as Fire.) Stamina: 20 Cooldown: 2
    • skill_crystalshift_2 (Crystal Shift): Moves your Runic Crystal, dealing damage to any enemies hit along the way and buffing your Crystal's defense. (Deals 140% of Weapon Power as Physical. Crystal defense increased by 35%.) Stamina: 20 Cooldown: 3
    • skill_summonshade_2 (Summon Soulshade): Summons an aggressive Soulshade to fight for you, for 30 turns. (Uses ranged Shadow attacks and Scales with your level.) Energy: 10 Cooldown: 7
    • skill_spellshapeburst (Spellshape: Burst): (Toggle) Spells will take the shape of a point-blank burst, at the cost of 10 stamina. Cooldown: 2
    • skill_shrapnelbomb_2 (Fire Bomb): Plants a bomb that explodes in 1 turn, hurting nearby foes. (Damage: 200% of Weapon Power as Fire.) Energy: 20 Cooldown: 6
    • skill_vineswing_2 (Vine Swing): Grab a nearby vine and swing to it, summoning new vines in the process! Stamina: 15 Cooldown: 3
    • skill_shadowstalk_2 (Shadow Stalk): Create a shadow image each time you shoot that confuses enemies and shoots shadow arrows! Energy: 20 Cooldown: 10
    • skill_gravitysurge_2 (Gravity Surge): Creates a gravity surge from your Runic Crystal, pulling in nearby enemies and lowering their Lightning resistance. Centers on you if your Runic Crystal is destroyed. (Lightning resistance lowered by 33%.) Stamina: 20 Cooldown: 10
    • skill_icetortoise_2 (Ice Tortoise): Project qi through your weapon to the surrounding air, solidifying it into damaging ice shards. Each shard boosts your defense. (Damage: 85% of Weapon Power as Water per shard. Defense +10% per shard.) Energy: 24 Cooldown: 10
    • skill_doubledown_2 (Double Down): Spend 10% of your max health; if you take at least this much damage within 3 turns, attack with a fire blast that hits adjacent foes and regain the 10% initially spent! (Damage: 150% of Weapon Power, 150% of Spirit Power as Fire.) Energy: 16 Cooldown: 12
    • skill_aetherslash_2 (Aether Barrage): Fires a salvo of shadow bolts in a wide area, dealing more damage if you have summoned Soulshades or Elementals. Uses an Echo charge to extend its range. (Damage: 110% of Spirit Power as Shadow, +20% per Elemental or Soulshade summoned.) Energy: 25 Cooldown: 8
    • skill_smiteevil_2 (Smite Evil): Smashes an enemy in melee with divine power, generating a Wrath charge and reducing the cooldown of Blessed Hammer by 1 turn. (Damage: 115% of Weapon Power as Lightning.) Stamina: 16 Cooldown: 4
    • skill_highlandcharge_2 (Highland Charge): Leap to the target tile, dealing damage when you land scaling with your Song level. (Damage: 80% of Weapon Power, +30% per Song level.) Stamina: 20 Cooldown: 6
    • skill_spellshiftmaterialize_2 (Spellshift: Materialize): (Toggle) Spell effects materialize into lasting objects (depending on element) that move away from you each turn, at the cost of added cooldown. (Summoned objects move one space per turn.) Cooldown: 2
    • skill_verseelements_2 (Verse of the Elements): Adds Verse of the Elements to your current Song, striking adjacent enemies with random elements each turn. (Damage: 50% of Spirit Power as Fire, Water, Lightning, Poison, or Shadow (at random).) Stamina: 20 Cooldown: 7
    • skill_powerkick_2 (Palm Thrust): Create a wave of force with your palm, sending an enemy flying! Stuns for one turn, and deals damage if they hit something. (Damage on Impact: 130% of Weapon Power as Physical.) Stamina: 16 Cooldown: 7
    • skill_escapeartist_2 (Escape Artist): Bounce off an enemy's head to escape danger, attacking them in the process. (Damage: 80% of Weapon Power, adds Mild Bleed (45% Weapon Power per turn)) Stamina: 20 Cooldown: 6
    • skill_ironbreathing_2 (Iron Breathing): Ancient technique that expels all poison, closes bleeding wounds, and greatly increases defense if any statuses were removed. (No longer heals you.) (Defense: +75% for 4 turns.) Energy: 15 Cooldown: 8
    • skill_beartraps_2 (Bear Traps): Creates 3 bear traps that root and bleed enemies who step on them. Energy: 26 Cooldown: 12
    • skill_summonelemspirit_2 (Call Elemental Spirit): Summons protective spirits of the elements to fight for you. Must be cast on tiles with an elemental affinity such as fire or water. (The type of spirits summoned depends on elemental affinity of the tiles.) Energy: 15 Stamina: 15 Cooldown: 8
    • skill_detonatevines_2 (Thornsplosion): Blows up a summoned vine, causing a hail of thorns and debris! Damages and poisons enemies next to the explosion. (Explosion Damage: 150% of Spirit Power as Fire. Poison Damage: 35% of Spirit Power as Poison.) Stamina: 25 Cooldown: 6
    • skill_radiantaura_2 (Radiant Aura): (Toggle) Surrounds you and your allies with divine protective energy. Allies gain extra parry chance. When you block, you and your allies restore some HP, at the cost of 14 Energy. (Allies within three tiles gain 14 parry chance while the aura is active.) Cooldown: 4
    • skill_runiccrystal_2 (Runic Crystal): Creates a Runic Crystal, a powerful energy source. Builds Runic Charges that will discharge to help you and hurt nearby enemies. (Crystal health scales with your level. Builds Runic Charges when it is damaged, or when you use Crystal Shift. At 5 Runic Charges, it buffs all nearby allies, and damages enemies.) Energy: 35 Cooldown: 16
    • skill_wildhorse_2 (Wild Horse): Gracefully leap to a nearby enemy, then unleash crashing waves next turn. (Wave Damage: 80% of both Weapon and Spirit Power as Water.) Stamina: 16 Cooldown: 4
    • skill_acidevocation_2 (Poison Evocation): Splashes the enemy with potent poison that deals damage over time. (Spellshape possible!) (Damage: 40% of Spirit Power per turn for 5 turns.) Energy: 22 Cooldown: 7
    • skill_rollthebones_2 (Roll the Bones): Toss your magical dice and let them fall where they may, dealing damage to nearby enemies based on your roll! Energy: 10 Stamina: 10 Cooldown: 6
    • skill_versesuppression_2 (Verse of Suppression): Adds Verse of Suppression to your current Song, making your movements quieter and harder to detect by enemies. (Monsters are less likely to notice and attack you.) Stamina: 15 Cooldown: 9
    • skill_revivemonster_herge (Reverberate Monster): Restores the form of a fallen monster through its Echo to fight for you! Revived monsters last 80 turns. (Creates two monsters from one Echo. Summoned monsters retain their abilities but have -33% max health and deal -25% damage.) Stamina: 24 Cooldown: 6
    • skill_axemastery1_kalzarius (Cleave): Step forward with great vigor, chopping enemies all around you and lowering their defense. (Damage: 140% of Weapon Power.) Stamina: 20 Cooldown: 8
    • skill_smokecloud_ramirel (Smoke Cloud): Creates a cloud of smoke that grows to fill entire rooms, increasing your chance to crit and decreasing visibility for your enemies. Upon use, monsters lose all aggro on you. (Cloak and Dagger, Shadowstep deal +20% damage to enemies in the cloud.) Energy: 16 Cooldown: 15

    -- Back to Top --

    Appendix: Status Bonuses

    Below is a list of every status bonus in the game. A "status bonus" is an effect that does not naturally wear off; it is some kind of ongoing passive effect, typically granted by equipment. It can also include certain monster passives, feats, and visual effects.

    All data below was generated directly from game data, so some experimentation and caution is required to discover the full effect!

    Status Bonus List
    • status_bling (Blinged Out): Hardcoded effect.
    • status_darkbling (Dark Bling): Hardcoded effect.
    • status_thornedskin (Thorned Skin): Runs On: ATTACKED Occasionally reflects damage.
    • status_mmsharktooth: Hardcoded effect.
    • status_mmlucky: Hardcoded effect.
    • status_plantsynergypassive: Hardcoded effect.
    • monmod_steeltoe: Hardcoded effect.
    • status_fastlearner: Hardcoded effect.
    • status_toughness: Hardcoded effect.
    • status_keeneyes: Hardcoded effect.
    • notorious: Hardcoded effect.
    • luciddreamer: Hardcoded effect.
    • status_intimidating: Hardcoded effect.
    • status_explorer: Hardcoded effect.
    • status_thirstquencher: Hardcoded effect.
    • status_entrepreneur: Hardcoded effect.
    • status_rager: Hardcoded effect.
    • status_foodlover: Hardcoded effect.
    • status_scavenger: Hardcoded effect.
    • status_paladinblockbuff: Hardcoded effect.
    • status_spellshapemaster: Hardcoded effect.
    • status_bloodspecialist: Hardcoded effect.
    • status_paladinbonus2: Runs On: ATTACKBLOCK Effects: addempowersmite (ADDSTATUS)
    • status_empowerpaladin (Divine Empowered): Your next Divine Bolt or Smite Evil is empowered!
    • status_qimasterypassive: Hardcoded effect.
    • status_effortlessparry: Hardcoded effect.
    • status_floraconda2: Hardcoded effect.
    • status_floraconda3: Hardcoded effect.
    • status_brigandbomber: Hardcoded effect.
    • status_lethalfists: Hardcoded effect.
    • status_mmfairy: Runs On: ATTACKED Hardcoded effect.
    • status_preciseshot: Hardcoded effect.
    • status_deadlyfocus: Hardcoded effect.
    • status_steelresolve: Effects: resist_stuns_100 (IMMUNESTATUS)
    • status_arrowcatch: Hardcoded effect.
    • status_unarmedfighting1: Hardcoded effect.
    • status_unarmedfighting2: Hardcoded effect.
    • status_shieldmastery: Hardcoded effect.
    • status_plantgrowthaura: Hardcoded effect.
    • status_brigandbleedbonus: Runs On: ATTACK Effects: brigandprocbleed (ADDSTATUS)
    • status_poisonproc (Envenom): Runs On: ATTACK Your Brigand bleed bonus deals Poison damage.
    • status_mmpiercebonus: Runs On: ATTACK Effects: piercedamageboost (EMPOWERATTACK)
    • sneakattack (Sneak Attack): Runs On: ATTACK 100% chance to crit on your next melee attack.
    • budokastatbonus: Runs On: ONADD Effects: strength15 (CHANGESTAT), disc15 (CHANGESTAT), swift10 (CHANGESTAT)
    • hunterstatbonus: Runs On: ONADD Effects: guile12 (CHANGESTAT), swift13 (CHANGESTAT), spirit5 (CHANGESTAT)
    • wildchildstatbonus: Runs On: ONADD Effects: strength15 (CHANGESTAT), guile5 (CHANGESTAT), stamina10 (CHANGESTAT), swiftness10 (CHANGESTAT)
    • gamblerstatbonus: Runs On: ONADD Effects: energy10 (CHANGESTAT), stamina10 (CHANGESTAT), spirit10 (CHANGESTAT), strength10 (CHANGESTAT)
    • soulkeeperstatbonus: Runs On: ONADD Effects: energy10 (CHANGESTAT), spirit10 (CHANGESTAT), swift10 (CHANGESTAT)
    • edgethanestatbonus: Runs On: ONADD Effects: swift12 (CHANGESTAT), health50 (CHANGESTAT), strength15 (CHANGESTAT)
    • husynstatbonus: Runs On: ONADD Effects: strength10 (CHANGESTAT), spirit10 (CHANGESTAT), swift10 (CHANGESTAT), disc10 (CHANGESTAT)
    • paladinstatbonus: Runs On: ONADD Effects: strength15 (CHANGESTAT), disc15 (CHANGESTAT), spirit10 (CHANGESTAT)
    • brigandstatbonus: Runs On: ONADD Effects: stamina15 (CHANGESTAT), swift10 (CHANGESTAT), guile15 (CHANGESTAT), strength5 (CHANGESTAT)
    • status_sworddancerstatbonus: Runs On: ONADD Effects: guile15 (CHANGESTAT), strength15 (CHANGESTAT), spirit10 (CHANGESTAT)
    • floramancerstatbonus: Runs On: ONADD Effects: energy15 (CHANGESTAT), spirit10 (CHANGESTAT), disc10 (CHANGESTAT)
    • status_spellshaperstatbonus: Runs On: ONADD Effects: energy10 (CHANGESTAT), spirit10 (CHANGESTAT), stamina10 (CHANGESTAT)
    • status_mmwild: Runs On: ATTACK Effects: mmwild (EMPOWERATTACK)
    • championmonster: Hardcoded effect.
    • status_flameskin (Flaming Skin): Runs On: ATTACKED Occasionally reflects damage.
    • status_explosive: Runs On: ATTACKED Effects: eff_champbombsummon (SUMMONACTOR)
    • status_thunderinglion (Thundering Lion): Runs On: ONMOVE Gain electric charge while moving (up to 3). Costs 6 Energy to build 1 charge. Charges increase Parry and are unleashed on attack for extra damage.
    • status_dragontailpassive: Hardcoded effect.
    • status_itemdamageup: Hardcoded effect.
    • status_alwaysriposte: Hardcoded effect.
    • status_thefourthsword: Hardcoded effect.
    • status_manaseeker: Hardcoded effect.
    • status_freespell15: Runs On: USEABILITY Effects: refund_spellcosts (CHANGESTAT)
    • status_kineticmagic: Hardcoded effect.
    • status_detectweakness: Hardcoded effect.
    • status_hiding: Effects: stealth_15 (ALTERBATTLEDATA)
    • status_steadfast (Steadfast): Runs On: ATTACKED -33% damage from one direction; -33% damage taken from other directions.
    • status_droptoxic (Toxic Clouds): Runs On: ONMOVE Effects: eff_droptoxiccloud2 (SUMMONACTOR)
    • status_vorpalweapon: Runs On: ATTACK Effects: vorpalweap (EMPOWERATTACK)
    • status_cruelweapon: Runs On: ATTACK Effects: cruelweap (EMPOWERATTACK)
    • status_viciousweapon: Runs On: ATTACK Effects: viciousweap (EMPOWERATTACK)
    • status_confidentweapon: Runs On: ATTACK Effects: confidentweap (EMPOWERATTACK)
    • status_confidentweapon2: Runs On: ATTACK Effects: confidentweap2 (EMPOWERATTACK)
    • status_challengesarmor: Runs On: ATTACKED Effects: championarmordef (ATTACKREACTION)
    • status_mmemergency: Runs On: ATTACKED Effects: emergencybuff (ATTACKREACTION)
    • status_mmarrowdamp: Runs On: ATTACKED Effects: arrowdampdef (ATTACKREACTION), arrowdampmelee (ATTACKREACTION)
    • status_mmphalanx: Runs On: ATTACKED Effects: phalanxdefmelee (ATTACKREACTION), phalanxrevranged (ATTACKREACTION)
    • status_mmheavy: Runs On: ONADD Hardcoded effect.
    • status_spellshapeline (Spellshape: Line): Spells take the shape of a 3x1 line, but cost 15 more stamina to cast.
    • status_spellshapeburst (Spellshape: Burst): Spells take the shape of a point-blank burst, but cost 10 more stamina to cast.
    • status_spellshaperay (Spellshape: Ray): Spells take the shape of a ray emanating from you, but cost 15 more stamina to cast.
    • status_spellshapesquare (Spellshape: Square): Spells take the shape of a square, but cost 35 more stamina to cast.
    • status_spellshiftpenetrate (Spellshift: Penetrate): Spells penetrate magical defenses, but seals you for one turn after casting.
    • status_spellshiftmaterialize (Spellshift: Materialize): Spells materialize into physical objects, but have double the cooldown.
    • status_spellshiftmaterialize_2 (Spellshift: Materialize): Spells materialize into physical objects that move away from you, but have double the cooldown.
    • status_spellshiftbarrier (Spellshape: Aura): Spells coalesce into an elemental aura with varying effects based on element.
    • status_mmmassive: Runs On: ATTACKED Effects: massivemmparry (ATTACKREACTION)
    • status_compost: Hardcoded effect.
    • status_spellshaperpowerup: Hardcoded effect.
    • status_mmzen: Hardcoded effect.
    • status_mmobsidian: Runs On: ONADD Effects: obsidianstatus (ALTERBATTLEDATA)
    • status_mmnecroband: Runs On: ONADD Effects: necroband (ALTERBATTLEDATA)
    • status_mmsickle: Runs On: ONADD Effects: sicklebuff (ALTERBATTLEDATA)
    • status_mmdeadly: Runs On: ONADD Effects: deadlybuff (ALTERBATTLEDATA)
    • status_mmlethal: Runs On: ONADD Effects: lethalbuff35 (ALTERBATTLEDATA)
    • mmcritdmg80: Runs On: ONADD Effects: lethalbuff80 (ALTERBATTLEDATA)
    • status_mmpenetrating: Hardcoded effect.
    • status_mmgluttony: Hardcoded effect.
    • status_mmscavenging: Hardcoded effect.
    • sthergebonus1: Hardcoded effect.
    • status_mmbeastslaying: Hardcoded effect.
    • status_mmrustbiting: Hardcoded effect.
    • status_mminsectslaying: Hardcoded effect.
    • status_mmfrogslaying: Hardcoded effect.
    • status_mmbanditslaying: Hardcoded effect.
    • status_mmspiritslaying: Hardcoded effect.
    • status_mmfamiliars: Hardcoded effect.
    • status_mmhungry: Hardcoded effect.
    • status_mmconjuration: Hardcoded effect.
    • status_mmclotting: Hardcoded effect.
    • status_mmknightgloves: Hardcoded effect.
    • status_mmbonecrabs: Runs On: ATTACKED Effects: eff_mmbonecrabsummon (SUMMONACTOR)
    • status_mechanist: Runs On: ATTACK Effects: eff_mechanistsummon (SUMMONACTOR)
    • status_slimesummonreaction: Runs On: ATTACKED Effects: eff_slimesplitter (SUMMONACTOR)
    • status_iceslimesummonreaction: Runs On: ATTACKED Effects: iceslimesplit (SUMMONACTOR)
    • status_heavyguard (Heavy Guard): Runs On: ATTACK Increased chance to block with shield, but decreased chance to crit. Blocking takes 7 extra stamina and generates a Wrath charge.
    • status_mmspiritlinked: Runs On: ATTACKED Effects: spiritlinkheal (CHANGESTAT)
    • status_seraphblock: Runs On: ATTACKBLOCK Effects: seraphblockheal (CHANGESTAT)
    • status_mmspiritlinkedblock: Runs On: ATTACKBLOCK Effects: spiritlinkblockheal (CHANGESTAT)
    • status_mmlightreactionheal: Runs On: ATTACKED Effects: lightreactionheal (CHANGESTAT)
    • status_mmhawkeye: Runs On: ONADD Effects: swift5 (CHANGESTAT), guile5 (CHANGESTAT)
    • status_mmsurestrike: Runs On: ONADD Effects: addcrit5 (ALTERBATTLEDATA)
    • crit2: Runs On: ONADD Effects: addcrit2 (ALTERBATTLEDATA)
    • crit3: Runs On: ONADD Effects: addcrit3 (ALTERBATTLEDATA)
    • crit4: Runs On: ONADD Effects: addcrit4 (ALTERBATTLEDATA)
    • crit5: Runs On: ONADD Effects: addcrit5 (ALTERBATTLEDATA)
    • crit7: Runs On: ONADD Effects: addcrit7 (ALTERBATTLEDATA)
    • crit8: Runs On: ONADD Effects: addcrit8 (ALTERBATTLEDATA)
    • crit15: Runs On: ONADD Effects: addcrit15 (ALTERBATTLEDATA)
    • crit10: Runs On: ONADD Effects: addcrit10 (ALTERBATTLEDATA)
    • status_mmtier1helmethp: Runs On: ONADD Effects: health15 (CHANGESTAT)
    • status_mmtier2helmethp: Runs On: ONADD Effects: health30 (CHANGESTAT)
    • status_mmtier3helmethp: Runs On: ONADD Effects: health50 (CHANGESTAT)
    • status_mmtier4helmethp: Runs On: ONADD Effects: health75 (CHANGESTAT)
    • status_mm150hp: Runs On: ONADD Effects: health150 (CHANGESTAT)
    • status_mm100hp: Runs On: ONADD Effects: health100 (CHANGESTAT)
    • status_mm200hp: Runs On: ONADD Effects: health200 (CHANGESTAT)
    • status_mmtier5helmethp: Runs On: ONADD Effects: health110 (CHANGESTAT)
    • status_mmenergy1: Runs On: ONADD Effects: energy10 (CHANGESTAT)
    • status_mmenergy2: Runs On: ONADD Effects: energy20 (CHANGESTAT)
    • status_mmenergy15: Runs On: ONADD Effects: energy15 (CHANGESTAT)
    • status_mmstamina1: Runs On: ONADD Effects: stamina10 (CHANGESTAT)
    • status_mmstamina2: Runs On: ONADD Effects: stamina20 (CHANGESTAT)
    • status_mmdamageclaw: Runs On: ONADD Effects: strength10 (CHANGESTAT), spirit10 (CHANGESTAT)
    • status_mmstrength1: Runs On: ONADD Effects: strength10 (CHANGESTAT)
    • status_mmstrength15: Runs On: ONADD Effects: strength15 (CHANGESTAT)
    • status_mmguile15: Runs On: ONADD Effects: guile15 (CHANGESTAT)
    • status_mmspirit15: Runs On: ONADD Effects: spirit15 (CHANGESTAT)
    • status_mmstrength2: Runs On: ONADD Effects: strength20 (CHANGESTAT)
    • status_mmswiftness1: Runs On: ONADD Effects: swift10 (CHANGESTAT)
    • status_mmswiftness25: Runs On: ONADD Effects: swift25 (CHANGESTAT)
    • status_mmswiftness15: Runs On: ONADD Effects: swift15 (CHANGESTAT)
    • status_mmswiftness2: Runs On: ONADD Effects: swift20 (CHANGESTAT)
    • guile10swiftness10: Runs On: ONADD Effects: guile10 (CHANGESTAT), swift10 (CHANGESTAT)
    • status_mmguile1: Runs On: ONADD Effects: guile10 (CHANGESTAT)
    • status_mmguile2: Runs On: ONADD Effects: guile20 (CHANGESTAT)
    • status_mmguile25: Runs On: ONADD Effects: guile25 (CHANGESTAT)
    • status_mmspirit1: Runs On: ONADD Effects: spirit10 (CHANGESTAT)
    • status_mmspirit2: Runs On: ONADD Effects: spirit20 (CHANGESTAT)
    • status_mmwellrounded1: Runs On: ONADD Effects: disc5 (CHANGESTAT), strength5 (CHANGESTAT), spirit5 (CHANGESTAT), swift5 (CHANGESTAT), guile5 (CHANGESTAT)
    • status_mmdiscipline1: Runs On: ONADD Effects: disc10 (CHANGESTAT)
    • status_mmdiscipline15: Runs On: ONADD Effects: disc15 (CHANGESTAT)
    • status_mmdiscipline2: Runs On: ONADD Effects: disc20 (CHANGESTAT)
    • status_mmprocaddshadow1: Runs On: ATTACK Effects: procshadow1 (DAMAGE/'Gloomy Weapon')
    • status_mmprocaddshadow2: Runs On: ATTACK Effects: procshadow2 (DAMAGE/'Grim Weapon')
    • status_mmprocaddpoison1: Runs On: ATTACK Effects: procpoison1 (DAMAGE/'Stinging Weapon')
    • status_mmprocaddpoison2: Runs On: ATTACK Effects: procpoison2 (DAMAGE/'Wasting Weapon')
    • status_mmprocaddpoison2_ranged: Runs On: ATTACK Effects: procpoison2_ranged (DAMAGE/'Wasting Weapon')
    • status_mmprocaddfire1: Runs On: ATTACK Effects: procfire1 (DAMAGE/'Singed Weapon')
    • status_waterproc: Runs On: ATTACK Effects: procwaterspecial (DAMAGE/'Ice Claw')
    • status_mmprocaddfire2: Runs On: ATTACK Effects: procfire2 (DAMAGE/'Scorched Weapon')
    • status_mmprocdamage1: Runs On: ATTACK Effects: soldierproc1 (EMPOWERATTACK)
    • status_mmprocdamage2: Runs On: ATTACK Effects: soldierproc2 (EMPOWERATTACK)
    • status_mmprocdamage3: Runs On: ATTACK Effects: soldierproc3 (EMPOWERATTACK)
    • status_mmprocdamage4: Runs On: ATTACK Effects: soldierproc4 (EMPOWERATTACK)
    • status_mmdodge1: Runs On: ATTACKED Effects: dodge1 (ATTACKREACTION)
    • status_mmdodge2: Runs On: ATTACKED Effects: dodge2 (ATTACKREACTION)
    • status_mmdodge3: Runs On: ATTACKED Effects: dodge3 (ATTACKREACTION)
    • status_mmdodge4: Runs On: ATTACKED Effects: dodge4 (ATTACKREACTION)
    • status_mmdodge5: Runs On: ATTACKED Effects: dodge5 (ATTACKREACTION)
    • status_mmdodge6: Runs On: ATTACKED Effects: dodge6 (ATTACKREACTION)
    • status_mmdodge7: Runs On: ATTACKED Effects: dodge7 (ATTACKREACTION)
    • status_mmdodge8: Runs On: ATTACKED Effects: dodge8 (ATTACKREACTION)
    • status_mmdodge9: Runs On: ATTACKED Effects: dodge9 (ATTACKREACTION)
    • status_mmdodge10: Runs On: ATTACKED Effects: dodge10 (ATTACKREACTION)
    • status_mmdodge11: Runs On: ATTACKED Effects: dodge11 (ATTACKREACTION)
    • status_mmdodge12: Runs On: ATTACKED Effects: dodge12 (ATTACKREACTION)
    • status_mmdodge13: Runs On: ATTACKED Effects: dodge13 (ATTACKREACTION)
    • status_mmdodge14: Runs On: ATTACKED Effects: dodge14 (ATTACKREACTION)
    • status_mmdodge15: Runs On: ATTACKED Effects: dodge15 (ATTACKREACTION)
    • status_mmdodge16: Runs On: ATTACKED Effects: dodge16 (ATTACKREACTION)
    • status_mmdodge17: Runs On: ATTACKED Effects: dodge17 (ATTACKREACTION)
    • status_mmdodge18: Runs On: ATTACKED Effects: dodge18 (ATTACKREACTION)
    • status_mmdodge19: Runs On: ATTACKED Effects: dodge19 (ATTACKREACTION)
    • status_mmdodge20: Runs On: ATTACKED Effects: dodge20 (ATTACKREACTION)
    • status_mmdodge21: Runs On: ATTACKED Effects: dodge21 (ATTACKREACTION)
    • status_mmdodge22: Runs On: ATTACKED Effects: dodge22 (ATTACKREACTION)
    • status_mmdodge23: Runs On: ATTACKED Effects: dodge23 (ATTACKREACTION)
    • status_mmdodge24: Runs On: ATTACKED Effects: dodge24 (ATTACKREACTION)
    • status_mmdodge25: Runs On: ATTACKED Effects: dodge25 (ATTACKREACTION)
    • status_armortraining: Hardcoded effect.
    • status_divineprotection: Hardcoded effect.
    • status_bloodtracking: Runs On: ATTACK Effects: eff_tracked (ADDSTATUS)
    • status_radiantaura (Radiant Aura): Runs On: ATTACKBLOCK Restores 4% max health each time you block, at the cost of 12 Energy. Empowers Blessed Hammer.
    • radiantaura_2_parry_adder: Runs On: TURNEND Effects: add_radiantaura2_parry_buff (ADDSTATUS)
    • status_radiantaura_2 (Radiant Aura): Runs On: ATTACKBLOCK Restores 3% max health each time you block, plus 2% of nearby pets' max health, at the cost of 14 Energy. Nearby pets also gain +15% chance to parry.
    • status_mmconstitution (Constitution): Chance to ignore new negative status effects.
    • status_mmglowtorch (Glowtorch): Runs On: ONADD Effects: glowtorchbuff (ALTERBATTLEDATA)
    • status_mmfirering: Runs On: ONADD Effects: firedamagebuff (ALTERBATTLEDATA)
    • status_mmicering: Runs On: ONADD Effects: waterdamagebuff (ALTERBATTLEDATA)
    • status_mmpoisonring: Runs On: ONADD Effects: poisondamagebuff15 (ALTERBATTLEDATA)
    • status_boostpoison20: Runs On: ONADD Effects: poisondamagebuff20 (ALTERBATTLEDATA)
    • status_boostlightning25: Runs On: ONADD Effects: lightningdamagebuff25 (ALTERBATTLEDATA)
    • status_add25shadowdmg: Runs On: ONADD Effects: shadowdamagebuff_25p (ALTERBATTLEDATA)
    • status_mmshadowring: Runs On: ONADD Effects: shadowdamagebuff (ALTERBATTLEDATA)
    • status_mmlightningring: Runs On: ONADD Effects: lightningdamagebuff (ALTERBATTLEDATA)
    • status_mmvanishing (Vanishing): Runs On: ATTACKED Effects: mmvanishing (MOVEACTOR)
    • status_mmmovect1: Runs On: ONMOVE Effects: eff_gainct_2 (CHANGESTAT)
    • status_mmmovect2: Runs On: ONMOVE Effects: eff_gainct_3 (CHANGESTAT)
    • status_mmresistmud: Effects: resist_root_100 (IMMUNESTATUS)
    • spiritpowerflat5: Runs On: ONADD Effects: spiritpower5 (ALTERBATTLEDATA)
    • spiritpowerflat10: Runs On: ONADD Effects: spiritpower10 (ALTERBATTLEDATA)
    • spiritpowerflat15: Runs On: ONADD Effects: spiritpower15 (ALTERBATTLEDATA)
    • status_mmspiritpower10: Runs On: ONADD Effects: spiritpowermult10 (ALTERBATTLEDATA)
    • status_mmspiritpower15: Runs On: ONADD Effects: spiritpowermult15 (ALTERBATTLEDATA)
    • status_mmmagicbook1: Runs On: ONADD Effects: energycostsdown5 (ALTERBATTLEDATA)
    • status_mmmagicbook2: Runs On: ONADD Effects: energycostsdown7 (ALTERBATTLEDATA)
    • status_mmmagicbook3: Runs On: ONADD Effects: energycostsdown9 (ALTERBATTLEDATA)
    • status_mmmagicbook4: Runs On: ONADD Effects: energycostsdown11 (ALTERBATTLEDATA)
    • status_mmparry5: Runs On: ATTACKED Effects: parry5 (ATTACKREACTION)
    • status_mmparry9: Runs On: ATTACKED Effects: parry9 (ATTACKREACTION)
    • status_mmparry10: Runs On: ATTACKED Effects: parry10 (ATTACKREACTION)
    • status_mmparry13: Runs On: ATTACKED Effects: parry13 (ATTACKREACTION)
    • status_parry20: Runs On: ATTACKED Effects: parry20 (ATTACKREACTION)
    • status_flameserpentriposte: Runs On: ATTACKPARRY Effects: riposteflameserpentsummon (SUMMONACTOR)
    • status_summonthornsreaction: Runs On: ATTACKED Effects: eff_summonthornreaction (SUMMONACTOR)
    • status_dropice: Runs On: ONMOVE Effects: eff_frostedstep (SUMMONACTOR)
    • status_mmelembuff1 (Elemental Resistance 1): Runs On: ONADD Your resistances to all elements is increased.
    • status_mmelembuff2 (Elemental Resistance 2): Runs On: ONADD Your resistances to all elements is increased.
    • status_addppextradamage (Strike Vital Point: Pain): Runs On: ATTACK Your critical hits and Budoka techniques cause enemies to take extra damage. Budoka skills cost +5 Energy.
    • status_addppbleed (Strike Vital Point: Bleed): Runs On: ATTACK Your critical hits and Budoka techniques cause enemies to bleed profusely. Budoka skills cost +5 Energy.
    • status_addppexplode (Strike Vital Point: Explode): Runs On: ATTACK Your critical hits and Budoka techniques cause enemies to explode when slain. Budoka skills cost +5 Energy.
    • status_mmcharmenemy1: Runs On: ATTACK Effects: charmenemyadder (ADDSTATUS)
    • status_mmcharmenemy5: Runs On: ATTACK Effects: charmenemy (ADDSTATUS)
    • status_permacharmed (Charmed): Runs On: TURNSTART Effects: charmed (INFLUENCETURN)
    • charmvisual: Hardcoded effect.
    • sleepvisual: Hardcoded effect.
    • status_hunterct: Runs On: ATTACK Effects: eff_shotgain (CHANGESTAT)
    • status_mmbrambles (Brambles): Runs On: ATTACKED Reflects damage.
    • status_mmthorns (Thorns): Runs On: ATTACKED Reflects damage.
    • swordparry (Skilled Parry): You will parry the next enemy attack.
    • status_mmbonedagger: Runs On: ATTACK Effects: eff_boneCT (CHANGESTAT)
    • status_mm20ctattack: Runs On: ATTACK Effects: eff_gainct20 (CHANGESTAT)
    • status_mmquiver1: Runs On: ATTACK Effects: eff_quiverct2 (CHANGESTAT)
    • status_mmquiver2: Runs On: ATTACK Effects: eff_quiverct3 (CHANGESTAT)
    • status_mmquiver3: Runs On: ATTACK Effects: eff_quiverct4 (CHANGESTAT)
    • status_sludgedeath (Sludge Death): Runs On: DESTROYED Effects: summonsludgedeath (SUMMONACTOR)
    • status_sludgehit: Runs On: ATTACK Effects: addtoxified50 (ADDSTATUS)
    • status_sludgehitweak: Runs On: ATTACK Effects: addtoxofied50lowproc (ADDSTATUS)
    • status_burnattack: Runs On: ATTACK Effects: addburning3 (ADDSTATUS)
    • status_makefires: Runs On: TURNEND Effects: summonchampfire (SUMMONACTOR)
    • status_mmreactroot: Runs On: ATTACKED Effects: addrooted3 (ADDSTATUS)
    • status_fishbleedproc: Runs On: ATTACK Effects: fishprocbleed (ADDSTATUS)
    • status_bloodlust: Hardcoded effect.
    • status_mmnordhelm: Runs On: ONADD Effects: energy5 (CHANGESTAT), stamina5 (CHANGESTAT)
    • status_thorns1: Runs On: ATTACKED Effects: urchinspikes (DAMAGE/'Urchin Spikes')
    • status_thorns2: Runs On: ATTACKED Effects: spinebrospikes (DAMAGE/'Urchin Spikes')
    • status_gamblercrit: Hardcoded effect.
    • gamblercards2: Hardcoded effect.
    • gamblercards3: Hardcoded effect.
    • status_cheatdeath: Hardcoded effect.
    • status_fatchance: Hardcoded effect.
    • status_vanishing50: Runs On: ATTACKED Effects: mmvanishing50 (MOVEACTOR)
    • status_vanishing25: Runs On: ATTACKED Effects: mmvanishing25 (MOVEACTOR)
    • status_rangedvanishing100: Runs On: ATTACKED Effects: mmvanishing100 (MOVEACTOR)
    • status_mmfrostscale: Runs On: ATTACKED Effects: addfrozen2 (ADDSTATUS)
    • status_mmfrostbite: Runs On: ATTACK Effects: addfrozen2_2 (ADDSTATUS)
    • upgradeaccessory1: Runs On: ONADD Effects: energy5 (CHANGESTAT), stamina5 (CHANGESTAT)
    • upgradeaccessory2: Runs On: ONADD Effects: energy10 (CHANGESTAT), stamina10 (CHANGESTAT)
    • upgradeaccessory3: Runs On: ONADD Effects: energy15 (CHANGESTAT), stamina15 (CHANGESTAT)
    • status_mmsamurai: Runs On: ONADD Effects: samuraiboost10 (ALTERBATTLEDATA)
    • status_mmsuperheavy: Hardcoded effect.
    • status_mmultraheavy: Hardcoded effect.
    • status_mmreflective: Hardcoded effect.
    • status_mmathyes: Runs On: ONADD Effects: firedamagebuff33 (ALTERBATTLEDATA)
    • mmdungeondigest: Runs On: ONADD Effects: spiritpowermult10 (ALTERBATTLEDATA)
    • mmlegshard: Hardcoded effect.
    • status_runicboost (Runic Boost): Runs On: ONADD Damage and defense boosted while near your Runic Crystal.
    • status_makelightning: Runs On: TURNEND Effects: summonlightning (SUMMONACTOR)
    • status_fortify (Fortify): Deflecting 25% of incoming damage to your Runic Crystal.
    • husynrecharge: Hardcoded effect.
    • dropsoul: Hardcoded effect.
    • dropsoul2: Hardcoded effect.
    • husynrunicbuff: Hardcoded effect.
    • autobarrier (Autobarrier): Runs On: ATTACKED 100% chance to block the next attack or physical skill.
    • hazardsweep: Hardcoded effect.
    • status_fungalspread: Runs On: ATTACKED Effects: spreadfungal (SUMMONACTOR)
    • reactexplode (Reactive Explosion): Runs On: ATTACKED Effects: reactiveexplosion (DAMAGE/'Explosion')
    • mmprocwinds: Runs On: ATTACK Effects: eff_windshred (DAMAGE/'Wind Shred')
    • envenom (Envenom): Your newly-applied Bleed effects will deal Poison damage instead of Physical.
    • rubymoon (Rubymoon): Hardcoded effect.
    • mmprocshadow: Runs On: ATTACK Effects: eff_shadowknives (DAMAGE/'Shadow Knives')
    • mmsoulsteal: Runs On: ATTACK Effects: eff_soulsteal (CHANGESTAT)
    • mmboostfirewaterdmg (Elemental Mastery 1): Runs On: ONADD +25% Fire and Water damage
    • mmprocfirewater: Runs On: ATTACK Effects: eff_antipodeflames (DAMAGE/'Antipode Flames'), eff_antipodeice (DAMAGE/'Antipode Ice')
    • banditfighting: Runs On: ONADD Effects: fightbandits (ALTERBATTLEDATA)
    • beastfighter25: Runs On: ONADD Effects: beastfight25 (ALTERBATTLEDATA)
    • status_mmchromeshredding: Runs On: ONADD Effects: fightrobots (ALTERBATTLEDATA)
    • harvestrobot: Hardcoded effect.
    • asceticgrab: Hardcoded effect.
    • qiwaveset: Hardcoded effect.
    • asceticaura: Runs On: ONCRIT Effects: addparalyzeproc20 (ADDSTATUS)
    • itemworldcrystalaura: Runs On: ONADD Effects: itemworldcrystalaura (SPECIAL)
    • status_dancermove: Hardcoded effect.
    • orispiritpower18: Runs On: ONADD Effects: spiritpowermult18 (ALTERBATTLEDATA)
    • oceangem: Runs On: ONADD Effects: waterdamagebuff25 (ALTERBATTLEDATA)
    • magicmirrors: Hardcoded effect.
    • shadowcast: Hardcoded effect.
    • doublebite_shadow (Shadow Boost): Runs On: ONADD +25% Shadow damage
    • doublebite_physical (Physical Boost): Runs On: ONADD +25% Physical damage
    • dragonscale: Runs On: ATTACKED Effects: dragonscaledef (ATTACKREACTION)
    • status_eregen: Runs On: TURNEND Effects: energyregen (CHANGESTAT)
    • draik: Hardcoded effect.
    • aetherslash: Runs On: ATTACK Effects: addaetherslashproc (ADDSTATUS)
    • bigstick: Runs On: ATTACK Effects: bigstick (MOVEACTOR)
    • starhelm: Runs On: TURNEND Effects: divinesmiteattack (DAMAGE)
    • wildnatureweapon: Runs On: ONADD Effects: poisondamagebuff25 (ALTERBATTLEDATA)
    • wildnaturevest: Runs On: ATTACKED Effects: wildnaturevestreaction (SUMMONACTOR)
    • resistroot50: Effects: resist_root_50 (IMMUNESTATUS)
    • wildnaturebonus1: Hardcoded effect.
    • wildnaturebonus2: Hardcoded effect.
    • mmprocbolt: Runs On: ATTACK Effects: procbolt25 (DAMAGE/'Heaven's Thunder')
    • mmhairband: Hardcoded effect.
    • status_mmvengeance: Hardcoded effect.
    • status_soothingaura: Hardcoded effect.
    • status_bountiful: Hardcoded effect.
    • status_enhancebleed: Runs On: PROCESSDAMAGE_ATTACKER Effects: enhancebleed_20 (SPECIAL)
    • status_juggernaut: Runs On: PROCESSDAMAGE_DEFENDER Effects: juggernaut (SPECIAL)
    • monsterundying: Runs On: PROCESSDAMAGE_DEFENDER Effects: monsterundying (SPECIAL)
    • status_capdamage25: Runs On: PROCESSDAMAGE_DEFENDER Effects: capdamage25 (SPECIAL)
    • status_giantgauntlet: Runs On: PROCESSDAMAGE_ATTACKER Effects: giantgauntlet_enhance (SPECIAL)
    • status_candleskull: Runs On: PROCESSDAMAGE_ATTACKER Effects: candleskull_enhance (SPECIAL)
    • status_jumpboots: Hardcoded effect.
    • waterdamage10: Runs On: ONADD Effects: waterdamagebuff10 (ALTERBATTLEDATA)
    • freezeattack: Runs On: ATTACK Effects: addfreezeproc (ADDSTATUS)
    • chillctaura: Runs On: TURNEND Effects: eff_chillctaura (CHANGESTAT)
    • blizzardgearbonus1: Runs On: ATTACKED Effects: blizzardgearbonus1react (ADDSTATUS)
    • blizzardgearbonus2: Hardcoded effect.
    • status_brilliant: Runs On: ATTACKBLOCK Effects: brilliantblindadder (ADDSTATUS)
    • swordmastery2_blindingparry: Runs On: ATTACKPARRY Effects: bblind (ADDSTATUS)
    • swordmastery3: Runs On: ATTACK Effects: swordmastery3_riposte (EMPOWERATTACK)
    • macemastery3: Hardcoded effect.
    • spearmastery3: Hardcoded effect.
    • staffmastery3: Hardcoded effect.
    • axemastery3: Hardcoded effect.
    • bowmastery3: Hardcoded effect.
    • daggermastery2: Hardcoded effect.
    • daggermastery3: Runs On: ATTACK Effects: daggermastery3_crit (EMPOWERATTACK)
    • macemastery2: Runs On: ATTACK Effects: macemastery2bonus (EMPOWERATTACK)
    • bowmastery2: Runs On: ATTACK Effects: empowerbowmastery2 (EMPOWERATTACK)
    • axemastery2: Runs On: ATTACK Effects: empoweraxemastery2 (EMPOWERATTACK)
    • spearmastery2: Hardcoded effect.
    • monmod_avenger: Hardcoded effect.
    • monmod_harrier: Runs On: TURNEND Effects: harriershot (DAMAGE/'Harrier Shot')
    • status_icearmor (Ice Armor): Runs On: ATTACKED Reflects damage.
    • status_cspearbleed: Runs On: ATTACK Effects: addcrystalbleed (ADDSTATUS)
    • crystalreact: Runs On: ATTACKBLOCK Effects: crystalpara (ADDSTATUS), crystalstun (ADDSTATUS)
    • crystalarmamentbonus1: Runs On: ATTACKED Effects: crystalshield (ADDSTATUS)
    • crystalarmamentbonus2: Hardcoded effect.
    • staffmastery2: Hardcoded effect.
    • fistmastery2: Hardcoded effect.
    • spiritcollected (Echo Collected): You have collected an Echo of a fallen enemy.
    • status_collect_wildcards: Hardcoded effect.
    • spiritcollector: Hardcoded effect.
    • eyeshield: Hardcoded effect.
    • catears: Runs On: ATTACK Effects: proccharmenemy (ADDSTATUS), catears50 (ADDSTATUS)
    • status_mmtrumpet: Runs On: ATTACK Effects: trumpetbuff (ADDSTATUS)
    • findhealth: Hardcoded effect.
    • status_friendlysludgehit: Runs On: ATTACK Effects: toxifiedproc (ADDSTATUS)
    • status_shocktouch2: Runs On: ATTACK Effects: shock_mm_proc_dmg_mon (DAMAGE/'Shock'), addparalyzeproc50 (ADDSTATUS)
    • status_shocktouch: Runs On: ATTACK Effects: addparalyzeproc50 (ADDSTATUS)
    • status_echobolts (Echo Bolts): Runs On: ATTACK Ranged attacks deal more damage and reduce elemental defense at the cost of one Echo.
    • spiritmaster: Hardcoded effect.
    • status_immunology: Effects: resist_all_negative_33 (IMMUNESTATUS)
    • status_longshot1: Runs On: ATTACK Effects: longshot1 (EMPOWERATTACK)
    • status_longshot2: Runs On: ATTACK Effects: longshot2 (EMPOWERATTACK)
    • status_mmsealing15 (Sealing): Runs On: ATTACK Effects: sealing15 (ADDSTATUS)
    • status_withering (Withering): Runs On: ATTACK Effects: witheringstatus (ADDSTATUS)
    • status_quickening1: Runs On: USEABILITY Effects: quickenct4 (CHANGESTAT)
    • status_quickening2: Runs On: USEABILITY Effects: quickenct7 (CHANGESTAT)
    • status_prismatic: Hardcoded effect.
    • reactgainenergy: Runs On: ATTACKED Effects: crystalgainenergy (CHANGESTAT)
    • elemdamageboost3: Runs On: ONADD Effects: elemdamageboost3 (ALTERBATTLEDATA)
    • elemdamageboost6: Runs On: ONADD Effects: elemdamageboost6 (ALTERBATTLEDATA)
    • elemdamageboost9: Runs On: ONADD Effects: elemdamageboost9 (ALTERBATTLEDATA)
    • elemdamageboost12: Runs On: ONADD Effects: elemdamageboost12 (ALTERBATTLEDATA)
    • elemdamageboost15: Runs On: ONADD Effects: allelemdmgup15 (ALTERBATTLEDATA)
    • elemdamageboost18: Runs On: ONADD Effects: elemdamageboost18 (ALTERBATTLEDATA)
    • rangeddamageboost4: Runs On: ATTACK Effects: dmgrange4 (EMPOWERATTACK)
    • rangeddamageboost8: Runs On: ATTACK Effects: dmgrange8 (EMPOWERATTACK)
    • rangeddamageboost12: Runs On: ATTACK Effects: dmgrange12 (EMPOWERATTACK)
    • rangeddamageboost16: Runs On: ATTACK Effects: dmgrange16 (EMPOWERATTACK)
    • rangeddamageboost20: Runs On: ATTACK Effects: dmgrange20 (EMPOWERATTACK)
    • rangeddamageboost24: Runs On: ATTACK Effects: dmgrange24 (EMPOWERATTACK)
    • rangeddamageboost28: Runs On: ATTACK Effects: dmgrange28 (EMPOWERATTACK)
    • statboost1: Runs On: ONADD Effects: disc2 (CHANGESTAT), spirit2 (CHANGESTAT), strength2 (CHANGESTAT), swift2 (CHANGESTAT), guile2 (CHANGESTAT)
    • statboost2: Runs On: ONADD Effects: disc4 (CHANGESTAT), spirit4 (CHANGESTAT), strength4 (CHANGESTAT), swiftness4 (CHANGESTAT), guile4 (CHANGESTAT)
    • statboost3: Runs On: ONADD Effects: disc6 (CHANGESTAT), spirit6 (CHANGESTAT), strength6 (CHANGESTAT), swift6 (CHANGESTAT), guile6 (CHANGESTAT)
    • statboost4: Runs On: ONADD Effects: disc8 (CHANGESTAT), spirit8 (CHANGESTAT), strength8 (CHANGESTAT), swift8 (CHANGESTAT), guile8 (CHANGESTAT)
    • statboost5: Runs On: ONADD Effects: disc10 (CHANGESTAT), spirit10 (CHANGESTAT), strength10 (CHANGESTAT), swiftness10 (CHANGESTAT), guile10 (CHANGESTAT)
    • status_mmbutterfly: Runs On: ONCRIT Effects: butterflybleed (ADDSTATUS)
    • itemdream_meleeboost: Runs On: ATTACK Effects: itemdreammeleeboost (EMPOWERATTACK)
    • block8: Runs On: ATTACKED Effects: block8 (ATTACKREACTION)
    • block5: Runs On: ATTACKED Effects: block5 (ATTACKREACTION)
    • fistmastery3: Runs On: ATTACK Effects: addconfidence (ADDSTATUS)
    • remap_brigand_cloakanddagger1: Effects: remapcloakdagger (ABILITYCOSTMODIFIER)
    • remap_brigand_firebomb1: Effects: remapfirebomb (ABILITYCOSTMODIFIER)
    • remap_edgethane_versesuppression_1: Effects: remapversesuppression (ABILITYCOSTMODIFIER)
    • remap_spellshaper_acidevocation_1: Effects: remapacidevocation (ABILITYCOSTMODIFIER)
    • remap_gambler_rollthebones_1: Effects: remaprollthebones (ABILITYCOSTMODIFIER)
    • remap_brigand_escapeartist_1: Effects: remapescapeartist (ABILITYCOSTMODIFIER)
    • remap_husyn_runiccrystal_1: Effects: remapruniccrystal (ABILITYCOSTMODIFIER)
    • remap_paladin_radiantaura_1: Effects: remapradiantaura (ABILITYCOSTMODIFIER)
    • remap_soulkeeper_summonelemspirit_1: Effects: remapsummonelemspirit (ABILITYCOSTMODIFIER)
    • remap_hunter_beartraps_1: Effects: remapbeartraps (ABILITYCOSTMODIFIER)
    • remap_budoka_ironbreathing_1: Effects: remapironbreathing (ABILITYCOSTMODIFIER)
    • remap_edgethane_verseelements_1: Effects: remapverseelements (ABILITYCOSTMODIFIER)
    • remap_budoka_powerkick_1: Effects: remappowerkick (ABILITYCOSTMODIFIER)
    • remap_spellshaper_materialize_1: Effects: remapmaterialize (ABILITYCOSTMODIFIER)
    • remap_edgethane_highlandcharge_1: Effects: remaphighlandcharge (ABILITYCOSTMODIFIER)
    • remap_gambler_doubledown_1: Effects: remapdoubledown (ABILITYCOSTMODIFIER)
    • remap_soulkeeper_aetherslash_1: Effects: remapaetherslash (ABILITYCOSTMODIFIER)
    • remap_paladin_smiteevil_1: Effects: remapsmiteevil (ABILITYCOSTMODIFIER)
    • remap_sworddancer_icetortoise_1: Effects: remapicetortoise (ABILITYCOSTMODIFIER)
    • remap_floramancer_summonlivingvine1: Effects: remapsummonliving (ABILITYCOSTMODIFIER)
    • remap_floramancer_vineswing1: Effects: remapvineswing (ABILITYCOSTMODIFIER)
    • remap_sworddancer_wildhorse_1: Effects: remapwildhorse (ABILITYCOSTMODIFIER)
    • remap_floramancer_detonatevines1: Effects: remapdetonatevines (ABILITYCOSTMODIFIER)
    • remap_sworddancer_holdthemoon_1: Effects: remapholdthemoon (ABILITYCOSTMODIFIER)
    • remap_paladin_righteouscharge_1: Effects: remaprighteouscharge (ABILITYCOSTMODIFIER)
    • remap_budoka_hundredfists_1: Effects: remaphundredfists (ABILITYCOSTMODIFIER)
    • remap_hunter_hailofarrows_1: Effects: remaphailofarrows (ABILITYCOSTMODIFIER)
    • remap_hunter_shadowstalk_1: Effects: remapshadowstalk (ABILITYCOSTMODIFIER)
    • remap_gambler_hotstreak_1: Effects: remaphotstreak (ABILITYCOSTMODIFIER)
    • remap_husyn_crystalshift_1: Effects: remapcrystalshift (ABILITYCOSTMODIFIER)
    • remap_husyn_gravitysurge_1: Effects: remapgravitysurge (ABILITYCOSTMODIFIER)
    • remap_soulkeeper_summonshade_1: Effects: remapsummonshade1 (ABILITYCOSTMODIFIER)
    • remap_spellshaper_raytoburst: Effects: remapspellshaperay (ABILITYCOSTMODIFIER)
    • edgethane_survive50 (Indominatable Spirit): Runs On: ONADD +10% damage, +15% defense.
    • thanebonus2: Hardcoded effect.
    • thanebonus3: Hardcoded effect.
    • glorious_battler_passive: Hardcoded effect.
    • twohand_specialist: Hardcoded effect.
    • status_ignore3pdamage: Runs On: PROCESSDAMAGE_DEFENDER Effects: ignore_3p_damage (SPECIAL)
    • runic_crystal2_buff: Runs On: TAKEDAMAGE Effects: add_runic_charge_self (ADDSTATUS)
    • runic_charge (Runic Charge): Runs On: TURNEND Effects: runic_charge_execute (SPECIAL)
    • status_shadowking (Shadow Aura): Hardcoded effect.
    • status_goldaura (Gold Aura): Hardcoded effect.
    • status_extrajpxp: Hardcoded effect.
    • status_jp10perm: Hardcoded effect.
    • status_flask_megaflavor (Mega Flavor): Your next Flask drink will boost all stats significantly.
    • dream_mon_shadow: Runs On: ONADD Effects: dream_mon_shadow (ALTERBATTLEDATA)
    • dream_mon_fire: Runs On: ONADD Effects: dream_mon_fire (ALTERBATTLEDATA)
    • dream_mon_water: Runs On: ONADD Effects: dream_mon_water (ALTERBATTLEDATA)
    • dream_mon_poison: Runs On: ONADD Effects: dream_mon_poison (ALTERBATTLEDATA)
    • dream_mon_lightning: Runs On: ONADD Effects: dream_mon_lightning (ALTERBATTLEDATA)
    • status_gen_fireburst: Runs On: TURNEND Effects: eff_summon_fireburst (SUMMONACTOR)
    • status_mmprocfist: Runs On: ATTACK Effects: psychic_fist_proc (DAMAGE/'Psychic Fist')
    • status_random_iceshards: Runs On: ATTACKED Effects: summonicetortoise_random (SUMMONACTOR)
    • status_weap_vampiric: Runs On: KILLENEMY_NOT_WORTHLESS Effects: vampiric_heal (CHANGESTAT)
    • status_regain_energy_kill: Runs On: KILLENEMY_NOT_TRIVIAL Effects: energy_heal_kill (CHANGESTAT)
    • status_regain_stamina_kill: Runs On: KILLENEMY_NOT_TRIVIAL Effects: stamina_heal_kill (CHANGESTAT)
    • status_weap_igniting: Runs On: ATTACK Effects: add_weap_ignite (ADDSTATUS)
    • status_weap_shocking: Runs On: ATTACK Effects: shock_mm_proc_dmg (DAMAGE/'Shock')
    • status_causefear: Runs On: ATTACK Effects: add_fear_mm (ADDSTATUS)
    • status_immune_paralyze: Effects: resist_paralyze_100 (IMMUNESTATUS)
    • status_immune_sealed: Effects: resist_sealed_100 (IMMUNESTATUS)
    • status_invincible_heal (Invincible): Runs On: TURNEND Effects: invicibleheal (CHANGESTAT)
    • monster_resource_heal: Runs On: TURNEND Effects: monst_res_heal1 (CHANGESTAT), monst_res_heal2 (CHANGESTAT)
    • status_invincible_def: Runs On: ONADD Effects: invincible_def (ALTERBATTLEDATA)
    • status_blasting: Runs On: CAUSE_DAMAGE Effects: withering_book (SPECIAL)
    • status_ct_sniping: Runs On: ATTACK Effects: ct_sniping (EMPOWERATTACK)
    • status_magus_atk: Runs On: ATTACK Effects: magus_atk (EMPOWERATTACK)
    • status_revenge_block: Runs On: ATTACKBLOCK Effects: revenge_block (DAMAGE/'Revenge')
    • status_overdraw: Runs On: ATTACK Effects: overdraw (EMPOWERATTACK)
    • status_alacrity: Runs On: KILLENEMY_NOT_TRIVIAL Effects: alacrity_cd_reduction (SPECIAL)
    • status_blockparry_reduce: Runs On: ATTACKED Effects: denalind_reduce (ATTACKREACTION)
    • goldblock: Runs On: ATTACKED Effects: goldblock (ATTACKREACTION)
    • status_addshadowwolfpoison: Runs On: ATTACK Effects: shadowwolf_addpoison (ADDSTATUS)
    • status_vezak_addpoison: Runs On: ATTACK Effects: vezak_addpoison (ADDSTATUS)
    • status_attackaddfire: Runs On: ATTACK Effects: eff_summon_movefire (SUMMONACTOR)
    • status_swing_adddefense10: Runs On: ATTACK Effects: add_def10 (ADDSTATUS)
    • status_immune_poisonbleed: Effects: resist_poison_bleed_100 (IMMUNESTATUS)
    • status_immune_defenselower (Immunity Defense Lower): Effects: resist_defenselower_100 (IMMUNESTATUS)
    • blackfurbonus2: Hardcoded effect.
    • emeraldsetbonus1: Hardcoded effect.
    • emeraldsetbonus2: Hardcoded effect.
    • wildchildbonus2: Hardcoded effect.
    • wildchildbonus3: Hardcoded effect.
    • status_mm1tileknockback: Runs On: ATTACK Effects: knockback_1tile (MOVEACTOR)
    • status_attackaddthorns: Runs On: ATTACK Effects: summonthorn_attack (SUMMONACTOR), summonthorn_attack_2 (SUMMONACTOR)
    • status_attackmoonbeam: Runs On: ATTACK Effects: summon_moonbeam_attack (SUMMONACTOR)
    • learnmonsterskills: Hardcoded effect.
    • status_lowlifeheal: Runs On: TURNEND Effects: lowlifeheal (CHANGESTAT)
    • status_feralfighting (Feral Fighting): Runs On: ATTACK Adding a Bite to all your melee attacks at the cost of 9 Stamina per attack.
    • status_panthoxskin: Hardcoded effect.
    • status_herbforaging: Hardcoded effect.
    • status_dragonbrave: Hardcoded effect.
    • clawmastery2: Effects: resist_attacklower_100 (IMMUNESTATUS), resist_paralyze_100 (IMMUNESTATUS)
    • clawmastery3 (Razor Step): Runs On: ONMOVE Effects: razorstep_damage (DAMAGE/'Razor Step')
    • dronereset25: Hardcoded effect.
    • dronereset50: Hardcoded effect.
    • passive_addinstantadaptation: Hardcoded effect.
    • status_instantadaptation: Runs On: TAKEDAMAGE Effects: instant_adaptation (SPECIAL)
    • react_summonlaserdrone: Runs On: ATTACKED Effects: eff_summondronereact (SUMMONACTOR)
    • status_opulent: Runs On: ATTACK Effects: opulent_spender (SPECIAL)
    • status_fatemiss: Hardcoded effect.
    • giltouched: Hardcoded effect.
    • goldarmor: Runs On: ATTACKED Effects: gilcoated_block (ATTACKREACTION)
    • randomelemental_attack: Runs On: ATTACK Effects: eff_chaosstrike (DAMAGE/'Chaos Strike')
    • status_weap_wounds: Runs On: ATTACK Effects: add_cutheal_75 (ADDSTATUS)
    • sthergebonus2: Effects: remapreverberate (ABILITYCOSTMODIFIER)
    • blackfurbonus1: Effects: remapcleave (ABILITYCOSTMODIFIER)
    • ramirelbonus2: Effects: remapsmokecloud (ABILITYCOSTMODIFIER)
    • status_mmsongblade: Runs On: ATTACK Effects: songblade_trigger (SPECIAL)
    • reactwarptoplayer: Runs On: ATTACKED Effects: warptoplayer_special (SPECIAL)
    • status_mmphasmacharge: Runs On: USEABILITY Effects: spend_energy_gainrangedpower (SPECIAL)
    • status_breathstealer: Runs On: ATTACK Effects: seal_nonhostile_enemy (ADDSTATUS)
    • status_dismantler: Runs On: ATTACK Effects: paralyze_nonhostile_enemy (ADDSTATUS)
    • ramirelstealth: Hardcoded effect.
    • heavyarmormastery1: Hardcoded effect.
    • lightarmormastery1: Hardcoded effect.
    • mediumarmormastery1: Hardcoded effect.
    • meltblockparry: Runs On: ATTACK Effects: add_meltblockparry (ADDSTATUS)
    • add_leadtouch_onattack: Runs On: ATTACK Effects: add_meltblockparry50 (ADDSTATUS)
    • starcaller: Runs On: ATTACK Effects: starshard_damage (DAMAGE/'Starshards')
    • status_confuseblock: Runs On: ATTACKBLOCK Effects: confuseblock_adder (ADDSTATUS)
    • status_makelightning2: Runs On: TURNEND Effects: summonlightning2 (SUMMONACTOR)
    • status_champdroptoxic: Runs On: ONMOVE Effects: eff_droptoxiccloud (SUMMONACTOR)
    • status_explosive2: Runs On: ATTACKED Effects: eff_champbombsummon2 (SUMMONACTOR)
    • lifesap_onhit: Runs On: ATTACK Effects: lifesap_damage (SPECIAL/'Lifesap')
    • healdampening_ondmg: Runs On: PROCESSDAMAGE_ATTACKER Effects: healdampening_ondmg_add (ADDSTATUS/'Heal Dampening')
    • status_jptogold: Hardcoded effect.
    • status_taunting: Hardcoded effect.
    • status_fasthealing: Hardcoded effect.
    • status_mon_counterattack: Hardcoded effect.
    • status_shadowvulnonhit: Runs On: ATTACK Effects: addshadowdebuff50 (ADDSTATUS)
    • monster_riposte: Runs On: ATTACKED Effects: counterbite_dmg (DAMAGE/'Counter Bite')
    • status_chargepowershot: Runs On: ONMOVE Effects: add_poisoncharge (ADDSTATUS)
    • poisoncharge_forshot: Runs On: TURNEND Effects: add_acidburstshot (ADDSTATUS)
    • emblemwellrounded1: Runs On: ONADD Effects: swift4 (CHANGESTAT), guile4 (CHANGESTAT), strength4 (CHANGESTAT), swiftness4 (CHANGESTAT), spirit4 (CHANGESTAT)
    • emblemwellrounded2: Runs On: ONADD Effects: disc8 (CHANGESTAT), spirit8 (CHANGESTAT), strength8 (CHANGESTAT), swift8 (CHANGESTAT), guile8 (CHANGESTAT)
    • emblemwellrounded3: Runs On: ONADD Effects: disc12 (CHANGESTAT), strength12 (CHANGESTAT), spirit12 (CHANGESTAT), swift12 (CHANGESTAT), guile12 (CHANGESTAT)
    • emblem_brigand_tier0_bleedbonus: Hardcoded effect.
    • emblem_brigand_tier0_stealthbonus: Effects: stealth_60 (ALTERBATTLEDATA)
    • emblem_brigand_tier1_bleeddef: Runs On: PLAYER_CAUSE_STATUS Effects: bleed_lower_def_onaddstatus (SPECIAL)
    • emblem_brigand_tier1_smokecloud: Hardcoded effect.
    • emblem_brigand_tier2_autokill: Runs On: ATTACK Effects: autokill (SPECIAL)
    • emblem_brigand_tier2_stealthstun: Runs On: ATTACK Effects: brigand_stealthstun (ADDSTATUS)
    • emblem_floramancer_tier0_pethealth: Hardcoded effect.
    • emblem_floramancer_tier1_resummon: Hardcoded effect.
    • emblem_floramancer_tier1_thornbuff: Runs On: ATTACKED Effects: thornskindmg_ranged (DAMAGE/'Thorny Counter')
    • emblem_floramancer_tier2_pethealing: Hardcoded effect.
    • emblem_floramancer_tier2_vineburst: Hardcoded effect.
    • emblem_sworddanceremblem_tier0_wildhorse: Runs On: TURNEND Effects: addthundercharge_wh (ADDSTATUS), addparry4_wh (ADDSTATUS)
    • emblem_sworddanceremblem_tier0_attackstep: Runs On: ATTACK Effects: boostattack_move (EMPOWERATTACK)
    • emblem_sworddanceremblem_tier1_flames: Runs On: CAUSE_DAMAGE Effects: flame_pierceres (SPECIAL)
    • emblem_sworddanceremblem_tier2_parry: Hardcoded effect.
    • emblem_sworddanceremblem_tier2_icefreeze: Hardcoded effect.
    • emblem_sworddanceremblem_tier2_dragontail: Hardcoded effect.
    • emblem_spellshaperemblem_tier0_elemental: Runs On: ONADD Effects: elemdmg_ss_6 (ALTERBATTLEDATA)
    • emblem_spellshaperemblem_tier0_aura: Hardcoded effect.
    • emblem_spellshaperemblem_tier1_evocation: Hardcoded effect.
    • emblem_spellshaperemblem_tier1_randomlash: Runs On: ATTACKED Effects: materialize_elem_reaction (SUMMONACTOR)
    • emblem_spellshaperemblem_tier2_tpburst: Hardcoded effect.
    • emblem_spellshaperemblem_tier2_elemreact: Runs On: PROCESSDAMAGE_DEFENDER Effects: emblem_elem_resbuff (ADDSTATUS)
    • emblem_soulkeeperemblem_tier0_pets: Hardcoded effect.
    • emblem_soulkeeperemblem_tier1_reflect: Hardcoded effect.
    • emblem_soulkeeperemblem_tier1_summonlength: Hardcoded effect.
    • emblem_soulkeeperemblem_tier2_echopull: Runs On: TURNEND Effects: emblem_echopull (SPECIAL)
    • emblem_soulkeeperemblem_tier2_soulshade: Runs On: ONCRIT Effects: crit_soulshade (SUMMONACTOR)
    • emblem_paladinemblem_tier0_divinedmg: Runs On: ONADD Effects: paladin_dmg_upgrade (ALTERBATTLEDATA)
    • emblem_paladinemblem_tier0_block: Hardcoded effect.
    • emblem_paladinemblem_tier1_wrathelemdmg: Hardcoded effect.
    • emblem_paladinemblem_tier1_wrathelemdef: Hardcoded effect.
    • emblem_paladinemblem_tier2_critwrath: Runs On: ONCRIT Effects: addwrathcharge_critver (ADDSTATUS)
    • emblem_paladinemblem_tier2_maxblock: Hardcoded effect.
    • emblem_wildchildemblem_tier0_technique: Hardcoded effect.
    • emblem_wildchildemblem_tier0_claws: Runs On: ATTACK Effects: clawdamageboost (EMPOWERATTACK)
    • emblem_wildchildemblem_tier1_forage: Runs On: ONADD Hardcoded effect.
    • emblem_wildchildemblem_tier1_champion: Hardcoded effect.
    • emblem_wildchildemblem_tier2_monpowers: Runs On: ONADD Effects: wildchild_monpower (ALTERBATTLEDATA)
    • emblem_wildchildemblem_tier2_straddle: Hardcoded effect.
    • emblem_edgethaneemblem_tier0_lowhp: Runs On: PROCESSDAMAGE_DEFENDER Effects: ground_dmg_mitigate (SPECIAL)
    • emblem_edgethaneemblem_tier0_song: Runs On: THANESONG_LEVELUP Effects: emblem_thane_energyheal (CHANGESTAT), emblem_thane_staminaheal (CHANGESTAT)
    • emblem_edgethaneemblem_tier1_lowhp: Runs On: TURNEND Effects: hasted5 (CHANGESTAT)
    • emblem_edgethaneemblem_tier1_song: Runs On: THANESONG_LEVELUP Effects: emblem_thane_addcrit (ADDSTATUS)
    • emblem_edgethaneemblem_tier2_lowhp: Runs On: TURNEND Effects: emblem_thane_addres18 (ADDSTATUS)
    • emblem_edgethaneemblem_tier2_song: Runs On: THANESONG_LEVELUP Effects: emblem_thane_stunshout (ADDSTATUS)
    • emblem_gambleremblem_tier0_heal: Runs On: ONHEAL Effects: gamblerdoublehealing (SPECIAL)
    • emblem_gambleremblem_tier1_crit: Runs On: TAKEDAMAGE Effects: gambleremblem_addcritbuff (SPECIAL)
    • emblem_gambleremblem_tier1_luck: Runs On: ATTACKED Effects: gambler_coindef (ATTACKREACTION)
    • emblem_gambleremblem_tier2_cards: Runs On: ATTACK Effects: gambleremblem_cardtoss (DAMAGE/'Card Toss')
    • emblem_gambleremblem_tier2_luck: Hardcoded effect.
    • emblem_budokaemblem_tier0_spiritfists: Hardcoded effect.
    • emblem_budokaemblem_tier0_fear: Runs On: ONCRIT, KILLENEMY_NOT_WORTHLESS Effects: budokaemblem_causefear (ADDSTATUS)
    • emblem_budokaemblem_tier1_elemental: Runs On: ATTACK Effects: elemfists_budokaemblem (EMPOWERATTACK)
    • emblem_budokaemblem_tier1_tough: Runs On: ONADD Effects: elemres_6all (ALTERBATTLEDATA)
    • emblem_budokaemblem_tier2_qi: Runs On: USEABILITY Effects: qistrike_weaker (DAMAGE/'Qi Wave')
    • emblem_budokaemblem_tier2_hamedo: Hardcoded effect.
    • emblem_husynemblem_tier0_energy: Runs On: ONADD Effects: lightningdmg_12 (ALTERBATTLEDATA)
    • emblem_husynemblem_tier0_runic: Hardcoded effect.
    • emblem_husynemblem_tier1_weapon: Runs On: ATTACK Effects: speardamageboost (EMPOWERATTACK)
    • emblem_husynemblem_tier1_runic: Hardcoded effect.
    • emblem_husynemblem_tier2_runic: Hardcoded effect.
    • emblem_hunteremblem_tier0_arrows: Runs On: ATTACK Effects: empower_crit5 (EMPOWERATTACK)
    • emblem_hunteremblem_tier0_shadow: Hardcoded effect.
    • emblem_hunteremblem_tier1_wolf: Hardcoded effect.
    • emblem_hunteremblem_tier1_shadow: Hardcoded effect.
    • emblem_hunteremblem_tier2_tech: Runs On: ONADD Effects: hunter_dmgboost (ALTERBATTLEDATA)
    • emblem_hunteremblem_tier2_stalk: Hardcoded effect.

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    Appendix: Monster Prefabs

    Here is the complete list of all monster prefabs currently available for use.

    • BanditSniper (Used by monster ref mon_banditsniper / Bandit Sniper)
    • BarrierCrystal (Used by monster ref mon_barriercrystal / Barrier Crystal)
    • BigUrchin (Used by monster ref mon_bigurchin / Spinebro)
    • CrystalLaserSummoner (Used by monster ref mon_crystallaser / Phasma Orbiter)
    • FinalBossPhase2 (Used by monster ref mon_finalboss2 / Shara Colossus)
    • FireSlime (Used by monster ref mon_firejelly / Fire Jelly)
    • FungalColumn (Used by monster ref mon_fungalcolumn / Fungal Column)
    • GuardianArachnid (Used by monster ref mon_guardianspiderboss / Guardian Arachnoid)
    • GuardianDisc (Used by monster ref mon_medicrobotcaster / Medi-Ray Dispatcher)
    • GuardianOrbiter (Used by monster ref mon_guardianorbiter / Guardian Orbiter)
    • GuardianSeeker (Used by monster ref mon_guardianseeker / Guardian Seeker)
    • HeavySentryBot (Used by monster ref mon_sentrybot2 / Heavy Support Sentry)
    • LaserTurret (Used by monster ref mon_phasmaturret / Phasma Emitter)
    • MadderScientist (Used by monster ref mon_sideareaboss4 / Research Overseer)
    • MiniSentryBot (Used by monster ref mon_sentrybot / Sentry Bot)
    • MonsterAirPirahnas (Used by monster ref mon_pirahnas / Airacudas)
    • MonsterAirPirahnas_Alt (Used by monster ref mon_purplepirahnas / Corrupted Airacudas)
    • MonsterAncientSalamander (Used by monster ref mon_komodon / Grizzled Komodon)
    • MonsterBanditBowman (Used by monster ref mon_bandithunter / Treasure Hunter)
    • MonsterBanditBrigand (Used by monster ref mon_banditbrigand / Bandit Brigand)
    • MonsterBanditLady (Used by monster ref mon_banditswordmaster / Battousai)
    • MonsterBanditLady_Alt (Used by monster ref mon_purplebanditswordmaster / Corrupted Battousai)
    • MonsterBanditSpellshaper (Used by monster ref mon_banditbuffslinger / Bandit Buffslinger)
    • MonsterBanditSpellshaperRed (Used by monster ref mon_banditspellshaper / Bandit Spellshaper)
    • MonsterBanditWarlord (Used by monster ref mon_banditwarlord / Duke Dirtbeak)
    • MonsterBoneCrab (Used by monster ref mon_summonedbonecrab / Summoned Bonecrab)
    • MonsterBrigand (Used by monster ref mon_nightmareking / ~ Nightmare Queen ~)
    • MonsterCaveFlyer (Used by monster ref mon_grottoflyer / Grotto Flyer)
    • MonsterCaveLion (Used by monster ref mon_cavelion / Panthox)
    • MonsterDarkChemist (Used by monster ref mon_alchemist / Mad Chemist)
    • MonsterDarkfrog (Used by monster ref mon_darkfrog / Darkfrog)
    • MonsterFinalBoss1 (Used by monster ref mon_finalbossai / Supervisor Z-99)
    • MonsterFlameBird (Used by monster ref mon_youngfireelemental / Ember Spirit)
    • MonsterFungalFrog (Used by monster ref mon_fungaltoad / Fungal Toad)
    • MonsterGhostSamurai (Used by monster ref mon_ghostsamurai / Wraith)
    • MonsterGreenLizard (Used by monster ref mon_jadesalamander / Jade Salamander)
    • MonsterGuardianSphere (Used by monster ref mon_guardiansphere / Guardian Sphere)
    • MonsterIceSlime (Used by monster ref mon_frostedjellyboss / Frosted Jelly)
    • MonsterIceSlime_Alt (Used by monster ref mon_purplefrostedjelly / Corrupted Jelly)
    • MonsterJadeBeetle (Used by monster ref mon_jadebeetle / Goliath Beetle)
    • MonsterLandShark (Used by monster ref mon_mottledsandjaw / Mottled Sandjaw)
    • MonsterLavaViper (Used by monster ref mon_rockviperlava / Lava Viper)
    • MonsterLightningElemental (Used by monster ref mon_younglightningelemental / Thunder Spirit)
    • MonsterLivingVine (Used by monster ref mon_livingvine / Floraconda)
    • MonsterLizard (Used by monster ref mon_salamander / Salamander)
    • MonsterMiniCaveLion (Used by monster ref mon_minicavelion / Summoned Mini-Panthox)
    • MonsterMiniIceSlime (Used by monster ref mon_minifrostedjelly / Mini Frosted Jelly)
    • MonsterMiniSlime (Used by monster ref mon_minimossjelly / Mini Moss Jelly)
    • MonsterMossBeast (Used by monster ref mon_mossbeast / Verdigrizzly)
    • MonsterNaturalRobot (Used by monster ref mon_hoverbot / Guardian Steward)
    • MonsterNewGolem (Used by monster ref mon_ancientsteamgolem / Guardian Quadriped)
    • MonsterPlunderer (Used by monster ref mon_plunderer / Plunderer)
    • MonsterPoisonElemental (Used by monster ref mon_poisonelemental / Sludge Spirit)
    • MonsterRedCrab (Used by monster ref mon_redcrab / Crabbid)
    • MonsterRoachSpider (Used by monster ref mon_creepingspider / Cave Stalker)
    • MonsterRoboTank (Used by monster ref mon_destroyer / Destroyer)
    • MonsterRobotSnake (Used by monster ref mon_robotsnake / Guardian Lurker)
    • MonsterRockGolem (Used by monster ref mon_rockgolem / Craggan)
    • MonsterRockViper (Used by monster ref mon_rockviper / Rock Viper)
    • MonsterSentryAssembler (Used by monster ref mon_sentryassembler / Sentry Assembler)
    • MonsterShadowElemental (Used by monster ref mon_shadowelementalboss / Demon Spirit)
    • MonsterShadowPanther (Used by monster ref mon_darkcavelion / Dark Panthox)
    • MonsterSlime (Used by monster ref mon_tutorialmossjelly / Moss Jelly)
    • MonsterSlimeRat (Used by monster ref mon_slimerat / Mold-Infested Vermin)
    • MonsterSpawner (Used by monster ref mon_itemworldcrystal / Item Dream Crystal)
    • MonsterSteamGolem (Used by monster ref mon_heavygolem / Heavy Golem)
    • MonsterSwampToad (Used by monster ref mon_swamptoad / Bog Frog)
    • MonsterTargetDummy (Used by monster ref mon_targetdummy / Target Dummy)
    • MonsterVineStalker (Used by monster ref mon_vinestalker / Vine Stalker)
    • MonsterWaterElementalA (Used by monster ref mon_youngwaterelemental / River Spirit)
    • MonsterWaterElementalA_Alt (Used by monster ref mon_purplewaterelemental / Corrupted River Spirit)
    • Neutralizer (Used by monster ref mon_neutralizer / Neutralizer)
    • Panthrox (Used by monster ref mon_dimriftboss / Mighty Panthrox)
    • PoisonUrchin (Used by monster ref mon_toxicurchin / Quillkin)
    • RunicCrystal (Used by monster ref mon_runiccrystal / Runic Crystal)
    • SpiritWolf (Used by monster ref mon_hunterwolf / Spirit Wolf)
    • SpittingPlant (Used by monster ref mon_plantturret / Spitting Plant)
    • ThunderSlime (Used by monster ref mon_electricjelly / Electric Jelly)

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