This page lists details for the Monster Sanctuary monster: Qilin
- Name
- Qilin
- Types
- Explore Ability
- Mount - Player can ride the Monster
- Elemental Resistances
- Elemental Weaknesses
- Physical Damage Elements
- Magical Damage Elements
- Light Shift Ability
- Supremacy - Aura: Whenever an allied Monster applies a Debuff, it gains 2 Charge stacks.
- Dark Shift Ability
- Shadow Proc - Every action applies an additional damage hit (75% Attack or Magic), shield (75% Defense), heal (7.5% Max Health) or a random Buff, depending on action type.
- Skills and Quantities
- Attack Plus - Improve Attack rating by 1 (Increases Attack by 26) x 2
- Attack Proc - Every attack triggers an additional hit equal to 35% of Attack value. x 1
- Auto Heal - When attacking, also heal the Monster with the lowest health in the party by 200% of Magic. x 1
- Ball Lightning - 8 x 70% (560%) magical damage (wind) - Triggers Shock (Debuff) Damage on all enemies every hit has a 15% chance to apply Shock (Debuff). x 1
- Blizzard - 3 x 100% (300%) magical damage (water) Hits all enemies, every hit has a 20% chance to apply Chill (Debuff). x 1
- Bolster - Healing actions apply two random Buffs to the target. (Multi-Target-Heals apply one random Buff to each target) x 1
- Buff Charging - When this Monster applies a Buff, it gains a Charge stack. x 1
- Charged Anomaly - Aura: For every 12 Charge stacks spent by an ally, it applies Chill, Shock or Weakness to a random enemy. x 1
- Charged Healing - This Monster's healing actions are affected by Charge stacks as if they were attacks. x 1
- Cleanse - Every hit has a 25% chance to remove a Buff from the target. x 1
- Combo Healing - Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 30% of Magic value. x 1
- Combo Initiator - If this Monster acts first in the turn, it deals 25% more damage with its attack and deals an additional 25% damage hit. x 1
- Cooling - Every hit has a 10% chance to apply Chill. x 1
- Debuff Weakness - Debuff effects increased by 50% x 1
- Deep Freeze - 4 x 85% (340%) magical damage (water) Deals an additional 40% hit for every Chill on the target x 1
- Deep Freeze Lvl 2 - 4 x 110% (440%) magical damage (water) Deals an additional 40% hit for every Chill on the target x 1
- Defense Plus - Improve Defense rating by 1 (Increases Defense by 37) x 2
- Disease Control - Receive 4% reduced damage from a debuffed enemy for each Debuff on them. x 1
- Electrify - Every hit has a 10% chance to apply Shock. x 1
- Flash Freeze - Trigger an additional 100% damage hit when applying Chill (Debuff) with an attack. x 1
- Heal - Heal target for 4 x (60 + 20% Magic) x 1
- Heal Lvl 2 - Heal target for 5 x (70 + 25% Magic) x 1
- Heal Lvl 3 - Heal target for 6 x (85 + 25% Magic) x 1
- Heal Lvl 4 - Heal target for 7 x (100 + 25% Magic) x 1
- Heal Lvl 5 - Heal target for 8 x (130 + 25% Magic) x 1
- Healing Wave - Heal all for (250 + 80% Magic) x 1
- Healing Wave Lvl 2 - Heal all for 2 x (200 + 50% Magic) x 1
- Healing Wave Lvl 3 - Heal all for 3 x (200 + 40% Magic) x 1
- Health Plus - Improve Health rating by 1 (Increases Health by 333) x 3
- Heroic Defense - Reduces damage taken by 2% for every Buff on this Monster. x 1
- Heroic Party - Aura: Every Monster in the party deals 1% increased damage for each Buff on it. x 1
- Heroism - Deals 2% increased damage for every Buff on this Monster. x 1
- Hex - Every hit has a 7.5% chance to apply a random Debuff. x 1
- Hexing Support - Whenever this Monster spends a turn without attacking an enemy, apply a random Debuff on a random enemy. x 1
- Hybrid Mastery - Increases Attack by 10% of this Monster's Magic and increases Magic by 10% of this Monster's Attack. x 1
- Ice Storm - 1 x 160% magical damage (water) Hits all enemies, 50% chance to apply Chill (Debuff) x 1
- Ice Storm Lvl 2 - 1 x 210% magical damage (water) Hits all enemies, 50% chance to apply Chill (Debuff) x 1
- Ice Storm Lvl 3 - 2 x 130% (260%) magical damage (water) Hits all enemies, 50% chance to apply Chill (Debuff) x 1
- Initial Shock - Apply Shock (Debuff) on a random enemy at the start of combat. x 1
- Lightning Bolt - 3 x 60% (180%) magical damage (wind) x 1
- Lightning Bolt Lvl 2 - 3 x 80% (240%) magical damage (wind) x 1
- Lightning Bolt Lvl 3 - 4 x 70% (280%) magical damage (wind) x 1
- Lightning Bolt Lvl 4 - 4 x 90% (360%) magical damage (wind) x 1
- Lightning Bolt Lvl 5 - 5 x 95% (475%) magical damage (wind) x 1
- Magic Plus - Improve Magic rating by 1 (Increases Magic by 26) x 2
- Magic Proc - Every attack triggers an additional hit equal to 35% of Magic value. x 1
- Mana Plus - Improve Mana rating by 1 (Increases Mana by 20. Increases Mana Regeneration by 10) x 2
- Multi Shock - Aura: Shock (Debuff) can be stacked two additional times on enemies. Additional stacks have only a 50% chance to trigger. x 1
- Mystify - When applying a Debuff, 50% chance to gain a random Buff. x 1
- Polar Winds - 2 x 150% (300%) magical damage (wind) Hits all enemies, 50% chance to apply Chill (Debuff) - Heal all allies for (700 + 120% Magic) x 1
- Power Healing - Healing actions trigger an additional Heal on the Monster with the lowest Health equal to 50% of Attack value. x 1
- Preparation - Aura: Every Monster in the party starts the combat with a random Buff. x 1
- Punishment - Unique Aura: Whenever an allied Monster removes a Buff from an enemy with an attack, there is a 50% chance the attack deals an additional 30% damage hit. x 1
- Shadow Proc - Every action applies an additional damage hit (75% Attack or Magic), shield (75% Defense), heal (7.5% Max Health) or a random Buff, depending on action type. x 1
- Shock Charging - Unique Aura: Whenever a Monster in the party triggers Shock damage, it gets 2 Charge stacks. x 1
- Supremacy - Aura: Whenever an allied Monster applies a Debuff, it gains 2 Charge stacks. x 1
- Tackle - 3 x 60% (180%) physical damage (neutral) ignores 25% of the target's Defense damage reduction value x 1
- Tackle Lvl 2 - 4 x 60% (240%) physical damage (neutral) ignores 25% of the target's Defense damage reduction value x 1
- Tackle Lvl 3 - 5 x 60% (300%) physical damage (neutral) ignores 25% of the target's Defense damage reduction value x 1
- Tackle Lvl 4 - 6 x 60% (360%) physical damage (neutral) ignores 25% of the target's Defense damage reduction value x 1
- Tackle Lvl 5 - 7 x 65% (455%) physical damage (neutral) ignores 25% of the target's Defense damage reduction value x 1
- Thunderstorm - 1 x 160% magical damage (wind) Hits all enemies, 50% chance to apply Shock (Debuff) x 1
- Thunderstorm Lvl 2 - 1 x 210% magical damage (wind) Hits all enemies, 50% chance to apply Shock (Debuff) x 1
- Thunderstorm Lvl 3 - 2 x 125% (250%) magical damage (wind) Hits all enemies, 50% chance to apply Shock (Debuff) x 1
- Water Resistance - Water damage reduced by 50% x 1
- Wind Resistance - Wind damage reduced by 50% x 1
- Drops
- Level Badge - Increases Monster level by 1. Can be used on monsters that are at least 2 levels below your highest monster.
- Monster Bell - Respawns all defeated wild Monsters immediately
- Orb+3 - Mana Regeneration +26
- Qilin Egg - Consume to hatch: Qilin
- Raw Hide - Level 3 rare upgrade material
- Appearances
- Abandoned Tower - AbandonedTower_Center1
- Abandoned Tower - AbandonedTower_Center10
- Abandoned Tower - AbandonedTower_Center11
- Abandoned Tower - AbandonedTower_Center12
- Abandoned Tower - AbandonedTower_Center2
- Abandoned Tower - AbandonedTower_Center3
- Abandoned Tower - AbandonedTower_Center4
- Abandoned Tower - AbandonedTower_Center5
- Abandoned Tower - AbandonedTower_Center6
- Abandoned Tower - AbandonedTower_Center7
- Abandoned Tower - AbandonedTower_Center8
- Abandoned Tower - AbandonedTower_Center9
- Abandoned Tower - AbandonedTower_Entrance
- Abandoned Tower - AbandonedTower_Final
- Abandoned Tower - AbandonedTower_North1
- Abandoned Tower - AbandonedTower_North2
- Abandoned Tower - AbandonedTower_North3
- Abandoned Tower - AbandonedTower_North4
- Abandoned Tower - AbandonedTower_North5
- Abandoned Tower - AbandonedTower_North6
- Abandoned Tower - AbandonedTower_North7
- Abandoned Tower - AbandonedTower_North8
- Abandoned Tower - AbandonedTower_North9
- Abandoned Tower - AbandonedTower_NorthHidden
- Abandoned Tower - AbandonedTower_South1
- Abandoned Tower - AbandonedTower_South2
- Abandoned Tower - AbandonedTower_South3
- Abandoned Tower - AbandonedTower_South4
- Abandoned Tower - AbandonedTower_South5
- Abandoned Tower - AbandonedTower_South6
- Abandoned Tower - AbandonedTower_South7
- Abandoned Tower - AbandonedTower_South8
- Abandoned Tower - AbandonedTower_SouthHidden1
- Abandoned Tower - AbandonedTower_SouthHidden2
- Sun Palace - SunPalace_Center
- Sun Palace - SunPalace_East1
- Sun Palace - SunPalace_East2
- Sun Palace - SunPalace_East3
- Sun Palace - SunPalace_East4
- Sun Palace - SunPalace_East5
- Sun Palace - SunPalace_East6
- Sun Palace - SunPalace_EastChampion
- Sun Palace - SunPalace_EastSewers1
- Sun Palace - SunPalace_EastSewers2
- Sun Palace - SunPalace_EastSewers3
- Sun Palace - SunPalace_EastSewers4
- Sun Palace - SunPalace_EastSewers5
- Sun Palace - SunPalace_EastSewers6
- Sun Palace - SunPalace_North1
- Sun Palace - SunPalace_North2
- Sun Palace - SunPalace_North3
- Sun Palace - SunPalace_South1
- Sun Palace - SunPalace_South2
- Sun Palace - SunPalace_South3
- Sun Palace - SunPalace_South4
- Sun Palace - SunPalace_West1
- Sun Palace - SunPalace_West2
- Sun Palace - SunPalace_West3
- Sun Palace - SunPalace_West4
- Sun Palace - SunPalace_West5
- Sun Palace - SunPalace_WestSewers1
- Sun Palace - SunPalace_WestSewers2
- Sun Palace - SunPalace_WestSewers3
- Sun Palace - SunPalace_WestSewers4
- Sun Palace - SunPalace_WestSewersSecret
- Sun Palace - SunPalace_WestSewersSecret2