Shades is a new mechanic that gives buff to the player every round. Players are able to get an extra shade in the beginning of the fight and in Vortex of Secrets. The players are able to reroll the choices of Shades.
Shades are classified into different Schools that generally prioritize one aspect (e.g,: magic, health, damage, poison, etc.), and are further broken down into common, epic, legendary levels. Most Common and some Epic Shades can be upgraded to Level III. Some Shades are supplemental to a focal ability in certain schools, and are not available without a Shade that enables said ability. These supplemental Shades are italicized for clarity.
School of Bear[]
Common[]
- Excellent Health
- Level I: Health +10%
- Level II: Health +20%
- Level III: Health +30%
Epic[]
- Perfect Health
- Level I: Health +20%
- Level II: Health +40%
- Level III: Health +60%
- Feast (You immediately restore 30% health)
Legendary[]
- Adrenaline (The player starts healing after 30 movement charges)
- Bear Health (Health 50%)
- Devourer (On successful hit, health restores by 25% of damage dealt)
- Snack! (The player restore 15% of Health at the start of each battle)
School of Cherufe[]
Common[]
- Tick Tick Boom!
- Level I: -1.5 seconds to Bomb timer
- Level II: -3.0 seconds to Bomb timer
- Level III: -4.5 seconds to Bomb timer
- Volcano Power
- Level I: Bomb damage +33%
- Level II: Bomb damage +66%
- Level III: Bomb damage +100%
Epic[]
- Explosive Springboard (Bomb explosions send enemies flying)
- Explosive Throw (Successful hits using ranged weapons attaches a Bomb.)
- Explosive Technique (Successful hit attaches a Bomb.)
- Touchless Detonation (new) (Hit with a ranged weapon detonates a Bomb.)
Legendary[]
- Manual Detonation (Critical hits detonate Bombs.)
School of Crane[]
Common[]
- Dashing Shooter
- Level I: Cooldown of throwing weapon rounds reduced by 1.5 seconds
- Level II: Cooldown of throwing weapon rounds reduced by 3 seconds
- Level III: Cooldown of throwing weapon rounds reduced by 4.5 seconds
- Remote Wound
- Level I: Throwing weapon damage +30%
- Level II: Throwing weapon damage +60%
- Level III: Throwing weapon damage +90%
- Persistent Shooter
- Level I: Maximum rounds of throwing weapon +1
- Level II: Maximum rounds of throwing weapon +2
- Level III: Maximum rounds of throwing weapon +3
- All-Rounder
- Level I: Melee hit: +75% ranged weapon damage for 2 sec
- Level II: Melee hit: +150 ranged weapon damage for 2 sec
- Weak Spot (Hit with a ranged weapon: +20% ranged weapon damage)
- Hunter's Mark (25% vampirism for 4 sec on hit with ranged weapon)
- Bird of Prey (Ranged weapon vampirizes 50% damage)
- Time Killer (Hit with ranged weapon adds 5 sec to timer)
Epic[]
- Remote Maiming
- Level I: Throwing weapon damage +60%
- Level II: Throwing weapon damage +120%
- Level III: Throwing weapon damage +180%
Legendary[]
- Remote Fatality (Throwing weapon damage +150%)
School of Echidna[]
Common[]
- Master Poison
- Level I: Poison damage +33%
- Level II: Poison damage +66%
- Level III: Poison damage +100%
- Way of 1000 Poisons
- Level I: Maximum Poisons on enemy +1, duration of Poisons +1 second
- Level II: Maximum Poisons on enemy +2, duration of Poisons +2 seconds
- Level III: Maximum Poisons on enemy +3, duration of Poisons +3 seconds
Epic[]
- Ranged Catalyst (Hit with ranged weapon: +20% poison damage; +1 sec poison duration)
- Artful Poisoning (Enemy's blocked hits inflict Poison)
- Toxic Spit (The player's successful ranged weapon hits inflict Poison on the enemy)
- Toxic Touch (The player's successful hits inflict Poison on the enemy)
Legendary[]
- Intoxication (Successful hits inflict maximum Poisons)
School of Mantis[]
Common[]
- Unexpected Strike
- Level I: Critical hit chance +10%
- Level II: Critical hit chance +20%
- Level III: Critical hit chance +30%
- Crush
- Level I: Critical damage +25%
- Level II: Critical damage +50%
- Level III: Critical damage +75%
Epic[]
- Downfall
- Level I: Critical damage +50%
- Level II: Critical damage +100%
- Level III: Critical damage +150%
Legendary[]
- Carnage (Critical damage +125%)
- Stunning (Critical hits stun the enemy)
School of Owl[]
Common[]
- Forgotten Magic
- Level I: Magic damage +20%
- Level II: Magic damage +40%
- Level III: Magic damage +60%
- Speed Magic (Each movement replenishes magic by 1%)
Epic[]
- Ancient Magic
- Level I: Magic damage +40%
- Level II: Magic damage +80%
- Level III: Magic damage +120%
- Supernatural Sense (Successful hits with Magic may be critical.)
Legendary[]
- Magic Echo (Magic can be used a second time on a successful hit.)
- Primordial Magic (Magic damage +100%)
School of Phoenix[]
Common[]
- Fire Power
- Level I: +2 seconds to Fire Aura duration, +25% to its damage
- Level II: +4 seconds to Fire Aura duration, +50% to its damage
- Level III: +6 seconds to Fire Aura duration, +75% to its damage
- Power of Flame
- Level I: 50% to Fire Aura radius, +25% to its damage
- Level II: 100% to Fire Aura radius, +50% to its damage
- Level III: 150% to Fire Aura radius, +75% to its damage
Epic[]
- Instant Ignition (At the start of the battle, a fire aura is triggered for 10 seconds.)
- Combustion (Critical hits triggers a fire aura for 5 seconds.)
- Magic Combustion (Successful magic hit triggers Fire Aura for 10 seconds.)
- Phoenix Throw (Hit with ranged weapon triggers a fire for 3 sec.)
Legendary[]
- Extreme Ignition (+100% fire aura damage if enemy is in it more than 2 sec.)
School of Raijū[]
Common[]
- Lightning Power
- Level I: Lightning damage +33%
- Level II: Lightning damage +66%
- Level III: Lightning damage +100%
Epic[]
- Thunder Throw (Successful ranged weapon hits gives lighting strikes)
- Discharge (new) (Hit with ranged weapon: +12.5 weapon damage for each charge)
- Storm Front
- Level I: Successful hits gives 1-2 lightning charges on the enemy
- Level II: Successful hits gives 2-4 lightning charges on the enemy
- Level III: Successful hits gives 3-6 lightning charges on the enemy
Legendary[]
- Chain Reaction (After enemy got hit by lightning, next attack deal +200% damage)
- Wrath of the Skies (Lightning damage +200%)
School of Shades[]
Common[]
- Tearing
- Level I: Every 4th hit on enemy's block penetrates it with +20% damage
- Level II: Every 3rd hit on enemy's block penetrates it with +20% damage
- Level III: Every 2nd hit on enemy's block penetrates it with +20% damage
- Tearing Time
- Level I: Every 10 seconds, attack penetrates block and deals +20 damage
- Level II: Every 8 seconds, attack penetrates block and deals +20 damage
- Level III: Every 6 seconds, attack penetrates block and deals +20 damage
Epic[]
- Execution (Guaranteed defeat if deal successful damage to an opponent less than 20% of their health)
- Retribution (100% returned damage to the enemy after enemy's attack)
- Unassailable (-50% damage from critical hits. You cannot fall)
- Feet Off the Ground
- Level I: Jumping attacks deal +75% damage
- Level II: Jumping attacks deal +150% damage
- Level III: Jumping attacks deal +225% damage
Legendary[]
- Incorporeality (You ignore all opponents attacks and damage from them at the first 10 seconds of the battle)
- Lust for Life (Damage immunity for 10 seconds on the point of losing)
School of Tiger[]
Common[]
- Tiger Power
- Level I: Damage +10%
- Level II: Damage +20%
- Level III: Damage +30%
- Survival Instinct
- Level I: Attack damage increases with health lost by up to +30%
- Level II: Attack damage increases with health lost by up to +60%
- Level III: Attack damage increases with health lost by up to +90%
Epic[]
- Death Paw
- Level I: Damage from successful hits to the head +35%
- Level II: Damage from successful hits to the head +70%
- Level III: Damage from successful hits to the head +105%
- Tiger Might
- Level I: Damage +20%
- Level II: Damage +40%
- Level III: Damage +60%
Legendary[]
- Tiger Domination (Damage +50%)
- Tiger Ram (Blocked hits deal full damage and a further +25% damage)
School of Xuánwŭ[]
Common[]
- Protective Focus
- Level I: The player gets a Shield every 15 seconds
- Level II: The player gets a Shield every 12 seconds
- Level III: The player gets a Shield every 9 seconds
- Healing Shell
- Level I: Shield restores 5% of maximum health
- Level II: Shield restores 10% of maximum health
- Level III: Shield restores 15% of maximum health
Legendary[]
- Destructive Shell (When Shield is active, the player deal +50% damage)
- Double Shell (Shield protects against two hits before disappearing)
- Explosive Shield (When Shield is removed, enemy explodes)