Raiders of Blackveil Encyclopedia WikiUpdate sync: October 13, 2026
Rebel Abilities & Trait
Beatrice


Seed Blast
Beatrice swings her magical staff, launching a projectile forward that deals damage. Scaling: 100% AD


Roots
Beatrice shoots Roots, dealing damage, Rooting enemies to incapacitate them, and awakening Withered Seeds. Scaling: 60% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 15s
- 14.4s
- 14s
- 13.5s
- 13.2s
- 12.9s
- 12.6s
- 12.5s
- 12.3s
- 12.2s


Venus Rex
Beatrice summons Venus Rex for 6 seconds, a stationary plant that attacks nearby enemies, dealing damage. Scaling: 180% AD / 180% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 75s
- 71.3s
- 69s
- 67.5s
- 66.8s
- 66s
- Duration:
- 6s
- 6s
- 6s
- 6s
- 6s
- 6s


Lotus Flower
Beatrice plants a Lotus Flower that grants an Armor plate to allies when it blooms into a Withered Seed.
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 16s
- 15.4s
- 14.9s
- 14.4s
- 14.1s
- 13.8s
- 13.4s
- 13.3s
- 13.1s
- 13s


Fertile soil
Beatrice creates an area on the ground, Healing allies inside every second and awakening Withered Seeds. Base Heal: 5 Scaling: 10% Healing Power
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 14s
- 13.4s
- 13s
- 12.6s
- 12.3s
- 12s
- 11.8s
- 11.6s
- 11.5s
- 11.3s
- Duration:
- 5s
- 5.5s
- 6.3s
- 7.3s
- 8.3s
- 9.3s
- 10.3s
- 11.3s
- 12.3s
- 13.3s


TRAIT - Withering Seed
Every 3rd hit of Seed Blast spawns a Withering Seed near Beatrice, which certain abilities can awaken into a temporary attacking turret that deals damage. Base damage: 75 Scaling: 20% AP Duration: 2 Hits (Up to 4 with the Turret Lifetime master talent; up to 8 with both the Turret Lifetime and Enrage All Seeds master talents while Venus Rex is active) (Not affected by % Summoned minion damage, except when using Summoning Power talent)
Draskyl


Stab
Draskyl strikes with his daggers, dealing damage. Every 3rd hit is larger and deals increased damage. Scaling: 100% AD


Double Strike
Draskyl charges his daggers, then performs a powerful forward strike, dealing damage. Scaling: 60% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 12s
- 11.4s
- 11s
- 10.7s
- 10.4s
- 10.2s
- 10s
- 9.8s
- 9.7s
- 9.6s


Enter The Shadows
Draskyl disappears into the shadows. While active, he strikes random enemies up to 8 times in an area around him, dealing damage per strike. Scaling: 180% AD / 180% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 70s
- 66.5s
- 64.4s
- 63s
- 62.3s
- 61.6s


Tongue Leap
Draskyl shoots his tongue forward, dealing damage and pulling himself toward enemies, walls, or obstacles. Enemies hit are Stunned and marked with Mark of Death, causing them to take +20% increased damage. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 8s
- 7.6s
- 7.4s
- 7.1s
- 7s
- 6.8s
- 6.6s
- 6.6s
- 6.5s
- 6.4s


Camouflage
Draskyl becomes Invisible. While Invisible, his next ATTACK or OFFENSE is guaranteed to Critically Strike.
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 18s
- 17.1s
- 16.6s
- 16s
- 15.7s
- 15.3s
- 14.9s
- 14.8s
- 14.6s
- 14.4s
- Duration:
- 7s
- 8.4s
- 11.2s
- 15.4s
- 20s
- 24.9s
- 30.1s
- 35.7s
- 41.7s
- 48s


TRAIT - Backstab
Draskyl deals +50% increased damage when hitting enemies from behind.
Foxley


Bow Shot
Foxley fires a piercing Arrow, dealing damage. Each time it pierces an enemy, its damage is reduced by 20%.


Aimed Shot
HOLD to channel. Foxley charges a powerful shot that deals damage and applies Chill. The longer it is charged, the farther it travels. Fully Charged: deals double base damage. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 12s
- 11.5s
- 11.2s
- 10.8s
- 10.6s
- 10.3s
- 10.1s
- 10s
- 9.8s
- 9.7s


Hail of Arrows
Foxley fires a barrage of arrows into the air, striking an area 3 times each second, dealing damage and applying Chills. Scaling: 180% AD / 180% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 70s
- 66.5s
- 64.4s
- 63s
- 62.3s
- 61.6s


Icy Blades
Foxley throws his blades forward, dealing damage and applying Chills. When they collide, they explode in ice, Freezing enemies and dealing double base damage. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 16s
- 15.4s
- 14.9s
- 14.4s
- 14.1s
- 13.8s
- 13.4s
- 13.3s
- 13.1s
- 13s


Fox Howl
Foxley howls, granting Haste to himself and nearby allies, increasing Movement Speed by +20% for 4 seconds. While Haste is active, Foxley can ATTACK without movement penalty and use OFFENSE while moving.
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 15s
- 14.4s
- 14s
- 13.5s
- 13.2s
- 12.9s
- 12.6s
- 12.5s
- 12.3s
- 12.2s
- Duration:
- 4s
- 4.8s
- 6.4s
- 8.8s
- 11.2s
- 13.6s
- 16s
- 18.4s
- 20.8s
- 23.2s


Fixate
When Foxley hits with ATTACK, he gains a stack of Fixation, granting +5% Attack Speed, up to 10 stacks. When Foxley misses with his ATTACK, he loses 5 stacks of Fixation.
Ironhorn


Punch
Ironhorn strikes with his shields, dealing damage. Every 4th hit deals increased damage and Knockback enemies. Scaling: 100% AD


Whirlwind
HOLD to channel. Ironhorn spins around up to 5 times, dealing damage per spin to all nearby enemies. Scaling: 60% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 14s
- 13.3s
- 12.9s
- 12.5s
- 12.2s
- 11.9s
- 11.6s
- 11.5s
- 11.3s
- 11.2s


Earthquake
Ironhorn leaps into the air and slams his shields into the ground, creating a shockwave that damages and Stuns enemies hit. Scaling: 180% AD / 180% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 65s
- 61.8s
- 59.8s
- 58.5s
- 57.9s
- 57.2s


Rocket Stampede
Ironhorn charges forward, dealing damage to enemies hit and dragging them with him. If he hits a wall, they are Stunned. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 16s
- 15.2s
- 14.7s
- 14.2s
- 13.9s
- 13.6s
- 13.3s
- 13.1s
- 13s
- 12.8s


Shield Block
HOLD to channel. Ironhorn raises his shield, becoming Immune and absorbing damage for up to 1.5 seconds. He then releases a shockwave that deals damage based on damage absorbed, and Knockback enemies hit. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 14s
- 13.3s
- 12.9s
- 12.5s
- 12.2s
- 11.9s
- 11.6s
- 11.5s
- 11.3s
- 11.2s
- Duration:
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s
- 1.5s


TRAIT - Big Boy
Ironhorn takes 15% less damage than other champions.
Jaméra


Flame paw
Jaméra shoots fireballs, dealing damage. Every 3rd hit deals increased damage and applies Burn. Scaling: 100% AD


Sun Strike
Jaméra marks an area that, after a short delay, explodes, dealing damage and applying Burn. Scaling: 60% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 12s
- 11.5s
- 11.2s
- 10.8s
- 10.6s
- 10.3s
- 10.1s
- 10s
- 9.8s
- 9.7s


Devastation
Jaméra leaps to a target area in a fiery explosion, dealing damage and entering Fiery State. While Fiery State is active, killing an enemy allows this ability to be RECAST. Scaling: 180% AD / 180% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 60s
- 57s
- 55.2s
- 54s
- 53.4s
- 52.8s
- Duration:
- 4s
- 4.8s
- 6.4s
- 8.8s
- 12s
- 16s


Heating Up
Jaméra creates a zone on the ground that Burns enemies who pass through it and increases Critical Strike Chance of all allies inside by +25%.
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 16s
- 15.4s
- 14.9s
- 14.4s
- 14.1s
- 13.8s
- 13.4s
- 13.3s
- 13.1s
- 13s
- Duration:
- 5s
- 5.8s
- 7.3s
- 9.5s
- 12s
- 14.8s
- 17.8s
- 21s
- 24.5s
- 28.3s


Blast Wave
Jaméra pushes enemies in front of her away, dealing damage and knocking herself backward. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 12s
- 11.5s
- 11.2s
- 10.8s
- 10.6s
- 10.3s
- 10.1s
- 10s
- 9.8s
- 9.7s


TRAIT - Ferocity
Jaméra gains Ferocity for each Critical Strike she lands. At full Ferocity, Sun Strike's cooldown is reset, and the next cast deals +58% increased damage.
Valora


Heavy Swing
Valora swings her Hammer, dealing damage. Every 3rd hit is Blessed and deals increased damage. Scaling: 100% AD


Sacred Hammer
Valora throws a holy Hammer, dealing damage. RECAST to instantly teleport to its location. Empowered: Deals double base damage and Heals Valora and nearby allies it passes through for 40.. Scaling: 60% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 15s
- 14.4s
- 14s
- 13.5s
- 13.2s
- 12.9s
- 12.6s
- 12.5s
- 12.3s
- 12.2s


Divine Intervention
Valora calls upon divine intervention. After a short delay, she deals damage in an area around herself. Allies caught in the blast become Immune. Scaling: 100% AD / 100% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Cooldown:
- 70s
- 70s
- 70s
- 70s
- 70s
- 70s
- Duration:
- 6s
- 7.2s
- 8.4s
- 9.6s
- 10.8s
- 12s


Bunny Hop
Valora leaps to the targeted location, dealing damage and Interrupting enemies. Empowered: Deals double base damage, and the targeted location becomes consecrated, pulsing 4 times. Each pulse deals 80% of the leap's damage and Blesses Valora and nearby allies. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 16s
- 15.4s
- 14.9s
- 14.4s
- 14.1s
- 13.8s
- 13.4s
- 13.3s
- 13.1s
- 13s


Aura of Protection
Valora Knockback nearby enemies and gains an aura for 4 seconds that blocks all projectiles for herself and nearby allies. Empowered: The aura last for 8 seconds and erupts, dealing damage whenever it blocks a projectile. Scaling: 40% AP
- Rank 1
- Rank 2
- Rank 3
- Rank 4
- Rank 5
- Rank 6
- Rank 7
- Rank 8
- Rank 9
- Rank 10
- Cooldown:
- 15s
- 14.4s
- 14s
- 13.5s
- 13.2s
- 12.9s
- 12.6s
- 12.5s
- 12.3s
- 12.2s
- Duration:
- 4s
- 4s
- 4s
- 4s
- 4s
- 4s
- 4s
- 4s
- 4s
- 4s


Righteous Spirit
Every 3rd hit with ATTACK grants Valora a stack of Righteous Spirit. At 3 stacks, her next ability is Empowered.
All Rebels

DASH
Quickly rush toward the targeted direction. Can be used to evade attacks and pass through enemies. Cooldown: 4s
Class Traits
Assassin
Critical Strike
Chance to deal +150% increased damage.
Poison
Deals damage over time. (More details in the "Effects" section.)
Druid
Enrage
Grants +10% damage and +10% Movement Speed for 6 seconds, up to 4 stacks.
Root
Immobilizes enemies, dealing damage and preventing movement. (More details in the "Effects" section.)
Guardian
Armor
Each armor plate negates +50% enemy damage and +25% boss damage. For example, an armor plate with +30% Armor Damage Reduction negates 65% of enemy damage (50% base + 30% of the base value)
Stun
Incapacitates enemies, preventing movement and attacks.
Taunt
Enemies take +20% increased damage and are forced to attack you for 3 seconds.
Mage
Burn
Deals damage over time. At max stacks, triggers Flash Burnout, dealing instant damage and clearing all stacks. (More details in the "Effects" section.)
Chill
Reduces enemy speed by 30% for 4 seconds. Up to 2 stacks. At max stacks (3), Freezes enemies for 4 seconds. Your next ATTACK or ABILITY against Frozen enemies deals +150% increased damage.
Monk
Punch
Spawns a Punching Fist with the same damage and effects as your ATTACK.
Shock
Instantly deals damage, and has +100% increased damage against Protected enemies.
Zen
Grants +10% Dodge Chance and +15% Attack Speed for 4 seconds. Up to 5 stacks.
Priest
Barrier
Grants a shield equal to +30% of your Max Health for 5 seconds, up to 3 stacks.
Bless
Increased the damage of your next ATTACK by +120%. Up to 10 stacks. Additional stacks do not increase the bonus.
Heal
Restores a portion of lost health and a small amount of Injury.
Warlock
Curse
Each stack deals delayed damage. New stacks reset the duration of previous stacks. (More details in the "Effects" section.)
Summon
Summons minions that attack nearby enemies.
Warrior
Bleed
Deals damage over time. (More details in the "Effects" section.)
Fury
Increases the damage and speed of your next ATTACK by +60% and +75%. Up to 20 stacks. Additional stacks do not increase the bonus.
Pull
Pulls enemies toward you.
Class Bonuses
Assassin
- Rank 2ATTACK has a 25% chance to throw 1 Poison dagger.
- Rank 4Quest: Take no damage in arena. Gain: +10 Attack Damage (max: 200).
- Rank 7Poisoned enemies take +25% increased damage.
- Rank 10Gain +10% Critical Chance and +40% Critical Strike Damage.
- Rank 14Critical Strikes with ATTACK has a 25% chance to trigger twice.
Druid
- Rank 2Damage against an enemy has a 25% chance to Root it.
- Rank 4When Clearing an Arena, permanently gain +2 Attack Damage (max: 80) and +10 Ability Power (max: 400).
- Rank 7While Enraged, gain +20% Max Health.
- Rank 10Everyone gains +20 Attack Damage, +50 Ability Power, and +50 Max Health.
- Rank 14While Enraged, deal +25% increased damage and gain +25% Movement speed.
Guardian
- Rank 2DEFENSE grants 1 Armor plate.
- Rank 4When an Armor plate is destroyed, permanently gain +10 Max Health (max: 1000).
- Rank 7You can now have +2 additional Armor plates.
- Rank 10Everyone gains 25% Damage Reduction.
- Rank 14Gain +15% of your Max Health as Attack Damage.
Mage
- Rank 2ATTACK has a 13% chance to shoot a Burning or Chilling missile.
- Rank 4Killing an enemy permanently grants +1 Ability Power (max: 800).
- Rank 7Increase Chill and Burn duration by +50%.
- Rank 10Everyone gains +150 Ability Power.
- Rank 14Gain +25% Ability Power.
Monk
- Rank 2SPECIAL triggers Zen.
- Rank 4Killing an enemy while Zen is active permanently grants +1% Zen duration (max: 300%).
- Rank 7While Zen is active, gain +25% Attack Speed and +10% Dodge Chance.
- Rank 10Everyone periodically gains Zen.
- Rank 14While Zen is active, gain +25% Dodge Chance.
Priest
- Rank 2DEFENSE Blesses you and nearby allies.
- Rank 4While In Combat, Blesses permanently grant 1% Blessed ATTACK damage (max: 200%).
- Rank 7Gain 20% Cooldown Reduction.
- Rank 10Everyone gains +350 Max Health.
- Rank 14Everyone is Healed every 4 seconds.
Warlock
- Rank 2Damage against an enemy has a 25% chance to cast a Curse bolt.
- Rank 4Killing a Cursed enemy permanently grants +2 Max Health (max: 400) and +2 Ability Power (max: 400).
- Rank 7Cursed enemies deal 25% less damage.
- Rank 10Everyone gain +85 Ability Power and +175 Max Health.
- Rank 14When Summoning a minion, permanently gain +1% Curse damage (max: 300%) and +2 Max Health (max: 600).
Warrior
- Rank 2ATTACK has a 25% chance to throw 1 Bleeding axe.
- Rank 4Killing a Bleeding enemy permanently grants +1% Bleed damage (max: 200%).
- Rank 7Bleed deals 100% increased damage to Moving enemies.
- Rank 10Everyone gains +35 Attack Damage.
- Rank 14ATTACK has a 50% chance to hit twice.
Effects
Attack Damage (AD)

Bleed
- Base damage: ((15% triggering hit's damage + 60% AD) * (1 + % Bleed Damage / 100 )) / 20 20 times per stack
- Duration: 4s
- Scaling: 60% AD, % Bleed Damage
- Crit. possible: No
- ("triggering hit's damage" = Ability damage. It doesn't include "standalone" perks damage, e.g. Whirlwind)

Bleed explosion
- Base damage: 50
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Bleed Damage)

Bleeding axe
- Base damage: 15
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Bleed Damage)

Bleeding sawblades
- Base damage: 100
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Bleed Damage)

Huge cleave
- Base damage: 75
- Scaling: 40% AD
- Crit. possible: Yes

Knockback
- Base damage: 25
- Scaling: 40% AD
- Crit. possible: Yes

Poison
- Base damage: 6 8 times per stack, up to 25 stacks
- Duration: 8s
- Scaling: 60% AD, % Poison Damage
- Crit. possible: No

Poison dagger
- Base damage: 10
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Poison Damage)

Poison explosion
- Base damage: 30
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Poison Damage)

Pull
- Base damage: 15
- Scaling: 40% AD
- Crit. possible: Yes

Punch
- Damage: 100% of ATTACK damage
- Scaling: ATTACK damage
- Crit. possible: Yes
- Triggers all ATTACK-related abilities (including perks of any rarity), excluding Bless and Fury

Shockwave
- Base damage: 40
- Scaling: 40% AD
- Crit. possible: Yes

Shuriken
- Base damage: 25
- Scaling: 40% AD
- Crit. possible: Yes

Spikes
- Base damage: 25
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Root Damage)

Spinning blade
- Base damage: 25
- Duration: 1s
- Scaling: 40% AD
- Crit. possible: Yes

Spinning Poison dagger
- Base damage: 50
- Duration: 1s
- Scaling: 40% AD
- Crit. possible: Yes

Spinning shuriken
- Base damage: 50
- Duration: 1s
- Scaling: 40% AD
- Crit. possible: Yes

Stunning hammer
- Base damage: 15
- Scaling: 40% AD
- Crit. possible: Yes

Swinging stunning hammer
- Base damage: 125
- Duration: 6s
- Scaling: 40% AD
- Crit. possible: Yes

The (pig) cleaver
- Base damage: 75
- Scaling: 40% AD
- Crit. possible: Yes
- (Base damage not affected by % Bleed Damage)

Whirlwind
- Base damage: 40 Every 0.3 seconds (5 times)
- Duration: 1.5s
- Scaling: 40% AD
- Crit. possible: Yes
Ability Power (AP)

Armor explosion
- Base damage: 75 or 125 (Boom Boom perk)
- Scaling: 20% AP
- Crit. possible: Yes

Barrier explosion
- Base damage: 40
- Scaling: 15% AP
- Crit. possible: Yes

Barrier radiation
- Base damage: 100
- Scaling: 60% AP
- Crit. possible: Yes

Blast
- Base damage: 100
- Scaling: 40% AP
- Crit. possible: Yes

Burn
- Base damage: 5 6 times per stack, up to 7 stacks Flash burnout damage: 350
- Duration: 2s
- Scaling: 30% AP, % Burn Damage
- Crit. possible: No

Burning meteor
- Base damage: 100
- Scaling: 40% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Burning missile
- Base damage: 10
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Burning ring
- Base damage: 50
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Burning wave (forward)
- Base damage: 35
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Chilling explosion
- Base damage: 35
- Scaling: 30% AP
- Crit. possible: Yes

Chilling missile
- Base damage: 25
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Freeze Damage)

Crow
- Base damage: 25
- Scaling: 50% AP
- Crit. possible: Yes

Curse
- Base damage: 60 per stack (after 1.25 seconds delay) Up to 10 stacks
- Duration: 1.25s
- Scaling: 30% AP, % Curse Damage
- Crit. possible: No

Curse bolt
- Base damage: 10
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Curse Damage)

Demon warrior
- Base damage: 20
- Duration: 10s
- Scaling: 20% AP, % Summoned Minion Damage
- Crit. possible: Yes

Earth Eruption
- Base damage: 50
- Scaling: 50% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Explosion
- Base damage: 45
- Scaling: 20% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Falling star
- Base damage: 100
- Duration: 4.5s
- Scaling: 20% AP
- Crit. possible: Yes

Firecracker
- Base damage: 75
- Scaling: 40% AP
- Crit. possible: Yes
- (Base damage not affected by % Burn Damage)

Freezing meteor
- Base damage: 100
- Scaling: 40% AP
- Crit. possible: Yes
- Applies 3 Chill stacks BEFORE damage, so meteor damage is indirectly affected by % Freeze Damage

Healing orb
- Base heal: 10
- Scaling: 20% Healing Power
- Crit. possible: Yes (with Critical Heal perk)

Holy blizzard
- Base damage: 15 Every second
- Duration: 5s
- Scaling: 50% AP
- Crit. possible: Yes

Lightning bounce
- Base damage: 100
- Scaling: 60% AP, % Shock Damage
- Crit. possible: No

Lightning strike/Shock
- Base damage: 40, 50, 65, 75, 85, 100 or 125
- Scaling: 60% AP, % Shock Damage
- Crit. possible: No

Lightning wave (forward)
- Base damage: 85
- Scaling: 60% AP, % Shock Damage
- Crit. possible: No

Minion
- Base damage: 15 (up to 6 hits)
- Duration: 10s
- Scaling: 20% AP, % Summoned Minion Damage
- Crit. possible: Yes
- Max active: 15

Poison Detonation
- Base damage: 75
- Scaling: 80% AP
- Crit. possible: Yes
- (Base damage not affected by % Poison Damage)

Root
- Base damage: 10 + 4 x 20
- Duration: 2s
- Scaling: 40% AP + 10% AP, % Root Damage
- Crit. possible: Yes (DoT excluded)

Shocking explosion
- Base damage: 50
- Scaling: 60% AP, % Shock Damage
- Crit. possible: No

Shocking ring
- Base damage: 100
- Scaling: 60% AP, % Shock Damage
- Crit. possible: No

Spinning star
- Base damage: 50, 100
- Duration: While Enraged
- Scaling: 30% AP
- Crit. possible: Yes

Storm of Crows
- Base damage: 15
- Duration: 3s
- Scaling: 50% AP
- Crit. possible: Yes

Tornado
- Base damage: 100
- Scaling: 50% AP
- Always Critical

Verminlord
- Base damage: 125
- Duration: Infinity
- Scaling: 20% AP, % Summoned Minion Damage
- Crit. possible: Yes
Healing Power

Light burst
- Base damage: 250% of Healing Power
- Crit. possible: Yes
Others

Afterburn
- Duration: 5s

Sap
- Freezes Ability Cooldowns (Persists for 2s after leaving)
- (Debuff removed by Dash)
Stat Boosters
Available by clearing an area (as a reward), spending black coins on the gambling (stats) machine, in the shop, or by sacrificing health in mystery room
Stat Caps
Stats not listed here may exceed 100% or have no cap.
(In some cases, the UI may display values above the cap even though no additional effect is applied.)
Biome Enemy Abilities
All "projectile(s)" can be blocked by Valora's Defense.
Other types of ranged attacks (grenades, bombs, etc.) cannot be blocked unless explicitly stated otherwise.
Meat Factory (Biome 1)

Betty the Butcher - Boss
- Bleeding Melee Cleave
- Bleeding and Slowing axe (projectile) throws
- Burning Leap
- Bomb Barrage
- Summon low tier enemies and Sous-Chef elites

Candle Amalgamation - Mini-Boss
- Burning fireballs (projectiles)
- Burning Orb (projectile)
- Summon 4 Candles

Slash and Bash - Mini-Boss
- Slash: Bleeding Rush Strikes, Bleeding Melee Whilwind + 360° Bleeding Sword Barrage (projectiles), Bash: Landing Slam, Hammer (projectile) throw
- (When one dies, Summon 4 Sous-Chef)

Baker Bot
- Multiple melee hits
- Ground-Burning fireballs
- (The burning ground can be removed by using an ability on it)

Bartender
- Delayed grenade
- Healing grenade
- (Cannot heal itself or other units of the same type)

Basher
- Landing slam

Candle
- Burning missile (projectile)

Coat Stand
- Melee/Nearby slashes

Cook Book
- Laser beam (projectile)
- 2 Missiles (projectiles)

Kitchen Servant
- Melee hit

Server Bot
- 180° Melee front punches
- Summon 5 Kitchen Servants

Sous-Chef
- Melee whirlwind
Harvest Operation (Biome 2)

Otis the Overseer - Boss
- Saping bomb barrage, 180° Breath
- Multiple AoE
- Missile drops
- Heal from Sap Cauldron Bearers
- Summon 3 Sap Mites and Sap Cauldron Bearers

Apex Sapling - Mini-Boss
- Erupting barrage (projectile)
- Saping bomb barrage
- Stone surges
- Summon 5 Shooter Plants

Artillery Stub
- Saping ball (projectile)

Chainsow Worker
- Melee cleave

Drill Bot
- Charge

Goliath
- Medium then big melee AoE
- Pulling and Stunning hook

Healer Book
- Very long range bomb drops
- Healing beam
- (Cannot heal itself or other units of the same type)

Mine Deployer
- Summon 3 Spider Mines
- Self Immune

Sap Mite
- Melee hit
- On Death explosion

Shooter Plant
- Missile (projectile)

Sniper
- Bleeding long range shot (projectile)
- Summon 2 Spider Mines

Spider Mine
- Delayed self-detonation

Toxic Sprayer
- 360° Melee Saping spray
Ghoulag (Biome 3)

Warden - Boss
- 4 feathers (projectiles) front 140° throw
- Melee whirlwind + 360° feather (projectile) throws
- 32 feathers (projectiles) front 230° throws
- AoE Landing (after 2 Spotlights)
- P2: All abilities Curse (projectiles*) + AoE Landing now triggers a barrage (projectiles). *After charging, the 4 projectiles from each side, currently cannot be blocked by Valora's Defense.

Houndmaster - Mini-Boss
- Houndmaster: Crossbow shot (projectile), Deploy 6 Bleeding and Slowing traps
- Dog: Charge + Cursing bite

Caretaker
- Melee AoE
- Self delayed Revive

Curse Book
- Orbiting Cursing missiles (projectiles)

Curse Doctor
- Cursing tornado
- Summon 1 Rat Ghost

Cursed Candle
- Cursing missile (projectile)

Dog
- Charge + Bleeding bite

Enforcer
- Melee cleave

Gargoyle
- Charge
- Cursing and Slowing shockwave

Night Watch
- Crossbow shot (projectile)

Rat Ghost
- Teleport + Melee slash
- On Death missile (projectile)
Biome Traps
Meat Factory (Biome 1)

Burning trap
- Base damage: 25 + 1 Burn stack every ~0.5 seconds

Explosive barrel
- Base damage: 50 (after 2 seconds delay)

Saw Blades
- Base damage : 50 + 1 Bleed stack
Harvest Operation (Biome 2)

Electrical fence
- Base damage: 25 per hit
Ghoulag (Biome 3)

Explosive barrel
- Base damage: 50 (after 2 seconds delay)

Spotlight
- Crossing a Spotlight triggers 1 Warning. At 3 Warnings, enemy reinforcements arrive (including an elite captain).
Others
Lucky Bonus
- Better Loot Rarity : 4-12% Max: 6 (slots) x 12% = 72% (or 87% with uber Four Leaf Clover amulet)
- Better Perk Rarity: 8-18% Max: 6 (slots) x 18% = 108%
- Black Coin Bonus: 10-20% Max: 6 (slots) x 20% = 120%
(Regardless of rarity or tier)
Chaos items
- Primary (not fixed one) and secondary stats are fully randomized
(from the 30 stats pool) - +1 secondary stat compared to their rarity
Up to 4 secondary stats (on epics, instead of 3) - Identical stats may appear twice
(including as primary AND secondary)
Boss & Elite immunity
All bosses (including mini) are immune to Chill, Freeze, Root, Pull, Stun and Knockback. The same applies to elites (including super) while Protected Health (yellow bar) is active.
Mastering talents
Talents have a 12% chance to roll as Master with enhanced values.
Out of danger
Not getting hit for 5 seconds. (The status remains active until you are hit by an enemy again. This means that perks with the "While Out of Danger..." condition remain active for the entire duration of the Out of Danger status)
Alarm level cap

Alarm Level is capped at 1 000 000.
After reaching this threshold, enemies no longer become stronger.
All perks collected?
Once all perks have been collected (either across the entire game or within a specific class), future perk rewards are replaced with rare, epic, legendary, or mythic stat boosts.