All the information comes from a community of fans on VK, Joe Castle and Hustlepedia.
The content is only a guess and is not officially announced by Hustle Castle.
All the information given will not be published in the next update but in the future.
It will be updated frequently, I invite you to bookmark the link and check it every day.
Joe Castle Youtube Channel :
https://www.youtube.com/channel/UCKyH20St4OhuYgCVBFCEWrQ
Hustlepedia Facebook Group :
https://www.facebook.com/groups/hustlepedia1/
Hustlepedia Discord Group :
https://discord.gg/hustlepedia
When we mention approximately it is an approximate date through the event loop.
We prefer to clarify to the whole community, thank you for not distorting the words that were held thank you.
Update 1.69.0
- Update on ancient sets ( Paladin, Storm, Demon Hunter, Annihilator, Frost Death ) which should appear in update 1.69.0
- Ancient ascension
- A titan event on an epic titan (for the moment, the appearance is not mentioned).
- Automatic use of the hero’s active relic ( coming soon )
- A new legendary Roulette titan will be available. ( AquaMan will be part of it yeah )
- Rogue set available ( coming soon )
- Easier to use in dungeons with a new bottom.
Rogue Set

Bonus 2/6
Bonus 4/6
Bonus 6/6
Jewels + Essences + materials :
Titans ( Colosseum ) :
Heavyweight
Basic ability:
Every so often throws a weight at a random opponent’s titan, dealing physical damage equal to {} of the titan’s attack and stunning him for {} seconds. The target of the ability gains Poison status.
Passive ability:
With {} chance, the Heavyweight’s attack can deal {} more damage.
Seal:
When using the main ability with {} chance, Heavenslayer increases his damage by {} for {} s.
Sea King ( Titan Water Tank Legendary )
Active ability
Once in a while, the Sea King launches a wave at a random allied titan, which bounces off all allied titans. The wave restores the health of all titans affected. The number of health points restored is equal to {} of the Sea King’s attack. Each rebound increases the number of Health points restored by {}. The wave has a {} chance of removing a random negative effect from the affected allied titan. The wave also removes all “Burning” statuses and prevents the application of new statuses for {} sec.
Passive ability
The damage of the Sea King and all allied Water Titans is increased by {} per allied Water Titan for the duration of the battle.
Seal
When using the main ability with a {} chance, the wave increases the armor of affected allied titans by {} for {} seconds.
Patronage
Once in a while, the Sea King increases the spell power of all allied mages by {} for {} seconds. This ability only works if the Sea King is chosen as patron.
Event Treasure ( FAQ Available for 8 June you can imagine the date approx maybe )
Daggers
With {} chance, when he attacks, he can wound the enemy. A wounded enemy unit suffers pure damage equal to {} of its maximum health points for {} seconds. When a fighter is wounded, one of the following effects occurs on him, depending on his actions:
– If a wounded fighter attacks, he suffers {} physical damage.
– If a wounded fighter uses an ability, he suffers {} magic damage.
Each effect is triggered no more than once every {} s.
Tank
Once in a while, when a unit’s health drops below {}%, it instantly recovers {} of its maximum health points and becomes immune to stuns for {} seconds.
Rune
Once in a while, when a unit’s health drops below {}, it instantly recovers {} of its maximum health, becomes immune to stuns for {} seconds and its physical and magical armor increases by {} for {} seconds.
Scepter
Once in a while, {} random allied fighters (priority tank) gain a shield that blocks {} physical damage for {} seconds.
Rune
Once in a while, {} random allied fighters (priority tank) gain a shield that blocks {} damage for {} seconds.
Mage
Once in a while, when an allied unit is burn or poison, all allied fighters have their poison and burn effects removed and can no longer be set burn or poison for {}s.
Rune
Once in a while, when an allied unit is burn or poison, all allied fighters have their poison and burn effects removed and can no longer be set burn or poison for {}s. In addition, all fighters have {} health points restored for {} seconds.
Pistols
When attacking, the fighter steals {} critical and fortitude from the target for {} seconds. Maximum effect {}.
When a fighter makes a critical hit, he fires a rocket at the target of the attack. The missile does {} pure damage.
Archer
Once in a while, when a immobilization effect is applied to a unit, it gains a shield that blocks {} physical damage for {} seconds.
Rune
Once in a while, when a immobilization effect is applied to a unit, it gains a shield that blocks {} physical damage and {} magic damage for {} seconds.
Ring
Once in a while, removes a random positive effect from a random enemy fighter (priority tank) and reduces the healing received from that enemy fighter by {} for {} sec.
Amulet
The unit’s dodge has been increased by {} for the duration of the battle.
Each time a fighter dodges an enemy attack, its maximum health is increased by {} and its toughness is increased by {} for {} seconds. Maximum effect {}.
Artifact
Activation : Once in a while.
A wave of cold sweeps across the field. Depending on the type of fighter it passes through, one of the following effects is triggered:
– If the wave passes through an allied unit, it has a {} chance of remove {} random negative effects;
– If the wave passes through an enemy unit, it has {} chances of being immobilized. During this time, it can neither move nor attack for {}s. Also on {}s. Increases the cooldown time of targeted equipment abilities and artifacts.
Rune
A wave of cold sweeps across the field. Depending on the type of fighter it passes through, one of the following effects is triggered:
– If the wave passes through an allied unit, {} random negative effects are removed;
– If the wave passes through an enemy unit, it has {} chances of being immobilized. During this time, it can neither move nor attack for {}s. Also on {}s. Increases the cooldown time of targeted equipment abilities and artifacts.
Grimoire ( Throne 10 )
Once in a while, {} random enemies have their maximum health reduced by {} for {} seconds. In addition, these enemy fighters are silenced for {} seconds. They cannot use the weapon’s abilities during this period.
Rune
Once in a while, {} random enemies have their maximum health reduced by {} for {} seconds. In addition, these enemy fighters are silenced for {} seconds. They cannot use the weapon’s abilities during this time. In addition, the owner of the book cannot be silenced for {} seconds.
Ascension
An upgrade called “Ascension”, an upgrade available from the set workshop.
With materials obtained from various specific activities (Lighthouse, Arena, Portal, Gem Bay and Dungeon), you can create ascension sets. With the ancient ascensions, the stats are improved with a new maximum and new additional abilities.
Guess, the upgrade system for stats is the same as the ancient sets.
There are 3 types of materials for creation :
- Chaos
- Power
- Harmony
Ascension N1
Item Tank :
Weapon
Once in a while, the unit’s damage is increased by {} for {} seconds.
Soul Weapon
Once in a while, when attacking, the fighter deals extra physical damage equal to {} of his physical armor.
Armor
With {} chance, when taking damage, the fighter deals physical damage to all enemy fighters around him equal to {} of his maximum health.
Soul Armor
Once in a while, all enemy archers take physical damage equal to {} of the unit’s physical armor.
Ring
Once in a while, all enemies within a small radius of the target take physical damage equal to {} of the fighter’s maximum health.
Amulet
Once in a while, the caster deals physical damage to all enemies within a small radius of the caster, depending on the target’s physical armor. In addition, all enemies hit take pure damage equal to {} of their maximum health for {} seconds.
Item Mage :
Weapon
When using a weapon ability, the caster’s spell power is increased by {}s. Maximum effect {}. The ability triggers no more than once every {} seconds.
Soul Weapon
With {} chance, when attacking, the fighter unleashes a bolt of lightning on a random enemy fighter, which bounces off {} fighters. The lightning bolt inflicts {} magic damage. This ability is triggered no more than once every {} seconds.
Armor
Once in a while, all enemies take magic damage equal to {} of the caster’s spell power.
Soul Armor
Once in a while, launches a fireball at a random enemy fighter. The fireball deals {} magic damage.
Ring
Once in a while, {} random enemies explode and take {} magic damage. If an enemy has less than {} health left, the enemy explodes again and takes {} magic damage.
Amulet
Once in a while, the caster deals magic damage equal to {} of the target’s maximum health and {} of magic damage to a random enemy. The caster also receives a shield equal to the damage dealt by the ability. The shield blocks magic damage and lasts no longer than {}s.
Items Archer :
Weapon
The caster’s attacks deal additional physical damage equal to {} of the target’s maximum health.
Soul Weapon
Once in a while, the target of the fighter’s attack takes {} physical damage and gets a mark. If the enemy fighter is wearing {} marks at the same time, he takes {} physical damage and all marks are removed.
Armor
Depending on the health of the fighter, one of the following effects is triggered: if the health of the fighter is below {}, the damage is increased by {}; if the health of the fighter is below {}, the damage is increased by {}; if the health of the fighter is below {}, the damage is increased by {}.
Soul Armor
Once in a while, when the unit is below {} health, the unit’s damage is increased by {} for {} seconds.
Ring
Every {} second, the fighter fires an extra shot at a random enemy fighter. This shot deals {} physical damage to the unit.
Amulet
Once in a while, the fighter gains a shield that blocks {} all damage for {} seconds. Each time an enemy fighter deals damage to the shield, they gain {}. This ability only triggers once every {} seconds.
Ascension N2
Item Tank :
Weapon
With {} chances, when dealing damage with an attack, the caster removes a random negative effect.
Soul Weapon
Once in a while, the fighter gets health equal to {} of his damage.
Armor
Once in a while, the physical armor of the fighter and all allied fighters in a small radius around him increases by {} for {} seconds.
Soul Armor
With {} chances, when taking damage, the fighter has a chance to block that damage.
Ring
If the unit’s current health is below {}, it takes {} less damage.
Amulet
Depending on the health of the fighter, one of the following effects is triggered: if the fighter’s health is below {}, his physical and magical armor increases by {}; if the fighter’s health is below {}, his physical and magical armor increases by {}; if the fighter’s health is below {}, his physical and magical armor increases by {}.
The fighter also regenerates {} of his maximum health every second.
Item Mage :
Weapon
When using a weapon ability, the fighter steals {} maximum health from all enemies for {}s. max () effect. The ability triggers no more than once every {} seconds.
Soul Weapon
Once in a while, the fighter restores himself and a random ally {} to full health.
Armor
Once in a while, the fighter heals himself and all allied fighters for {} maximum health and increases damage by {} for {} sec.
Soul Armor
Once in a while, when taking physical damage, the fighter gains a shield that blocks {} physical damage for {} seconds.
Ring
Once in a while, when using the ring ability, launches a fireball at a random enemy fighter. The fireball deals {} magic damage. In addition, the caster receives a shield equal in size to the damage dealt by the ability. The shield blocks all damage and lasts for {}s.
Amulet
Once in a while, the fighter remove any negative effects for {}s.
Item Archer :
Weapon
The caster’s attack steals {} physical targets on {} with a maximum of {} effects.
Soul Weapon
The fighter gets health equal to {} for all damage deals.
Armor
The fighter’s maximum health is increased by {} for the duration of the fight. Once in a while, the fighter gains a shield equal to {} of their maximum health for {} seconds. The shield blocks all damage.
Soul Armor
Once in a while, when the caster has less than {} health points, all negative effects are removed.
Ring
Once in while, the unit steals {} physical armor from {} nearby enemy units for {} seconds.
Amulet
Once in while, the unit’s dodge is increased by {} for {} sec. If a fighter dodges an attack, he gains a shield (maximum {} effect) equal to {} of his maximum health. The shield blocks all damage and lasts no longer than {} sec.
Ascension N3
Item Tank :
Weapon
Once in a while, the fighter throws a spear at the furthest enemy fighter, dealing pure damage equal to {} of his maximum health. In addition, the target of the ability and {} nearby units are thrown off balance for {} seconds. They cannot dodge or make critical attacks during this time.
Soul Weapon
With one chance in {}, the fighter reduces the target’s physical armor by {} for {} seconds. Maximum effect {}.
Armor
Once in a while, the physical armor of {} nearby allied units increases by {} of the armor owner’s physical armor for {}s.
Soul Armor
Once in a while, when a fighter takes damage from enemy archers, the damage from all enemy archers is reduced by {} for {} seconds.
Ring
Once in a while, the physical pierce of all enemy units is reduced by {} for {} seconds.
Amulet
The damage received by the fighter and all allied fighters around him is reduced by {} for the duration of the fight.
Item Mage :
Weapon
Once in a while, a fighter steals {} spell power from an enemy with the most spell power on {) s. max() effect.
Soul Weapon
Once in a while, the fighter burn a random enemy. The burning enemy takes {} magic damage and has its healing reduced by {} in {} seconds.
Armor
Once in a while, the caster’s spell power is increased by {} until he uses the weapon’s ability.
Soul Armor
Once in a while, ages a random enemy mage. Reduces maximum health by {}, spell power by {}, and damage by {} for {} seconds.
Ring
Once in a while, the caster cannot be set on fire for {} seconds. During this time, the caster fires a fireball at a random enemy fighter every second. The fireball deals {} points of magic damage and has a {} chance of setting the target on fire. A burning enemy unit takes {} magic damage and has its healing reduced by {} in {} seconds.
Amulet
Depending on the health of the fighter, the spell power is increased. The maximum increase is {}.
Item Archer :
Weapon
Once in while, the caster’s attack injures the target. The target’s maximum health is reduced by {} for the duration of the injury (the injury can last until the end of the fight). You cannot apply more than one injury effect to an enemy. Every {} seconds, the fighter attempts to remove the injury. With {} chances, this can happen and the effect is then completely removed, but if the injury could not be removed, the fighter is stunned for {}s. If the target of the fighter’s attack is already injured, it takes {} physical damage and is stunned for {} seconds.
Soul Weapon
When a critical hit is triggered, the target of the attack remove a random positive effect.
Armor
With {} chances, when attacking, the fighter will steal {} damage from the target for {} seconds. Maximum effect {}.
Soul Armor
Once in a while, the damage of the highest enemy unit is reduced by {} for {} seconds. Maximum {} effects.
Ring
For {} chances, a unit’s fire decreases the maximum health of the target of the attack by {} for {} seconds. Maximum effect {}.
Amulet
Once in a while, the recharge times of {} random enemy weapons are increased by {}.
=============
Then we have the ascension sets in bonus of 2.
Tank:
– Eclipse
Ascension N1
Bonus 1
When the Eclipse restores shield health from the set’s abilities (stacked shields are not taken into account after the explosion), {} recovered health points are dealt as damage to a small area around the Eclipse.
Bonus 2
All enemies hit by the blast take additional physical damage equal to {} of their physical armor.
Bonus 3
When the Eclipse recovers health from shields received by allied fighters after the explosion, {} of the recovered health is dealt as physical damage to a small area around the Eclipse.
Ascension N2
Bonus 1
For each allied fighter to which the Eclipse applies a shield of the set’s abilities (shields are not taken into account stacked after the explosion) and receives a shield blocking {} all damage for {} seconds.
Bonus 2
All allied fighters who have recovered their health after the explosion receive a shield blocking {} damage. The shield lasts no longer than {} seconds.
Bonus 3
After the explosion, all negative effects are removed from the Eclipse and the ally recovers {} of their maximum health.
Ascension N3
Bonus 1
Each ally to which the Eclipse applies an ability shield from the set (shields are not taken into account, stacked after the explosion), increases the maximum health by {} of the maximum health of the Eclipse.
Bonus 2
After the explosion, the magic armor of the Eclipse also increases by {} for {} seconds.
Bonus 3
After the explosion, all incoming Eclipse shields are increased by {} for {} sec, also increases physical and magic armor by {} by the number of fighters hit by the enemy’s explosion. Maximum {} effects.
– Executioner of Light
Ascension N1
Bonus 1
The Executioner of Light deals {} damage to all enemies with the least health instead of {} pure damage to an enemy with the least health.
Bonus 2
Enemies affected by a powerful will take equal physical damage for every {} of {} Executioner of Light’s physical armor.
Bonus 3
When the Executioner of Light’s justice is done, all enemies in a small area around the target receive {} pure damage.
Ascension N2
Bonus 1
The Executioner of Light protects an ally from magic damage and also receives a shield that blocks {} physical damage for {} seconds.
Bonus 2
The incoming shield of allies under the effect of the Executioner of Light’s powerful will has been increased by {}.
Bonus 3
When justice is done, the Executioner of Light receives a shield equal to {} for each living ally. The shield blocks all damage and lasts no longer than {}s.
Ascension N3
Bonus 1
The enemy with the least health is stunned for {} seconds instead of being blinded.
Bonus 2
Enemies affected by a powerful will deal {} less damage.
Bonus 3
When the Executionner of Light’s justice is done, incoming damage to the stunned enemy increases by {} for {} sec.
– Legionnaire
Ascension N1
Bonus 1
Legionnaire throws {} additional javelins.
Bonus 2
If the damage received is greater than {}, the increased attack ignores {} the target’s armor.
Bonus 3
The Legionnaire increases the damage dealt to all allies by {} to {} seconds by firing a spear at all enemies.
Ascension N2
Bonus 1
When the Legionnaire shoots an javelin, the Legionnaire’s dodge by {} by {} sec.
Bonus 2
If the damage is greater than {}, the fighter’s physical armor increases by {} of {} seconds. Maximum effect {}.
Bonus 3
In death, once per battle, the Legionnaire resurrects with {} health.
Ascension N3
Bonus 1
The arrow disarms the enemy fighter for {} seconds. He cannot use the weapon’s abilities during this time.
Bonus 2
Allies protected by the Legionnaire’s shield have a {} block for {} seconds.
Bonus 3
The Legionnaire increases the damage dealt to allies from {} to {} sec when all enemies are killed once.
– Paladin
Ascension N1
Bonus 1
Once in a while, when the health of the fighter or the ally itself drops to critical health, it inflicts physical damage to all enemies around the fighter equal to the Paladin’s ability.
Bonus 2
When the enemy stuns, the damage of all allied fighters is increased by {} for {}.
Bonus 3
Upon death, the Paladin’s shields explode at the end of the shield and deals {} physical damage to all enemies in a small area around him.
Ascension N2
Bonus 1
Once in a while, when the fighter’s or ally’s health drops to critical health, the Paladin gives a shield to the ally blocking {} attacks.
Bonus 2
When an enemy stuns, in addition to another stun, the Paladin removes a negative effect to all allies.
Bonus 3
The Paladin adds damage shields on {} allies with the least health based on the Paladin’s health.
Ascension N3
Bonus 1
Once in a whiel, when the fighter’s or ally’s health drops to critical health, their damage deals additional damage based on the damage of the ally with critical health.
Bonus 2
When the enemy stuns, all allies become immune to petrification.
Bonus 3
Upon death, the Paladin removes all negative effects from all allies. Only triggers once per battle.
– Storm
Ascension N1
Bonus 1
The lightning shield deals {} damage that ignores the target’s armor.
Bonus 2
While the Storm is charged with energy, the intensified damage of the Storm tears through the enemy’s armor. At the end of the effect, the enemy takes {} pure damage and their physical armor is reduced by {} for {} seconds. Maximum {} effects. The enemy also takes {} physical damage for {} seconds.
Bonus 3
Storm Spirit damage ignores the enemy’s armor.
Ascension N2
Bonus 1
The lightning shield absorbs all types of damage.
Bonus 2
As long as the charge is active, the Storm blocks all damage.
Bonus 3
Once in a while, the Storm spirit summons a shield on the ally. The shield blocks {} physical damage for {} seconds.
Ascension N3
Bonus 1
Damage to the target hit by lightning is reduced by {} for {} sec.
Bonus 2
While the charge is active, the Storm’s damage is increased by {}.
Bonus 3
The damage of Storm is increased by {} for {} seconds.
Annihilator
Ascension N1
Bonus 1
The flames around the Annihilator intensify, all enemies in a large radius around the Annihilator receive {} additional physical damage.
Bonus 2
Fragments that burst after a charged attack from the Annihilator set enemies on fire. Enemies that are burned take {} magic damage and their healing is reduced by {} for {} seconds.
Bonus 3
When the Annihilator deals a devastating blow, all enemies take {} additional physical damage.
Ascension N2
Bonus 1
Every second, with {} luck, the Annihilator receives that will block attacks.
Bonus 2
The Annihilator’s physical armor increases by {} of the damage dealt by the shards. (The shards scatter after the charged Annihilator attacks).
Bonus 3
Once in a while, upon the Annihilator’s death, all allies receive a shield that blocks all damage. The durability of the shield is equal to {} of the Annihilator’s maximum health. The shield lasts no longer than {} seconds.
Ascension N3
Bonus 1
All enemies that take damage from the Annihilator, with {} chance to burn. Burned fighters deal {} magic damage and have their healing reduced by {} for {} seconds.
Bonus 2
Enemies hit by shards that scatters after a charged Annihilator attack steal {} physical and magic armor for {} seconds.
Bonus 3
When the Annihilator deals a devastating blow, all enemies cannot use their resurrect ability for {} seconds.
– Nameless King
Ascension N1
Bonus 1
The lion’s roar deals additional damage equal to {} of the Nameless King’s physical armor.
Bonus 2
The Nameless King’s spear deals additional damage equal to {} of the enemy’s attack. The damage is critical.
Bonus 3
The damage dealt by the Nameless King ignores {} armor.
Ascension N2
Bonus 1
The Lion’s Roar increases the Nameless King’s physical armor by {} by {} seconds.
Bonus 2
With {} chance, for each enemy hit by a spear, the Nameless King will receive a shield, blocking {} attacks. Maximum {} effects.
Bonus 3
When the Nameless King summons lightning from the sky, he receives a shield blocking {} incoming physical damage for {} sec.
Ascension N3
Bonus 1
The Lion’s roar stuns wounded enemy fighters for {} seconds.
Bonus 2
Enemy fighters hit by the spear with {} chance are stunned for {} seconds.
Bonus 3
When enemies struck by lightning are stunned, their damage is also increased by {} for {} seconds.
– King of Blades
Ascension N1
Bonus 1
The Blade King’s circle attack deals {} additional damage to all enemies in a large radius around the Blade King
Bonus 2
The Blade King’s extra damage to enemies without weapons or armor ignores {} armor.
Bonus 3
The fighter deals devastating {} damage to targets.
Ascension N2
Bonus 1
Blade King increases {} physical armor for each enemy hit by a circular attack.
Bonus 2
Blade King increases his armor by {} for {} seconds. Removes armor when the Blade King makes a circular attack.
Bonus 3
When Blade King is hit by a dagger, he receives a shield that blocks {} physical damage. Maximum {} effects.
Ascension N3
Bonus 1
Blade King’s circle attack reduces the maximum health of all enemies hit by {} for {} seconds.
Bonus 2
The Blade King’s circular attack struck off balance enemies for {} seconds when they are hit by daggers. They cannot dodge and deal critical attacks during this time.
Bonus 3
When enemies have their positive effects removed, after being hit by the Blade King’s daggers, they cannot get any new positive effects for {} sec.
– Bastion
Ascension N1
Bonus 1
With {} chance, the Bastion attack freezes the target of the attack. It cannot move or attack for {} seconds. Increases the cooldown on the target’s items and artifact abilities by {} seconds.
Bonus 2
When the Bastion freezes an enemy, it also takes {} magic damage.
Bonus 3
All frozen enemies receive magic damage equal to {} of the Bastion’s maximum health every second.
Ascension N2
Bonus 1
The Bastion’s physical armor is increased by {} for each enemy fighter within a small radius of it. Maximum {} effects.
Bonus 2
The Bastion’s magic armor is increased by {} for each enemy fighter within a small radius of it. Maximum {} effects.
Bonus 3
Each time an enemy fighter is frozen, the Bastion’s physical and magic armor increases by {} for {} seconds.
Ascension N3
Bonus 1
The cooldown on weapon abilities of enemies within a small radius of the Bastion has also been increased by {} seconds.
Bonus 2
The Bastion freezes the enemy when the Bastion takes damage, all damage received on that fighter increases by {} for {} sec.
Bonus 3
When the Bastion deals damage to mages or archers with the Bastion’s set ability, activates when the Bastion receives {} damage from mages or archers, the target is frozen. During this time, the target is immobilized and its attacks increase the cooldown on items and artifact abilities for {} seconds.
– Shadow
Ascension N1
Bonus 1
Shadow attacks, in addition to pure damage, deal additional pure damage equal to {} of the target’s maximum health.
Bonus 2
When the Shadow’s power is released, the second strike poisons the enemy. The poisoned enemy takes {} magic damage for {} seconds, and attack speed and damage are reduced by {} every second.
Bonus 3
When the power of the Shadow is released, if the enemy has less than {} health after the second hit, the target dies instantly.
Ascension N2
Bonus 1
Shadow attacks, in addition to pure damage, steal {} maximum health from the target.
Bonus 2
When the Shadow’s power is released, he becomes invisible, and enemy fighters cannot choose his target’s attacks or abilities for {} seconds.
Bonus 3
When the Shadow disappears, it recovers {} maximum health.
Ascension N3
Bonus 1
The Shadow’s attacks, in addition to pure damage, poison the target. The poisoned target receives {} magic damage from the damage dealt for {} seconds. Attack speed and damage are reduced by {} every second.
Bonus 2
When the Shadow’s power is released, the Shadow’s damage increases by {} for {} seconds.
Bonus 3
Shadow’s damage, criticality, and dodge are increased by {} for the duration of the fight.
Mage:
– Octohand
Ascension N1
Bonus 1
Octohand deals additional pure damage equal to {} of Octohands’ spell power.
Bonus 2
With {} chance, the armor breaks on enemy fighters entangled in ghostly hands. When it breaks, the fighter receives {} pure damage and their physical armor is reduced by {} per {} sec. Maximum {} effects. In addition, this fighter takes {} physical damage for {} sec.
Bonus 3
The ghost’s attacks ignore {} armor.
Ascension N2
Bonus 1
When a ghostly hand touches an enemy, Octohand gains a shield equal to the damage dealt. The shield blocks all damage and lasts no longer than {} seconds.
Bonus 2
All allies within the area of the ghostly hand receive {} less damage for {} seconds at the same time Octohand receives {} less damage.
Bonus 3
The ghost’s health and damage are increased by {} of the Octohand’s spell power.
Ascension N3
Bonus 1
The ghostly hand reduces the target’s magic armor by {} for {} sec.
Bonus 2
Enemies entangled in a ghostly hand take {} additional magic damage for {} seconds.
Bonus 3
Damage to enemy fighters in a small area around the ghost is reduced by {}.
– Cardsharper
Ascension N1
Bonus 1
Depending on the damage deals by the ability to disarm, the Cardsharper also deals a small area around the main target.
Bonus 2
When the Cardsharper casts an enchanted card, it casts {} additional cards on other enemy fighters with the highest spell power.
Bonus 3
The damage from the Cardsharper’s ability to reduce spell power is increased by {}. Damage dealt to an enemy within a small radius of the primary target becomes equal to the damage dealt to the primary target.
Ascension N2
Bonus 1
The Cardsharper cannot be disarmed by any ability.
Bonus 2
After hitting an enemy fighter with an enchanted card, the Cardsharper receives a shield whose durability is equal to {} of the target’s spell power and {} of the Cardsharper’s own spell power combined. The shield blocks all damage and lasts no longer than {} seconds.
Bonus 3
Reduces the spell power of one random enemy mage. The shield blocks all damage and lasts no longer than {} seconds.
Ascension N3
Bonus 1
Cardsharper disarms the target and blocks the use of the artifact for {} sec.
Bonus 2
The enchanted card increases the target’s weapon cooldown.
Bonus 3
When the Cardsharper reduces {} the spell power of all enemy mages, he increases his spell power by {} from all reduced spell power abilities. The effect lasts {} seconds.
– Illusionist
Ascension N1
Bonus 1
The damage of the replica created by the Illusionist is increased by {}.
Bonus 2
The damage of the replica created by the Illusionist is increased by {} of the Illusionist’s spell power.
Bonus 3
- A bolt of lightning from the Illusionist’s thundercloud electrifies the target. Each time an electrified fighter uses abilities, they will be stunned for {} sec. Duration {} sec.
- The giant snowball’s stun inflicts frostbite. Every {} second, the enemy fighter takes physical damage different from their maximum health. Every {} second, the fighter attempts to heal the frostbite. With {} chance, the fighter can heal the frostbite and the effect disappears completely, but if the frostbite cannot be healed, the enemy takes physical damage equal to {} of their maximum health.
Ascension N2
Bonus 1
The health of the replica created by the Illusionist is increased by {}.
Bonus 2
Once in a while, the Illusionist gains a shield equal to {} the replica’s maximum health.
Bonus 3
The Illusionist’s healing wave also applies a shield to all allied. The shield blocks {} incoming damage for {} seconds.
Ascension N3
Bonus 1
The replica cannot be affected by negative effects.
Bonus 2
The health of the replica created by the Illusionist is increased by {} of the Illusionist’s spell power.
Bonus 3
The Illusionist uses additional {} abilities instead of {}.
– Darkula
Ascension N1
Bonus 1
Darkula heals her allies and deals magic damage equal to {} the target’s maximum health to a random enemy.
Bonus 2
Darkula’s ability also deals a small area of damage around the primary target.
Bonus 3
When Darkula deals damage to himself, he deals {} magic damage to a random enemy equal to the damage Darkula takes.
Ascension N2
Bonus 1
In addition to restoring health, with {} chance, Darkula places a shield on each allied, the durability of the shield is equal to {} of Darkula’s maximum health. The shield blocks all damage and lasts for no more than {} seconds.
Bonus 2
{} of Darkula’s sacrifice of health are reflected back as a shield that blocks physical damage.
Bonus 3
Darkula heals himself and all allies in a small area around him for {} of the damage dealt by Darkula’s attacks.
Ascension N3
Bonus 1
In addition to restoring health, with {} chance, Darkula removes a random negative effect from allied units.
Bonus 2
Once in a while, Darkula reduces the healing received by all enemy units by {} seconds.
Once in a while, Darkula begins to steal health from a random enemy for {} seconds.
Bonus 3
Every second, Darkula steals the target of {} of his maximum health. In addition, the target gets a decrease in incoming healing on {} for {} s.
– Necromancer
Ascension N1
Bonus 1
Once in a while, the Necromancer summons an additional skeleton.
Bonus 2
The explosion deals additional magic damage equal to {} of the Necromancer’s spell power.
Bonus 3
The Skeleton King’s abilities turn enemy fighters to stone. They cannot move and take {} additional damage.
Ascension N2
Bonus 1
The Necromancer’s damage is reduced by {} for each skeleton summoned by the Necromancer. The explosion upon summoning restores all allied in a small area {} to full health.
Bonus 2
{} chance that these units also receive a shield equal to {} the amount of healing received. The shield blocks all damage. The shield is removed for {}s.
Bonus 3
Once in a while, the Skeleton King resurrects a random allied with {} health. This fighter will also receive a shield that blocks all damage for {}s.
Ascension N3
Bonus 1
The Necromancer’s spell power is increased by {} for each skeleton summoned by the necromancer. When an allied fighter is resurrected, the Necromancer’s spell power is increased by {} for {} sec. Maximum effect {}.
Bonus 2
In addition, the Necromancer places an extra shield on the resurrected fighter to block {} damage. The shield lasts no longer than {} sec.
Bonus 3
The Skeleton King reduces the physical armor, damage, and dodge of all enemy fighters in a small area around it.
When an enemy fighter dies, Skeleton King deals {} magic damage to all enemies and reduces their damage by {} over {}s.
– Cultist
Ascension N1
Bonus 1
Magic fireballs deal additional magic damage equal to {} of the Cultist’s spell power.
Bonus 2
While the Cultist’s positive attack effect is active, its spell power is increased by {} and the cooldown on the weapon’s ability is decreased by {} sec.
Bonus 3
All enemies cursed by the Cultist take {} magic damage. They also increase their weapon ability cooldown by {} sec every second.
Ascension N2
Bonus 1
The Cultist steals {} of the target’s magical armor.
Bonus 2
While the Cultist’s positive attack effect is active, they take {} less damage.
Bonus 3
While the Cultist’s positive attack effect is active, his physical armor is also increased by {} and he gains a shield durability equal to {}. The shield blocks all damage and lasts no longer than {} seconds.
Ascension N3
Bonus 1
In addition to the extra damage to the target’s critical health, fireballs remove a random positive effect from the target.
Bonus 2
While the Cultist’s positive attack effect is active, his attacks slow the target’s attack speed by {} for {} sec and blind the target of the attack for {} seconds. A blinded fighter misses with {} chance.
Bonus 3
All enemies cursed by the Cultist have a {} chance to be disarmed for {} sec. when dealing damage with an attack, they cannot use the weapon’s abilities for that duration. In addition, all enemies cursed by the Cultist, when blocking damage with {} armor, have a chance to have their armor removed for {} sec. They lose {} armor and cannot use the armor’s abilities for {} seconds. The lost stats are added to the armor owner for {} seconds. In addition of these effects, cursed enemy units have their Artifact ability cooldown increased by {} seconds.
– Incinerator
Ascension N1
Bonus 1
In addition to setting fire to an enemy with a critical health level, the Incinerator causes that fighter to explode. The explosion deals {} magic damage to the target and all enemies in a small area around it.
Bonus 2
In addition, all enemies affected by the explosion burst into flames. Enemies on fire take {} magic damage and their healing is reduced by {} for {} seconds.
Bonus 3
The Incinerator’s flaming damage is no longer distributed, all units take the maximum damage of the Incinerator’s ability.
Ascension N2
Bonus 1
The Incinerator does not have a negative effect on healing.
Bonus 2
When the Incinerator has less than {} health, it cannot be burned.
Bonus 3
After the blast, the Incinerator takes no more magical damage for {} seconds.
Ascension N3
Bonus 1
Each time an enemy is set on fire, the Incinerator’s spell power is increased by {} for {} seconds. Maximum effect {}.
Bonus 2
For the duration of the fight, the power of the Incinerator’s spell is increased by {} for each enemy set on fire.
Bonus 3
Blast removes {} random positive effects from all enemies hit.
– Oracle
Ascension N1
Bonus 1
The Oracle’s ray deals additional magical damage equal to {} of the Oracle’s spell power to all affected targets.
Bonus 2
Oracle ray deals {} additional magic damage to all affected enemy.
Bonus 3
The Oracle casts an additional ray.
Ascension N2
Bonus 1
The Oracle’s ray reduces magic damage by {} and blinds all affected enemy fighters for {} seconds. Blinded fighters miss their target with {} chances.
Bonus 2
Occasionally, the Oracle casts a shield that blocks {} damage for {} seconds.
Bonus 3
Enemies hit by the Oracle’s rays cannot use their weapon abilities for {} seconds. The cooldown on weapon abilities is increased by {} seconds.
Ascension N3
Bonus 1
The Oracle’s ray disarms all affected enemy fighters for {} seconds. They cannot use their weapon abilities during this time.
Bonus 2
The Oracle spell power increases by {} for {} seconds for each enemy fighter hit by the ray.
Bonus 3
The Oracle’s rays silence the artifact abilities of affected fighters for {} sec. They cannot use their artifact abilities during this time. At the end of the silence, the cooldown on those fighters’ artifact abilities increases by {} sec.
– Snake Charmer
Ascension N1
Bonus 1
Snakes deal additional magic damage equal to {} of the target’s maximum health.
Bonus 2
When an ally dies, all snakes deal {} physical damage in the small area around them.
Bonus 3
Snakes deal {} magic damage every second to all enemies around them.
Ascension N2
Bonus 1
When the snake reduces the armor of an enemy, the armor of allies is increased by {} for {} seconds.
Bonus 2
When the Snake Charmor summons a snake upon the death of an ally, with {} chances it resurrects the dead ally with {} health points.
Bonus 3
Once in a while, when you summon snakes, all allies gain a shield that blocks {} damage. The shield lasts no longer than {}s.
Ascension N3
Bonus 1
In addition to slowing down the attack, snakes reduce the Critical rating of enemies by {} for {}s.
Bonus 2
In addition to slowing down the attack, snakes reduce enemies’ damage by {} per {}s.
Bonus 3
Summoning snakes increases of the Snake Charmer’s spell power by {} for {}s. Maximum effect {}.
– Priest
Ascension N1
Bonus 1
When attacking, the Priest’s spell power is increased by {} per {} sec. Maximum effect {}.
Bonus 2
When attacking, the spell power of {} nearby allied units is increased by {} per {} sec. Maximum effect {}.
Bonus 3
For the duration of the fight, the Priest’s attack speed is increased by {} and the healing done by the Priest is increased by {}.
Ascension N2
Bonus 1
All of the Priest’s incoming and outgoing healing is increased by {} for the duration of the fight.
Bonus 2
The additional healings done by the Priest’s ability are multiplied by {} :
Bonus 3
Occasionally, the Priest resurrects a random allied fighter with {} health.
Ascension N3
Bonus 1
Every second, the Priest restores himself and all allies within a small radius of him {} from full health.
Bonus 2
Once in a while, increases the maximum health of the allied unit with the lowest maximum health {} for {} seconds.
Bonus 3
With {} chance, when the Priest restores his or an ally’s health, the Priest will remove a random negative effect on the healed ally.
– Ice Angler
Ascension N1
Bonus 1
{} additional ice cubes deal {} pure damage.
Bonus 2
Ice cubes deal {} bonus magic damage equal to {} Ice Angler damage.
Bonus 3
At {} chance, the ice cube can deal {} additional magic damage to the target and all enemies in small areas around the target of the ability. In addition, all enemies hit turn into blocks of ice for {} seconds. They cannot move and take {} additional damage.
Ascension N2
Bonus 1
When an ice cube hits a frozen enemy fighter, the Ice Angler’s magic armor is increased by {} for {} maximum effect.
Bonus 2
Once in a while, when an ally is set on fire or frozen, the Ice Angler removes the effects of the fire or freeze on that ally.
Bonus 3
When the Ice Angler or allied units heal from damage deals by icicles, they restore {} additional health of the Ice Angler’s spell power.
Ascension N3
Bonus 1
Once in a while, the Ice Angler’s spell power increases by {} and {} for each enemy frozen over {} sec.
Bonus 2
At the end of freezing abilities, the Ice Angler deals {} damage to {} enemies depending on how many enemies are still alive.
Bonus 3
For the duration of the fight, the Ice Angler’s spell power is increased by {} for each enemy frozen.
– Battlemage
Ascension N1
Bonus 1
For the duration of the fight, the Battlemage’s attacks ignore {} armor.
Bonus 2
Battlemage attacks {} enemies at the same time.
Bonus 3
When Battlemage deals damage, he deals damage equal to {} of the Battlemage’s attack to all enemies.
Ascension N2
Bonus 1
For the duration of the fight, the Battlemage’s magic armor is increased by {} for {} seconds.
Bonus 2
With {} chance, when taking magic damage, the Battlemage’s magic armor is increased by {} for {} seconds. Maximum effect {}.
Bonus 3
When the Battlemage takes damage, he gains a shield that blocks {} damage.
Ascension N3
Bonus 1
The Battlemage’s additional attacks and projectiles age the target. The target’s maximum health is reduced by {}, its spell power by {}, and its damage by {} for {} seconds.
Bonus 2
Each Battlemage attack steals {} damage and {} spell power from the target for {} seconds.
Bonus 3
With {} attack chances, the Battlemage increases the cooldown on the target’s artifact ability by {} sec.
Archer :
– Inventor
Ascension N1
Bonus 1
The damage of the drone is increased by {} by the damage of the Inventor.
Bonus 2
The Inventor’s damage is increased by {} for {} seconds for each enemy minion the Inventor controls.
Bonus 3
When the Inventor becomes enraged, the Inventor’s critical attacks deals {} more physical damage.
Ascension N2
Bonus 1
Each drone strike restores {} the Inventor’s health.
Bonus 2
While the drone is summoned to the battlefield, damage dealt to all allies is reduced by {}.
Bonus 3
When the Inventor becomes enraged, it does not take magic damage.
Ascension N3
Bonus 1
While the drone is summoned to the battlefield, the inventor’s critical ability is increased by {}.
Bonus 2
Once in a while, when the drone is summoned, the inventor releases a rocket that stuns a random enemy and reduces their physical and magic armor by {} for {} seconds.
Bonus 3
When the Inventor becomes enraged, all enemies are silenced. They cannot use abilities that impose positive effects (except for ancient effects) for {} seconds.
– Frost Death
Ascension N1
Ascension N1
Bonus 1
The damage of Frost Death on frozen enemies has been increased by {}. Priority target are frozen enemies.
Bonus 2
Frost Death’s icy spikes ignore {} armor and deal additional damage equal to {} of the attack.
Bonus 3
In addition to health, Frost Death removes {} damage every second for {} seconds.
Ascension N2
Bonus 1
Frost Death cannot be frozen.
Bonus 2
When an ally is frozen, the ally receives a shield that blocks {} all incoming damage for {} seconds.
Bonus 3
Frost Death takes {} less damage on the battlefield. For each enemy frozen on the battlefield, Frost Death damage received is reduced by {}. Maximum {} effects.
Ascension N3
Bonus 1
Frozen enemy’s critical and dodge are reduced by {} for {} seconds.
Bonus 2
In addition to being struck off balance, Frost Death blinds the target and reduces its damage by {} for {} seconds. The blinded enemy misses with {} chance on the attack.
Bonus 3
Frost Death’s critical hits reduce the cooldown of Ice Spikes. The ability triggers no more than once per {} second.
– Van Hellsong
Ascension N1
Bonus 1
When Van Hellsong plays a song that reduces the damage of enemies, all enemies are also stunned for {} seconds.
Bonus 2
When Van Hellsong plays a song that restores health, the damage dealt to all allies also increases by {} for {} seconds.
Bonus 3
When Van Hellsong loses a song, the random enemy takes pure damage equal to {} of their maximum health.
Ascension N2
Bonus 1
When Van Hellsong plays a song that increases damage, all allies also receive a shield that blocks {} all damage.
Bonus 2
When Van Hellsong performs a song with a shield overlay, all allies also receive a shield blocking {} all damage for {} seconds.
Bonus 3
When Van Hellsong plays a song that restores health, Van Hellsong removes {} random negative effect(s) from all allies.
Ascension N3
Bonus 1
When Van Hellsong plays a song that reduces damage to enemies, the crit of all enemies is reduced by {} for {} seconds.
Bonus 2
When Van Hellsong plays a song that increases damage, the critical rating of all allies increases by {} for {} seconds.
When Van Hellsong plays a song that restores health, the healing received by all allies increases by {} for {} seconds.
Bonus 3
When Van Hellsong plays a song that increases damage, increases the maximum health to all allies by {} for {} seconds.
– Pyromancer
Ascension N1
Bonus 1
When the Pyromancer is set on fire, its damage increases by {} per {} sec. Maximum effect {}.
Bonus 2
The Pyromancer’s grenade deals {} more damage to burning enemies.
Bonus 3
When an ally or the Pyromancer sets an enemy on fire, that enemy receives {} pure damage equal to their maximum health for {} sec. The ability does not trigger more than once in {}s.
Ascension N2
Bonus 1
Once in a while, the Pyromancer cannot be burned for {} seconds.
Bonus 2
The Pyromancer’s grenade removes the burn from all allies who are within the blast radius. In addition, enemies cannot be burned for {} seconds.
Bonus 3
Once in a while, allies become immune to burn for {} seconds.
When an ally or the Pyromancer sets an enemy on fire, the Pyromancer gains {} of his maximum health. The ability does not trigger more than once for {} sec.
Ascension N3
Bonus 1
When the Pyromancer sets an enemy on fire, he reduces physical armor by {} for {} seconds. Maximum {} effects.
Bonus 2
For each Pyromancer hit by a grenade, the Pyromancer’s damage increases by {} for {} seconds.
Bonus 3
Once in a while, when {} enemies are burned at the same time, all burning enemies cannot restore their health for {} seconds.
– Dragonborn
Ascension N1
Bonus 1
With {} chance, each additional attack can deal {} physical damage.
Bonus 2
The Dragonborn’s attacks deal additional physical damage equal to {} of the attack.
Bonus 3
With {} chance, when the Dragonborn deals damage to enemies, it can turn them to stone for {} seconds. They are immobilized and get {} damage.
Ascension N2
Bonus 1
When the Dragonborn begins to fire additional lightning bolts, it receives a shield to block damage. The durability of the shield is equal to {} of the Dragonborn’s damage. The shield will last no longer than {} seconds.
Bonus 2
For each enemy hit by the lightning bolt, the Dragonborn’s physical armor is increased by {} for {} seconds. Maximum {} effects.
Bonus 3
The Dragon restores the health of all allies {} instantly and restores {} for {} seconds.
Ascension N3
Bonus 1
All enemies hit by extra fire also reduce damage by {} for {} seconds.
Bonus 2
Lightning bolts have an additional effect depending on the type of fighter:
- Tanks: have their physical armor reduced by {} for {} seconds.
- Mages: have their spell power reduced by {} for {} seconds.
- Archers: have their damage reduced by {} for {} seconds.
Bonus 3
The dragon reduces the physical and magical armor of all affected enemies by {} for {}.
– Reaver
Ascension N1
Bonus 1
When the Reaver’s attacks begin to pierce armor, the Reaver’s damage increases by {} for {} seconds.
Bonus 2
The Reaver deals {} attack damage to the enemy that receives the Reaver’s ability while ignoring {} armor.
Bonus 3
The Reaver drains {} damage from enemies.
Ascension N2
Bonus 1
When the Reaver’s attacks begin to pierce armor, he receives a shield blocking {} attacks.
Bonus 2
Once in a while, when the Reaver targets an enemy with his ability, he receives a shield blocking {} any damage. The shield lasts no longer than {} seconds.
Bonus 3
As the Reaver drains damage, the Reaver drains {} armor every second.
Ascension N3
Bonus 1
As the Reaver’s attacks begin to pierce armor, the Reaver’s attacks also begin to reduce the target’s physical armor by {} for {}. Maximum {} effects.
Bonus 2
Once ina while, when the Reaver targets an enemy with its ability, the attacks reduce the enemy’s armor by {} for {} seconds. Maximum {} effects.
Bonus 3
While draining, the Reaver get health with {} of the damage dealt by the damage drain.
– Mercenary
Ascension N1
Bonus 1
The Mercenary’s fire, in addition to increasing damage, increases the damage {} to the most damaged allies by {} for {} seconds.
Bonus 2
Projectile damage is also dealt to all enemies in a small area around the target.
Bonus 3
In addition to increase crit, the Mercenary’s damage increases from {} to {} sec. The Mercenary’s attacks ignore {} armor.
Ascension N2
Bonus 1
The Mercenary’s shots, in addition to dealing damage, increase the resistance of the nearest ally by {} for {} seconds.
Bonus 2
A projectile shot restores the Mercenary’s health based on the distance to the target. Maximum value {} equal to {} of the Mercenary’s maximum health. Minimum – {}.
Bonus 3
In addition to increasing the maximum health of allies, the Mercenary also increases the maximum health of {} for {} sec. and restores {} health for {} sec.
Ascension N3
Bonus 1
The Mercenary’s fire, in addition to increasing damage, increases this ally’s crit by {} seconds.
Bonus 2
A projectile shot silences all enemies in a small area around the target for {} seconds. They can no longer use any abilities except ancient abilities.
Bonus 3
In addition to increase crit, the Mercenary’s physical and magic armor is increased by {} for {} sec.
Raider
Ascension N1
Bonus 1
Mutilation attacks deal {} damage based on physical armor and magic armor together.
Bonus 2
Mutilation attacks deal {} additional pure damage.
Bonus 3
If enemies are already on fire, when they are hit by a cannonball that can set enemies on fire, they receive {} additional pure damage.
For each enemy that has taken damage, the Raider restores {} of his maximum health.
Ascension N2
Bonus 1
Raider restores {} health from damage caused by a mutilation attack.
Bonus 2
The Raider’s physical armor increases by {} for {} seconds if the enemy takes damage from the mutilation.
Bonus 3
At the start of combat, the Raider receives a shield that blocks {} physical damage.
When a cannonball falls on a random enemy, the Raider receives a shield blocking {} physical damage. Maximum {} effects.
Ascension N3
Bonus 1
Mutilations can throw the target off balance for {} seconds.
Bonus 2
Mutilations increases the damage dealt to the Raider and all allies by {} for {} seconds. Maximum {} effects.
Bonus 3
For each enemy hit by the cannonball, the Raider’s damage is increased by {} for {} seconds. Maximum {} effects.
– Perforator
Ascension N1
Bonus 1
With {} chance, the Perforator’s attack tears through the target’s armor. When the armor is torn, the enemy receives {} pure damage and their physical armor is reduced by {} for {} seconds. Maximum {} effects. Enemy gets {} physical damage for {} seconds.
Bonus 2
With {} chance, Perforator restores {} health when it attacks.
Bonus 3
The lower the Perforator’s health, the higher its damage. The maximum damage increase is equal to {}.
Ascension N2
Bonus 1
When attacking, the Perforator steals {} the enemy’s physical armor.
Bonus 2
Once in a while, the Perforator’s magic armor increases by {} depending on the physical armor.
Bonus 3
The lower the current health of the Perforator, the higher its physical armor. The maximum increase in physical armor is equal to {}.
Ascension N3
Bonus 1
With {} chance, the Perforator’s attack blinds the target for {} seconds. The blinded fighter can fail with {} chance.
Bonus 2
The Perforator’s maximum health is increased by {} for each living enemy.
Bonus 3
The Perforator is immune to armor removal or reduction of its maximum health.
– Ranger
Ascension N1
Bonus 1
The Ranger’s attacks deal {} more damage to blinded targets.
Bonus 2
The damage from the Ranger’s powerful shot ignores the target’s armor and shields.
Bonus 3
The Ranger’s grenades deal damage and silence a small area around the primary target of the Ranger’s ability.
Ascension N2
Bonus 1
When the Ranger blinds an enemy, he reduces that enemy’s damage by {} for {} seconds. Maximum {} effects.
Bonus 2
With {} chance, the Ranger can block damage.
Bonus 3
Grenades deals extra damage to the target and all enemies in a small radius around it. In addition, all enemies hit reduce the damage by {} for {} seconds.
Ascension N3
Bonus 1
Enemies blinded by the Ranger’s abilities have their damage reduced by {}.
Bonus 2
The Ranger fires a powerful shot that disarms the enemy for {} seconds. He cannot use the weapon’s abilities during this time. In addition, the Ranger steals {} damage for {} seconds from the enemy.
Bonus 3
The Ranger’s grenades add an additional effect depending on the type of fighter:
- Tank: magic armor decreases by {} for {} seconds.
- Mage : reduce the spell power by {} during {} s.
- Archer: reduces damage by {} for {} seconds.
– Demon Hunter
Ascension N1
Bonus 1
The damage received by the target scared by the Abyssal Hound is increased by {} during the fright.
Bonus 2
With {} chance, the Abyss Hound’s attack deals {} pure damage.
Bonus 3
When the Demon Hunter summons one of its hounds, its damage is increased by {} for {} seconds. Maximum {} effects.
Ascension N2
Bonus 1
The Demon Hunter restores health by {} of the damage dealt by the Abyss Hound.
Bonus 2
The Abyss Hound increases the physical and magical armor of all allies in a small radius around the Demon Hunter for {} seconds. The effect works while the hound is still alive.
Bonus 3
The Furious Abyss Hound reduces all damage taken from all allies by {}. The effect works while the hound is still alive.
Ascension N3
Bonus 1
With {} chance, when the Abyss Hound scares the enemy, it can also scare {} enemies close to the scared enemy.
Bonus 2
When the Abyss Hound dies, the Demon Hunter removes all immobilization effects and cannot be reduced to new immobilizations for {} seconds.
Bonus 3
The health and damage of all Hounds is increased by {} based on the Demon Hunter’s health and damage.
– Bane
Ascension N1
Bonus 1
Bane attacks deal {} additional physical damage equal to the target’s damage.
Bonus 2
Bane attacks poison the target and all enemies in a small radius around the target.
Bonus 3
Poison blast deals {} additional magic damage. All poison blast damage ignores {} armor.
Ascension N2
Bonus 1
Bane attacks steal {} critical and dodge the target for {} seconds. Maximum {} effects.
Bonus 2
Bane’s physical armor is increased by {} for each enemy poisoned. Maximum {} effect. The ability works for the duration of the fight.
Bonus 3
When there is a poison blast, the healing of Bane and all allies increases by {} for {} seconds. bane and all allies recover {} for {} seconds.
Ascension N3
Bonus 1
Each time Bane changes the target of the attack, the damage of Bane is increased by {} for {} sec. At the maximum {} effect, all effects of the ability will be removed.
Bonus 2
Bane’s damage is increased by {} for {} seconds for each poisoned enemy. Maximum {} effects.
Bonus 3
All poisoned enemies have their physical armor reduced by {} for the duration of the fight.
When Bane attacks a poisoned enemy, Bane deals {} additional damage to the target.
Quest Event
Amulet
Blocks one attack every {} seconds, stuns the attacker for {} seconds. In addition, the owner of the amulet restores {} of their maximum health.
Soul Sword
Once in a while, weakens a random enemy fighter. The target loses {} maximum health, {} damage, {} attack speed, and {} spell power for {}s. Any parameters lost by the enemy fighter are added to the owner of the club for the duration of the ability.
Soul Tank
With {} chances, after taking damage, the fighter regains a number of hit points equal to {} of the damage taken.
Pistols
With {} chance, when attacking, the fighter throws thorns at {} nearest enemy fighters. The thorns deal {} physical damage and remain attached for {} seconds. If a thorn hits while the enemy already has a thorn, it deals {} physical damage, then all thorns fall off the enemy.
Archer
Once in a while, removes armor from {} random enemies. They lose {} armor settings and cannot use armor abilities for {}s. The lost settings are added to the armor owner for {}s.
Rune
Once in a while, removes armor from {} random enemies. They lose {} armor settings and cannot use the armor’s abilities for {}s. The lost settings are added to the armor owner and the ally with the lowest health for {}s.
Ring
Once in a while, poisons and corrodes {} enemies with acid for {}s. Poisoned enemies take {} magic damage for {} sec. Attack speed and damage are reduced by {} each second. Enemies covered in acid take {} magic damage for {} seconds. The acid eats away at armor, reducing it by {} per second for {} seconds. When the armor reduction reaches {}, the effect still lasts {} seconds.
Amulet
Once in a while, a fighter’s dodge is increased by {} for {} sec. During this time, each time the fighter dodges an attack, they gain {} of their maximum health.
Soul Pistols
Once in a while, a random enemy unit is removed of its weapon, during which time it cannot use the weapon’s ability. In addition, the fighter’s damage is increased by {} seconds over the damage of the fighter whose weapon was removed.
Soul Archer
Once in a while, an ally gains a shield that blocks {} damage. The shield lasts no longer than {} seconds. The cooldown on the armor ability is also reduced by {} sec.
Challenge Event Monthly May :
Ring :
Once in a while, a combatant throws grenades at {} enemy combatants at random. The grenade deals {} physical damage to the target and all enemy units within a small radius of the ability’s target. All enemies hit by the grenade have a {} chance to catch fire and a {} chance to be stunned for {} seconds. Units on fire take {} magic damage and have their healing reduced by {} for {} seconds.
Amulet :
Once in a while, the fighter removes all burn and electrification effects and becomes immune to them for {} sec.
Artifact :
Activation : Once in a while
Wave sweeps over all fighters:
Damage and crit of the artifact owner and all allied fighters are increased by {} for {} seconds;
Enemy units take {} magic damage and have their magic armor reduced by {} for {} seconds.
Effects apply only to units affected by the wave.
Rune :
A wave sweeps over all fighters:
Damage and crit of the artifact owner and all allied fighters are increased by {} for {} seconds;
enemy units take {} magic damage and have their magic armor reduced by {} for {} seconds.
The effects apply only to units affected by the wave.
Donkey ( XX May 11 h GMT+2 (Guess)) :
+ Artifact
Activation: Once in a while
Puts up the enemy with the most damage. He cannot attack or use his abilities for {}s. In addition, the cooldown for all abilities is increased by {}s and the enemy’s health cannot be restored for {}s. The damage received by the sleeping enemy is reduced by {}. A silence zone surrounds the sleeping enemy and all enemies within a small radius of the sleeping enemy cannot use weapon abilities and attack {} more slowly.
Rune
Puts up the enemy with the most damage to sleep. He cannot attack or use his abilities for {}s. In addition, the cooldown on all abilities is increased by {}s. and the enemy’s health cannot be restored for {}s. The damage received by the sleeping enemy is reduced by {}. A silence zone surrounds the sleeping enemy fighter and all enemies within a small radius of the sleeping enemy cannot use weapon and armor abilities and attack {} more slowly.
- Dragon : ( XX May 2023 11h GMT+2 (Guess)) ( Missing items ) :
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Hi Matheo
nice concept but what about update section in set workshop?
also, can we add all 3 kinds of Ascension to one item, or we have to choose one of 3 kinds of Ascension?
ty for your time