Monster Idea Forum Part 2

Here is the database for ideas for new monsters. The specifications you need to fill out are: The MOST you can do is: If you're like me and have too many ideas for 3 move sets, please specify that the fourth set is from levels 105-130. It's not required, but it's helpful for people who don't know about fourth move sets. - Rubberninja237
 * Stats (Level 100)
 * Element(s)
 * Special move
 * At least skills group 3
 * A general description, if not actual image
 * Stats (Level 100)
 * Element(s)
 * All moves
 * Image of monster
 * Monster description
 * Events monster is in/how to obtain them
 * What "books" they're listed under
 * The relics that can they can be equipped

BELOW THIS MESSAGE, YOU CAN CREATE YOUR OWN MONSTER

Syranmeral (DarknessLOL666)
Special Metal

When Wraith received orders to kill Uriel himself, he decided to use a creature to infiltrate Heaven. He knew it would be flying, so it could fly up through clouds, and it must be powerful enough to kill Uriel. He decided he could give Stake wings and poisoned fangs. He sent it to kill Uriel while he was sleeping. Syranmeral flew up through the clouds and bit Uriel on the leg. Instead of killing Uriel, it sent him into a deep coma. When he finally woke up, Elvira asked him who had done it, he said "this has Wraith written all over it. We will send our aid to the Nocturnal Order."

New Stuff

Coma - Monster cannot attack for 2 turns. Can be blocked by Artifact or Spirit.

Deep Coma - Monster cannot attack for 3 turns. Can be blocked by Artifact or Spirit.

Skills Group 1

Toxic Tail Dart - 35 Metal Damage, Poisons and Bleed. 18s 0cd

Fatal Bite - (Special) Applies 3 Turn Death Countdown to one enemy. 30s 3cd

Single-Stroke Fang - deals 75 Metal Damage and Bleeds one enemy. 24s 1cd

Stunning Bite - 25 Special Damage. May Stun target. 15s 0cd

Skills Group 2

Toxic Tail Spike - 60 Metal Damage, Poisons and Bleeds.

Deadly Bite - (Special) Applies 2 Turn Death Countdown to one enemy. 35s 4cd

2-Stroke Fangs - Deals 50 Metal Damage twice and Bleeds. 28s 2cd

Coma-Inducing Bite - Deals 35 Special Damage. May apply Coma to target. 20s 1cd

Skills Group 3

Tail Spike Cloud - 45 AoE Metal Damage, Poisons and Bleeds.

Killing Bite - Instantly Kills one enemy. Removes 30% of life from self. 40s 5cd

3-Stroke Fangs - Deals 40 Metal Damage 3 times to one enemy. 32s 3cd

Deep Coma Bite - 40 Special Damage and applies Deep Coma to target. 25s 4cd

Special Skill: Sky Viper - Applies Trait Disabled, 3-turn Possession, and 3-Turn Death Countdown to target.

Books: Dragon, Winged

Runes: Essence, Trap

How to Get: There will be a Servants of Wraith Team Race. Top Prize gets The Dark Lord Rank 4 who is sending Wraith to kill Angels, a Wraith Rank 4, and a Syranmeral Rank 4. 2nd gets Wraith Rank 4, and Syranmeral Rank 4. 3rd gets Syranmeral Rank 4. Rank 4-5 get an unranked Dark Lord, 6-10 get unranked Wraith, 11-15 get Syranmeral, and 16-20 get 25 cells of each.

Quantiel (Black Destruction 92 is back baby!)
Legend Light

Long description: The Nocturnal Order is a group of monsters and people who are devoted to destroying Wraith. Their leader is Master Y and they are modeled after the Masters of Death. Every member of the Nocturnal Order is a dangerous individual and fighting them is not advised. Quantiel is the Battlemaster of the Nocturnal Order. He is wise, cunning, and a master swordsman. Quantiel's tactics have been questionable at certain times but, Master Y and the rest of the Nocturnal Order soon came to a conclusion that Quantiel knows best. Unlike the Marksman, Quantiel openly talks about his past. He was once an angel of Heaven and his life was that of a scholar who studied great battles and warriors of both Heaven and Earth. Quantiel wasn't a warrior himself, nor did he want to be one at the time. He was just happy and, to him, he had everything he could ever want. Quantiel's life was perfect until, his brother, Zyracriel, was murdered in cold blood by Wraith. Quantiel was devastated by his brother's death. The Council of Heaven was even more upset in fact, they were angry. First off, they just lost another Omnilord, the most powerful type of angel there is, to Wraith. The last time an Omnilord was killed by any being other than the deadliest assassin ever is unknown, it happened so long ago that no one remembers the event. What truly ticked the Council off though, was the fact that Zyracriel was the third Omnilord they lost that year. Someone is out there, hiring Wraith to kill angels and they want to know who so they can bring him to justice. Quantiel, on the other hand, wanted to take a different course of action. Through his studies and observations, he has discovered a group of people who are willing to do whatever it takes to kill Wraith. That group is the Nocturnal Order. Quantiel proposed that the Council of Heaven assists the Nocturnal Order in their mission to kill Wraith after all, if Wraith dies, no more Omnilords would be killed. The Council reminded Quantiel that it is forbidden for the angels to meddle with mortal affairs. Quantiel replied by saying, "In times of great need, angels have assisted humans before. When Barbelan pulled Heaven from the sky, who was it that helped humans rebuild their civilizations?  Us and Arch-Seraphim!" Elvira, one of the members of the Council of Heaven said that this was different. The angels only assisted humans only because humans were a vital part of keeping the eternal balance between good and evil. After five hours of arguing, Quantiel has had enough. He yelled, "I know the truth! You do not fight Wraith because, you are scared of him!  I won't let my brother's death be in vain.  I will avenge him and, I would rather live in Hell than around cowards like you!" And, with that, he stomped out of the Council of Heaven's meeting room and into Heaven's armory. He began raiding the armory in secret every day and gave divine weapons and armor to the Nocturnal Order. He also trained himself to fight and was prepared to battle the Council when they discovered his crimes. Surprisingly, it took a month for the Council to discover that Quantiel was raiding the armory. The Council of Heaven charged Quantiel with heresy for helping mortals and sentenced him to death. Quantiel simply said, "I refuse," and took out a sword. Although he only trained for a month, Quantiel's swordsmanship exceeded that of some of Heaven's best warriors. He battled the Council of Heaven a hundred to one and almost escaped. Before he could fly away, Remiel grabbed his feet while Ragnael and Elvira tore off Quantiel's wings and threw him off of Heaven. The fall nearly killed Quantiel but, he somehow survived. He then met with the Nocturnal Order and told them his story. Once Quantiel finished, the Marksman demanded to see the wounds where Quantiel's wings were. Quantiel showed him the wounds. "By the gods, he is an angel!" Said the Marksman. Quantiel then officially joined the Nocturnal Order. With his sword of light, he may be their best tactician but, he also is one of their best warriors.

Short description: Quantiel was an angel who lost his brother to Wraith. In an attempt to help mortals kill Wraith, Quantiel raided Heaven's armory and gave divine weapons to the Nocturnal Order. When the Council of Heaven discovered Quantiel's crimes, they sentenced him to death. Quantiel fought back and attempted to escape but, got his wings ripped off. Now Quantiel works for the Nocturnal Order as their best tactician and one of their best warriors.

New stuff: 

Trait: Nocturnal Order Battlemaster - Anticipation. Immune to all torture status effects

New buffs: Default Skills:
 * 1) Quantiel's Reckoning: Affected monster deals triple damage against monsters from the Good Legions book and deals 50% more damage to all enemies for 3 turns.
 * 2) Quantiel's Disapproval: Affected monster takes damage equal to 15% of their maximum life and has their power and accuracy decreased by 15%.  Lasts 4 turns.

Former Angel (13 Stamina): Deals 25 Physical damage to one enemy.

Power of the Light (13 Stamina): Deals 30 Light damage to one enemy.

Skill group 1:

Light of Objection (19 Stamina): Deals 35 Light damage to one enemy. Applies Quantiel's Disapproval to one enemy.

Bright Slice (18 Stamina): Deals 40 Light damage to one enemy.

Positive Energy (12 Stamina): Applies Quantiel's Reckoning to one ally. Requires 1 turn cooldown.

Skill group 2:

On the Assault (20 Stamina): Gives an extra turn to an ally. Requires 1 turn cooldown.

Swift Strikes (25 Stamina): Deals 55 Special damage to one enemy. Gains an extra turn. Requires 1 turn cooldown.

Wingless Strike (22 Stamina): Deals 55 Light damage to one enemy. Applies Quantiel's Disapproval to one enemy.

Skill group 3:

Forgiveness is a Lie (31 Stamina): Deals 70 Light damage to one enemy.

Die Like a Sinner (30 Stamina): Deals 45 Light damage to all enemies. Gains life equal to damage dealt. Requires 3 turns cooldown.

Offensive Strategy (27 Stamina): Gives an 2 extra turns to an ally. Requires 3 turns cooldown.

Skill group 4 (105-130):

Ruthless Tactician (31 Stamina): Gives 2 extra turns to target. Gives an extra turn to all other allies. Requires 4 turns cooldown.

Fury of the Nocturnal Order (39 Stamina): Gives Double Damage to all allies. All allies regain 100% Stamina. All allies gain Quantiel's Reckoning. Requires 4 turns cooldown.

Incandescent Energy (29 Stamina): Deals 55 Light damage to all enemies. Applies Quantiel's Disapproval and Sunburn to all enemies. Requires 3 turns cooldown

Special move: Judgement: Deals 85 Light damage to all enemies. Applies Quantiel's Disapproval to all enemies. Applies Quantiel's Reckoning to all allies.

'How to get: 'Two weeks after the Nocturnal Order Challenge, a new dungeon will pop up called The Mission of the Nocturnal Order. The Mission of the Nocturnal Order is an event where players will lead their best forces against a boss Wraith at level 150 with three level ten speed runes and infinite Stamina. In order to enter the event's dungeon, players will have to be at least level 55 and they must have Master Y either hatched, hatching, or in storage. The Dungeon has ten nodes and the eighth one contains a Quantiel egg. This dungeon only lasts for 3 days and may return.

'Misc info:'

Books: Evil Legions

Default rune slots: 3

Relics: Sword, Amulet

Arch-Seraphim (DarknessLOL666)
Dark Light

Description: When Barbelan finally pulled Heaven from the sky, the Good and Evil Legions raided the Relics Forge and prepared for a battle the likes of which will hopefully never be repeated. When the battle started, Seraphim did not want to betray his angelic allies or demonic allies. Instead, he floated above over the battlefield, sending healing spells into the thickest section of fighting. When all the monsters had died except the Lord of Light Arch-Uriel and the Lord of Darkness Arch-Darkzugal, he came down to the ground and received the blessing of both Uriel and Darkzugal. Both gods then killed each other and released so much energy that the resulting explosion left a large uninhabitable crater. Since Seraphim was one of the few survivors, he healed all the other survivors regardless of their affiliation with either legion. He said to the survivors, "There is no good and evil, everything exists the way it is."

Rune slots: 3

Books: Winged, Spirit

Relics: Sword, Staff

New Stuff:

Siphon - Removes 10% of life from target and transfers that life to self.

Has 4 attacks per skill group.

Default Skills: 

Grey Sword - Deals 25 Physical damage. 13 stamina, 0 CD

Neither good nor evil - Deals 20 Light damage and 20 Dark damage to target. 16 stamina, 0 CD

Skills Group 1:

Drain - Deals 40 Dark damage. Steals as much life as damage dealt. 18 stamina, 0 CD

Dull - Deals 40 Dark damage. May give target Nightmares. 18 stamina 0 CD

Shiny - Deals 40 Light damage. May Blind target. 18 stamina 0 CD

Heal - Heals one ally by 40%. 18 stamina 0 CD

Skills Group 2:

Heist - Deals 60 Dark damage. Steals as much life as damage dealt. 24 stamina 1 CD

Overcast - Deals 60 Dark damage. Applies Nightmares to all enemies. 24 stamina 1 CD

Lucent - Deals 60 Light damage. May Blind all enemies. 24 stamina 1 CD

Light Respite - Heals one ally by 50%. Gives 50% of stamina to one ally. 24 stamina 2 CD

Skills Group 3:

Demonic Schism - Splits self into Arch-Uriel and Arch-Darkzugal for 3 turns. 36 stamina 4 CD

Divine Amalgamation - Merges all allies into one supreme being for three turns. This Supreme Being can attack 3 times using the skillsets of its components. The Supreme Being has the sum of the Life of its components, the sum of the Power of its components, and the Speed of the sum of the components divided by 2. Once the Supreme Being splits, Arch-Seraphim will die. 36 stamina 6 CD

Abduction - Deals 80 Dark damage. Steals as much life as damage dealt. Applies Nightmares to all enemies. 30 stamina 2 CD

Luminous - Deals 80 Light Damage. May Blind all enemies. Gains a 50% Shield. 30 stamina 2 CD

Special Skill: Dark and Light - Deals 100 Dark and Light damage to all enemies.

How to get. You must have 100 Dark Elemental cells and 100 Light Elemental cells. There will be an event for 72 hours where you can craft these and 100 Elementium into an Arch-Seraphim.

Dragonian Savage (Yee yee it's Rubberninja237)
Earth Nature

Long Description: The Dragonian Beast went from being a high tier Epic monster to being a hunter of Legends. He was blessed by Xasos with immense power, meant to turn against the Earth monsters. However, his unrelenting resolve prevented his mind from being corrupted, and he was simply boosted in power. His already high power was increased by the dark energy, and he was given wings to boost his speed.

Short Description: The Dragonian Savage was chosen by Xasos to be a more powerful version of the Dragonian Beast. Xasos meant to turn him against Earth monsters, but his willpower was too great for this corruption. He instead fights for epic monsters, protecting them from the Legends of the monster world.

Strength: 3721 Speed: 3357  Life: 46,540

Default Rune Slots: 3

Relics: Mask, Shield

Books: Dragons, Winged, Good Legions

Trait: Immune to Blind and Total Blind

Default Skills

Beast Roll 12 STA: Deals 30 Physical damage.

Leaf blast 12 STA: Deals 30 Nature damage.

Skill Group 1

Incandescent Rocks 15 STA: Deals 50 Earth damage. 1 turn cooldown.

Wild Roots 14 STA: Deals 40 Nature damage.

Stone Rod 16 STA: Deals 45 Earth damage. Stuns target.

Skill Group 2

Ten Tons of Sand 20 STA: Deals 55 Earth damage. Dazes target.

Brazil Roll 18 STA: Deals 40 Nature damage. Stuns target.

Out of Breath 24 STA: Deals 60 Nature damage. Poisons and Dazes target. 1 turn cooldown.

Skill Group 3

Rockorites 21 STA: Deals 75 Earth damage. Stuns target. 1 turn cooldown.

Biohit 45 STA: Deals 85 Nature damage. 1 turn cooldown

Jungle Fighter II 49 STA: Deals 50 Nature damage to all enemies. Stuns and Blinds all enemies. 2 turn cooldown.

Skill Group 4 (lvl 105-130)

Devastating Avalanche 55 STA: Deals 70 Earth damage to all enemies. 3 turn cooldown.

Spiked Skin 33 STA: Deals 50 Earth damage. Gains 250% damage return.

Alpha Strike 40 STA: Deals 70 Nature damage. MegaStuns, Dazes, and Applies a 50% damage reduction to target. 2 turn cooldown.

Special: Pack Attack- Deals 90 Nature damage to all enemies. Dazes all enemies. 100% chance of slowing all enemies.

How to Obtain

If you have Xasos and Dragonian Beast, both at level 130, you can breed them for a 1% chance of obtaining the Dragonian Savage.

Omnital (MachineGunSuper)
Legend Metal

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Omnital was constructed to defend the Metal Mountain, a place where most Metal monsters were born. He is equipped with the strongest guns out there, which can obliterate almost anything.

New Things:

-Has 200 stamina

Glowing: Monster recieves twice the damage from all attacks for 2 turns

Injured - Monster loses 20% of its health each turn for 2 turns.

Books: Mechanical

Relics: Armor, Shield

Default Skills:

Stunning Punches: Deals 30 Physical damage. 50% chance of Stunning target (13 S)

Heavy Stomps: Deals 45 Physical damage. (15 S)

Skill Group 1:

Rifle Shots: Deals 55 Metal damage. May make target Bleed. (23 S)

Headshot: Deals 60 Metal damage. May make target Bleed. (25 S) (1 C)

Bombs: Deals 60 Special damage. Applies Glowing to target. (30 S) (3 C)

Skill Group 2:

Shotgun: Deals 80 Metal damage. Applies Injured to target. (40 S) (3 C)

Heavy Hammer: Deals 50 Metal damage to all enemies. May Daze and Stun all targets. (40 S) (3 C)

Recharge: Gives 100% of Stamina to itself. Applies Regeneration and Double Damage to itself. (30 S) (3 C)

Skill Group 3:

Minigun: Deals 50 Metal damage to all enemies. Applies Bleeding and Burn to all targets. (45 S) (3 C)

Buzzsaw: Deals 80 Special damage. Applies Glowing to all enemies. (50 S) (4 C)

Shutdown: Applies Stun to itself. Heals itself by 100%. Gains 100% of Stamina. Gains Triple Damage for 2 turns. (40 S) (4 C)

Skill Group 4:

Malfunction: Deals 70 Metal damage. May Possess all enemies. (50 S) (4 C)

Hacking Systems: Instantly kills a monster. (40 S) (4 C)

Bomb Shells: Deals 80 Special damage to all enemies. May Burn all targets. (50 S) (4 C)

Special Skill:

Account Termination: Deals 200 Metal damage to all enemies.

How to Obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature ,Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Vitreous (DooshLawnde)


General:

Name: Vitreous

Rarity: Legendary

Element: Legendary, Water

Books: Aquatic

Trait: Ballistic: Is not weak (and cannot be made weak) to any types + 25% accuracy loss on status effects

Relics: Banner, Essence

Bio: Vitreous is an adept predator with a unique way of hunting. It specializes in utilizing various types of slime to catch prey. Some are thin and oily, allowing Vitreous to keep up with swift prey. Some are sticky and heavy and are used to capture potential prey.

New things introduced:

Mega Haste: Increases Speed by 40% for two turns. Stacks with regular Haste.

Mega Slow: Decreases Speed by 40% for two turns. Can be stacked with regular Slow.

Stats:

Power: 3,300

Health: 26,000

Speed: 3,421

Moves:

Slime Bite: Deals low Physical damage. (20 power, 10 Stamina, 0 CD)

Slime Slap: Deals low Water damage. (25 power, 10 Stamina, 0 CD)

Special- May the hunt begin: Deals 40 Special damage to all enemies. Gives 50% of Stamina to all allies. Applies Mega Haste to all allies. Applies Mega Slow to all enemies.

Skills Group 1:

Feast upon your prey: Deals moderate Water damage to all enemies. Gives Stamina Regeneration to all allies.. (40 base power, 32 Stamina, 2 CD)

Snared: Deals heavy Water damage. Applies Slow to target. (55 power, 30 Stamina, 1 CD)

Cellular Reinforcement: Deals heavy Water damage. Gives 30% of Stamina to itself. (50 power, 30 Stamina, 1 CD)

Skills Group 2:

Adrenaline Rush: Deals moderate Special damage. Applies Haste to all allies. (40 power, 29 Stamina, 2 CD)

Gunk Shot: Deals moderate Special damage. Applies Slow to all enemies. (40 base power, 29 ST, 2 CD)

Hunting Boost: Gives 50% of Stamina to all allies. Applies Damage Boost to all allies. Removes all negative status effects from all allies. (30 ST, 2 CD)

Group 3:

Drenched in Sludge: Deals moderate water damage. Applies Mega Slow to target. (40 power, 39 Stamina, 3 CD)

Slicker than ever: Gives 50% of Stamina to one ally. Applies Mega Haste to target. (42 Stamina, 3 CD)

Apex Predator: Deals low Special damage to all enemies. Applies Haste to all allies. Applies Slow to all enemies. (30 power, 38 Stamina, 4 CD)

The Marksman (Black Destruction 92 is Not Homophobic)
Legend Metal

Long description: The Nocturnal Order is a group of monsters and people who are devoted to destroying Wraith. Their leader is Master Y and they are modeled after the Masters of Death. Every member of the Nocturnal Order is a dangerous individual and fighting them is not advised. The Marksman is the Nocturnal Order's best Sniper. He has been part of the Nocturnal Order for more than ten years and has killed ten times as many enemies. Nobody knows what his true name is and his face is always concealed behind a mask. Not many know The Marksman’s past and those that did are now dead and buried. The Marksman’s story is one of loss, sadness, and suffering. Before his service to the Nocturnal Order, The Marksman lived in the desert with his family. His father taught him how to hunt and kill for food and defense. His mother taught him how to read and write which many didn’t know how to do in the desert. Eventually the Marksman grew up and became an adult. He left his parents and began a life in the desert with his new wife and child. The Marksman and his new family were happy in the desert. Until, Wraith was hired by a sadistic conqueror to exterminate all people in the desert in order to make room for a new city. The Marksman and his family were one of the first ones targeted by Wraith. The Marksman instantly grabbed his rifle and shot Wraith. Wraith was fine and resisted the shot. He then killed The Marksman’s family wrote these words in his wife and child’s blood: “I let you live today and your life is yours to live but, you will live in sadness and anger. That is worse than death.” Then Wraith fled. The Marksman then became bitter and angry at the world. He donned a black mask and armor and joined the Nocturnal Order. He will have revenge on Wraith for killing his family and will fight to his last breath but, it will never be enough. He can never forgive Wraith for killing his family and believes that even putting a thousand bullets in Wraith’s head will not be enough punishment for his crimes.

Short description: The Marksman used to have a family which he loved. But, after losing them to Wraith, he became bitter and angry. Donning a black suit of armor and a matching mask, The Marksman vowed to make Wraith pay for killing his loved ones.

New stuff:

Trait: Nocturnal Order Sniper - Immune to all accuracy decreasing effects and Sunburn

Default Skills:

Stab (13 Stamina): Deals 25 Physical damage to one enemy.

Snipe (13 Stamina): Deals 30 Metal damage to one enemy.

Skill group 1:

Shotgun Slug (19 Stamina): Deals 45 Metal damage to one enemy

Pushing the Limit (0 Stamina): Deactivates all cooldowns from self.

Finding Cover (16 Stamina): Applies Evasion to self. Requires 2 turns cooldown

Skill group 2:

Buckshot Round (27 Stamina): Deals 65 Metal damage to one enemy and 35 Metal damage to everyone else. Requires 3 turns cooldown.

Point-Blank Shot (25 Stamina): Deals 65 Special damage to one enemy. Applies Daze to one enemy

Armor-Piercing Shot (24 Stamina): Deals 65 Metal damage to one enemy. Destroys target’s shield and applies Stun to target. Requires 1 turn cooldown.

Skill group 3:

Staggering Shot (27 Stamina): Deals 70 Metal damage to one enemy. Applies Stun to one enemy. Requires 1 turn cooldown.

Birdshot Round (29 Stamina): Deals 55 Metal damage to all enemies. Requires 4 turns cooldown.

The Marksman’s Attack (28 Stamina): Deals 65 Special damage to one enemy. Applies Evasion to self. Requires 2 turns cooldown.

Skill group 4 (105-130):

4 Bore Elephant Round (31 Stamina): Deals 90 Metal damage to one enemy. Applies Stun to one enemy. Requires 4 turns cooldown

Experimental Round (25 Stamina): Deals 75 Metal damage to one enemy. Applies Poison, Magnetized, and Freeze to all enemies. Requires 3 turns cooldown.

JDJ Shot (38 Stamina): 50% chance of killing an enemy Instantly. If not, deals 90 Metal damage to target. Requires 6 turns cooldown.

Special move: The Big Gun: Deals 130 Metal damage to one enemy.

How to get: Two weeks after the Nocturnal Order Challenge, a new dungeon will pop up called The Mission of the Nocturnal Order. The Mission of the Nocturnal Order is an event where players will lead their best forces against a boss Wraith at level 150 with three level ten speed runes and infinite Stamina. In order to enter the event's dungeon, players will have to be at least level 55 and they must have Master Y either hatched, hatching, or in storage. The Dungeon has ten nodes and the ninth one contains a The Marksman egg. This dungeon only lasts for 3 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 3

Relics: Armor, Mask

Experiment 5 (Black Destruction 92 is Not Racist)
Legend Nature

Long description: The Nocturnal Order is a group of monsters and people who are devoted to destroying Wraith. Their leader is Master Y and they are modeled after the Masters of Death. Every member of the Nocturnal Order is a dangerous individual and fighting them is not advised. Experiment 5 is the Nocturnal Order's Abomination. Created through illegal DNA experiments, Experiment 5 is one of the most powerful warriors the Nocturnal Order has. He is an amalgamation of many, many different DNA strands. Wraith, Ixofex, a T-Rex, their strands and more are within Experiment 5. Experiment 5 can even collect his own DNA samples to add on to his already complex DNA. Each strand of DNA gives Experiment 5 different powers. He calls the powers his own but, in reality, they are not. Experiment 5 was created to be a killing machine so, his creators altered his brain to make him lack emotion and the ability to feel pain. The people who created Experiment 5 were never heard from again after Experiment 5's creation. Some suspect that Experiment 5 killed his own creators but, that is just a rumor the Nocturnal Order told everyone in order to make people fear Experiment 5 even more. The truth is that Experiment 5's creators were so terrified of their creation that they all committed suicide. The reason the Nocturnal Order kept the truth from the public is simple, they didn't want anyone to know that they had weakness within their ranks. But, weakness is hard to hide when you are facing a being as horrifying as Experiment 5. He has been known to slaughter entire armies and no one can shoot him down though many have tried. The reason why no one can kill Experiment 5 is because, Experiment 5 lacks the organs and fluids that are necessary for survival. Rather he has a single orb in the center of his chest that he powers through photosynthesis that keeps him alive. The orb is made of a bulletproof material which was found within an asteroid and all the necessary components are housed within the orb which is housed within Experiment 5's endoskeleton made of the same material. Nothing and no one can stop Experiment 5. He is dangerous, unkillable, and won't hesitate to destroy his enemy. Beware Experiment 5.

Short description: Experiment 5 is the unkillable, emotion-less Abomination of the Nocturnal Order. He is so frightening that his own creators killed themselves because, their creation was too horrifying. An amalgamation of many different DNA strands, Experiment 5 has many different powers granted by the DNA and, he can collect more DNA samples to add to his already complex DNA. Beware Experiment 5.

New stuff:

Trait: Nocturnal Order Abomination: When this monster kills an enemy or an ally gives permanent 25% Damage Boost to self. The Damage Boosts stack.

Default Skills:

Swords For Arms (13 Stamina): Deals 25 Physical damage to one enemy.

Dangerous Creature (13 Stamina): Deals 30 Special damage to one enemy.

Skill group 1:

Fast Slashes (20 Stamina): Deals 20 Special damage to one enemy. Gains an extra turn.

The Abomination Strikes (0 Stamina): Deals 40 Special damage to an ally. Gains 100% Stamina and Regeneration. Requires 3 turns cooldown.

DNA Extract (19 Stamina): Deals 45 Nature damage to one enemy.

Skill group 2:

Toxic Blades (21 Stamina): Deals 70 Nature damage to one enemy applies Poison to one enemy and Nature Weakness to all enemies. Requires 1 turn cooldown

Vampiric Bite (19 Stamina): Deals 65 Special damage to one enemy. Gains life equal to damage dealt.

Blue Fire Stabs (21 Stamina): Deals 70 Fire damage to one enemy. Applies Sunburn and Burn to one enemy. Requires 2 turns cooldown.

Skill group 3:

Frozen Ground (27 Stamina): Deals 45 Water damage to all enemies. Applies Freeze to all enemies. Requires 3 turns cooldown

Flame Blast (29 Stamina): Deals 50 Fire damage to all enemies. Burns all enemies. Requires 3 turns

Electrifying Attack (25 Stamina): Deals 45 Thunder damage to all enemies. Applies Shocked to all enemies. Gains an extra turn. Requires 3 turns cooldown

Skill group 4 (105-130)

Sub-Zero Spikes (210 Stamina): Deals 30 Water damage to all enemies. Takes away 50% of all enemies' Stamina. Applies MegaFreeze and Stamina Leak to all enemies. Requires 6 turns cooldown

True Monster (45 Stamina): Kills an ally but, heals self by 50% of maximum life and gains 300% Damage increase for 2 turns and two extra turns. Requires 5 turns cooldown

Howling Assault (30 Stamina): Deals 40 Special damage to all enemies. Gains an extra turn. Requires 1 turn cooldown.

Special move: Beam of Pure Power: Deals 85 Special damage to all enemies. Applies MegaFreeze, Poison, and Ignition to all enemies.

How to get: Two weeks after the Nocturnal Order Challenge, a new dungeon will pop up called The Mission of the Nocturnal Order. The Mission of the Nocturnal Order is an event where players will lead their best forces against a boss Wraith at level 150 with three level ten speed runes and infinite Stamina. In order to enter the event's dungeon, players will have to be at least level 55 and they must have Master Y either hatched, hatching, or in storage. The Dungeon has ten nodes and the second one contains an Experiment 5 egg. This dungeon only lasts for 3 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 2

Relics: Sword, Sword

Lucearis (MachineGunSuper)
The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Lucearis may seem like the one who would save you from your death, but trust me, he is the most evil out of The Elemental Hunters. He even spends his life in a Dark Habitat, hunting for monsters. Anybody who decides to step inside that habitat is instantly blinded by his bright wings. He is an angel after all, so, even if you get killed by him, you will still have never ending nightmares in your afterlife...

New Things

-Has 200 stamina

-Angelic Daze: Monster is unable to attack for 3 turns.

Books: Winged

Relics: Staff, Mask

Default Skills:

Sword Slash: Deals 30 Physical damage. Applies Bleeding to target monster. (14 S)

Light Blast: Deals 25 Light damage to all enemies. May Daze all targets. (16 S)

Skill Group 1:

Blinding Sword: Deals 30 Light damage. May Blind target. (14 S)

Antishield: Applies Special and Light Weakness to one enemy. (16 S) (1 C)

Light Sphere: Deals 30 Light damage to all enemies. May Blind all targets. (20 S) (1 C)

Skill Group 2:

Sun Beam: Deals 35 Light damage. Applies Sunburn to target monster. (16 S) (1 C)

Flashing Lights: Deals 40 Special damage. May Blind and Daze target. (16 S) (1 C)

Light Speed: Heals all allies by 25% and Increases their Speed by 100% (20 S) (2 C)

Skill Group 3:

Dark on the inside: Deals 40 Dark damage to all enemies. Applies Total Blind to all targets. (25 S) (3 C)

Portal to Heaven: Deals 40 Light damage. Applies Angelic Daze and Sunburn to target. (25 S) (4 C)

Portal to Hell: Deals 40 Dark damage. May Ignite and Burn target. Applies Fire Weakness. (30 S) (3 C)

Skill Group 4:

White Hole: Reflects all enemy attacks for 3 turns. (30 S) (4 C)

Nova: Deals 60 Light damage to all enemies. Applies Angelic Daze and Sunburn to all targets. (35 S) (4 C)

Black Hole: Removes 25% of all enemie's life for 3 turns. (40 S) (4 C)

Special Skill:

Where there is Light, there is no Dark!: Deals 120 Light damage to all enemies. Applies Sunburn and Angelic Daze to all targets. Dark monsters are instantly killed.

How to Obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Entarius (MachineGunSuper is Duper)
Legend Nature

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Entarius is the Killer of Magic, the one who reveals magic tricks and doesn't make them seem so "magic" anymore. He was created deep within a jungle, from barks, grass, leaves, rocks and vines. With the blink of an eye, he can heal himself as if nothing had ever happened. This entity is the most poisonous out of all The Element Hunters

New Things: 

MegaPoison: Monster loses 20% of its health for 3 turns. Power is reduced by 50% for 3 turns.

Hylophobia: Monster is weak to nature (4 turns). Has 75% less accuracy against nature types (4 turns).

-Has 175 stamina

Books: None

Relics: Staff, Amulet

Default Skills:

Bark Hit: Deals 30 Physical damage. 50% chance to make target Bleed (13 S)

Leaf Choke: Deals 45 Physical damage. (20 S)

Skill Group 1:

Mega Plants: Deals 55 Nature damage. May make target Bleed. (25 S) (1 C)

Poison Storm: Deals 40 Nature damage to all enemies. May Poison all targets. (30 S) (2 C)

Heal: Heals all allies by 45% (25 S) (2 C)

Skill Group 2:

Poison Blaster: Deals 60 Nature damage. May MegaPoison target. (30 S) (1 C)

Quagmire: Deals 50 Special damage to all enemies. Applies Poison and Slow to all enemies. (35 S) (2 C)

Healing Pill: Heals one ally by 100%. (30 S) (3 C)

Skill Group 3:

Nature Attacks: Deals 60 Special damage to all enemies. May MegaPoison all targets. (40 S) (2 C)

Restore: Gives 100% of Stamina to all allies. Removes 100% of Stamina from itself. (5 C)

Toxic Rain: Removes 100% of Stamina from enemies. May Poison all targets.

Skill Group 4 (105 - 130):

Godly Powers: Heals all allies by 100%. (50 S) (5 C)

Dark Side of Nature: Applies Nightmares, Mega Poison, and Hylophobia to all enemies. (45 S) (4 C)

Dark Force: May Possess all targets. Applies Damage Boost to all targets. (45 S) (4 C)

Special Skill:

Are you afraid of Nature?: Deals 85 Nature damage to all enemies. Applies Mega Poison and Hylophobia to all targets. Heals all allies by 100%.

How to Obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Lavatar (MachineGunSuper)
Legend Fire

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Lavatar is the Soulburner. The temperature around him is so high, that you feel heat even from 20 feet away! He was created in Hell, going unnoticed until he started to destroy things. He destroyed so many things and set so many prisoners free, that Barbatos had to send him to the normal world, where he did nothing different. Every Nature monster fears him. He burns the hottest out of all The Element Hunters.

New Things:

-Wildburns:  Reduces Monster's accuracy by 40%. Deals 60 Fire damage for 2 turns.

-Severe Burns: Deals 40 Fire damage to monster for 2 turns.

-Has 200 stamina

Books: Underworld

Relics: Sword, Staff

Default Skills:

Lava Fists: Deals 33 Physical damage. May Burn target. (14 S)

Mini Meteors: Deals 40 Fire damage. May Burn and Daze target. (20 S)

Skill Group 1:

Heat Wave: Deals 30 Special damage to all enemies. Applies Fire Weakness to all enemies. (20 S) (2 C)

Meteors: Deals 50 Fire damage. May Burn, Daze and Stun target (25 S) (1 C)

Temperature Difference: Deals 50 Special damage. Applies Freeze and Wildburn to target (35 S) (3 C)

Skill Group 2:

Smoke Everywhere!: Heals all allies by 40%. Applies Total Blind to all enemies. (30 S) (3 C)

Big Meteors: Deals 60 Fire damage. Applies Severe Burn and Fire Weakness to target. (35 S) (2 C)

Lava Wave: Deals 50 Fire damage to all enemies. May Burn and Daze all targets. (40 S) (3 C)

Skill Group 3:

Huge Meteors!: Deals 80 Fire damage. Applies Wildburn and Fire Weakness to target. (39 S) (2 C)

Wildfire: Deals 45 Fire damage to all enemies. May Severely Burn all targets. (35 S) (3 C)

Healing Flames: Heals all allies by 100%. Gives 50% of Stamina to all allies. (50 S) (5 C)

Skill Group 4 (lvl 105 - lvl 130):

Nuclear Flames: Deals 50 Fire damage to all enemies. May Wildburn and Poison all targets. (45 S) (3 C)

Dwarf Planet Smash: Deals 90 Special damage to one enemy. (50 S) (4 C)

Ultra Beam: Deals 75 Special damage to one enemy. May Wildburn all targets. (45 S) (3 C)

Special Skill:

Ultranova: Deals 100 Fire damage to all enemies. May Wildburn, Severely Burn and Burn all targets. 50% chance to instantly kill all enemies.

How to obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Nightmangler (MachineGunSuper)
Legend Water

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Nightmangler has been haunting the sea for decades now, and hasn't yet been stoped. Every attempt at killing him has failed. He has survived poison, underwater mines, magic... the list goes on and on and on. Oh, and if that wasn't enough, he can live on the land. So, don't feel safe on land, my friend! He is the coldest of the Element Hunters.

New things:

-Drowned: Monster loses 15% of health. Accuracy and Power are reduced by 35%

Deep Wound - Monster loses 10% of its health each turn for 4 turns.

-Has 200 stamina

Books: Sea

Relics: Trap, Mask

Default Skills:

Giant Bite: Deals 35 Physical damage. May make target Bleed (14 S)

Waterfall: Deals 40 Water damage. (14 S)

Skill Group 1:

Cruel Bites: Deals 40 Special damage. May make target Bleed. Gains 1 extra turn (20 S) (2 C)

Wave: Deals 30 Water damage to all enemies. May Drown all targets. (24 S) (2 C)

Boiling Water: Deals 35 Water damage. May Burn target. (20 S) (1 C)

Skill Group 2:

Dark Water.: Deals 35 Water damage to all enemies. May Blind and Drown all targets. (30 S) (3 C)

Water Shield: Applies a 50% Shield to all allies. Gives Freeze Immunity to all allies.

Cold Strike: Deals 45 Special damage. May Freeze target. (25 S) (1 C)

Skill Group 3:

There's no fire!: Deals 50 Water damage to all enemies. Removes 50% of stamina from all hostile Fire monsters. (33 S) (2 C)

Deep Water: Deals 45 Water damage to all enemies. May Freeze, Drown and Blind all targets. (35 S) (3 C)

Earth-Shaking Bite: Deals 70 Special damage to an enemy. 50% chance to Stun target. (40 S) (0 C)

Skill Group 4 (lvl 105 - 130):

Water Torment: Deals 40 Water damage to all enemies. Removes 100% of Stamina from targets. (50 S) (4 C)

Piranha Attack: Deals 60 Special damage to all enemies.. Applies Deep Wound to all targets. (50 S) (4 C)

Dark Unscrew: Deals 50 Special damage .50% chance to instantly kill target. (30 S) (4 C)

Special Skill:

Poseidon's Evil Wrath: Deals 95 Water damage to all enemies. Applies Drowning, Blindness, Stun, Freeze Special and Water Weakness to all targets. Also Reduces their power by 50%.

How to obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Thunderion (MachineGunSuper is DUPER)
Legend Thunder

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Thunderion is responsible for The Great Death Storm, an event which wiped out most water monsters that existed at the time. The food chain was ruined for a very long time, making many species go extinct. Nobody has seen Thunderion since then, but recently, the storms have been getting stronger and stronger...

New things

-Electrocuted: Deals 25 Thunder damage for 3 turns. Removes 10% of stamina.

-Has 200 Stamina

Books: None

Relics: Sword, Staff

Default Skills:

Huge Claws: Deals 30 Physical damage. (12 S)

Lightning Bomb: Deals 40 Thunder damage. May Electrocute target. (17 S)

Skill Group 1:

Lightning Sword: Deals 40 Thunder damage. May make target Bleed. (20 S) (1 C)

Burning Rays: Deals 35 Thunder damage. May Burn and Daze target. (25 S) (1 C)

Unbreakable Shield: Applies a 40% life shield to an ally. (20 S ) (1 C)

Skill Group 2:

Storm: Deals 50 Thunder damage. May Electrocute and apply Thunder weakness to target. (25 S) (2 C)

Destaminaze: Deals 30 Special damage to all enemies. Removes 50% of stamina from targets. Applies Stamina Regeneration to itself. (3 C)

Thunder Spam: Deals 60 Thunder damage. May Blind and Daze target. (25 S) (2 C)

Skill Group 3:

Hurricane: Deals 60 Thunder damage to all enemies. May Electrocute and Daze all targets (35 S) (3 C)

Stun Balls: 75% chance to stun an ennemy. (25 S)

Shockwave: Deals 50 Special damage to all enemies. May Stun all targets. Gains 1 extra turn. (40 S) (4 C)

Skill Group 4(105-130):

Thunder Magic: Deals 45 Special damage to all enemies. May Possess all targets. (50 S) (5 C)

Concentrated Lightning: Instantly kills an enemy. (50 S) (4 C)

I am Thunderion!!: Deals 70 Thunder damage to one enemy. May Stun target. Applies Double Damage to all allies. (45 S) (4 C)

Special Skill:

Lightning Agony: Deals 90 Thunder damage to all enemies. May Electrocute, Stun, Daze and Burn all targets. If enemy is below 50% health, it will instantly die.

How to obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Demolis (MachineGunSuper sounds familiar...)
Legend Earth

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Demolis has been sending every Thunder monster that entered his desert right back out, sometimes even chasing them down. He lets very few monsters ever enter his desert. At least he is unlike the other Element Hunters.He is calm most of the time and doesn't go around destroying every object standing his way. All you need to do is just stay still and do not move until he is gone.

New Things:

Choke: Deals 30 Earth damage for 2 turns.

-Has 200 stamina

Book: Spirits

Relics: Sword, Trap

Default Skills:

Hammer Hit: Deals 30 Physical damage. (13 S)

Sand Trap: Deals 35 Earth damage. May Blind target. (15 S)

Skill Group 1:

Dazing Hammer: Deals 33 Special damage. May Daze target. (15 S)

Pyramid: Deals 30 Earth damage to all enemies. Heals all targets by 33% (23 S) (1 C)

Back at you!: Reflects all enemy attacks for 2 turns. (23 S) (3 C)

Skill Group 2:

Sandstorm: Deals 35 Earth damage to all enemies. May Blind and Choke all targets. (25 S) (2 C)

Earth-Shaking Hammer: Deals 40 Special damage. May MegaStun target. (30 S) (3 C)

Angry Rockilla: Deals 35 Earth damage to all enemies. May make all targets weak against Earth.(25 S) (3 C)

Skill Group 3:

Hammer Fury: Deals 55 Earth damage to all enemies. Applies Stun and Bleeding to all targets. (30 S) (3 C)

Stone Shield: Applies a 50% life shield to all allies. (35 S) (3 C)

Earth Spirit: Applies Triple Damage to all allies for 1 turn. (35 S) (3 C)

Skill Group 4 (105 - 130)

Deathquacke: Deals 60 Special damage to all enemies. (35 S) (2 C)

Earth Forces: Deals 80 Earth damage to one enemy. May Stun,Daze and Choke target. (40 S) (2 C)

Dark Forces: May Possess all enemies. (40 S) (3 C)

Special Skill

Earth's Vengeance: Deals 100 Earth damage to all enemies. May Choke and MegaStun all targets. Thunder monsters are instantly killed.

How to obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Darkblink (MachineGunSuper is gonna haunt your dreams, hehehe...)
Legend Dark

The Element Hunters are cruel and rude creatures. They don't kill everybody though, they only kill the monsters they're strong against. However, if you find yourself standing in their way however, you may wanna say your last words, if there even is enough time. Within them, there is a dark force controling all of their actions. Darkblink is the reason you might sometimes feel someone is watching you while you sleep. There have only been 2 recorded sightings of him. Every morning there is fog in the Monster World. When the fog starts to get darker, Darkblink is close to you. He is the darkest of The Element Hunters.

Book: Spirits

Relics: Mask,Staff

New things:

Has 200 stamina

-Scotophobia: Monster is weak against Dark. Applies Total Blind for and Nightmares 2 turns.

Deep Wound - Monster loses 10% of its health each turn for 4 turns.

Default Skills:

Darkest Scratches: Deals 35 Physical damage. May apply Bleeding (14 S)

Nightmare: Deals 30 Dark damage to all enemies. May apply Nightmares to all targets. (22 S) (2 C)

Skill Group 1:

Dark Flow: Deals 35 Dark damage. May apply Scotophobia to target. (20 S) (3 C)

You are not good!: Applies MegaStun to target monster. (20 S) (3 C)

Darkness Claws: Deals 40 Special damage. May apply Deep Wounds to target. (20 S) (2 C)

Skill Group 2:

Fog of Nightmares: Deals 40 Dark damage to all enemies. May apply Scotophobia and Nightmares to all targets. (30 S) (3 C)

Not so dark!: Heals all allies by 50%. Applies Stamina Regeneration to all allies. (25 S) (3 C)

Dark Light: Deals 25 Dark and Light damage. May Blind and Stun target. (20 S)

Skill Group 3:

Black Smash: Deals 35 Special damage to all enemies. (30 S)

Corrupted Souls: Applies Precision, Double Damage and Possession to all enemies. (35 S) (4 C)

Support: Fully restores all allies' stats.

Skill Group 4:

Devour: Applies Triple Damage and Possession to all enemies for 2 turns. (40 S) (5 C)

3 - 0: Eliminates an enemy from the fight. Can be blocked by Sudden Death/ Instant Death Immunity. (50 S) (4 C)

Overwhelm: MegaStuns all enemies. Removes all their Relics and Traits. (45 S) (4 C)

Special Skill:

Access to Console: Instantly kills all enemies. Removes 99% of the health of enemies with Sudden Death/ Instant Death Immunity.

How to obtain:

During the challenge event, you get to choose which Elemental Hunter you want to obtain by fighting in the dungeon(Nature, Fire, Water, Thunder, Earth, Dark, Light, Metal, Magic). The rules for what monsters to use are: 2 of the weak type and 1 of the strong type. Eg: For Fire, use 2 Nature monsters and 1 Water monster. In the dungeon, there will be 20 total nodes. every 5th level is a boss. Each node contains 6 total legendary monsters of the element you chose, at level 100. The boss will be a legendary monster of that element, but at level 130 (also guarded by 3 monsters at level 115). The 21st level will be the boss fight with The Element Hunter. (at level 130). After deafeating the boss, it will cost 500 gems to unlock the monster.

Barbelan
Legend Fire

Warmaster Barbael was not Barbatos' twin, he was one of his triplet siblings. The third of these triplets was Barbelan. On the night they were born, Barbatos was spirited away to the underworld to be raised as a demon, Barbael was sent up to Heaven to be raised as an angel, and Barbelan was taken to the frozen north to be trained as a mercenary. He soon became proficient in manipulating water in the air, as he was trained by Frostwrath. Cryotan taught him the art of Shielding and Support. He wrestled with Furhem, and swam in the frozen North Sea. His hands grew callused from playing with Ledovech. It was a good life. All of this ended when King Daeron said "it is time you learned of your lineage. Your brothers are Barbael and Barbatos. You were born a demon. Demons always have incredible fighting skills, and since Barbatos' armies are threatening the very gates of Heaven, I am sending you there with your brother, Barbael. You will defend the gates of Heaven with your life." And with that, Barbelan was sent away to Heaven. In Heaven, he learned how to manipulate fire, and learned telekinesis, and his powers rivaled his brother, Barbael. Barbael was used to being the best, so he hid Remiel in a cave and took all the heat out of it. The very air froze solid. Since Remiel was frozen, and Barbael was the fire demon, they assumed it was Barbelan and kicked him out of Heaven. Barbelan became a mercenary, sometimes fighting for good and sometimes fighting for evil, but never lost his hate for Heaven. If he had his way, Heaven would fall to the ground, and every day he tries to pull it down. One day he will succeed. When that day comes, the world will end, and the eternal cycle of life and death will begin again.

New Stuff:

Barbelan does Fire and Water attacks

New buffs:

Ultra-Frozen - Target cannot attack for 3 turns, loses 5% of life each turn. Can be blocked by Immunity to Freeze.

Frozen Time - Target cannot attack next turn. Can be blocked only by monsters with Artifact.

Ice Spirit - Monster is immune to Status effects for 3 turns.

Default Skills:

Frozen Blast - 25 Physical Damage. 13s 0cd

Ice Cold - 35 Water Damage. 15s 0cd

Skills Group 1

Magic Ice - 50% chance of Freezing target. 15s 0cd

Ice Shield Shard - (Water) Applies a 30% Shield to Target. 21s 1cd

Time Freeze - 50% Chance of applying Frozen Time. 15s 0cd

Skills Group 2

Frozen Soul - 50 Water Damage. Applies Mega Freeze to target. 23s 1cd

Ice Shield - Applies a 50% Shield, Regeneration, and Stamina Regeneraion to target. 24s 2cd

Frozen Time - Applies Frozen Time to one enemy. 20s 2cd

Skills Group 3 

Heaven Hate - Deals 50 Fire Damage to all enemies. Applies Burns to all enemies. Applies Burn Hater to itself. 26s 3cd

Soul Shield - Removes all negative status effects from one ally. Gives Ice Spirit to one ally. 18s 2cd

Frozen Time Loop - Applies Frozen Time to target for 2 turns. 25s 3cd

Skills Group 4 (105 - 130)

Heaven Fury - Deals 50 Fire damage to all enemies. All enemies will die in 4 turns. 32s 4cd

Purifying Ice - Restores all cooldowns on all allies. 0s 4cd

Purifying Fire - Activates all cooldowns on all enemies. 0s 4cd

Ice Spirit Fury - All Allies gain Double Damage and Ice Spirit. 26s 2cd

Special power:

Heaven Will Fall - AoE 65 Water Damage and Ultra-Freeze. AoE 4 Turn Death Countdown.

Books: Evil Legions

Runes: 3

Relics: Staff, Sword

Viscole (Black Destruction 92 Can Finally Rest Now)
Legend Earth

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Viscole is the Lord of Disaster. Although he is not very bright, Viscole is a brute capable of smashing through ginormous boulders with his bare fists. He doesn't need to wield a weapon, his hands are weapons themselves. Before his service to the Masters of Death, Viscole was a slave who worked for Layth. He hated his master and prayed to the gods for freedom everyday. Sadly his prayers were never answered and his life just got worse and worse. Eventually, Layth's slaves have had enough of their master's abuse. They decided to orchestrate a rebellion and escape from slavery. Some of Layth's slaves decided to not take part in the rebellion and, told Layth about it. Layth intantly had his guards execute the rebel slaves but, the slaves in the armory distributed weapons to the rebels. There was a battle and Viscole survived by running far away. The guards were too busy fighting the slaves so, they didn't see Viscole escape. He then decided to build himself a new life as a shopkeeper. Viscole's shop became successful and his new life was abuse-free and full of happiness. Unbeknownst to him, Layth had found all of the slaves that ran away during the battle between Layth's guards and the slaves. He hasn't yet found Viscole though and, when guards began looking for him in his town, Viscole was forced to move again and start another life under a new name. He had to move about seven times before Layth gave up looking for him. Once again, Viscole's life was abuse-free and full of happiness. But, his life did not last that much longer. Two years after his seventh move, an earthquake struck Viscole's town. Emergency transports were able to evacuate everyone except Viscole. They were forced to leave Viscole behind after the last transport was full. Viscole tried to save himself but, he made the mistake of returning to his shop. The building's foundations instantly broke and Viscole was crushed under his own shop. His freedom lasted only seven years and Viscole was angry that it wasn't longer. No one cared that Viscole died, they were too busy trying to save their own lives, that also made him angry. Nobody cared for him so, why should he care for them? He will kill every living soul in the world for ending his freedom. So, Viscole made a deal with the devil. He will come back to life as a rage-filled golem but, he will lack any other emotion and he will lose all intelligence and memories he had when he was alive. Viscole agreed to the terms and he returned as a monster. He soon met Minsoor and discovered that she lacked all emotions besides anger just like him. He decided to join the Masters of Death and become the Lord of Disaster. He will kill and destroy everything and everyone for ending his glorious life so soon and so fast.

Short description: Viscole was a slave who escaped and became a shopkeeper. Although he had to move seven times in order to run away from his master who hunted him, Viscole had a good life. Until an earthquake ended all his happiness by crushing him under his own shop. Viscole then made a deal with the devil and came back. He now serves the Masters of Death as the Lord of Disaster.

Skill group 1:

Fists of Stone (20 Stamina): Deals 45 Earth damage to one enemy

Pebble Drizzle (18 Stamina): Deals 20 Earth damage to all enemies

Natural Disaster (20 Stamina): Deals 30 Earth damage to one enemy. Applies Quicksand to one enemy

Skill group 2:

Power From Rage (0 Stamina): Gives 100% Stamina and 3 extra turns to self. Requires 4 turns cooldown

Rock Rain (29 Stamina): Deals 60 Earth damage to one enemy. Applies Quicksand to one enemy.

Double Hooks (26 Stamina): Deals 55 Special damage to one enemy. 50% chance of applying MegaStun to one enemy

Skill group 3:

Rubble Shower (32 Stamina): Deals 45 Earth damage to all enemies. Applies Quicksand to all enemies. Requires 3 turns cooldown

Gravel Punches (35 Stamina): Deals 75 Earth damage to one enemy. Requires 1 turn cooldown

K.O. (29 Stamina): Deals 65 Earth damage to one enemy. Applies MegaStun to one enemy. Requires 1 turn cooldown

Skill group 4 (105-130):

Giant Boulders (250 Stamina): Deals 60 Earth to all enemies. Applies MegaStun to all enemies. Requires 7 turn cooldown

Bashing Claw (27 Stamina): Deals 70 Special damage to one enemy. Applies MegaStun and Quicksand to target. Requires 2 turns cooldown

Fissure Hits (41 Stamina): Deals 80 Earth damage to one enemy and 40 Earth damage to everyone else. Requires 3 turns cooldown

Special move: "VISCOLE SMASH!!!": Deals 85 Earth damage to all enemies. Applies Quicksand and MegaStun to all enemies.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Viscole, you will go to the Disaster Dungeon where you will fight a boss Viscole at level 140 and two adolescent Viscoles at level 130. Viscole must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 2

Relics: Armor, Mask

Margarox (DarknessLOL666 again)
Legend Light

Margarox was a scorpion who joined the Nocturnal Order. On one of their missions to kill Wraith, Margarox was wounded. Because Margarox was a scorpion who could not breath, Wraith thought he was dead. Wraith brought Margarox to a deep pit. As Wraith tried to drop Margarox into the pit, the end of his tail scratched Wraith on his arm. Wraith has had that scar on his right arm since. Margarox was at the bottom of the pit for two years where he began contemplating the mission of the Nocturnal Order, and of life itself. A bright blue light came out of him. He became enlightened in that pit, climbed out, and fought only for just causes. He still plots against Wraith, but never fights unless he needs to.

New stuff:

Trait: Enlightened - Anticipation. All allies gain Immunity to Accuracy decreasing attacks, Precision, +20% damage, and Light attacks do 30% less damage.

New buffs:

Stung - Loses 10% of total life for 4 turns. Target does 35% less damage, decreases speed and accuracy by 15%

Mortal Sting - Target dies after 3 turns, Possessed for 1 turn. Counts as Possession and Instant Death.

Stinging Shield - Target gains a shield that deals 50% damage back to attacker and poisons all enemies.

Attacks:

Default Skills: 

Stinging Claw - Deals 25 Physical Damage. 13s 0cd

Quick Sting - Deals 35 Light Damage. 15s 0cd

Skills Group 1

2-Plate Carapace - (Special) Applies a 20% Stinging Shield to one Ally. 21s 0cd

Blinding Sting - Deals 40 Light Damage to one enemy. 18s 0cd

Stung on the arm - Deals 25 Light Damage and 50% chance of applying Stung to one enemy. 23s 0cd

Skills Group 2

4-Plate Carapace - (Special) Applies a 40% Stinging Shield to one Ally. 23s 1cd

Poisoned Light - Deals 50 Light Damage to one enemy. Applies Poison and Blind to all enemies. 26s 1cd

Stung in the head - Possesses one enemy. 15s 0cd

Skills group 3

10-Plate Carapace - (Special) Applies a 100% Stinging Shield and Taunt to one Ally. 25s 2cd

Enlightened Focus - (Light) AoE 25 Light Damage and Damage Reduction. All Allies gain Damage Boost and Precision. 32s 3cd

Stung in the Heart - Deals 75 Light Damage to one Enemy and applies Mortal Sting. 34s 4cd

Special Move:

Poison Dart: Kills Self, kills all Enemies.

Books: Good Legions

Default Rune Slots: 3

Relics: Staff, Essence

How To Get: You can get this monster in the Nocturnal Order Challenge, a variant on the 72 Hour Challenge. To get in, you must have a Stinger S1. Before this Nocturnal Order Challenge, there will be an event where you can breed Stinger S1. You get a maximum of 1500 Challenge Coins from any item, e.g. Breeding, Hatching, PvP Battles, Collecting Gold, Harvesting Food, but if you breed Stinger S1 while in the challenge, you get 5000 Challenge Coins. The Challenge has a rank 1 Margarox as the most expensive, an unranked Master Y as the second most expensive, and a Herr Komissar as the cheapest.

Minsoor (Nobody Likes Black Destruction 92)
Legend Water

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Minsoor is the Lord of Blood. With her claws and her fury, Minsoor is a dangerous enemy to face. Her bloodlust has no bounds and she feels no emotion besides anger and hatred. Before her demise, Minsoor was a soldier in Xasos’ Dark army. Although she was female, the other male soldiers respected her just as they would respect a man. For Minsoor had a reputation in the Dark army, she didn’t kill because she wanted Xasos to rise to power, she killed purely for blood. She didn’t care if the Dark army loses battles during the war, if she gets more kills than the next soldier, she is happy. Eventually, the war ended and the Dark army was disbanded. The now battle-hardened Minsoor is without purpose. Without a battle or a war, Minsoor can’t do what she does best, kill. Eventually, her sister, Vixca, convinced Minsoor to join the Nocturnal Order. The Nocturnal Order is a group of people led by Master Y whose mission is to kill Wraith. It was formed because, Master Y wants to be the deadliest assassin and thinks that killing Wraith will grant him that title. Of course he can’t do it alone, that was why the Nocturnal Order was formed. Minsoor liked being in the Nocturnal Order. She was able to kill again and finally had a purpose. But, she didn’t believe in the Nocturnal Order’s cause. She thinks that attempting to kill Wraith is a suicide mission and, although she likes taking the lives of others, she is terrified of death herself. So, she left the Nocturnal Order and her sister in order to join the one group that kills for blood just like she does, the Masters of Death. The Masters of Death recently expanded from just a small group of monsters into a military force. They are recruiting people who want to kill and destroy much like Minsoor. Minsoor joined the army of the Masters of Death and rose up the ranks. She soon became a general and her skill in battle caught the eye of Xirata. Xirata said to Minsoor that he wants her to become a Master of Death. She will gain much power and will be able to command her own army. Minsoor asked what the catch was and, Xirata said that Minsoor will have to die and lose her emotions if she wants to become a Master of Death. Minsoor, although terrified of her death, agreed to Xirata’s offer. Xirata said that, once she died, she would be possessed by a demonic spirit and that she would come back as a demoness. After he said this, he brought a tub of blood and forcefully drowned Minsoor in it. Soon, the demonic spirit entered Minsoor’s body and turned her into a deadly demoness. Minsoor then took the title the Lord of Blood and began a killing spree that would last forever.

Short description: Minsoor was a former soldier of the Dark army and later the Nocturnal Order. She eventually left the Nocturnal Order and joined the Masters of Death. Her skill in battle caught the eye of Xirata who helped her in her transformation into the Lord of Blood. Now, she is in the middle of a killing spree, one that would last forever

New stuff:

Minsoor performs Dark instead of Water attacks

New buffs: Skill group 1:
 * 1) Siphon: Enemy loses 10% of their maximum health and Minsoor gains health equal to the damage dealt by this buff.  Lasts 4 turns.
 * 2) MegaBleed: Enemy loses 20% of their maximum health and their power is reduced by 40% for 4 turns

Bloody Claws (20 Stamina): Deals 40 Special damage to one enemy

Piercing Scream (19 Stamina): Deals 15 Dark damage to all enemies

Bleed to Death (19 Stamina): Applies Bleeding to all enemies

Skill group 2:

Let the Slaughter Commence (31 Stamina): Deals 30 Dark damage to all enemies. Applies Dark Weakness to all enemies. Requires 3 turns cooldown

I Drink Your Blood (0 Stamina): Applies Siphon to all enemies. Gives 100% of total Stamina to self. Requires 3 turns cooldown

Black Claws (22 Stamina): Deals 65 Dark damage to one enemy

Skill group 3:

Hour of the Demoness (21 Stamina): Gives Double Damage and Precision to all allies. All allies gain 50% Stamina. Requires 4 turns cooldown

Bleeding Bite (29 Stamina): Deals 70 Dark damage to one enemy. Applies Dark Weakness and Bleeding to all enemies. Requires 3 turns cooldown

Drown in Blood (38 Stamina): Deals 55 Dark damage to all enemies. Applies Siphon to all enemies. Requires 4 turns cooldown.

Skill group 4 (105-130):

Fight Forever (32 Stamina): All allies gain an extra turn. Requires 4 turns cooldown

Blood and Darkness (33 Stamina): Deals 80 Dark damage to one enemy. Applies Bleeding to all enemies. Requires 2 turns cooldown.

Bleed Out (35 Stamina): Deals 80 Special damage to one enemy. Applies Bleed and MegaBleeed to one enemy. Requires 2 turns cooldown

Special move: Death to All my Enemies: Deals 75 Special damage to all enemies. Applies Bleed, MegaBleed, and Siphon to all enemies. Gains life equal to total damage dealt.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Minsoor, you will go to the Blood Dungeon where you will fight a boss Minsoor at level 140 and two adolescent Mnsoors at level 130. Minsoor must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions, Female

Default rune slots: 3

Relics: Scepter, Mask

Zordanith (DarknessLOL666 again)
Legend Magic

The Flaky family has been a family of illusionists. Mr. Flaky's great-great-great-Uncle was the first illusionist. He would perfect his illusions in his basement. He also could manipulate energy. All the spare energy he had he would transfer to the ring. After a while, the ring became sentient. It remembered every trick of anyone who wore it. When Mr. Flaky inherited it, he found every trick his family had ever done. This was a treasure trove to the mischievous Mr. Flaky, and he became a travelling illusionist. He tricked many people to get his way, and that anger also went into the ring. One day he was at a theatre filled with people he had tricked. He did his flying illusion, but then the audience recognized him. Someone threw a tomato at him and he passed out. He fell into the audience, who killed him. Mr. Flaky's soul went into the ring. When they killed him, the ring came off. It spun around on the stage, then toppled on its side. The silver part shifted, then a light came out of the middle. "I am Zordinath! You may kill the illusionist, but you cannot kill his soul!" Then 20 daggers came out from the middle and killed the audience. The ring flew up in the air, then disappeared in a flash. Now Zordinath has the Soul and life energy of all the Flaky family.

New Trait: Artifact of the Soul - Immune to all status effects. All allies gain Immunity to Possession.

New Buffs

Ring of Rage - Each turn, target gets +50% damage for 3 turns. The fourth turn, target will be stunned. Monster starts out with 1x damage. Next turn it will have 1.5x damage. The next turn will do 2.25x damage. 3rd turn will have 3.375x damage.

Asphyxiation - Takes away 40% of target's current life for 4 turns. Target does 50% less damage. After four turns, the target will die. (Note - Damage alone cannot kill an enemy. Assume target has 20,000 life. The first turn, the target would lose 8,000 life. The second turn 3200 and so on)

Zordinath has both Magic and Metal attacks.

Default Skills

Ring Choke - 30 Physical Damage. 13s 0cd

Flaky Rage - 35 Magic Damage. 16s 0cd

Skills Group 1

Flaky Fury - 50 Magic Damage. 21s 0cd

The Ring of Life - (Special) gives a 20% Shield and Regen to all allies. 30s 2cd

Asphyxiation Ring - (Metal) 50% chance of applying Asphyxiation to one enemy. 25s 1cd

Skills Group 2 

Flaky Wrath - 50 Magic damage to one Enemy. Applies Ring of Rage to all Allies. 26s 1cd

Splattered Tomato - AoE 30 Special damage and Stun. 34s 2cd

Shifting Rings - Applies Damage Boost to self. Applies Damage Reduction to all enemies. 15s 0cd

Skills Group 3 

Flaky Vengeance - 75 Magic damage to one enemy and applies Asphyxiated to Target. 23s 1cd

Flying Fiend - Gives Evasion to all allies. 35s 2cd

Ring of Death - Applies Asphyxiation to all enemies. 27s 3cd

Special: 

Is it your Illusion? Why yes it is! - Deals 40 Special Damage to all enemies, applies Trait Disabled, Damage Boost, and 2-turn Possession to all enemies.

Frithna (DarknessLOL666)
Legend Thunder

Thorder was a thunder god who was often angry. One day, he threw his thunderbolt at nothing in particular. It kept going and going and going and absorbed knowledge from all the beings below and became conscious. It flew back around the earth, eventually hitting Thorder's rear end. The super powerful thunderbolt turned Thorder into a dragon. This dragon is now the true thunder god.

P.S. If you are reading this I folded that dragon out of paper! So please don't delete it!

New buffs: Enraged Dragon - Monster deals Double Damage but has Accuracy reduced by 25%

Zapped - Target monster loses life equal to 5% of his total life for three turns. Cannot attack the turn he was Zapped. Power reduced by 20%.

Default Skills

Dragon bite - Deals 25 Physical damage. 13 stamina

Electric shock - Deals 35 Thunder damage. 16 stamina

Skills Group 1

Electric beam - Deals 40 Thunder damage. May Burn target. 21 stamina, 0 CD

Static discharge - Deals 25 Special damage. Gains one extra turn. 16 stamina, 2 CD

10 Amps of Current - Gives Damage Boost to itself. Increases speed by 50%. Applies Stamina Regeneration to itself. 18 stamina 2 CD

Skills Group 2

Thunder Bolt - Deals 55 Thunder damage. Applies Zapped to target. 22 stamina 0 CD

Dynamic discharge - Deals 40 Thunder damage. Gains one extra turn. 21 stamina 0 CD

20 Amps of Current - Gives Double Damage to itself. Heals itself by 20%. Gains 20% of Stamina. Gains one extra turn. 24 stamina 3 CD

Skills Group 3

Lightning Storm - Deals 40 Thunder damage to all enemies. Applies Burn and Zap to all enemies. 32 stamina 2 CD

VoltaiK, Eat my Dust! - Deals 75 Thunder damage. Gains 2 extra turns. 34 stamina 4 CD

30 Amps of Current - Applies Enraged Dragon and Precision to all allies. Gives one extra turn to itself. Heals itself by 30%. 28 stamina 3 CD

Skills Group 4 (105-130)

Lightning Barrage - Deals 50 Thunder damage to all enemies. Applies Burn and Zap to all enemies. Gains one extra turn. 37 stamina 4 CD

Too Fast For You - Deals 50 Thunder Damage to all enemies. Gains 3 extra turns. 41 stamina 4 CD

Full Power - Gives Double Damage and Precision to all allies. Deactivates all cooldowns on itself. 30 stamina 3 CD

Falk (It is Here Black Destruction 92)
Legend Magic

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Falk is the Lord of Deception. A liar and a cheat, Falk should never be bargained with, especially because you can't call the deal off unless you want your soul devoured. Every deal he makes has a catch, even the deal he made with Dorvus had a catch. The catch was simple, the Masters of Death are warriors, not raiders. They always gather little or no spoils thus, Dorvus' pay is really low. Falk also has a few tricks up his sleeve when it comes to battle and always keeps his enemy on their toes. Before his death, Falk was the protégé of Warmaster Necromancer. Unlike the crazed professor though, Falk doesn't like playing with life and death. Rather, he likes to play with people's minds and trick them with illusions and visions. Even though Warmaster Necromancer and Falk had different preferences when it comes to magic, the two of them got along just fine. That was until, Falk wanted the title of Warmaster. In order to get the title of Warmaster, you must possess a magical document which is bound to your soul. In order to get the document, you must be approved by the Council of Heaven which is comprised of special angels called Omnilords. Warmaster Necromancer was approved because, he impressed the Omnilords with his magical powers. If the document is destroyed, the holder dies and will not go to Heaven or Hell. Instead, the holder of the document is condemned to wander the Earth as a lost soul, invisible to all. In fact, Lostyghost used to be a Warmaster who destroyed his document and now is condemned to wander the Earth. Falk tried to destroy Warmaster Necromancer's document but, the Warmaster stopped him. Warmaster Necromancer was disappointed that Falk betrayed him. He told Falk that he can't kill him, but Falk can no longer be his student. Thus, Falk left Warmaster Necromancer and put his skills as a trickster to good use. He began making deals where he always wins and, if you don't fulfill your end of the deal, Falk sucks out your soul. Falk's life without Warmaster Necromancer was going well. Until Falk was tricked into entering an abandoned building. The building was filled with people that Falk made deals with. They wanted revenge on Falk for tricking them. So, the people ambushed Falk and stabbed him a hundred times. The people were lucky, Falk was caught off guard and didn't have any tricks to pull. Warmaster Necromancer was devastated when Falk was killed. So, he infused life energy into a mask and put it on Falk's dead body. Falk came back to life and thanked Warmaster Necromancer for the ressurection. Falk then discovered that he can use the life energy in his mask to bring others to life. Eventually, Falk was found by Xirata who made Falk second-in-command of the Masters of Death. With his powers of resurrection and illusion, Falk is a dangerous foe and worthy of the title Lord of Deception.

Short description: Falk used to be the protégé of Warmaster Necromancer until, he betrayed him. Warmaster Necromancer cast him out and Falk began making deals where he always wins and, if you don't commit to the deal, you die. The people Falk made deals with became very angry and thus, they tricked and assassinated him. Warmaster Necromancer became devastated when Falk died and thus, brought him back to life with a mask infused with life energy. Falk soon discovered that the mask gave him the power resurrection. He joined the Masters of Death as the Lord of Deception and as second-in-command to Xirata.

New stuff:

Falk has no melee animation

New Buffs Skill group 1:
 * 1) Sadistic Joy: Damage is increased by 10%.  Stacks when applied again. Lasts four turns.
 * 2) Decaying Magics: Enemy takes damage equal to 5% of their maximum health.  Stacks when applied again. Lasts four turns

Trickery and Beyond (10 Stamina): Applies Decaying Magics to one enemy.

Black Magic Blast (12 Stamina): Deals 20 Magic damage to all enemies

Gain More Power (9 Stamina): Applies Sadistic Joy to one ally.

Skill group 2:

Strength Returns (0 Stamina): Applies Sadistic Joy to all allies. Regains 100% of total Stamina. Requires 3 turns cooldown.

My Illusion (25 Stamina): Deals 40 Special damage to all enemies

Fake My Death (31 Stamina): Brings self down to one health. If this monster dies, it is revived at 100% health and Stamina. Requires 3 turns cooldown

Skill group 3:

Death and Rebirth (39 Stamina): Brings targeted ally to one health and, when targeted ally dies, resurrect them with full health and Stamina. Requires 4 turns cooldown

Stronger Every Day (19 Stamina): Applies Sadistic Joy to all allies.

Oblivion Beam (25 Stamina): Deals 35 Magic damage to all enemies. Applies Decaying Magics to all enemies.

Skill group 4:

Adversity Begets Change (41 Stamina): Brings all allies down to one health and, when an ally dies, resurrect them with full health and Stamina. Requires 6 turns cooldown

Magical Overload (31 Stamina): Deals 45 Magic damage to all enemies. Applies Sadistic Joy to all allies. Applies Decaying Magics to all enemies. Requires 3 turns cooldown

The Irrational Cube (29 Stamina): Applies Sadistic Joy to all allies twice. Applies Decaying Magics to all enemies twice. Requires 3 turns cooldown.

Special move: Let's Make a Deal: Deals 75 Special damage to all enemies. Applies Sadistic Joy 4 times to all allies. Applies Decaying Magics 4 times to all enemies.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Falk, you will go to the Deception Dungeon where you will fight a boss Falk at level 140 and two adolescent Falks at level 130. Falk must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 2

Relics: Mask, Banner

Arch Uriel (That's right, Rubberninja237 made this)
Legend Light

Author's note: I absolutely love the concept of Uriel. So I decided to make a version that is worthy of his reputation. He's what Uriel could have been.

Long Description: After creating the Giants, Uriel had no real use for his power. Though it was immense, he had nothing to do after creating the universe. So he simply existed. He overlooked everything that happened in the universe, and thus knows everything. He planted the seed of darkness in Xasos's mind to see just how much it would corrupt him. He created the Titans and had them invade to test the Monsters. He was satisfied with these results and has since taken a role of less of a creator and more of a true God. He is both worshiped before battle and feared during it. He is the true essence of what Monsters strive to be. He is the God of Light.

Short Description: Uriel is known as the God of Light and the creator of the Giants, but what not everyone knows is that he is immensely powerful on his own. His pure form has absolute power and unrelenting resolve. He is the true epitome of Monsters.

Trait: God- Immune to Control effects, Blind, Total Blind, and Sunburn. 75% immunity to all other status effects.

Rune Slots: 3

Books: Spirits, Exclusive, Winged

Relics: Essence, Sword

Default Skills

Sharp Dictum 12 STA: Deals 30 Physical damage.

Nimbus Intervention 12 STA: Deals 30 Light damage.

Skill Group 1

Stunning Dictum 17 STA: Deals 50 Special damage. Stuns target. 1 turn cooldown.

Catholicon 20 STA (Light): Clears negative status effects from allies.

Ethereal Nimbus 22 STA: Deals 40 Special damage.

Skill Group 2

Faithless Dictum 19 STA: Deals 45 Special damage. Blinds target.

Faithful Dictum 20 STA (Special): Heals allies by 20%, gives 25% of stamina and gives a small shield. 1 turn cooldown.

Celestial Nimbus 25 STA: Deals 35 Special damage to all enemies. Dazes all enemies. 2 turn cooldown.

Skill Group 3

Divine Protection 21 STA(Light): Heals allies by 50%, gives a 100% shield and gives energy regeneration to all allies.

Holy Resurrection 50 STA (Light): Revives an ally with full life and energy. 4 turn cooldown.

Devastating Dictum 33 STA: Deals 75 Special damage. Dazes and Sunburns target. 1 turn cooldown.

Skill Group 4 (lvl 105-130)

Archangelic Nimbus 30 STA: Deals 45 Special damage to all enemies. Blinds and Sunburns all Targets. 2 turn cooldown.

Burning Nimbus 35 STA: Deals 30 Light damage to all enemies. Burns, Ignites, and Sunburns all enemies. 3 turn cooldown.

Biblical Strength 30 STA: Gives Double Damage and Stamina Regeneration to all allies. 2 turn cooldown.

Special: Fallen Angels: Deals 200 Light damage to target. Deals 100 Light damage to the other two.

How to Obtain: During the Giants event, if you have all Giants at level 130 and if you are level 60, there will be an additional option in the dungeon selection menu. If you select it, there will be one node in it. There will be a boss variant of Arch Uriel at level 150 and two Uriel monsters at level 130 (note that the two Uriel monsters will not have the Holy Resurrection move for obvious reasons. Upon defeating them you will receive an Arch Uriel egg. You can then enter the dungeon again, in which there will be a level 10 life rune on each monster. after defeating them, you'll get exactly enough cells to rank up Arch Uriel. The third time around will give all of them a level 10 Strength runes. After defeating them you'll get enough cells to rank him up again. The next time they'll have a level 10 speed rune and after that they'll get additional life level 10 life runes until you get enough cells to rank Arch Uriel up to level 130. At that point the event will be closed and the player will get 500 Gems as a reward.

Axdus (The last giant from Rubberninja237)
Legend Magic

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as guardians of the elements, they hold some of the strongest powers of any monsters. Axdus was the eighth giant created, and held control of the arcane energy in the universe. He is by far the most vague Giant, whose powers are still not quite known fully. He seems to have powers of every element. The first monster he created was Goldfield, to show his restorative and supportive powers. He then created Malair to show the destructive power of magic. During the first Monster War, he sided with the Light army because he agreed that the Dark army was becoming too threatening. He helped Zazdius in the war but was also keen to agree to the Pact which Cragbar proposed. When the Titans invaded, he was the first to notice Magan's betrayal and was the one who took his power. Since then, he is seen in everyday battles lending aid to whoever asks for it.

Short Description: Axdus is part of the Giants, an ancient race of monsters with immense power. Being the pure incarnate of magic, he has seemingly infinite power. There seems to be nothing he can't do! He uses his versatility nature to help his teammates in battle.

Trait: Arcane Giant- Immune to all Possessions, Blind, Total Blind, and Sunburn.

Rune Slots: 3

Books: Spirits, Good Legions, Winged

Relics: Essence, Amulet

Power: 3533 Speed: 3499 Health: 30144

Default Skills

Solidfy Air 12 STA: Deals 30 Physical damage.

Reality Twist 12 STA: Deals 35 Magic damage.

Skill Group 1

Unbalanced Element 10 STA: Deals 40 Special damage.

Arcane Org 17 STA: Deals 20 Magic damage to all enemies.

Healing Channel 10STA (Magic): Heals all allies by 15%

Skill Group 2

Shattered Reality 17 STA: Deals 50 Magic damage. Provokes Nightmares. 1 turn cooldown.

Magic Shield 20 STA (Magic): All allies are immune to Magic damage for 3 turns. 2 turn cooldown.

Clean Slate 0 STA (Special): Removes all Negative Status effects from Allies and all Positive Status effects from Enemies.

Skill Group 3

Broken Time Loop 30 STA: Deals 45 Special damage. 100% chance of slowing target. 2 turn cooldown.

Arcane Protection 28 STA (Magic): All allies are immune to Magic, Light, Dark, Metal and Special damage for 3 turns. 2 turn cooldown.

Boosted Timeline 32 STA (special): Clears negative status effects from target. Gives target ally 2 extra turns. 3 turn cooldown.

Skill Group 4 (lvl 105-130)

Elemental Collapse 40 STA (special): Deals 30 Fire, Nature, Water, Thunder, and Earth damage to target. Stuns target. 3 turn cooldown.

Arcane Collapse 40 STA (special): Deals 30 Magic, Light, Dark, Metal and Special damage to target. Possesses target. 3 turn cooldown.

Imbued Strength 30 STA (Magic) Gives target ally Double Damage and heals 50% of their life. 2 turn cooldown.

Special: Elemental Hexes- Deals 30 damage of every element to all enemies.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Magic dungeon, each level has Magic monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Axdus at level 130 with three life level 10 runes. The other two monsters will be Goldfield and Malair, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Axdus egg. Once the dungeon is complete, you may then choose another element or you can select Magic again. If you select Magic again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Axdus. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Magan (Rubberninja237 has an amazing idea after these are done)
Legend Metal

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as guardians of the elements, they hold some of the strongest powers of any monsters. Magan was the seventh Giant created, but he wasn't given a purpose. Since Cragbar got to create all the planets, Magan had no job to do. He spent his time seeing everything in the universe and being free of all responsibility. When he got word that Uriel was commanding them to create monsters to rule over their elements, he was at a loss for what to do. He had nothing for a monster to rule over. So he created Metalhëad, a monster free of responsibility. After that, he took to creating intricate monsters like Timerion. During the first Monster War, he was happy to put an end to it but didn't like being bound by a pact. He reluctantly signed it. When the Titans invaded, however, he couldn't pass up the opportunity to test his creations. So he broke the pact and sent his machines after the Titans. When the other Giants saw this, they took his powers away and cast Magan out. He only recently got his powers back and is eager to prove himself to the other giants in battle.

Short Description: Magan is part of the Giants, an ancient race of monsters with immense power. Being the pure incarnate of Metal, he holds both the strength and protection of Earth and the arcane power of Magic. He uses both of these to make sure he never loses a fight.

Trait: Arcane Giant- Immune to all Possessions, Blind, Total Blind, and Sunburn.

Rune Slots: 3

Books: Mechanical

Relics: Shield, Essence

Power: 3701 Speed: 3301 Health: 40031

New Effect: Metalized- Takes double damage from Metal attacks and is always hit by them, speed decreased by 10%. Counts as Magnetism.

Default Skills

Momentum hit 12 STA: Deals 30 Physical damage.

Steel Strike 14 STA: Deals 35 Metal damage.

Skill Group 1

Laceration 14 STA: Deals 35 Metal damage. 50% chance of provoking bleeding.

Attraction 12 STA(Special): Magnetizes all enemies.

Cast Iron 16 STA(Metal): Gives target ally a 20% shield.

Skill Group 2

Heat of the Forge 19 STA: Deals 40 Special damage. Magnetizes and Burns target. 1 turn cooldown.

Laceration 16 STA: Deals 50 Metal damage. Makes target bleed. 2 turn cooldown.

Strong Magnet 19 STA: Deals 50 Special damage. Metalizes target. 2 turn cooldown.

Skill Group 3

Area Welding 26 STA: Deals 30 Metal damage to all enemies. Metalizes all enemies. 3 turn cooldown.

Steel Casing 29 STA(Special): Gives all allies a 50% shield. 1 turn cooldown.

Shrapnel 31 STA: Deals 75 Metal damage. Makes target bleed. 2 turn cooldown.

Skill Group 4 (lvl 105-130)

Heavy Gauntlets 50 STA: Deals 80 Metal damage.

Strength from the Forge 30 STA (Special): Gives all allies Triple Damage and a 25% shield. 4 turn cooldown.

50 Megaton Blast 36 STA: Deals 50 Metal damage to all enemies. Metalizes all enemies. 3 turn cooldown.

Special: Absolute Power- Deals 75 Metal damage to all enemies. Disables Trait, MegaStuns and Metalizes them.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Metal dungeon, each level has Metal monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Magan at level 130 with three life level 10 runes. The other two monsters will be Metalhead and Timerion, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Magan egg. Once the dungeon is complete, you may then choose another element or you can select Metal again. If you select Metal again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Magan. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Delor (Rubberninja237 has a problem)
Legend Nature

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as guardians of the elements, they hold some of the strongest powers of any monsters. Delor was the sixth Giant created, in charge of creating all life in the universe. He is a peaceful, level-minded Giant who protects his own and others. The first Nature monster he created was Nemenstrinus, who he created in his own image, reflecting his own healing nature and sturdy build. He appointed Nemenstrinus as the king of the forests and set out to see his creations. During the first Monster War, he healed wounded monsters and was one of the first Giants to support the pact which Cragbar created. When the titans invaded, however, he didn't want to support the pact. The only reason he did was because he was working closely with Cragbar. Ever since, he is seen in various battles, lending aid when he can.

Short Description: Delor is part of the Giants, an ancient race of monsters with immense power. Being the pure incarnate of Nature, he has great healing powers and the ability to harm the enemy if needed. He uses his unparalleled healing ability to ensure his victory.

Trait: Elemental Giant- Immune to all Stun and Freeze effects, Burn and Ignite.

Rune Slots: 3

Books: Good Legions

Relics: Essence, Armor

Power: 3511 Speed: 3497 Health: 36703

New Effect: Double Healing: Healing effects are twice as effective while active.

Default Skills

Fallen Tree 12 STA: Deals 30 Physical damage.

Wild Roots 14 STA: Deals 35 Nature damage.

Skill Group 1

Regrowth 18 STA (Nature): Heals 25% of ally's health. 1 turn cooldown.

Bark Sratch 13 STA: Deals 40 Special damage. 1 turn cooldown.

Fungoid Growth 13 STA (Nature): Poisons all enemies. 2 turn cooldown.

Skill Group 2

Tree Smasher 16 STA: Deals 50 Nature damage. 1 turn cooldown

Healing Wind 20 STA (Nature): Applies Healing wind to all allies for 5 turns (healing wind heals 10% of life every turn). 3 turn cooldown.

Regained Strength 18 STA (Special): Target ally gains Regeneration and Energy Regeneration. 1 turn cooldown.

Skill Group 3

Tangled Roots 30 STA: Deals 30 Nature damage to all enemies. Activates cooldowns on all enemies. 3 turn cooldown.

Natural Treatment 26 STA(Special): Heals all allies by 50%. 2 turn cooldown.

Salve of the Forests 23 STA (Nature): Heals all allies by 15% and applies Regeneration and Energy Regeneration to all allies. Applies double healing to all allies. 2 turn cooldown.

Skill Group 4 (lvl 105-130)

Exhausted Aid 0 STA: Heals all allies by 50%. Gives all allies 50% of energy. 3 turn cooldown.

Redwood's Resolve 29 STA: Gives target ally Double Life, Double Damage, and Regeneration. 3 turn cooldown.

Gift From the Trees 50 STA: Heals on ally by 100%. 2 turn cooldown.

Special: I Breathe Life Into You- Heals all allies by 100%. All allies gain 100% of their stamina. Gives all allies Double Life, Regeneration and Double Healing. Disables cooldowns for all allies.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Nature dungeon, each level has Nature monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Delor at level 130 with three life level 10 runes. The other two monsters will be Nemestrinus and Fatid, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Delor egg. Once the dungeon is complete, you may then choose another element or you can select Nature again. If you select Nature again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Delor. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Sukos (It's lit with Rubberninja237)
Legend Fire

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as guardians of the elements, they hold some of the strongest powers of any monsters. Sukos was the fifth Giant created, in charge of creating the fiery cores of the planets and the stars between them. He holds the absolute power of fire, capable of burning anything to a crisp. His immense power is his main method of fighting, simply blasting anything away that is in his way. The first Fire monster he created was Vadamagma, who reflected his strength and fighting spirit. He trusted him to lead fire monsters and he went to his own endeavors. During the first Monster War, Sukos led the Fire monsters with the Dark army, but he only did so because he was scared of Xasos. He feared that if he didn't help the Dark army, they would come after him and the Fire monsters. After that, during the Titan Invasion he didn't really see why he should help the monsters. He didn't have any problems signing the pact that Cragbar proposed. Ever since, he's seen in Colosseum battles, fighting away for the fun of it.

Short Description: Sukos is part of the Giants, an ancient race of monsters with immense power. The pure incarnate of Fire, he can burn his opponents relentlessly and with tons of force. His raw strength is his key to success in any battle.

Trait: Elemental Giant- Immune to all Stun and Freeze effects, Burn and Ignite.

Rune Slots: 3

Books: Spirits, Underworld

Relics: Banner, Mask

Power: 3801 Speed: 3234 Health: 30611

Default Skills

Sun Strike 12 STA: Deals 30 Physical damage.

Inflamed Soul 12 STA: Deals 40 Fire damage.

Skill Group 1

Burnt Oxygen 14 STA: Deals 30 Fire damage. May Burn target. 1 turn cooldown.

100 Degrees Fahrenheit 15 STA: Deals 40 Special damage. 1 turn cooldown.

Heat Wave 16 STA: Deals 10 Fire damage to all enemies.

Skill Group 2

Erupting Volcano 20 STA: Deals 35 Fire damage. May burn target.

200 Degrees Farenheit 19 STA: Deals 55 Special damage. 1 turn cooldown.

Fiery Rage 14 STA: Gives Damage Boost to an ally. 1 turn cooldown.

Skill Group 3

200 Degrees Celsius 21 STA: Deals 60 Fire damage. Burns and Ignites target. 3 turn cooldown.

Heat Stroke 26 STA: Deals 25 Fire damage to all enemies. Burns all enemies. Applies 75% damage reduction to all enemies. 3 turn cooldown.

Burning the Sky 26: Deals 45 Fire damage to all enemies. 2 turn cooldown.

Skill Group 4 (lvl 105-130)

Hotter Than the Sun 30 STA: Deals 55 Fire damage. Burns, Ignites, and Sunburns Target. 4 turn cooldown.

Rage of the Inferno 22 STA (Special): Gives one ally Energy Regeneration, Double Damage, and 50% damage return. Ignites that ally. 2 turn cooldown.

Burning Torture 0 STA: Stuns, Burns, and Ignites all enemies. 3 turn cooldown.

Special: You'll Burn Forever! - Disables trait on target. Applies Burn and Ignite to target. MegaStuns Target. Gives target 2 Extra Turns.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Fire dungeon, each level has Fire monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Sukos at level 130 with three life level 10 runes. The other two monsters will be Vadamagma and Rador, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Sukos egg. Once the dungeon is complete, you may then choose another element or you can select Fire again. If you select Fire again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Sukos. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Xasos (It took forever for Rubberninja237 to get this picture)
Legend Dark

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as guardians of the elements, they hold some of the strongest powers of any monsters. Xasos was the last Giant, but was appointed with arguably the hardest job. He was simply in charge of all death in the universe. He controls all the dark powers single handedly. Though his power is seemingly absolute, his story is tragic. His power quickly turned him mad and grotesque. He was once a noble God of Death, but now is a horrid, terrifying devil. He leads the dark monsters and created them in his image. He constantly resurrected himself because his hunger of death lasted beyond his life. Though his life went on, his suffering has never ended. He is constantly tormented by the souls of his foes. The first Dark monster he created was Nebotus, meant to be the nobility and gracefulness he should have represented. But as his madness festered, he needed a new incarnate. He cast Nebotus out and created Noctum, whom he donned the rightful king of darkness. For why must you be the king, when you can be the God of Darkness? He is feared by all of his enemies and respected by his allies. He was the antagonist of the first Monster War, which he started just from his hunger of death. When Cragbar stopped the war, his hate for Earth monsters nestled in his mind. When the Titans invaded, he only wanted to stop them because he wanted to see more death. Since then, he is seen in battle seeking death wherever he can. His immense need to destroy foes costs himself greatly, but it is still terrifying.

Short Description: Xasos is the Dark incarnate of the Giants, an ancient race of monsters which hold immense power. He holds the powers of darkness, which have driven him mad with a hunger for blood. He has the powers of death at his fingertips, and this ensures his victory.

Trait: Arcane Giant- Immune to all Possessions, Blind, Total Blind, and Sunburn.

New Effect: Terrified- Deals 25% less damage. Always receives attacks.

Rune Slots: 3

Books: Spirits, Underworld, Undead, Evil Legions

Relics: Sword, Mask

Power: 3750 Speed: 3411 Health: 28944

Default Skills

Dark Sword 12 STA: Deals 35 Physical damage.

Skull of a Warrior 12 STA: Deals 40 Dark damage.

Skill Group 1

Taste of Blood (Special) 10 STA: Renoves 10% of life from ally. Gains Damage Boost. 1 turn cooldown.

Tormented Soul 15 STA: Deals 50 Dark damage. 2 turn cooldown.

Blackout 15 STA: Deals 15 Dark damage to all enemies. 1 turn cooldown.

Skill Group 2

Souls of The Innocent 18 STA: Deals 55 Special damage. Gains Damage Boost. 1 turn cooldown.

Bloodthirsty 16 STA: Deals 40 Special damage. May make target Bleed.

Hungering Blade 14 STA: Deals 50 Dark damage.

Skill Group 3

Godlike Energy (Special) 30 STA: Heals by 20%. Gains 50% of Stamina and Energy Regeneration. 2 turn cooldown.

Sacrificial Blade 26 STA: Deals 30 Special damage to itself. Deals 75 Dark damage to target. 1 turn cooldown.

Apocalypse 28 STA: Deals 30 Special damage to all enemies. Terrifies all enemies. 3 turn cooldown.

Skill Group 4 (lvl 105-130)

Endless Torment (Dark) 100 STA: Revives one ally with 100% health and stamina. Applies Nightmares to ally. (4 turn cooldown.)

Unrelenting Slaughter 40 STA: Deals 80 Dark damage to target. Terrifies target. 4 turn cooldown.

The Devil's Deal (Dark) 28 STA: Removes 15% of health from all allies. Applies 2 turn death countdown on itself. Gives itself Triple Damage.

Special: Hell's God- Deals 80 Dark damage to all enemies. Terrifies and Provokes Nightmares to all targets.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Dark dungeon, each level has Dark monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Xasos at level 130 with three life level 10 runes. The other two monsters will be Noctum and Krampus, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Xasos egg. Once the dungeon is complete, you may then choose another element or you can select Dark again. If you select Dark again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Xasos. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Zritum (Black Destruction 92 Forever)
Legend Thunder

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Zritum is the Lord of Abuse. A master of the dark arts, Zritum can use his magic to heal his allies or destroy his enemies. Before Zritum was born, his mother and father led a gang called The Ace of Spades. The Ace of Spades was notorious for armed robberies and robbed any store they could. That was before Zritum's mother and father were abandoned during a gun store robbery. The police found Zritum's parents and the two of them were sent to jail. While in jail, Zritum's mother gave birth to Zritum. Instead of letting Zritum's parents raise their child in prison, the warden had Zritum sent to an orphanage. Zritum eventually grew into a child and saw that the orphanage was much worse than a prison. The other children were vicious and were constantly bullying Zritum for being weak or sensitive. The other children did anything to make Zritum's life miserable. Zritum complained to the head of the orphanage but he got the same answer for five years: ignore them. Once the children realized that they could do anything to Zritum and not get punished, they took their bullying to the next level. One day, the children found iron poles and decided to beat Zritum to near death with them. They ambushed Zritum in the bathroom and started to beat him and, before Zritum could call for help, they duct taped his mouth shut. The beating continued for about ten minutes until it was time for lunch. Zritum was found about four hours after it happened by the head of the orphanage. He immediately removed the duct tape from Zritum’s mouth and told Zritum to tell him what happened. Zritum couldn’t say anything, he was traumatized to the point of becoming mute. The head of the orphanage didn’t know what to do. If anyone found out that Zritum was suddenly mute, they’ll blame the orphanage. So, the head of the orphanage decided to get rid of Zritum by sending him to a slave market to be sold away. Zritum was taken to a master in a far away land who treated Zritum like garbage. Once, Zritum didn't harvest enough crops for the winter. So, Zritum's master made him wear shackles for the rest of his life. He was worse than the children from the orphanage and Zritum finally has had enough of all the abuse. He found a rope in a shed and tied it to a banister in a noose. Zritum then put his neck around the noose and hung himself. Although Zritum died in his first life, he came back in the next. He was so thirsty for revenge that his anger transformed Zritum's soul into an undead being with magical powers. Zritum then decided to use his power to serve the Masters of Death as the vengeful Lord of Abuse. He is not a slave or a victim anymore. He is a monster now.

Short description: Zritum had a hard past life. He was born in jail, raised in a terrrible orphanage, and sold in a slave market. Eventually, Zritum had enough abuse and committed suicide. Although he died, he really wanted revenge on those that abused him. Thus, Zritum came back to life and now, he serves the Masters of Death as the Lord of Abuse.

New stuff:

Zritum can use Dark and Thunder attacks

New buffs: Skill group 1:
 * 1) Reverse Damage: Attacks directed toward the ally heal the ally depending on the attack's power. (Ex. 40 power attack heals ally for 20% of their max health.)  Lasts 3 turns.
 * 2) MegaDaze: This has been used before but, in case you don't know what it does, it decreases the monsters power and accuracy by 50% for 3 turns.
 * 3) UltraStun: Enemy can't attack for 3 turns. Can be blocked by any immunity to Stun.

Violet Shock (19 Stamina): Deals 20 Thunder damage to all enemies

Disabling Punches (17 Stamina): Deals 45 Dark damage to one enemy. Applies MegaDaze to target.

Pain Relief (20 Stamina): Heals one ally by 20%. Requires 1 turn cooldown

Skill group 2:

Dark Healing (28 Stamina): Heals all allies by 30%. Requires 3 turns cooldown

Purple Lightning (31 Stamina): Deals 45 Thunder damage to all enemies. Applies MegaDaze to all targets. Requires 3 turns cooldown

Victory Above All (21 Stamina): Deals 65 Dark damage to one enemy. Applies MegaDaze to one enemy. Requires 1 turn cooldown

Skill group 3:

Abusive Hits (29 Stamina): Deals 70 Dark damage to one enemy

Heal From Torture (19 Stamina): Applies Reverse Damage to one ally. Requires 2 turns cooldown

Rise to Fight Again (35 Stamina): Revives one ally with 100% life and Stamina. Requires 4 turns cooldown

Skill group 4:

Shackled Assault (30 Stamina): Deals 80 Dark damage to one enemy. Requires 2 turns cooldown

Share my Power and my Pain (23 Stamina): Heals all allies by 20%. Applies Reverse Damage to all allies. Requires 4 turns cooldown

Paralyzing Static (300 Stamina): Applies Ultra Stun to all enemies. Requires 5 turns cooldown.

Special move: I'll Show you a Monster: Deals 80 Thunder damage to all enemies. Applies Ultra Stun to all targets. Applies Triple Damage for one turn to itself.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Zritum, you will go to the Abuse Dungeon where you will fight a boss Zritum at level 140 and two adolescent Zritums at level 130. Zritum must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions, Undead

Default rune slots: 3

Relics: Mask, Trap

Xulio
Legend Earth

Description: When General Shannara released her anagram, the ball of magic flew away from her. After it was out of sight of Shannara, it burst into two parts: Xiron and Xulio. Xulio eventually witnessed Pandalf create Ouros and Igursus and took this opportunity to absorb himself into the young Ouros and gain information and knowledge. After the Light army won the Monster War, Xulio fled Ouros' body and now wanders the earth seeking more information.

Trait: Xulio's Spirit: Anticipation and immune to Stun and Instant Death

Default skills:

Xulio - Deals 15 earth damage.0 CD,13 ST

Xiron - Deals 20 magic damage.0 CD,15 ST

Skills Group 1:

Patient Spirit - Deals 25 Special damage. May Slow Target. 10% chance of applying a 5-turn death countdown to target. 1 CD, 13 Stamina (ST)

Willing to Learn - Deals 25 Earth damage to all enemies. May Daze all targets.1 CD and 15 ST

Halfway to Heaven, Halfway to Hell - Deals 30 Special damage. Applies one random negative torture status effect to target.

Skills Group 2:

Mind with Soul - Deals 40 Earth damage. Applies Posession to all enemies.2 CD,40 ST

Torturous Ranges - Applies Daze, Blind, Poison, and Slow to one enemy.3 CD,25 ST

Who's Xiron? - Gives two extra turns and Daze (3 turns) to one ally.4 CD,40 ST.

Skills Group 3:

I am XULIO- Gives Double Damage, Precision, and two extra turns to itself. Removes 10% of Life from itself. 2 CD,45 ST

Sacrificial Healing - Gives Double Healing and Regeneration to all allies. Heals all enemies by 25%. Gives one extra turn to all allies. 4 CD and 70 ST

Kill them all - Applies Mega Freeze and Triple Damage (3 turns) to one ally. 4 CD,55 ST.

Skills Group 4:

No match for me - Revives one ally with 50% of life. Gives two extra turns, Precision, and Double Damage to one ally. The target will die after three turns. 5CD,100 ST.

Atomic drop - Deals 55 Earth damage to all enemies. Applies Poison and Magic Weakness to all enemies.3CD,40 ST

Earthen Stomp - Kills one enemy. All allies lose 50% health. 6CD,75 ST

Special

Undefeatably Awesome - Gains triple damage.Gives all enemies magic weakness.Does 80 magic damage to all enemies.All allies gain a 50% life shield.

How to obtain The last level consists of a level 130 Xulio with 3 level 10 speed runes, 2 level 10 strength runes, and one level 10 life rune, one level 130 Ouros with 3 level 7 team life runes, and a lvl 130 General Shannara with every type of level 5 team rune. After completing level 50, you get 50 cells in total. By level 100, you will have 75 cells, and completion of level 150 will mean that you will end up with 200 cells.YOU DO NOT GET CELLS AT EVERY LEVEL!!
 * 1) You need to have Xiron, General Shannara, or Ouros to participate. They don't need to be hatched as long as they are in storage.
 * 2) You must complete 50 nodes in an easy, medium, or hard dungeon using 2 Magic monsters and one Earth monster.

Lannir (Y'all already know it's Rubberninja237)
Legend Thunder

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as the guardians of the elements, they hold some of the strongest powers of any monsters. Lannir was the fourth Giant created, in charge of filling the atmospheres of the bodies of the universe. He is by far the fastest of the giants, with the ability to simply jump between planets. He has no true physical form, but mostly appears as a violent storm to aid himself in battle. He has a fairly objective view in conflicts, which has gotten himself criticized in many situations. He chooses not to interfere with most small conflicts. However, during the first Monster War, he didn't fight nor did he stop the war. He simply observed the monsters, and occasionally rained on them. He was one of the first to bind to the oath to never interfere with large conflicts. When the Titans invaded, he learned from them and used the knowledge he developed to start fighting in everyday life. He is occasionally seen now, only in pointless fights. He still never interferes with large wars, keeping true to his oath.

Short Description: Lannir is part of the Giants, a race of ancient monsters which hold great powers. The pure incarnate of Thunder, Lannir holds the powers of speed and disorientation. He can attack several times before the opponent even knows what's going on.

Trait: Elemental Giant- Gives immunity to all Stun and Freeze effects, gives immunity to Burn and Ignite.

New Effect: Electrified- Reduces accuracy by 30%. Removes 10% of energy from target every turn. Deals 10% damage every turn.

Rune Slots: 2

Books: Spirits

Relics: Essence, Amulet

Default Skills

Twister 12 STA: Deals 30 Physical damage.

Lightning Strike 12 STA: Deals 35 Thunder damage.

Skill Group 1

Stormcloud 14 STA: Deals 50 Thunder damage. 1 turn cooldown.

Funnel Cloud 15 STA: Deals 15 Special damage to all enemies. 1 turn cooldown.

Static Blast 14 STA: Deals 20 Thunder damage. 50% chance of slowing target. 1 turn cooldown.

Skill Group 2

Lightning Bolt 20 STA: Deals 50 Thunder damage.

Flash of Light 16 STA: Deals 35 Special damage. Blinds target.

Flow of Electricity 0 STA: Gives energy regeneration to itself. Gives itself an extra turn. 3 turn cooldown.

Skill Group 3

Extreme Voltage 30 STA: Deals 50 Thunder damage. Gains an extra turn. 2 turn cooldown.

Tornado 25 STA: Deals 30 Special damage to all enemies. Blinds all enemies. 2 turn cooldown.

Lightning Storm 30 STA: Deals 20 Thunder damage to all enemies. Electrifies all enemies. Gains an extra turn. 4 turn cooldown.

Skill Group 4 (lvl 105-130)

Arc Flash 50 STA: Deals 60 Thunder damage to all enemies. Electrifies and blinds targets. 2 turn cooldown.

Infinite Shock 40 STA: Deals 50 Thunder Damage to all enemies. Gains an extra turn. 2 turn cooldown.

Electric Spirit 0 STA: Deals 15 thunder damage to all enemies. Gains energy regeneration. Gains an extra turn. 3 turn cooldown.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Thunder dungeon, each level has Thunder monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Lannir at level 130 with three life level 10 runes. The other two monsters will be Thorder and VoltaiK, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Lannir egg. Once the dungeon is complete, you may then choose another element or you can select Thunder again. If you select Thunder again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Lannir. This entire process can be repeated up to rank 5, For any and all Giants. The event will last for one month and can happen again in the future.

Satari (Tis me, Sirius16)
Legendary Earth

Satari is the fastest feline in the desert. He can run at top speeds and confuse his targets as he uses quick work of his blade. Satari truly is an assassin you should watch out for.

Books: None

Relics: Trap, Sword

Special:

Faster Than the Wind: Deals 75 Special damage to all targets. Applies Bleed and Daze to single target. Gains an extra turn for each enemy hit.

Attack Group 1:

Cheetah Blood: Gains 50% of stamina, Haste, and an extra turn. 0S 3CD

In a Blink of the Eye: Applies Bleed and Stun to a target. 24S 0CD

Water Flask: Gains Stamina Regen, 20% health, and a 20% shield. 0S 2CD

Attack Group 2:

Death Becomes You: Deals 60 Earth damage to a target. Applies Quicksand and Sunburn to a target. 24S 2CD

Pointed Claws: Deals 35 Special damage to all targets. Applies Poison to all targets and Bleed to one target. 28S 2CD

Supersonic: Gains Damage Boost, Regeneration and an extra turn. 18S 3CD

Attack Group 3:

Can't Catch Me: Gains Immunity to Possession for 5 turns and gains 2 extra turns. 48S 5CD

Speed Glyph: Deals 40 Special damage to all targets. Applies a 50% shield to self, gains Haste and gains an extra turn. 56S 4CD

Aiesr's Blade: Deals 65 Earth damage to a target. Applies Stun. Team gains Damage Boost. 40S 2CD

Mudongus (DarknessLOL666 da TANK)
Legend Light

Description: Mudongus was a ray from a dying star. the ray of light got stuck in a black hole, and absorbed the knowledge of all the stars and other celestial bodies that got eaten. Eventually, he grew so powerful that he broke out.

Mudongus is all about shields, healing and evasion. he is a pure support.

New buff: Perma Shield - Functionally the same as a normal shield but does not disappear after 3 turns

Mudongus has four attacks per skill group

Attacks:

Star Shield: Applies Double Life, Protection, and Perma Shield to itself. 4 cd 15 stamina

Benevolent star: Applies Regeneration and Double Healing to all allies. 3 cd 40 stamina

Black Dwarf: Heals one ally by 100%. Removes all negative status effects from target. Applies Evasion to target. 3cd 28 stamina

Deep Space: Deactivates all cooldowns on all allies. Gives 100% of Stamina to all allies. 4cd 0 stamina

Special: Hypernova Collapse: 50% chance of killing all enemies instantly.

Xenospam (DarknessLOL666 likes to Spam Spam Spam )
Legend Magic

Description: If you want a monster that can spam better than hackers can spam your email, then this is your monster! Xenospam was the Greek who invented spam, both the electronic and food nuisance. Meduhssa heard about this and turned him to stone. Now Xenospam is back for revenge.

Attacks:

Fiery Spam: Applies Burn, Ignition, and Negate Healing to all enemies. 2 CD 25 stamina

Toxic Spam: Applies Poison and Damage Reduction to all enemies. 3CD 38 stamina

Spick and Spam: Applies Hack and Double Damage to target.

Special: Spam, Spam, Spam, and You Guessed it, SPAM!!!: Applies Stun, Bleed, Stamina leak, Regeneration, and Negate Healing to all enemies. Xenospam dies after 3 turns

Tormentari (KismetXYZ enters the stage)
Legend Dark

Description: During the beginning of the Monster War, the conflict had reached its full height and a portal opened from the sky. Out came a creation of people's agony and chaos. He believes the world has its pros and cons. At the point he was just nothing but a thick black smoke. When the war ended, the dark armies were forced to retreat and swore never to create tension again. Years passed and everyone thought it was time for peace. The black smoke now shaped itself into a visible being. He later came to the dark armies and questioned their defeat of the war. They said "That is because they have more in justice power." As soon as Tormentari heard that, he angrily rose. He never wanted to hear the word "justice" again. He told them that he could easily take down justice whenever he wants to. The leader didn't believe him. So Tormentari told the leader "Come with me." Afterward, the body of several light generals lay quietly on the ground. "See if I wish to unleash my full power. Nothing will stop my carnage. Justice is a lie. I could easily wipe of armies after armies with just my rage. I have nothing but myself at war."

Books: Evil Legions, Spirit

Relics: Mask, Sword

Ultimate:

Carnage Mode: Applies Triple Damage, Double Life, Taunt, and Damage Mirror to itself for 4 turns.

Group 1: 

Sword Impact: Deal 50 Special damage to one enemy. May Possess target. [30 STA, 2 CD]

Devour In Pain: Applies Trait Disabled and Bleed to all targets. [30 STA,1 CD]

Justice Demolishment: Applies Blind to all targets. [25 STA]

Group 2:

Sword of Cruelty: Deal 50 Special damage to all enemies. Applies Devil to all targets.[40 STA,3 CD]

Embellished Pain: Applies Trait Disabled to all targets. Gives one extra turn to itself.[40 STA,2 CD]

Justice Tackle: Applies Total Blind to all targets. [35 STA,2 CD]

Group 3:

Red Sword: Deal 70 Dark damage to one enemy. Applies Devil 2 to all targets.[50 STA,4 CD]

Chaos Form: Gains Double Damage and one extra turn. [35 STA,3 CD]

Divine Collapse: Applies Devil 3 to all targets.[35 STA, 3 CD]

Group 4:

Crimson Sword: Deal 60 Dark damage to all targets, applies 2 Random Negative Effects to all targets.[45 STA,3 CD]

Chaos Dimension: All allies gain Double Damage Boost but this monster gain Triple Damage Boost.[45 STA,4 CD]

World of Anarchy: Applies Devil 4 to all targets.[40 STA,4 CD]

Sivvalin (Help me Black Destruction 92, Your my Only Hope)
Legend Light

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Sivvalin is the Lord of Insanity. With his blinding shield and hallucination sword, Sivvalin is a force to be reckoned with. He will even invade your dreams and cause you to do things you don't want to do. Before he was born, his demon worshiping family, the Red Guard, went to an oracle to find out the future of their child. The oracle said that their next son would disagree with the Red Guard's ideals and be peaceful and nonviolent. The Red Guard was furious with the oracle's prediction and had her crucified. When Sivvalin was born, he was not like the other Red Guard children. He believed in worshiping the gods of Heaven and solving problems through peace. The other children bullied Sivvalin because of his opinions. Eventually, Sivvalin became depressed and grew up sad and alone. Some of the adults of the Red Guard told him to channel the anger the other children caused him and release it on them. But, that was not who Sivvalin was. He said that, although he is depressed and alone, he will stay true to his ideals. The minute he said this, his parents were going to kill him, literally. The elders of the Red Guard told Sivvalin's parents that Sivvalin could be brainwashed and turned into a killing machine through Doctor Victor. Despite being a child, Sivvalin was stronger and smarter than most children. The elders didn't want those talents to go to waste. They took Sivvalin to Doctor Victor and, through threats of a slow and painful death, had the crazed doctor brainwash Sivvalin. Every single feeling of compassion and love was erased from Sivvalin's mind and replaced with cruelty and hate. All of Sivvalin's thoughts about peace and worshiping the Heavens were erased as well. They were replaced with pure anger. The Red Guard was pleased with the results and left the lab. Sivvalin was trained in all forms of combat, with or without weapons. He became the killer that the Red Guard always wanted. Eventually, Sivvalin discovered that the Red Guard had him brainwashed. He became furious and began killing every member of the Red Guard with nothing but his bare hands. Once he killed his entire family he burned down the Red Guard's castle, donned a white cloak, and began a killing spree that would last for ten years. Before he started his killing spree, Sivvalin broke into the Relics Forge to steal Uriel's Essence. He knew he would die during his killing spree and didn't want his death to be permanent. The first time Sivvalin died, he refused to surrender to the authorities and choked himself to death. The second time he died, he tried to kill Wraith, the one being crueler than him. He failed and was stabbed in twenty-five different places. Before Wraith could make Sivvalin disappear, he used the Uriel's Essence to get back up and run for his life. The last time Sivvalin died is a mystery. What we do know is that Sivvalin came back not in a physical form. He came back as a ghost wearing armor and carrying a sword and shield. He then met Morgio, the Lord of Disease who told him that the Masters of Death were looking for new members. Sivvalin decided to join the Masters of Death and took the title the Lord of Insanity.

Short description: Sivvalin was born into the Red Guard, a family of demon worshipers. He was born peaceful unlike the rest of his family. Thus, the Red Guard had Doctor Victor brainwash him. When Sivvalin found out about the brainwashing, he killed his entire family and burned down their castle. He then Uriel's Essence from the Relics Forge and went on a killing spree. He died three times during this spree. The reason for the third death is unknown but, Sivvalin then came back a ghost and joined the Masters of Death as the Lord of Insanity.

New stuff:

New buffs:

Mind Bend: Possesses an enemy for 1 turn. Doesn't count as Possession.

Hallucination: Enemy's accuracy is decreased by 100% for 1 turn. Can't be blocked by immunity to Blind

Skill group 1:

Sword of Visions (21 Stamina): Deals 45 Special damage one enemy. 50% chance of applying Hallucination to target. Requires 1 turn cooldown.

Shield of Light (19 Stamina): Deals 35 Light damage to all enemies

Fall to Me (22 Stamina): Deals 30 Special damage to target. Applies Mind Bend to target. Requires 2 turns cooldown

Skill group 2:

Take a Rest (28 Stamina): Deals 60 Light damage to one enemy. Applies Stun to target.

Your Sight is Gone (31 Stamina): Deals 45 Light damage to all enemies. Applies Hallucination to all enemies.

One Falls, One Rises (0 Stamina): Applies Blind to all enemies. Gains 50% of Stamina. Requires 3 turns cooldown

Skill group 3

Twist Your Mind (34 Stamina): Applies Mind Bend to all enemies. Requires 3 turns cooldown

Deep Sleep (29 Stamina): Deals 35 Light damage to all enemies. Applies Stun and Blind to all enemies. Requires 3 turns cooldown.

Voices in Your Head (30 Stamina): Deals 55 Special damage to target. 50% chance of applying one denying effect.

Skill group 4:

You are Mine (39 Stamina): Deals 45 Special damage to all enemies. Applies 2 random control status effects to all enemies. Requires 4 turns cooldown

See Things (37 Stamina): Deals 40 Light damage to all enemies. Applies Hallucination to all enemies. Requires 4 turns cooldown

Cannot Win (38 Stamina): Deals 20 Special damage to all enemies. Applies Mind Bend and Double Damage for 1 turn to all enemies. Requires 4 turns cooldown.

Special move: Become Truly Insane: Applies Mind Bend and 300% Damage Increase for 1 turn to all enemies.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Sivvalin, you will go to the Insanity Dungeon where you will fight a boss Sivvalin at level 140 and two adolescent Sivvalins at level 130. Sivvalin must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions, Spirits

Default rune slots: 2

Relics: Sword, Shield

Nzchari (I am Black Destruction 92)
Legend Metal

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Nzchari is the Lord of Penalty. A master combatant that can use any weapon, Nzchari is about as deadly as Xirata himself. In the past, Nzchari was an assassin. He was born a psychopath and inflicting pain on others to him is fun. Before Wraith came along, Nzchari was considered the deadliest assassin ever. Eventually, Nzchari was captured and sentenced to death for his crimes. Before his execution, King Daeron proposed a deal for Nzchari: work as an executioner without pay for twenty years, then you go free. This deal benefited King Daeron in two ways. First of all, King Daeron was lacking an executioner ever since "The Haku-Jabaline Incident." Secondly, an executioner has to not only be willing to kill others but, he also must cause fear in the population so no one breaks the law. Nzchari fits right into both of those categories. Thus, Nzchari accepted the offer and became King Daeron's executioner. He began to collect the skulls of those he has executed and began hanging them on the wall of his quarters. Nobody wanted their head on Nzchari's wall so, everyone stayed in line and obeyed the laws. King Daeron was pleased with Nzchari's work and, after three years, the crime rate in King Daeron's kingdom decreased by a ten-fold. Nzchari began to preform less and less executions. This aggravated Nzchari so, in order to hopefully spark crime up again, Nzchari murdered the ten castle guards guarding his quarters. King Daeron wasted no time in capturing Nzchari but, before he can execute him, Nzchari wrestled an axe out of a guard's hands and chopped off his own head. Nobody knows why Nzchari killed himself. Some people say that he did it to spare himself from King Daeron's slow and painful execution. Others say that Nzchari wanted the last life he took to be his own. Whatever the reason, Nzchari was dead nonetheless. Or so we thought. When Warmaster Necromancer heard about Nzchari, he decided that Nzchari would be the perfect lab rat to experiment on. He found Nzchari's body and brought it back to life. The crazed professor then stuck Nzchari's head into a painful helmet that attaches him to a tank full of an unknown liquid. But, before he could experiment on Nzchari, the former executioner broke out of Count Vlad's castle and stole an axe from a weapons factory. Now, Nzchari serves the Masters of Death as the Lord of Penalty. He can now never take off the helmet Warmaster Necromancer put on him. Maybe that is the Fates' punishment for his crimes.

Short description: Nzchari used to be an assassin on a killing spree before he was caught. He was sentenced to death unless he serves as King Daeron's executioner. This went well until Nzchari killed the ten guards guarding his quarters. After his capture, he wrestled an axe out of a guard's hands and chopped off his own head. His body was then found by Warmaster Necromancer who raised him from the dead. Before the Warmaster could experiment on Nzchari, he escaped and went to the Masters of Death. The Masters of Death took him in and now he serves them as the Lord of Penalty.

New stuff:

Nzchari can remove percentages of enemy's current life

New buffs: Skill group 1:
 * 1) Executed: Enemy loses 100% of total life before they attack.
 * 2) Fatal Wound: Enemy loses 15% of total life and their power is reduced by 35% for 3 turns.
 * 3) Retaliation: Enemy takes damage when attacking an ally. The damage they take is equal to double the damage they did to the ally.  Lasts 2 turns.

Axe Cut (29 Stamina): Deals 35 Special damage to one enemy

Skull Drizzle (19 Stamina): Deals 20 Metal damage to all enemies

Stay and Fight (22 Stamina): Applies Retaliation to one ally. Requires 2 turns cooldown.

Skill group 2:

The Heads of My Victims (39 Stamina): Deals 35 Metal damage to all enemies. Applies Fatal Wound to all enemies. Regains life equal to damage dealt. Requires 4 turns cooldown.

Skull Pitch (35 Stamina): Deals 65 Metal damage to one enemy. Applies Fatal Wound to target. Applies Retaliation to self. Requires 3 turns cooldown

Earthquake Blow (47 Stamina): Deals 55 Special damage to all enemies. Requires 3 turns cooldown.

Skill group 3:

Extreme Axe Onslaught (56 Stamina): Steals 50% of enemy's current life. Requires 4 turns cooldown

The Penalty of Treason (35 Stamina): Deals 70 Special damage to one enemy. Applies Fatal Wound to target. Requires 1 turn cooldown.

Pain is an Illusion (29 Stamina): Applies Retaliation to all allies. Requires 4 turns cooldown

Skill group 4:

Behead (57 Stamina): 75% chance of applying Executed to one enemy. Requires 6 turns cooldown.

A Thousand Chops (59 Stamina): Removes 75% of enemy's current life. Requires 6 turns cooldown.

Raining Skulls (42 Stamina): Deals 55 Metal damage to all enemies. Applies Fatal Wound to all enemies. Requires 4 turns cooldown.

Special move: Mass Execution: 50% chance of applying Executed to all enemies

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Nzchari, you will go to the Penalty Dungeon where you will fight a boss Nzchari at level 140 and two adolescent Nzcharis at level 130. Nzchari must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions, Undead

Default rune slots: 3

Relics: Armor, Amulet

Arstila (No need to fear, Sirius16 is here)
Legend Magic

Arstila is a Universe Guardian, responsible for protecting this universe from harm. She had a partner, Solai, that had fell to the blade of Nazaruo, the Galactical Overlord who goes around killing anyone he finds. Arstila is also friends with Copperbeard, who from time to time will call upon help from him. Arstila is very powerful and can be hard to control sometimes. Don't get on this guardian's bad side.

Trait: Astral - Magic and Light Protection, Immunity to Possession, and Immunity to Stun

Books: Female, Spirit

Relics: Essence, Amulet

Special Attack:

Andromeda Collision: Deals 70 Special damage to all targets. Stuns all targets and Blocks Positive Effects for 3 turns. Arstila gains 2 positive effects.

Attack Group 1:

Starfall: Deals 30 Magic damage to all targets. Blinds all targets. 20S 2CD

Nebulae Storm: Removes Positive Effects from all enemies, Blocks Shields on all enemies, and removes 10% of life from all targets. 36S 2CD

Spirit of Solai: Applies Special Protection to allies. 36S 3CD

Attack Group 2:

Solar Eruption: Deals 35 Special damage to all targets. Applies Sunburn and Slows Down all targets. 38S 3CD

Black Matter: Applies Stun and Dark Weakness to a target. 0S 1CD

Help from Copperbeard: Deactivates cooldowns on all allies. 48S 2CD

Attack Group 3:

Proxima Centauri: Deals 70 Special damage to target. Stuns and and Burns target. 2CD

VY Canis Majoris: Deals 50 Special damage to all targets. Burns all targets. Gives Guard Down to all targets. 4CD

Pillars of Creation: Deals 40 Magic damage to all targets. Stuns all targets. 3CD

To get this monster, you must collect 7 Astral Scrolls, which will unlock a Progressive Island. During the island, you will collect Relics that this monster uses, collect Runes, magic cells, elementium, enough cells to craft Arstila, and then the monster herself. It will be available for 5 days.

Dorvus (Black Destruction 92 Can't Sing)
Legend Dark

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Dorvus is the Lord of Agony. A master torturer, Dorvus knows how to inflict the most pain on anyone. No one can resist Dorvus' torturing techniques, not even the divine. In a past life, Dorvus was a greedy pirate and the captain of The Firebrand. The Firebrand was one of the best warships of its time. It had oak plating that was 6 inches thick and its firepower had no equal. Dorvus and his crew raided many ships and killed many people. They became feared and, most people would just hand over all their treasure hoping it would be enough to satisfy the bloodthirsty pirates. Eventually, the price on Dorvus' head was higher than the price of a Spanish galleon. Still, no one has been able to capture Dorvus. One night, several enemies of Dorvus decided to team up and finally capture the elusive pirate. Once they found The Firebrand, they immediately had their ships opened fire. Although The Firebrand was a powerful ship, it was made to take on only one ship, not five. The enemy ships soon overpowered The Firebrand, and Dorvus attempted to escape. He failed and was captured by the enemy. Before handing him over to the authorities, Dorvus’ enemies decided to have some “fun.”  They began to torture Dorvus very painfully until Dorvus nearly died from their torment. Dorvus’ enemies then handed him over to the authorities who sentenced Dorvus to life in jail for his crimes. The once-legendary pirate captain slowly grew old and died in jail. His skeleton was left in the jail because, no one bothered to take it out. Eventually, Dorvus’ skeleton was found by Falk, the Lord of Deception. Falk knew that the skeleton belonged to Dorvus and knew Dorvus would be willing to come back to life and fight once again. Falk raised Dorvus back from the dead and made a deal with Dorvus after equipping him with spare battered armor and weapons he found on a soldier's corpse. The deal was that Dorvus would work for the Masters of Death in exchange for pay in line with the spoils he manages to accumulate. Dorvus agreed and now he fights as the Lord of Agony. His goal is to kill others the way he was tortured, slowly and painfully.

Short description: Dorvus used to be a powerful pirate with many riches and a crew at his beck and call. He was feared until his imprisonment. Before his imprisonment, he was tortured to near death by his enemies. Now, after making a deal with the Lord of Deception, he fights for the Masters of Death as the Lord of Agony

New stuff:

New buffs: Skill group 1:
 * 1) Pirate’s Curse: Decreases enemy’s accuracy and power by 30% and makes enemy weak to Dark and Special attacks for 4 turns, deals damage equal to 15% of enemy’s life for 4 turns.

Torturer’s Sword (19 Stamina): Deals 45 Dark damage to target

Spectral Slap (17 Stamina): Deals 20 Special damage to all enemies

Whip Into Shape (10 Stamina): Deals 40 Special damage to allied target. Target gains Damage Boost. Requires 2 turns cooldown

Skill group 2:

Raider’s Laceration (30 Stamina): Deals 70 Dark damage to one enemy. Applies Pirate’s Curse to target. Requires 2 turns cooldown

Slow Death (41 Stamina): Deals 45 Dark damage to all enemies. Applies Slow and Poison to all enemies. Applies Haste to all allies. Requires 3 turns cooldown

Burning Agony (47 Stamina): Applies Pirate’s Curse and Ignition to target. Requires 4 turns cooldown

Skill group 3:

Shielded Pirate's Cleave (35 Stamina): Deals 75 Special damage to one enemy. Gains a 75% shield. Applies Sunburn to target. Requires 3 turns cooldown

Soul Devour (49 Stamina): Applies Instant Death to all enemies. Requires 3 turns cooldown

Spectral Punch (32 Stamina): Deals 65 Special damage to one enemy. Applies Poison, Bleeding, and Pirate’s Curse to target. Requires 3 turns cooldown

Skill group 4:

The Pirate’s Code (27 Stamina): Heals all allies by 50% of their total life. Gives Double Damage for 3 turns to self and Damage Boost to all other allies. Gives Pirate’s Curse to all enemies. Requires 4 turns cooldown.

Spectral Torture (47 Stamina): Deals 40 Special damage to all enemies. Applies Poison, Bleeding, and Pirate’s Curse to all enemies. Requires 4 turns cooldown

Ultimate Pain Transference (51 Stamina): Kills targeted ally but, deals 80 Dark damage to all enemies. Requires 5 turns cooldown

Special move: Judgement of the Firebrand: Deals 80 Dark damage to all enemies. Applies Pirate's Curse to all enemies.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Dorvus, you will go to the Agony Dungeon where you will fight a boss Dorvus at level 140 and two adolescent Dorvus' at level 130. Dorvus must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions, Undead

Default rune slots: 3

Relics: Mask, Staff

Exus (Sirius16 has entered the building)
Legend Magic

Exus is the one true master of the voodoo arts. He is the mage that Baron Traitor had learned from after he left Mr Flaky. Exus had found an old book underneath a tree stump in a graveyard. Inside, he saw a message written in ancient text. He tried to bring the book to decoders, but none could figure it out. Reading through more of the book, Exus found out what it said. And once spoken, Exus was able to controls people's minds and actions.

This monster is the only monster with a 2 turn cooldown aoe deny!

Books: Spirit, Evil Legions

Relics: Staff, Essence

Special:

True Voodoo: Deals 40 Special damage to all targets. Disables Trait on all enemies. Possesses target for two turns and the rest for one turn. Enemies will die after three turns.

Attack Group 1:

Coven Protection: Gains Immunity to Stun, Freeze, and Poison. 0S 3CD

Curse of Blood: Applies Bleed to all enemies. 0S 0CD

Ancient Hex: Blocks Positive Effects on an enemy for 3 turns. 18S 3CD

Attack Group 2:

Spiritual Connection: Casts a spell on an ally for whenever they get hit with an attack, they only receive 50% of the damage and the caster receives double the amount 48S 4CD

Voodoo Doll: Casts a spell on an enemy, and any damage that they receive also damages their team. (No AoE, no more than 60 damage attacks.) 40S 3CD

Look Into My Eyes: Deals 30 Magic damage to a target and possesses them for two turns. 24S 3CD

Attack Group 3:

Voodoo Ritual: Deals 60 Special damage to a target. Disables Trait on target, Possesses target, and target will die after three turns. 36S 4CD

Witch Hunt: Deals 40 Magic damage to all enemies. Removes positive effects and applies Magic Weakness and Guard Down to all targets. 42S 4CD

Cursed Hallows: Deals 30 Special damage to all targets. Possesses all enemies. Applies Poison to all enemies. 44S 2CD

Xirata (Black Destruction 92 is Back for More)
Legend Fire

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Xirata is the Lord of Conflict. He is the leader and founder of the Masters of Death. Wielding two swords made of pure Fire energy, he is a fearsome foe. Before he was the Lord of Conflict, Xirata was an honorable soldier. Although his favored fighting technique involved a lot of cheap shots and was about inflicting maximum pain on the victim, both of which was frowned upon, Xirata was a successful warrior. He won many battles and killed many foes. Eventually, he rose to the rank of lieutenant although, his true rank was something there is no word for. Xirata then hand-picked the deadliest and most skilled soldiers he could find, thus forming the Doom Legion. The Doom Legion took the lives of hundreds of enemy soldiers and was feared by all, even their allies. Usually Xirata and the Doom Legion disobeyed their superiors in order to rack up more kills. Although their bloodlust was something that wasn't approved by Xirata's superiors, the Doom Legion became legendary. Xirata didn't command the Doom Legion from the back lines like most leaders. Instead, he would rather charge in with his men. Sadly, the Doom Legion eventually fell. During an assault on an enemy kingdom, the Doom Legion was ambushed and massacred. The only survivor was Xirata. The enemy army knew about Xirata's skill as a warrior so, instead of executing him, they forced him to become a gladiator. Xirata annihilated all of his challengers, most of which were unskilled criminals and dregs forced to fight, and became a champion. This brought him fame and fortune but, Xirata still wanted to go home. One night, Xirata snuck out of his quarters and tried to escape. He failed and was apprehended. The enemy king had Xirata executed but, Xirata's soul didn't die. His soul went into his armor, possessing it and making him live again. After finally escaping the enemy kingdom, Xirata came to the conclusion that his only purpose in life is to kill and destroy. He then gathered the deadliest and most evil monsters he could find and formed the Masters of Death with him as their leader.

Short description: XIrata is the Lord of Conflict and the leader of the Masters of Death. Formerly a soldier and later a gladiator, Xirata was eventually executed by an enemy kingdom. His soul didn't die though and possessed his armor making him live again. Xirata then came to the conclusion that his only purpose in life is to kill and destroy. He then formed the Masters of Death out of the deadliest and most evil monsters he could find. Now he leads them as the Lord of Conflict

New stuff:

Xirata has 190 Stamina

New buffs: Skill group 1:
 * 1) Scorched: I used this before on Ignocrox but, just in case you don't know, it takes 25% of a monster's total life away for 2 turns.
 * 2) Disadvantage: Enemy can't be affected by positive effects for 3 turns.

Double Stab (19 Stamina): Deals 20 Fire damage twice to one enemy

Declaration of Victory (15 Stamina): Applies Damage Boost to target. Requires 1 turn cooldown

Fire Judgement (15 Stamina): Deals 20 Fire damage to all enemies

Skill group 2:

Burning Blades (31 Stamina): Deals 60 Fire damage to one enemy. Applies Burn to all enemies. Requires 1 turn cooldown.

Cheap Shots (36 Stamina): Deals 30 Special damage to all enemies. Applies Disadvantage to all enemies. Requires 3 turns cooldown

Inspire Through Fear (0 Stamina): All allies gain 50% stamina and Damage Boost. Applies Burn to all enemies

Skill group 3:

Twin Blades of Carnage (32 Stamina): Deals 40 Fire damage twice to one enemy. Applies Disadvantage to target. Requires 2 turns cooldown

Thousand Degree Swords (41 Stamina): Deals 30 Fire damage to all enemies. Applies Ignition and Burn to all enemies. Requires 4 turns cooldown

Killing Blow (46 Stamina): 25% chance to kill any enemy instantly (even bosses). If enemy doesn't die, deals 75 Special damage to one enemy and gains an extra turn. Requires 4 turns cooldown

Skill group 4 (105-130):

Blazing Gladiator's Attack (51 Stamina): 50% chance of killing an enemy instantly (25% chance if it's a boss). If enemy doesn't die, deals 80 Special damage to one enemy and 40 Special damage to everyone else and applies Ignition to all enemies. Requires 4 turns cooldown

Warrior's Agility (35 Stamina): Deals 70 Special damage to one enemy. Gains 2 extra turns. Requires 4 turns cooldown.

Million Degree Smite (45 Stamina): Deals 40 Fire damage to all enemies. Applies Burning and Scorched to all enemies. Requires 4 turns cooldown.

Special move: Ultimate Fire Assault: Deals 85 Fire damage to all enemies. Applies Ignition and Scorched to all enemies. Applies Double Damage to all allies. Gives an extra turn to self.

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Xirata, you will go to the Conflict Dungeon where you will fight a boss Xirata at level 140 and two adolescent Xiratas at level 130. Xirata must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 2

Relics: Sword, Armor

The Shade (DarknessLOL666)
Legend Dark

The Shade is the brother of Wraith. He and Wraith eventually parted ways, Wraith becoming an assassin and The Shade became a dark wizard.

Trait: Life-Link

Life-Link: The Shade cannot be attacked until he attacks first, and all damage he does becomes his new maximum life.

Special: You All Must Die: Applies a 2 turn death countdown to all enemies

skills group 3:

Enveloping Shade: 3 turn Death Countdown to all enemies and AoE possession 4CD 30 stamina

Shadow Morph: Recovers all life and stamina and clears himself of negative effects. Removes all active cool downs. Gains extra turn. Gives Evasion for 2 turns to self. 4CD 0 stamina.

Shadow Terror: 60 special to all enemies. 0CD 45 stamina.

Morgio (Black Destruction 92 This is)
Legend Nature

Long description: The Masters of Death are a deadly group of monsters who each represent an aspect of death. They have no master and work for no one. The only supporters they have are themselves. All the Masters of Death died at least once before. Their mission is simple, to kill others the way they were killed. Morgio is the Lord of Disease. He kills by causing plagues throughout the world. In the past, Morgio was a rich aristocrat who had everything. He was spoiled and constantly spent his money carelessly. He also was also heartless and would never help those below him. It was a good life for Morgio, that was before the Black Death started. Morgio's city was one of the first places the Black Death struck. Despite having enough money to pay doctors to help the poor, Morgio didn't do anything and let those below him suffer. Until a woman came to Morgio's door, dirty and covered in rags. The woman had lost her family to the Black Death and begged Morgio to allow her to stay in his castle after doctors forbid her from going into her home because, they said it would be unsafe. Morgio laughed at her and had his guards beat her to near death for his own amusement. Suddenly, a white light came out of the woman's hands and, when the guards hit her one more time, they were blasted with pure Light energy. The woman turned out to be the goddess Arnios in disguise and she was testing Morgio's humanity. Turns out, Morgio doesn't have any compassion in his dark heart and thus, Arnios killed Morgio with the Black Death. Arnios then took his treasure and gave it to the poor after healing them. When Death visited Morgio, Morgio asked to live again as a monster without a soul. Death agreed and made Morgio a monster with the power of disease. Morgio then met Xirata and agreed to join the Masters of Death as the Lord of Disease.

Short description: Morgio is the Lord of Disease and one of the Masters of Death, a deadly group of monsters who each represent an aspect of death. He had a good life in the past. Until he unknowingly had Arnios beat to near death. Arnios killed Morgio and Morgio asked Death to become a monster. Death agreed and now Morgio is a monster who wields the power of disease.

New stuff:

Trait: Master of Death - Immune to all kinds of Possesion, all torture status effects, and all applied weaknesses. Skill group 1:
 * 1) Healing Plague: Heals ally for 25% of their max health for 3 turns. (Note: despite being good for the player, Healing Plague counts as a negative status effect)
 * 2) Hallucination Plague: Possesses an enemy for 2 turns, counts as Possesion.
 * 3) Weakening Plague: Decreases enemy's damage by 50%, all moves are strong against the them.  Lasts 2 turns.
 * 4) Mortal Plague: Deals damage equal to 20% of enemy's life for 3 turns.
 * 5) Deadly Plague: Enemy dies in 4 turns, doesn't count as Instant Death.
 * 6) Explosive Plague: Enemy dies in 1 turn, dealing 85 damage to all other enemies.

Small Brain Infection (19 Stamina): 50% chance of applying Hallucination Plague to one enemy. Requires 1 turn cooldown.

Smallpox Injection (20 Stamina): Deals 40 Special damage to one enemy. 50% chance of applying either Mortal Plague or Weakening Plague to target

Vaccinated (18 Stamina): Applies Healing Plague to all allies. Requires 2 turns cooldown

Skill group 2:

Smallpox Spread (35 Stamina): Deals 30 Special damage to all enemies. 50% chance of applying either Mortal Plague or Weakening Plague to all enemies

Small Mushroom Infection (30 Stamina): Resurrects one ally at 50% health. Applies Healing Plague to target. Requires 4 turns cooldown.

Mass Brain Infection (21 Stamina): Applies Hallucination Plague to all enemies. Requires 3 turns cooldown.

Skill group 3:

Malaria Injection (42 Stamina): Applies Deadly Plague to one enemy. Requires 2 turns cooldown

Ebola Hit (30 Stamina): Deals 65 Nature damage to one enemy. Applies Weakening Plague, Mortal Plague, and Hallucination Plague to target. Requires 3 turns cooldown.

Mass Mushroom Infection (29 Stamina): Resurrects all allies at 50% health. Applies Healing Plague to all allies. Requires 6 turns cooldown

Skill group 4 (105-130):

Malaria Spread (51 Stamina): Applies Deadly Plague to all enemies. Requires 4 turns cooldown

Ebola Smash (31 Stamina): Deals 30 Nature damage to all enemies. Applies Weakening Plague, Mortal Plague, and Hallucination Plague to all enemies. Requires 5 turns cooldown.

Regenerative Pathogen (41 Stamina): Clears all negative effects from all allies. Applies Double Healing and Healing Plague to all allies. Requires 4 turns cooldown

Special move: Black Death: Applies Explosive Plague to one enemy

How to get: You can choose to get one of the Masters of Death for free at the beginning of this event. If you choose Morgio, you will go to the Disease Dungeon where you will fight a boss Morgio at level 140 and two adolescent Morgios at level 130. Morgio must be used in the dungeon. If you complete the dungeon, you will be able to get another Master of Death for 20 Gems. Each time you complete the dungeons, the price for choosing another Master of Death will increase by 20 Gems. This Event will last for 10 days and may return.

Misc info:

Books: Evil Legions

Default rune slots: 3

Relics: Armor, Trap

Srator (Rubberninja237 Has Spare Time)
Legend Water

Long Description: In the beginning of creation, there were the Giants. Designed by Uriel as the guardians of the elements, they hold some of the strongest powers of any monsters. Srator was the third Giant created, in charge of creating all the oceans in the universe. He has a calm demeanor, but if provoked is a dangerous foe. He rules over all oceans, and controls its powers, both destructive and restorative. The first monster he created was the Lord of the Atlantis, whom he appointed to rule over the oceans. However, he also created the White Walker to maintain the power of Ice. During the first Monster War and the Titan Invasion, he shut down all of the oceans to prevent the Water monsters from getting hurt. He didn't want to interfere because, he thought it would only make the problem worse. While he doesn't want to cause conflict, he doesn't have any problem with defending his own territory. The only time he fights is when he is eliminating a direct threat to the oceans. Since the Titan Invasion, he has left the oceans to the Lord of the Atlantis to prevent threats from destroying them.

Short Description: Srator is part of the Giants, an ancient race of powerful beings. He is the pure incarnate of Water, having both destructive and restorative qualities. He can heal his allies and immobilize enemies to keep his team safe.

Rune Slots: 3

Books: Sea, Good Legions, Spirits

Relics: Essence, Essence

Trait: Elemental Giant: Immune to all Stun and Freeze effects, immune to Burn and Ignite.

Default Skills

Wet Slap (12 STA): Deals 30 Physical damage.

Splash (12 STA): Deals 30 Water Damage.

Skill Group 1

Ice Hit (14 STA): Deals 40 Water Damage. 50% chance of Freezing target.

Sea Foam Blast (13 STA):Deals 35 Special Damage.

Healing Creak (Water, 14 STA): Heals one ally by 15%.

Skill Group 2

Whirlpool (15 STA): Deals 25 Water damage to all enemies. 2 turn cooldown.

Wholesome Water (Water, 13 STA): Heals one ally by 15%. Gives Damage Boost to ally.

Ice Block (16 STA): Deals 50 Water damage to target. May Freeze target. 1 turn cooldown.

Skill Group 3

Tsunami (36 STA): Deals 40 Water damage to all enemies. May Freeze all enemies. 3 turn cooldown.

Energized Water (Water, 25 STA): Heals one ally by 25%. Gives Energy Regeneration to target.

Painful Stream (30 STA): Deals 60 Water damage.

Skill Group 4 (lvl 105-130)

Freezing Blast (41 STA): Deals 35 Special damage to all enemies. May Freeze all enemies. Applies Stamina leak to all enemies. 4 turn cooldown.

High Tide (Special, 40 STA): Gives Double Damage and Regeneration to all allies. 3 turn cooldown.

Refreshing Breeze (Special, 0 STA) Gives all allies 50% stamina. Heals all allies by 20%. 2 turn cooldown.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Water dungeon, each level has Water monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Srator at level 130 with three life level 10 runes. The other two monsters will be Lord of the Atlantis and Frostbite, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Srator egg. Once the dungeon is complete, you may then choose another element or you can select Water again. If you select Water again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Srator. This entire process can be repeated up to rank 5, For any and all giants. The event will last for one month and can happen again in the future.

Zazdius (Rubberninja237's Grand Opening)
Legend Light

Long description: In the beginning of creation, there were the Giants. Designed by Uriel as the guardians of the elements, they hold some of the strongest powers of any monsters. Zazdius was the first Giant created, meant to be in Uriel's image. He has a strong sense of justice an an impulse to do what is right. His job was to keep peace and prosperity in the universe. He is a calculated, divine creation with the power to give great protection and inflict damage to foes. The first light monster he created was Arch Knight, who was his right hand man in enforcing justice. He oversees the universe in the oldest part of it. However, when the Dark Giant collected armies of monsters he felt he had to stop him. This resulted in the first Monster War, which was interrupted by the Earth Giant and the Nature Giant. He reluctantly kept from destroying darkness, but never stopped keeping an eye on the dark monsters. When the Titans invaded, Zazdius was the first to try and help the monsters, but was also the first to side with the Earth Giant, Cragbar's, decision to sign a pact never to interfere with the Monsters in large scale battles. Ever since, he has been occasionally seen aiding monsters in battle.

Short Description: Zazdius is part of an ancient race of monsters called Giants. He is the pure incarnate of Light, and possesses the power to enforce divine justice upon the universe. He can provide protection to allies and can wipe out any opposition, all in the name of justice.

Rune Slots: 3

Books: Spirits, Good Legions

Relics: Essence, Shield

Trait: Arcane Giant: Immune to all forms of Possession, Blind, Total Blind, and Sunburn

Default Skills

Sword Slash (12 STA): Deals 30 Physical damage.

Bright Light (12 STA): Deals 30 Light damage.

Skill Group 1

Light Spikes (16 STA): Deals 45 Light damage.

Holy Spotlight (15 STA): Deals 30 Light damage. 50% chance of Sunburning target.

Iron Justice (16 STA): Deals 45 Special damage. 1 turn cooldown

Skill Group 2

Concentrate (19 STA): Deals 25 Light damage to all enemies. 2 turn cooldown.

Arcane Protection (Special, 24 STA) Allies take no damage from Light, Dark, Magic, and Metal attacks for 3 turns. 3 turn cooldown.

Divine Sword (18 STA): Deals 60 Special Damage. 1 turn cooldown.

Skill Group 3

Holy Nova (29 STA): Deals 40 Light damage to all enemies. May Sunburn all enemies. 3 turn cooldown.

Blinding Light (27 STA): Deals 30 Special damage to all enemies. May Blind all enemies. 2 turn cooldown.

Divine Protection (Special, 30 STA): Gives Evasion to all allies. Gives a 50% shield to all allies. 4 turn cooldown.

Skill Group 4 (lvl 105-130)

Craking Light (28 STA): Deals 75 Light damage. May Sunburn target. Applies Total Blind to target. 3 turn cooldown.

Heaven's Revival (Special. 50 STA): Revives one ally with 100% health and Stamina. 5 turn cooldown.

Healing Light (Light, 26 STA): Heals 20% of health to all allies. Gives Regeneration to all allies. 2 turn cooldown.

How to Obtain: In the event, there will be a menu in which you can select an element. Once you select the element, you will see a survival dungeon that has 20 levels. You cannot change elements until you complete one of the dungeons. In the Light dungeon, each level has Light monsters at level 100 with level 5 runes of every type. The final level will have a boss variant of Zazdius at level 130 with three life level 10 runes. The other two monsters will be Arch Knight and Ahran, at level 130, with two team life level 7 runes and one team strength level 7 rune. Upon defeating the final level of the dungeon they will receive a Zazdius egg. Once the dungeon is complete, you may then choose another element or you can select Light again. If you select Light again, all of the monsters will be 5 levels higher (except for the boss). Upon completing the dungeon again, it will give you the exact amount of cells to rank up Zazdius. This entire process can be repeated up to rank 5 for any and all giants. The event will last for one month and can happen again in the future.

Antaresa (enter Sirius16)
Legend Fire

Antaresa was once a beautiful young lady until she was struck by Carnage's magic, which made her permanently blind. But on the other hand, it gave her the ability to use flame sorcery as well. The magic had bleached her hair and turned her pale. Her eyes, when opened, torture any souls that look upon them. Though Antaresa cannot see, she is one very powerful woman.

Books: Female

Relics: Staff, Mask

Special:

Retinas Ablaze: Deals 70 Fire damage to all targets. Applies Ignition and Total Blind to all enemies.

Attack Group 2:

Agonizing Claws: Deals 60 Special damage to target. Applies Bleeding and Burning to target. 2CD

Sight For Sore Eyes: Applies Blind to all enemies. 0CD

Third Degree Burns: Deals 40 Special damage to all targets. May Ignite target. 2CD

Attack Group 3:

Burning Sight: Deals 35 Fire damage to all enemies. Applies Burn to all enemies. 26S 3CD

Blistering Heat: Deals 50 Fire damage to an enemy. Applies Ignition and Total Blind to an enemy.

Scorching Corneas. Deals 70 Special damage to a target. Applies Total Blind and Fire Weakness to all targets. 3CD

Crystal (MachineGunSuper)
Legend Earth

Some wizards had so many gems, that they decided to test out some magic spells on them. And then, Crystal was born. She only knows one thing: that is to torture her enemies before killing them. Nobody knows where the wizards are at now, but the most common belief is that they were killed by their own creation.

Some new things:

Deep Wound - Monster loses 10% of its health each turn for 4 turns.

'''Crystal has 200 stamina. (attacks cost a lot)'''

Trait : Crystallized - Immune to Bleed and Stun

Books - Evil Legions, Underworld, Female

Relics - Shield, Trap

Default Skills:

Sharp Hits: Deals 30 Physical damage. 50% chance to make target Bleed. (13 S)

Gem Cannon: Deals 30 Special damage. May Daze target. (20 S)

Skill Group 1:

Giant Gem: Deals 30 Special damage. May Stun target. (21 S) (1 C)

Deep Cuts: Deals 40 Special damage. Target will get Deep Wounds. (28 S) (2 C)

Gem Throw: Deals 25 Earth damage. May Daze target. 50% chance of making target Bleed. (22 S) (1 C)

Skill Group 2:

Shard Explosion: Deals 30 Earth damage to all enemies. May make all targets Bleed. (33 S) (3 C)

That's a big crystal!: Deals 50 Earth damage. Applies Bleeding and Stun to target. (30 S) (2 C)

Shiny!: Heals itself by 75%. (35 S) (4 C)

Skill Group 3:

Forced Curse: Applies Bleeding, Poison, Nightmares and Blindness for 3 turns to a target. (40 S) (4 C)

Crystal Shield: Applies Evasion to all allies. (40 S) (5 C)

Cruel Torment: Removes 50% of Stamina from all enemies. All allies gain 50% of Stamina. (40 S) (4 C)

Skill Group 4 (lvl 105 - lvl 130)

Earth Monster: Deals 80 Earth damage to target. May make target Bleed. (30 S) (3 C)

Crystallized: Revives all allies with 50% life and 100% stamina. If Crystal dies after performing this attack, she has a 50% chance to be revived with full stats. (90 S) (6 C)

Soul Stealing: Applies Double Damage and Possession to target. (40 S) (3 C)

Special skill:

Shiny rain: Deals 80 Earth damage to all enemies. Applies Deep Wound, Stun, and Daze to all enemies.

How to obtain:

There will be an event similar to the 72-hour challenge where you have to flip anywhere between 100 - 400 cards. If you get lucky, you'll find this monster. The event will last 3-4 days (the cards are obviously much cheaper and don't get that much more expensive)

Blue Fenix (MachineGunSuper joined the game)
Legend Fire

After joining the good side, in a battle with the evil forces, the Fenix had finally been defeated. Or at least that's what everyone thought for 20 years. Out of nowhere, the Fenix had resurrected brighter and hotter than ever, getting revenge on the evil forces. Do NOT mistake his blue feathers for water, they are some of the hottest objects in the monster world.

New things:

- Blue Fenix has 200 stamina

- Resurrection: Monster will revive with 100% stamina and 100% life.

-Severe Burns: Deals 40 Fire damage to monster for 2 turns.

Books: Spirits, Winged, Good Legions

Relics: Amulet, Sword

Default Skills:

Fiery Wings: Deals 30 Physical damage. May Daze target. (13 S)

Blue Fireballs: Deals 30 Fire damage. 75% chance to burn target. (18 S)

Skill Group 1:

Heat Trap: Deals 25 Fire damage to all enemies. (20 S)

Healing Abilities: Heals an ally by 50%. (20 S) (2 C)

Fast Attacks: Deals 30 Special damage to an enemy. May Daze target. May make target Bleed. Gains an extra turn. (24 S) (2 C)

Skill Group 2:

Explosion: Deals 60 Fire damage. May Severely Burn target. (27 S) (3 C)

Not a water tornado!: Deals 35 Fire damage to all targets. May Burn and Daze all targets. (30 S) (2 C)

Afraid of fire?: May make all enemies weak against fire. Target monster is Severely Burnt. Nearby enemies are Burnt. (33 S) (4 C)

Skill Group 3:

Volcano: Deals 65 Fire damage. May Daze, Stun and Burn target. (29 S) (3 C)

I am the Legend!: Applies Double Damage and 3 random positive effects to itself.Applies Stamina Leak to all enemies. (32 S) (4 C)

Magic Trick!: Applies Resurrection an an ally. (40 S) (4 C)

Skill Group 4 (lvl 105 - 130)

Dark Reaper: Applies a 2-turn Death Countdown to a monster. (35 S) (4 C)

Neutron Star: Deals 60 Fire damage to all monsters. Applies Total Blind to target monster. May Severely Burn target. (40 S) (4 C)

Gamma Ray Burst: Deals 80 Special damage to a monster. Target suffers Severe Burns. May Blind all targets. (40 S) (4 C)

Special Skill:

Revived by Heaven: Fully heals all allies. Gives them regeneration. Also applies Resurrection to them.

How to get:

During the event, collect 300 tokens by breeding monsters, purchasing items, collecting gold etc. After collecting enough tokens, you will be able to spin the "Legendary Wheel of Luck", where you will win a random legendary monster.Get lucky and win this monster!

Guardus (MachineGunSuper)
Legend Earth

Guardus was once a titan, a titan that was able to destroy anything he wanted with a swift blow. He even was a threat to the universe. The creation of Guardus is unknown. He may have been born with the universe, without being noticed. His only weakness is darkness, everything else is unable to even do a scratch to him. Fortunately, the monster universe had found a way to defeat him. Both the good side and the bad side combined all their forces and finally defeat him. Even then, it as a very close battle. 50% of all monsters were destroyed, only the ones we see today remain. But, what nobody knew until now is that he wasn't actually defeated. He can't be. The only way to kill him is to directly destroy his heart. After losing the battle, all he had left was an asteroid. That's still the only thing he has remaining.

New Things:

-Guardus has 250 stamina

-Guardus performs Earth and Magic attacks

-Electrocuted: Deals 25 Thunder damage for 3 turns. Removes 10% of stamina.

Books: None

Relics: Sword,Shield

Default Skills:

Heavy roll: Deals 35 Physical damage. May Stun target (14 S)

The power of rocks rocks!: Deals 40 Earth damage. May daze target. (14 S)

Skill Group 1:

Dark Mana: Makes all hostile monsters weak agains Magic and Earth. (25 S) (2 C)

Ripquacke: Deals 30 Earth damage to all targets. (25 S) (1 C)

Flame Burst: Deals 40 Magic damage. May Burn target. (25 S) (1 C)

Skill Group 2:

Giant Spikes: Deals 50 Earth damage. May make target bleed. Gains one extra turn (30 S) (2 C)

Do as I tell you!: Possesses one enemy. (30 S) (3 C)

Giant Lightning: Deals 45 Magic damage. May Electrocute target. (30 S)

Skill Group 3:

Creation Dust: Heals all allies by 45 %. Fully restores their stamina. (30 S) (2 C)

Roll of utter destruction: Deals 65 Special damage. May MegaStun target. (32 S) (3 C)

Sacrifice for speed!: Every monster loses all stamina. Triples all allies' speed (40 S) (4 C)

Skill Group 4 (105 - 130):

Life kill: Removes 50% of an enemy's health. Can be blocked by Sudden Death immunity. (45 S) (4 C)

They all obey!: May Possess all targets. Gives all allies immunity to Possession. (50 S) (5 C)

Rebirth: Heals an ally by 100%. All allies heal by 50% (45 S) (5 C)

Special Skill:

I am Chicxulub!: Guardus will die. Removes 90% of all enemies' health. Removes 75% of all allies' health. May Burn and Stun all monsters. If enemy is below 1500 health, it will instantly die.

How to obtain:

In a dungeon, you will need to fight 12 random Legendary Earth monsters at level 130.(4 different fights). After which, you will unlock the fight with Guardus (lvl 130), who will be guarded by 6 100 level Virtues. If you win the battle, it will cost 750 gems to get Guardus