Classes
10 playable classes. Base stats are identical — differentiation comes from Perk · Flaw · exclusive skill.
ID 100Adventurer
Adventurer
Exclusive skill: Teleport · ID 2025
IdentityBlank Apprentice. A beginner class with no dedicated color, where enemies don't attack for the first 5 turns, allowing players to learn the board without (unexpected) attacks.
Flask system
The Adventurer has the flask UI disabled and cannot equip or swap flasks. The Perk/Flaw below are fixed class effects.
Fixed Perk · cannot be changed (Adventurer has no flask slots)
PERK Enemies do not attack for the first 5 turns
Fixed Flaw · cannot be changed
FLAW Cannot attack enemies for the first 5 turns
Default Skill Pool (20)
TeleportRepair ArmorShatterStealEarthquakeTrapGolden TouchTreasureHealTreasure ChamberFireballBig Game HunterDisarmPillageWeapon EnhancementDazzleCounter AttackExorcismHealth BoostBanish
ID 101Ranger
Ranger
Exclusive skill: Volley · ID 2038
IdentityDistant Marksman. Part of the axe turns into arrows, hitting enemies 1 tile away (agile), and converts all axes into arrows to pressure from afar. However, it has low maximum armor (slim), making it weak in close combat.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Agile
PERK 5% of axes become arrows. Arrows can match enemies 1 tile away
Flaw · Start Slot 0 · Slim
FLAW Max armor -1
Default Skill Pool (20)
VolleyHealRepair ArmorCounter AttackShatterTeleportExplosive PotionElixirEnchantmentTreasurePillageDisarmDamage BoostHealth BoostBanishTrapBig Game HunterTreasure ChamberWeapon EnhancementMana Potion
ID 102Raider
Raider
Exclusive skill: Masochism · ID 2045
IdentityAll or Nothing. Collecting more than 10 at once grants a 100% bonus (bold), but nothing is gained from 3-piece matches (arrogant); only large matches yield benefits. A high-risk, high-reward gambler who converts coins into enemies, increasing both danger and match fuel.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Bold
PERK 100% bonus if collecting more than 10 tiles
Flaw · Start Slot 0 · Arrogant
FLAW Matching only 3 tiles yields nothing
Default Skill Pool (20)
MasochismHealRepair ArmorCounter AttackGolden TouchExplosive PotionElixirSlashTreasureDazzleDamage BoostGold BoostHealth BoostBoost ArmorExorcismTrapBig Game HunterTreasure ChamberWeapon EnhancementExploding Armor
ID 103Priest
Priest
Exclusive skill: Wish · ID 2039
IdentitySupporter of Healing and Blessings. Regeneration upgrades apply doubly (faithful), collecting the board at once with wishes while also growing other skills. Low armor penetration (cautious) means pure firepower is weak, but it excels in survival and resource cycling.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Faithful
PERK Double effect of regeneration upgrade
Flaw · Start Slot 0 · Prudent
FLAW Armor penetration -20%
Default Skill Pool (20)
WishFreezeHealShatterGolden TouchTeleportExplosive PotionElixirEnchantmentTreasurePillageDazzleHealth BoostBoost ArmorBanishExorcismWeapon EnhancementEarthquakeFireballMana Potion
ID 104Barbarian
Barbarian
Exclusive skill: Berserk · ID 2040
IdentityBerserker. Kill or be killed. Highest base attack power (strong), but structurally weak defense (reckless), recovering attack power with each enemy slain through rage. Stopping the offense halts recovery, making it a class that survives solely through acceleration of kills.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Strong
PERK Attack power +1
Flaw · Start Slot 0 · Reckless
FLAW Bonus shield chance -10%
Default Skill Pool (20)
BerserkStealEarthquakeShatterTeleportTreasure ChamberFireballSlashTreasurePillageDisarmCounter AttackDazzleBoost ArmorBanishExorcismTrapBig Game HunterWeapon EnhancementExploding Armor
Level-Unlock Skills
Flayburn Lv.11Gorespread Lv.12
ID 105Mage
Mage
Exclusive skill: Rune · ID 2041
IdentityArea Sorcerer spinning skills. Some healing potions turn into mana potions, reducing cooldowns when collected (talented), allowing for rapid skill cycling. Collects the entire area inside runes but has low maximum health (fragile), a glass caster.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Talented
PERK 5% of healing potions become mana potions. Reduce cooldown by 1 turn when collecting mana potions
Flaw · Start Slot 0 · Fragile
FLAW Max health -10
Default Skill Pool (20)
RuneFreezeHealRepair ArmorGolden TouchTeleportExplosive PotionElixirEnchantmentTreasureDazzleGold BoostHealth BoostBanishExorcismTreasure ChamberWeapon EnhancementEarthquakeFireballMana Potion
ID 106Rouge
Thief
Exclusive skill: Greed · ID 2042
IdentityOpportunist using gold as a weapon. High bonus gold probability (frugal), intertwining gold and combat by removing enemies next to coins with greed. Some armor is generated broken (clumsy), making defense unstable while profiting from resources.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Frugal
PERK Bonus gold chance +10%
Flaw · Start Slot 0 · Clumsy
FLAW 3% of shields are generated broken (can match but have no effect)
Default Skill Pool (20)
GreedStealHealRepair ArmorCounter AttackGolden TouchExplosive PotionElixirEnchantmentSlashTreasurePillageDisarmDazzleGold BoostHealth BoostTrapBig Game HunterTreasure ChamberWeapon Enhancement
ID 107Paladin
Paladin
Exclusive skill: Rush · ID 2037
IdentityGuardian Knight dominating the edges. Collects tiles at the board's edge with rush, defeating enemies in those spots to control positioning. Arch-nemeses appear less frequently (threatening), providing stable endurance, a defense and formation-focused class.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Threatening
PERK Rivals appear 50% less often
Flaw · Start Slot 0 · Passionate
FLAW Special enemies appear 1 turn earlier
Default Skill Pool (20)
RushHealRepair ArmorCounter AttackShatterGolden TouchTeleportEnchantmentSlashTreasurePillageDisarmDazzleDamage BoostBoost ArmorBanishTrapBig Game HunterWeapon EnhancementExploding Armor
ID 108Warrior
Warrior
Exclusive skill: Last Stand · ID 2043
IdentityReversal Warrior fighting to the end. High maximum health (sturdy) and resurrects upon death with final resistance, stacking permanent bonuses. Saves this turn's damage for next turn's attack with rage, and transforms large matches into area attacks, a stamina and sustained damage class.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Sturdy
PERK Max health +10
Flaw · Start Slot 0 · Noisy
FLAW Special enemies gain +5% health
Default Skill Pool (20)
Last StandHealRepair ArmorCounter AttackShatterExplosive PotionElixirSlashTreasurePillageDisarmDamage BoostHealth BoostBoost ArmorBanishExorcismBig Game HunterTreasure ChamberWeapon EnhancementExploding Armor
Level-Unlock Skills
Fury Lv.11Whirlwind Lv.12
ID 109Assassin
Assassin
Exclusive skill: Swiftness · ID 2044
IdentityAssassin of Links and Speed. Reduces cooldown of the 4th skill (cunning) and creates chain tiles connecting two different types swiftly to continue combos. All enemies gain +1 health, but it’s a class that strikes hard with rapid skill cycling and match linking.
Flask
Slot 0 is preset with the class Perk/Flaw above. Additional flasks can be equipped in other slots to combine effects.
Perk · Start Slot 0 · Cunning
PERK Reduce cooldown of the 4th selected skill by -1
Flaw · Start Slot 0 · Cunning (Sneaky)
FLAW All enemies gain +1 health
Default Skill Pool (20)
SwiftnessStealFreezeCounter AttackShatterTeleportExplosive PotionElixirTreasureDisarmDazzleDamage BoostHealth BoostBanishTrapBig Game HunterTreasure ChamberWeapon EnhancementExploding ArmorFireball
ID 100Human
Human
Race Bonus
Humans do not receive special bonuses
Mortal Enemy
No special weakness
Humans have no special weaknesses against any enemies.
ID 101Elf
Elf
Slow Poison
Race Bonus
Slow Poison (Damage from poisoned enemies is halved)
Attacking a poisoned enemy reduces damage by exactly 50% (rounded, minimum 1). Poison status is considered regardless of the number of poison stacks.
Mortal Enemy
Poison Ghost ID 108
Poison cannot be removed while this enemy is alive.
ID 102Dwarf
Dwarf
Uppercut
Race Bonus
Uppercut (Swipe up) increases weapon attack power
During an uppercut (swipe up) attack, damage increases by +1 for each connected sword tile.
Mortal Enemy
Apostle of Chaos ID 113
Damage can only be dealt with uppercuts.
ID 103Undead
Undead
Scouting
Race Bonus
Doubled chance of getting scrolls from the item shop
The scroll appearance rate in the item shop increases from 15% to 30%, exactly doubling.
Mortal Enemy
Thief Leader ID 112
Deal double damage when stealing gold from the inventory.
ID 104WoodElf
Wood Elf
Recover
Race Bonus
If HP is below 25%, recover to 25% at the start of the player's turn.
At the start of each player turn, if HP is below 25% of maximum, recover to 25% of maximum HP.
Mortal Enemy
Shadow Assassin ID 115
Automatically move 1 tile down each turn.
ID 105Orc
Orc
Stun
Race Bonus
25% chance to shackle the attacked enemy, preventing them from retaliating this turn.
25% chance to bind the attacked enemy, preventing retaliation this turn.
Mortal Enemy
Corrosion King ID 111
Reduce defense points to 0 when first appearing.
ID 106Beastman
Beastman
Guts
Race Bonus
Kill at least 15 enemies with a single attack to gain +1 max armor
Activate by defeating 15 or more enemies in a single match; each activation increases max armor by +1.
Mortal Enemy
Invisible Ghost ID 104
Other enemies appear with double armor.
ID 107Werewolf
Werewolf
Debilitate
Race Bonus
50% chance that enemies with less HP than their own armor will die at the end of the turn.
At the end of the turn, if HP is less than armor, there is a 50% chance to die. Rare event-specific enemies (Pumpkin King, Dark Santa, Debtor) are excluded.
Mortal Enemy
Vampire ID 119
Health can exceed maximum health.
ID 108Demon
Demon
Breath of Fire
Race Bonus
Each time a skill is used, all enemies on the board are set on fire. Burning enemies take damage at the end of the turn.
Every skill use applies Fire Breath to all enemies on the board (including special ones), dealing damage equal to the character's base attack each turn.
Mortal Enemy
Freezer ID 107
Basic damage is halved while the Freezer is alive.
ID 109Lizardman
Lizardman
Shape Shift
Race Bonus
When a special enemy is eliminated, the cooldown of one of the four skills is randomly reset. (It may be a skill that is already fully charged.)
Defeating a special enemy resets the cooldown of one random skill among four (already charged skills may be selected), but reach is excluded.
Mortal Enemy
Unstable One ID 118
New tiles contain enemies but not weapons.
ID 2000Passive
Charisma
Charisma
Bonus for acquiring coins, shields, XP, and potions increased by {0}%
Coin, shield, experience, and potion bonuses increase together by the same amount per level.
ID 2001Passive
Weapon Damage
Weapon Damage
Weapon Attack +{0}
Weapon attack power bonus is fixed at +2 per level, regardless of data value. (Lv1 +2 … Lv5 +10)
ID 2002Passive
Defense
Defense
Maximum armor +{0}
Maximum defense bonus is fixed at +2 per level. (Lv1 +2 … Lv5 +10)
ID 2003Passive
Dexterity
Dexterity
Dexterity +{0}
(Armor Repair +1,
Bonus Shield Gain Chance +5%)
(Armor Repair +1,
Bonus Shield Gain Chance +5%)
Bonus in parentheses (armor repair +1, bonus shield chance +5%) accumulates per level.
ID 2004Passive
Luck
Luck
Luck +{0}
(+1 health recovery per potion,
+5% chance to obtain bonus gold)
(+1 health recovery per potion,
+5% chance to obtain bonus gold)
Bonus in parentheses (healing per potion +1, bonus gold chance +5%) accumulates per level.
ID 2005Passive
Strength
Strength
Strength +{0}
(Base attack power +1,
+5% chance to gain bonus experience)
(Base attack power +1,
+5% chance to gain bonus experience)
Bonus in parentheses (base attack power +1, bonus experience chance +5%) accumulates per level.
ID 2006Passive
Vitality
Vitality
Vitality +{0}
(Max HP +5,
Bonus potion chance +5%)
(Max HP +5,
Bonus potion chance +5%)
Bonus in parentheses (max health +5, vitality +1, bonus potion chance +5%) accumulates per level. (Lv5 = max health +25)
ID 2007Common Active
Damage Boost
Damage Boost
Double all axe damage (1 turn)
Weapons affected by the Broken debuff are excluded from effects. Applies to swords, magic swords, and arrows. Lasts for 2 turns if used with a scroll and already moved.
ID 2008Common Active
Health Boost
Health Boost
Double all potion collection (1 turn)
Only healing potions double, excluding mana potions and other potions. Lasts for 2 turns if used with a scroll and already moved.
ID 2009Common Active
Counter Attack
Counter Attack
Enemies will attack themselves next turn
Only applies to enemies already in attack stance (scheduled to attack next turn). Unprepared enemies are unaffected.
ID 2010Common Active
Dazzle
Dazzle
Convert all coins into axes.
Coins in Debt state do not convert; only regular coins change to axes.
ID 2011Common Active
Earthquake
Earthquake
Rearrange all tiles
ID 2012Common Active
Enchantment
Enchantment
Upgrade items immediately.
ID 2013Common Active
Exploding Armor
Exploding Armor
Deal damage to the enemy equal to your remaining armor.
Deals damage to all enemies on the board equal to remaining defense (rounded down). Rewards vary by enemy type — regular +1 experience, lich +5 experience (if relic not owned), golden +15 gold +5 experience, others +5 gold +5 experience.
ID 2014Common Active
Explosive Potion
Explosive Potion
Creates a bomb that can be matched with potions.
The bomb destroys nearby tiles.
The bomb destroys nearby tiles.
Transforms all potions on the board into bomb potions instead of adding new bombs. Matching those potions destroys surrounding tiles.
ID 2015Common Active
Fireball
Fireball
Collect tiles in a 3x3 area centered on the position you choose.
Only potions, shields, and coins (excluding relic coins) are actually collected in a 3x3 area; swords, traps, and other tiles are not collected even if they are in the center. The center tile of the 3x3 range is chosen by the player.
ID 2016Common Active
Freeze
Freeze
Enemies cannot attack next turn
Only enemies in attack stance are frozen. Enemies not ready to attack will still attack.
ID 2017Common Active
Golden Touch
Golden Touch
Convert all axes into coins.
ID 2018Common Active
Heal
Heal
Collect all healing potions.
ID 2019Common Active
Mana Potion
Mana Potion
Reduce cooldown with matched potions
Transforms all potions on the board into mana potions. Matching mana potions reduces the cooldown of your skills by 1 for each matched potion (must be part of a chain to activate).
ID 2020Common Active
Repair Armor
Repair Armor
Collect all shields.
Shields with the Broken debuff are also collected.
ID 2021Common Active
Pillage
Pillage
Convert all axes into shields.
ID 2022Common Active
Shatter
Shatter
Destroys all enemies' defense.
All enemies on the board, including special ones, are targeted (they lose defense without being removed).
ID 2023Common Active
Elixir
Elixir
Collect all healing potions as experience points.
ID 2024Common Active
Steal
Steal
Earn up to 5x gold when eliminating enemies.
Gold is randomly applied between 1-5 times for each enemy defeated this turn (decided at the moment of defeat).
ID 2025Common Active
Teleport
Teleport
Replace all blocks on the board with new blocks without enemies.
Remove all enemies on the board without rewards (experience or gold) and replace it with a new board free of enemies. However, the reach is transformed into a relic instead of being removed.
ID 2026Common Active
Trap
Trap
Next enemies appear with 1 health. (1 turn)
Only the 'first' newly spawned enemy this turn appears with 1 health, and the effect is consumed. Subsequent enemies have normal health, and if no enemies spawn this turn, the effect carries over to the next turn.
ID 2027Common Active
Treasure Chamber
Treasure Chamber
All new blocks become coins (1 turn)
ID 2028Common Active
Treasure
Treasure
Collect all coins.
Coins generated from defeating a Lich are excluded from collection, only regular coins are collected.
ID 2029Common Active
Slash
Slash
Collect a random row of tiles.
Randomly selects a horizontal line (6 tiles) and collects only the tiles available in that line.
ID 2030Common Active
Boost Armor
Boost Armor
Collect double armor (1 turn)
Shields with the Broken debuff are excluded. If used with a scroll and already moved, it lasts for 2 turns.
ID 2031Common Active
Gold Boost
Gold Boost
Collect double gold (1 turn)
Coins in Debt status are excluded. If used with a scroll and already moved, it lasts for 2 turns.
ID 2032Common Active
Disarm
Disarm
Convert all enemies into axes
Only regular enemies are transformed into swords. Special enemies and bosses remain unchanged.
ID 2033Common Active
Big Game Hunter
Big Game Hunter
Convert regular enemies to special enemies
Special enemies that appear as replacements are random, excluding event-limited rare enemies (Pumpkin King, Dark Santa, Debtor).
ID 2034Common Active
Banish
Banish
Remove 1 random special enemy (no reward)
Exiling a Lich transforms it into a relic instead of removing it.
ID 2035Common Active
Exorcism
Exorcism
Transform special enemies into skulls
Transforms a special enemy into a regular enemy (skull) while maintaining current health and defense.
ID 2036Common Active
Weapon Enhancement
Weapon Enhancement
Enhance one axe tile. (5x damage)
Only applies to regular sword tiles (excluding arrows and existing magic swords). The Broken debuff on that tile is removed upon conversion. Magic sword damage is 5 times that of a regular sword.
ID 2037Job-Exclusive
Rush
Rush
Collect all tiles on the edges of the board.
Enemies on the edges are defeated, granting EXP and Gold.
Enemies on the edges are defeated, granting EXP and Gold.
Rewards differ by type when defeating edge enemies — 1 regular XP, 5 lich XP, 15 gold XP & 5 gold, and 5 special XP & 5 gold otherwise.
ID 2038Job-Exclusive
Volley
Volley
Convert all axes to arrows. Arrows can match enemies 1 tile away
A broken sword does not turn into a real arrow; it only changes its display and cannot match at range. Only intact swords become real arrows.
ID 2039Job-Exclusive
Wish
Wish
Collect all tiles (single-use skill)
Collectibles are coins (excluding relics), shields, and potions only; weapons and enemies are not collected. Using it randomly levels up one of your other (non-max level) skills (also reduces cooldown) and empties the wish slot.
ID 2040Job-Exclusive
Berserk
Berserk
If you kill enemies this turn, actually restore HP equal to their attack power.
Recovery amount is the total attack power of all enemies defeated that turn, restoring actual HP. Not only sword attacks but also area kills like whirlwinds are counted. Life-leech % upgrades do not apply.
ID 2041Job-Exclusive
Rune
Rune
Draw a closed path this turn to collect all tiles inside
Enemies 'inside' closed paths are not collected or targeted for damage and remain as is. Additionally, new blocks filling empty spaces after rune activation are all generated as mana potions.
ID 2042Job-Exclusive
Greed
Greed
Kill all enemies adjacent to coins
Coin adjacency checks include 8 directions, including diagonals, and debt coins are excluded from the criteria. Special enemies and bosses next to coins are also targets for defeat.
ID 2043Job-Exclusive
Last Stand
Last Stand
If killed this turn, fully restore HP and gain 1 random permanent stat bonus. (Max HP +5 / Weapon Damage +1 / Base Damage +1, one of these, lasts for this run).
Revival bonuses are one of HP +5 / weapon attack +1 / base attack +1 with equal probability, and they stack if triggered multiple times (lasts for this run).
ID 2044Job-Exclusive
Swiftness
Swiftness
Generate chain tiles that can match 2 different tile types
Only one chain tile is generated.
ID 2045Job-Exclusive
Masochism
Masochism
Transform all coins into skulls
When converting coins to enemies, both regular and special enemies can spawn randomly.
ID 2046Job-Exclusive
Fury
Fury
The total damage dealt to enemies during this player turn is applied as a fixed attack bonus on the next turn. This bonus also strengthens Whirlwind's area damage, and Whirlwind kills can reduce Warrior skill cooldowns. This effect disappears after your next turn ends.
Stores total damage dealt to enemies during the turn using Rage as a fixed value (rounded, minimum 0). This value is added as fixed damage to the next player's turn's sword attack, and if Whirlwind is activated, 50% of the stored Rage bonus is added to the Whirlwind area damage. The effect disappears after my next turn ends.
ID 2047Job-Exclusive
Whirlwind
Whirlwind
When you attack by connecting 6 or more weapon tiles, you immediately deal damage equal to 50% of your weapon attack power to all enemies on the board. If Rage Attack is active, Whirlwind gains additional area damage. Multi-kills restore armor and reduce Warrior skill cooldowns, and special enemy kills grant bonus XP.
This additional hit occurs once.
This additional hit occurs once.
Whirlwind is only valid during the turn used and activates once when attacking by connecting 6 or more weapon tiles. Area damage is 50% (rounded) of the current weapon attack power, and if there is a remaining Rage bonus, 50% of that bonus is added. Damage first reduces each enemy's armor, and the remaining damage goes to health. If 2 or more enemies are defeated with Whirlwind, armor is restored, and if 3 or more are defeated, the cooldown for Rage/Whirlwind is reduced. Defeating a special enemy grants an additional 5 experience points per special enemy, awarded via EXP mover.
ID 2082Job-Exclusive
Flayburn
Flayburn
Burn all current armor to 0 and gain weapon attack power for a short time based on the amount burned. Kills during Flayburn restore health. Special enemy kills extend the duration, grant bonus XP, and reduce Gorespread cooldown. Shields cannot restore armor during this time, but are converted into weapon power and health.
Activates only when current armor is 1 or more. Upon casting, burn all current armor to 0 and gain a weapon attack bonus equal to burned defense × 2.0 (rounded, max +14). Base duration is 3 turns. If an enemy is defeated during this duration, recover actual HP, with recovery amount being 50% of weapon bonus per enemy defeated (rounded up, minimum 1) and +3 for each special enemy defeated. Recovery attempts are capped at 50% of max HP per reward processing. Defeating a special enemy extends Flayburn duration by +1 turn per special enemy (max 5 turns), grants +5 additional experience per special enemy to EXP mover, and reduces Gorespread cooldown by 2 turns. During Flayburn, gaining shields does not increase armor, and 50% (rounded up, minimum 1) of sealed armor gain converts to weapon attack bonus, while 25% (rounded up, minimum 1) converts to actual HP recovery.
ID 2083Job-Exclusive
Gorespread
Gorespread
For a short time, killing an enemy inflicts bleeding on nearby enemies. Bleeding enemies take damage over several turns. When bleeding defeats an enemy, you restore health. If a special enemy is defeated by bleeding, you gain bonus XP and reduce this skill's cooldown.
Gorespread lasts for a base of 3 turns. While active, defeating an enemy applies or refreshes a bleed debuff to all living enemies in the 8 surrounding tiles. Bleed lasts for a base of 3 turns, dealing damage equal to 25% (rounded, minimum 1) of weapon attack at the time of application. If Flayburn is also active, bleed damage ratio increases to at least 40%. If a normal enemy falls to bleed, recover actual HP equal to 3% (rounded, minimum 1) of max HP, and if a special enemy falls, recover 8% (rounded, minimum 1). Defeating a special enemy with bleed grants +5 additional experience to EXP mover and reduces Gorespread cooldown by 3 turns, and if Flayburn is active, extends Flayburn duration by +1 turn (max 5 turns).
ID 1000PERK
Cunning
Cunning
Reduce cooldown of the 4th selected skill by -1
Applies only to the skill equipped in the 4th slot (index 3), and it must be actually equipped to activate.
ID 1001PERK
Strong
Strong
Attack power +1
ID 1002PERK
Talented
Gifted
5% of healing potions become mana potions. Reduce cooldown by 1 turn when collecting mana potions
If a Mage is alive on the board, cooldown reduction from mana potions is blocked.
ID 1003PERK
Threatening
Intimidating
Rivals appear 50% less often
Each time a mortal enemy appears, there is a 51% chance to redraw it as a different type. This is not a simple appearance rate reduction, and the redraw result can also be a mortal.
ID 1004PERK
Faithful
Faithful
Double effect of regeneration upgrade
Double regeneration applies to the total of both equipment upgrades and the class's base regeneration amount.
ID 1005PERK
Bold
Daring
100% bonus if collecting more than 10 tiles
Must collect exactly 10 or more at once to activate; collecting 9 or fewer grants no bonus.
ID 1006PERK
Agile
Agile
5% of axes become arrows. Arrows can match enemies 1 tile away
ID 1007PERK
Frugal
Frugal
Bonus gold chance +10%
ID 1008PERK
Sturdy
Tough
Max health +10
ID 1009PERK
Unexpected
Unexpected
Enemies do not attack for the first 5 turns
ID 1010FLAW
Cunning (Sneaky)
Sneaky
All enemies gain +1 health
ID 1011FLAW
Reckless
Reckless
Bonus shield chance -10%
ID 1012FLAW
Fragile
Frail
Max health -10
ID 1013FLAW
Passionate
Zealous
Special enemies appear 1 turn earlier
Reduce the interval for special enemy appearances by 1 turn, but the interval cannot go below 1 turn.
ID 1014FLAW
Prudent
Cautious
Armor penetration -20%
Armor penetration reduction is a fixed value of -20, not a percentage (-20%). The durability reduction effect in the description is dead code that doesn't actually trigger.
ID 1015FLAW
Arrogant
Cocky
Matching only 3 tiles yields nothing
Collecting exactly 3 will not generate collectibles (bonus movers) for that match — empty spaces will still be filled with new blocks as usual.
ID 1016FLAW
Slim
Slim
Max armor -1
ID 1017FLAW
Clumsy
Clumsy
3% of shields are generated broken (can match but have no effect)
The probability of a broken shield appearing is actually 5%, not the 3% stated in the description.
ID 1018FLAW
Noisy
Noisy
Special enemies gain +5% health
Special enemy max health +5% is rounded.
ID 1019FLAW
Confusing
Confused
Cannot attack enemies for the first 5 turns
ID 100Boss
Boss
HP8
AR8
DMG2
Similar to Skulls, but with much higher stats.
ID 101Spiked
Thorn King
HP5
AR3
DMG1
Reflects 100% of damage received from you.
ID 102Golden
Golden Guardian
HP6
AR4
DMG1
If killed before the countdown ends, gain gold worth about {0} coins. Otherwise, it disappears with no reward.
ID 103Healer
Healer
HP7
AR2
DMG1
Each turn, heals 1 skull or blesses 2 skulls to increase their attack power if no damaged skulls are present.
When there are no recovery targets, the blessing (Attack +1) goes randomly to up to 3 creatures, not 2, and recovery restores +5 health to one damaged regular skeleton.
ID 104Invisible
Invisible Ghost
HP4
AR8
DMG1
Very high defense but low health.
While alive, the maximum armor of all other enemies is doubled (applied when enemies are generated or recalculated). Your maximum health is set to half (rounded).
ID 105Acidic
Acid Lord
HP6
AR3
DMG1
Acidifies health potions to deal damage when collected.
Each turn, only one random healing potion on the board is turned acidic (not multiple, and nothing happens if there are no potions).
ID 106Flaming
Flame King
HP6
AR3
DMG1
Burns all adjacent tiles. Burning tiles deal 1 damage per turn and inflict accumulated damage when collected.
Fire only spreads to the 8 adjacent tiles, excluding special blocks, trophies, and off-board tiles. Less than 8 tiles burn at the edges, and once fire attaches, it accumulates without being extinguished by this enemy.
ID 107Freezing
Freezer
HP5
AR3
DMG1
Freezes 2 tiles each turn. These tiles cannot be matched or attacked (but enemies can be selected).
Before freezing anew each turn, all existing freezes on the board are removed — meaning freezes do not accumulate and only a maximum of 2 tiles can be frozen at any time. Special enemies are excluded from freezing.
ID 108Poisonous
Poison Ghost
HP6
AR3
DMG1
While this enemy is alive, you are poisoned when taking damage. Receive poison damage each turn until collecting a health potion.
ID 109Kamikaze
Kamikaze
HP6
AR3
DMG1
Explodes over time, dealing damage equal to half your max health. Explodes surrounding tiles upon death.
Explosion damage is based on current HP, not 'max HP' as described (minimum 1, halved if Elf).
ID 110Overseer
Observer
HP5
AR2
DMG1
Every turn, transforms an axe into a skull.
Changing a sword into a skeleton happens exactly once each turn, and nothing happens if there is no sword. Other tiles like shields are not targets.
ID 111Corrosive
Corrosion King
HP6
AR3
DMG1
Armor cannot be repaired while this enemy is alive.
ID 112Thief
Thief Leader
HP6
AR3
DMG1
Steals 2 coin tiles each turn or, if no coin tiles are present, steals from the gold gauge. After stealing from the gold gauge, attack power doubles.
Steal up to 2 from the gold gauge only when there are no coin tiles, and the double attack power only activates when stolen from the gauge in mortal state (not when stealing board coins). Relic coins are not stolen.
ID 113Chaotic
Apostle of Chaos
HP6
AR3
DMG1
Jumps to a random location each turn and destroys the tile it lands on.
Landing involves a random block and 'swap position', with the swapped block being destroyed. In mortal state, regular skeletons are excluded from the target, but otherwise, they are also destroyed.
ID 114Mage
Magic Lord
HP6
AR2
DMG1
While this enemy is alive, your skill cooldowns do not recharge.
ID 115Assassin
Shadow Assassin
HP5
AR3
DMG1
If this enemy is on the bottom row, it deals double damage.
Upon reaching the bottom row for the first time, your attack power is permanently doubled, dealing double damage thereafter.
ID 116Doppelganger
Doppelgänger
HP6
AR3
DMG1
Copies your remaining armor value each turn.
ID 117Alchemist
Alchemical Lord
HP6
AR2
DMG1
Every turn, replaces 2 tiles with different tiles.
Each turn, swap two different tiles, with new tiles only coming from the basic 5 types, excluding special, trophy tiles, and themselves.
ID 118Unstable
Unstable One
HP6
AR3
DMG1
When the countdown ends, replace all tiles with new tiles without enemy soldiers.
When the countdown ends, remove all other special enemies on the board before replacing tiles — if there is a Sealing Mage among them, the seal is lifted, allowing skills to be reused.
ID 119Vampire
Vampire
HP6
AR2
DMG1
Heals itself by the same amount each time it deals damage to you.
The healing from vampirism is based on the vampire's attack power, not the damage dealt to you. Mortal vampires can heal beyond their maximum health.
ID 120Vengeful
Vengeful One
HP6
AR3
DMG1
Each time you kill an enemy, this enemy's attack power increases by 1.
Attack power only increases when another enemy actually 'dies'; non-lethal removals like transformation or banishment do not count.
ID 121Trampling
Trampler
HP6
AR3
DMG1
Each turn, it randomly breaks an axe or shield, and broken tiles have no effect when collected.
Each turn, apply Broken to 2 swords/shields (they become ineffective, not removed). If there are fewer than 2 targets, do nothing that turn.
ID 122Greasy
Oily
HP6
AR2
DMG1
Moves all other enemies down by one tile each turn.
Pushing down only targets regular skeletons; if it's the bottom row or the space below is empty or occupied by another enemy, the skeleton does not move down.
ID 123Alpha
Alpha Guardian
HP5
AR2
DMG1
Moves 2 enemy soldiers around itself each turn.
Pulling in up to 2 random regular skeletons; if all 8 surrounding spaces are filled, nothing can be pulled.
ID 124Magnetic
Magnet King
HP6
AR3
DMG1
Each turn, it moves an axe or a shield around itself.
Pull in as many as the number of empty adjacent spaces (up to about 8), filling shields first and only filling swords if shields are insufficient.
ID 125Brute
Thrower
HP7
AR3
DMG1
Each turn, throw a regular enemy soldier, killing it and dealing damage equal to its health.
Damage equals the enemy's 'current' health (not maximum health).
ID 126Armoured
Ironclad
HP6
AR4
DMG1
If this enemy is in the top row, you cannot deal physical damage.
However, poison damage still applies.
However, poison damage still applies.
ID 127Devourer
Devourer Lord
HP6
AR3
DMG1
When the countdown ends, it randomly destroys one of the player's upgrades and restarts the countdown.
ID 128Defiler
Corrupt Lord
HP6
AR3
DMG1
While this enemy is alive, the player's durability becomes 0. The first time this enemy damages you, it only warns you; from the second hit onward, maximum armor is permanently reduced by 1 each time.
Maximum armor reduction only occurs on the turn the defiler actually hits you. The first hit is treated as a warning, and from the second hit onwards, each hit inflicts a permanent, stacking Fracture debuff that accumulates -1 each time.
ID 129MeatShield
Meat Shield
HP8
AR3
DMG1
While this enemy is alive, other enemy soldiers do not take damage.
The target for protection is only regular enemies (skulls) — special enemies take damage even with meat shields.
ID 130Fleeing
The Escaped
HP6
AR3
DMG1
This enemy moves up by one tile each turn until it leaves the board.
If unable to move up, a random new block is created in that space and then disappears (leaving no empty spaces). If another fugitive is directly above, that turn is skipped.
ID 131Lich
Lich
HP5
AR2
DMG1
Turns into a relic upon death. Revives if relics and coins are not matched before the next turn begins.
The reliquary is a coin block and is removed by 'matching coins'. It instantly transforms into a reliquary regardless of how it dies.
ID 132Sealer
Seal Master
HP5
AR3
DMG1
While this enemy is alive, the player cannot use any skills.
Also, cooldowns do not recover.
Also, cooldowns do not recover.
Sealing is not a one-time debuff; it checks if the sealer is on the board each time the skill is used, so skills are restored immediately upon killing the sealer.
ID 133BloodSeeker
Blood Seeker
HP8
AR0
DMG0
If there are health potions on the board, collect up to 2 health potions each turn. The collected potions increase both maximum and current health.
If there are no health potions on the board, deal damage equal to current health.
If there are no health potions on the board, deal damage equal to current health.
For each potion absorbed, max and current health increase by +1 (up to 2 per turn). Damage dealt when no potions are available is based on current health, halved (rounded up, minimum 1) for elves.
ID 134Unfortunate
Unfortunate One
HP6
AR3
DMG1
The first time this enemy damages you, it only warns you; from the second hit onward, luck is permanently reduced by 1 each time.
Luck reduction only occurs on the turn this enemy actually hits you. The first hit is treated as a warning, and from the second hit onwards, each hit inflicts a permanent, stacking misfortune debuff that accumulates -1 each time.
ID 135MimicGrove
Mimic Grove
HP6
AR3
DMG1
Each turn, it transforms a skull into its duplicate. Damage to the main body is blocked while any duplicate is alive, but if all duplicates are defeated by the same attack, the main body can also take damage. Whenever a duplicate is defeated, the main body takes damage equal to that duplicate's max HP.
Copies are very weak with 0 attack, 0 armor, and 1 health (already copied enemies cannot be copied again). If at least one copy is alive, damage to the original is blocked, but if all copies are defeated by the same attack, the original can take damage. The original takes damage equal to the max HP of each copy defeated.
ID 136Blitter
Blitter
HP5
AR3
DMG1
One of the registered skills will be removed when the countdown ends.
When the countdown ends, randomly unequip one skill. This effect is ignored if there is a Sealer on the board.
ID 137PumpkinKing
Pumpkin King
HP15
AR10
DMG5
When the Pumpkin King is defeated, it distributes its health, defense, and attack power to random enemies on the board.
The distributed stats are 'maximum' health, maximum armor, and attack power, randomly allocated to up to 3 living enemies.
ID 138DarkSanta
Dark Santa
HP16
AR11
DMG5
A gift of darkness is created each time this enemy takes damage.
The target for removal is randomly chosen from the basic 4 types (coin, shield, sword, potion) and does not affect enemies or special blocks.
ID 139DebtCollector
Debt Collector
HP17
AR12
DMG2
Each action converts up to 3 normal coins into debt coins.
Debt coins grant gold like normal coins, but the gold gained is also added to your debt.
While the Debt Collector is alive, interest is added to the accumulated debt.
The interest rate rises as turns pass, up to 150% annually.
Interest accumulates each turn, treating 356 turns as 1 year.
When the Debt Collector is removed, 150% of the accumulated debt is collected as gold.
If you lack gold, the missing amount is paid with health, but 1 health is left.
If removed by Banish, no debt is collected.
Debt coins grant gold like normal coins, but the gold gained is also added to your debt.
While the Debt Collector is alive, interest is added to the accumulated debt.
The interest rate rises as turns pass, up to 150% annually.
Interest accumulates each turn, treating 356 turns as 1 year.
When the Debt Collector is removed, 150% of the accumulated debt is collected as gold.
If you lack gold, the missing amount is paid with health, but 1 health is left.
If removed by Banish, no debt is collected.
Gold actually gained from debt coins is added to the principal debt. Interest is prorated every turn, treating 356 turns as 1 year, and the annual rate is min(150, 20 + current turn / 4)%. On removal, ceil(accumulated debt × 150%) is collected. Banish prevents collection, and health collection always leaves 1 health.
ID 140Hexer
Hexer
HP6
AR3
DMG1
When it appears, applies Bonus Seal to the player for 1 turn. Each time it becomes ready to attack, Bonus Seal duration increases by 1 turn. While Bonus Seal is active, extra gold, potion, shield, and XP bonuses from block connections cannot be gained.
Bonus Seal only blocks additional gold, potions, shields, and experience bonuses from block connections. It does not block base rewards or skill effects.
ID 141Chainbinder
Chainbinder
HP18
AR13
DMG2
When it appears, applies 1 stack of Chainbind to the player. Chainbind limits the maximum number of blocks that can be selected in one turn. At first, up to 10 blocks can be selected; each additional stack lowers the limit by 1, down to a minimum of 3. Defeating the Chainbinder removes Chainbind.
Chainbind selection limit is max(3, 11 - stack). 1 stack allows up to 10 blocks, 2 stacks allow 9, and later stacks reduce the limit down to a minimum of 3. While the Chainbinder is alive, its duration does not naturally decrease, and stacks increase whenever it readies an attack or performs its special action. Blocks beyond the limit are not added to the selection, and defeating the Chainbinder removes Chainbind.
weapon
Sword (Axe)
SwordBlock
A weapon block that attacks enemies when connected. Attack method varies by weapon type (sword/arrow/magic_sword).
defense
Shield
ShieldBlock
Repairs armor by the amount of shield. Remaining value converts to upgrade points. Enhanced shields collect double.
heal
Healing Potion
PotionBlock
Restores health by the recovery amount per potion when collected. Acidic deals damage instead, enhanced is double.
currency
Coin
CoinBlock
Gains gold equal to the gold value per coin. Enhanced is double. Converts to isReliquary coin upon defeating Lich.
skill
Mana Potion
ManaPotionBlock
A support block that reduces the cooldown of held skills by 1 when collected.
progression
Trophy
TrophyBlock
Unlocks a new class when playing as an adventurer, levels up the respective class when playing a different class.
connector
Chain
ChainBlock
A wildcard block that can connect different types of blocks to create a single match.
event
Gift of Darkness
DarkGiftBlock
Christmas season block. Created when Dark Santa takes damage. Converts to large gold/shield/experience or multiple blocks to flame/ice/poison status.
event
Pumpkin
PumpkinBlock
Halloween season block. Grants beneficial effects with a 50% chance when selected.
event
Villager
CitizenBlock
Event-based support block.
enemy
Enemy (Skull)
EnemyBlock
Enemy block. Progresses from appearance → attack preparation → attack phase. Debuffs (poison/fire/ice/chains) possible. Special enemies are created with SpecialEnemyBlockBuilder.
Block Debuff1 << 1
Counter
CounterAttack
Skill effect. Enemy blocks, except special monsters, attack themselves next turn.
Self-inflicted damage taken by enemies equals their current attack power, lasting for 1 turn, meaning self-damage occurs exactly once. At the end of the enemy's turn, it is forcibly released regardless of remaining duration.
Block Debuff1 << 2
Flame
Flame
Special monster ability. Deals fire damage each turn, additional damage when collected.
Deals 1 damage every turn, lasting for 3 turns. Reapplying does not reset the duration.
Block Debuff1 << 3
Ice
Freeze
Special monster ability. Frozen blocks cannot be matched/attacked.
The duration of freezing depends not on time but on the survival of the special frozen enemy on the board — when that enemy disappears, all freezing is released at once. Frozen blocks cannot be connected or matched.
Block Debuff1 << 4
Poison
Poison
Equipment upgrade option. Deals poison damage each turn. Elves reduce poison enemy attacks by 50%.
Deals (base damage × stacks) every turn, lasting for 3 turns. Reapplying resets the duration to 3, unlike flames.
Character Debuff1 << 4
Poison
Poison
The player character takes poison damage every turn.
The PoisonDebuff for characters is granted as item_upgrade/special effect and is a separate state from DebuffPoison applied to blocks.
Block Debuff1 << 5
Break
Broken
Special monster ability. Permanently destroys swords/shields.
Applies only to sword and shield blocks, remaining permanently and cannot be removed.
Block Debuff1 << 6
Flame Breath
FireBreath
Demon race bonus. Sets all enemies on the board ablaze when using skills.
When using the skill, it applies to all enemies on the board and deals damage equal to the character's base attack each turn (1 turn).
Block Debuff1 << 7
Lame
Cripple
Werewolf race bonus. Enemies with less HP than armor have a 50% chance to die at the end of the turn.
If HP is less than armor and the enemy succeeds 50% of the time, they die at the end of the turn without losing HP.
Block Debuff1 << 8
Chains
Shackles
Orc race bonus. 25% chance to stun → cannot counterattack this turn (from 10% to 25% in v2.4.2).
At the moment of selecting a block, there is a 25% chance rolled in advance that this turn's counter will be blocked.
Character Debuff1 << 9
Weakness
Weak
While Demon race's Freezing is active, player base attack is halved.
Player's base attack is halved (rounded up) only while the Demon’s freezer is alive.
Character Debuff1 << 10
Crack
Fracture
The first damage from Defiler(ID 128) is a warning; from the second damage, maximum armor decreases by -1 permanently (cumulative).
When first hit by the Corruption Lord (128), only a warning is applied. Stacks begin from the second hit, permanently reducing max armor by that amount (minimum 1).
Character Debuff1 << 11
Misfortune
Unfortunate
The first damage from enemy ID 134 is a warning; from the second damage, luck decreases by -1 permanently.
When first hit by enemy 134, only a warning is applied. Stacks begin from the second hit, permanently reducing luck by that amount (minimum 1).
Character Debuff1 << 12
Armor Seal
ArmorSeal
Flayburn (Skill 2082) effect. Armor increase is blocked during the duration.
Flayburn (Skill 2082) is a character debuff that blocks armor increase effects while active.
Block Debuff1 << 13
Cannot Select
Lockdown
Block exclusive. Prevents selection/matching of that block.
Character Debuffstatus:24
Bonus Seal
BonusSeal
Cursed Sorcerer (140) effect. A state that blocks additional bonus rewards from block connections.
A character debuff granted by the Cursist (140). While the Cursist is alive, the duration does not naturally decrease, and it increases each time the character is in an attack preparation state. While active, bonus gold, shields, experience, and potions from block connections are blocked.
Character Debuffstatus:25
Binding Curse
Chainbind
Chain Binder (141) effect. A state that limits the maximum number of blocks that can be selected in a turn.
A character debuff granted by the Chain Binder (141). The selection limit is max(3, 11 - stack), with a maximum of 10 for 1 stack, 9 for 2 stacks, and then reduced to a minimum of 3. While the Chain Binder is alive, the duration does not naturally decrease and is removed upon defeat.
Character Debuffui:debt
Debt
Debt
Debtor Collector (139) and debt state accumulated with debt coins. The expected amount to be collected is displayed in the state UI upon removal.
A status UI accumulated with the Debt Collector (139) and Debt Coins. Gold obtained with Debt Coins adds to the principal debt, and interest accumulates while the Debt Collector is alive. The top left displays the expected amount to be collected upon removal, ceil(accumulated debt × 150%), and it is not collected if removed by banishment.