Player ID (3ye4u4)
IGN : Kilratis
Aura Directions
1. X - Aura can be directed diagonally
2. Double & Triple Arrow (->->) - meaning the aura is extended on the next unit where the aura is pointed.
3. Reverse Aura - Hero with reverse aura gets the aura of the hero its pointing,
sample: if your archer has no aura on front but the unit in front of it has a reverse aura on the back, the unit on the front will also take the aura of the archer
4. Combination Aura - Unit has a reverse, X or normal aura
5. Family Aura - Units with same Aura color pointing at each other will increase its effect by 20%
6. Leaders Aura - Squad can only have 1 unit with Leaders Aura, Leaders Aura is Applied to everyone.
7. Hybrid Aura - instead of Arrow. units will have a number indicated as aura, meaning that the tile positioned where the number is pointing will have the effect of the aura
sample: if unit has 2 on the front aura location, the affected unit location is 2 slot in front of the source
Shadow Class Unique Aura
1. Unique Leaders Aura
a. One with the shadow - if a unit kills an enemy, gain stealth
b. Painless Death - Increase damage by 100% when hitting enemy affected by sleep
c. Escape Artist - units has 10% evasion
2. Unique Common Aura
a. Enchant Poison - The source and all units affected by the aura has 50% chance to poison enemy for 50% of damage for 2 turns
b. Merciless Predator - The source and all units affected by the aura has 30% increase atk on poisoned foes
c. Fear the Shadow - enemies affected by the aura has 50% chance to miss
d. What yours is mine - enemies affected by the aura shares its aura to the source
Guardian Class Unique Aura
1. Unique Leaders Aura
a. Holy Protector - Units are immune to reduce healing debuff and silence
b. Impenetrable defense - units are immune to crit and 1 hit kill from full hp (1 time use per battle, retain 1 hp)
c. One for all, All for One - Units share 50% damage to the leader, shared damage is deducted to the unit
2. Unique Common Aura
a. Stand your ground - source and units in the aura are immune to knockback
b. Great Wall - source and units in the aura increase def by 20% and increase the damage penalty by 10% on back units if 2 units affected by the aura has shield
c. Taunt - enemies affected by the aura needs to attack the source.
d. Defender of the weak - source cant atk the enemy affected by the aura if its atk less less than the source else double source defense.
Champion Class Unique Aura
1. Unique Leaders Aura
a. Survival of the fittest - units has 10% increase in atk
b. Offense is the best defense - units has 50% chance to ignore shield on atk
c. Slayer's Wish - Double the leader stat, other units has 20% reduce stat, units are immune to charm
2. Unique Common Aura
a. Gods Strength - increase first 2 atk of source and units affected by the aura by 75%
b. Armor Break - source and units affected by the aura has 30% chance to ignore def
c. Power Surge - Source and units affected by the aura has 30% chance to increase atk by 10% on hit and when hit, (up to 10 times for 100%)
d. Humiliation - Enemies affected by the aura has reduce defense and cant move
Archer Class Unique Aura
1. Unique Leaders Aura
a. Hawkeye - Units cant miss, immune to blind and reduce penalty damage by 10%
b. All hopes on me - Leader has 5% chance to inflict 100% increase damage for each unit with lesser atk
c. Shoot to kill - increase range damage by 15%
2. Unique Common Aura
a. Steady Aim - source and units affected by the aura have 20% crit and 10% dmg
b. Misdirection - enemies affected by the aura has 30% chance to miss or atk another target
Mage Class Unique Aura
1. Unique Leaders Aura
a. Arcane Loyalty - increase mage class damage by 15%
b. The Chosen One - Leader has reduce cooldown by 1 turn when using defend, units immune to cooldown reduction
c. Magician's Ritual - increase the damage of skills by 100% if no aura is linked
d. Spell Immunity - Allies immune to all skill damage once per battle, enemies skill damage reduce by 10%
e. Great Magic Circle - Magic circle will appear on allied tile every turn starts, magic circle provides 100% shield for 2 turns. (can be get by enemy too)
2. Unique Common Aura
a. Brilliance - source and unit affected by the aura has 50% chance to reduce skill turn by 1 per atk.
b. Sealed by Authority - enemies affected by the aura cant use skill or use items for 2 turns
Cleric Class Unique Aura
1. Unique Leaders Aura
a. Divine Protection - Allies immune to damage for 3 turns
b. Holy Sanctuary - heals all allies by 10% of leaders mag per atk,hit or move
c. Sanity - Allied units and enemies are unaffected by status for 2 turns, Allies immune to poison
d. Alliance with the light - Shadow class damage reduce by 10%, Allies can attack stealth units
e. Alliance with the dark - All units Heal effect is reduce by 50%. Shadow class damage increase by 10%
f. Corruption - Allies poison and skills damage increase every turn
2. Unique Common Aura
a. Light loyalty - source and units affected by the aura has 30% chance to have 20% damage reduction shield for 2 turns on atk