The Arcane Labyrinth is a three-floor run that resets every 48 hours. Your heroes carry their health and energy from fight to fight, every battle tile hands you a relic that buffs the whole team until the run ends, and the floors pay out Labyrinth Tokens, diamonds and Heroic Merits points. It opens after Stage 2-4, and the harder Dismal Maze version opens much later.
Unlocks
| Feature | Requirement |
|---|---|
| Arcane Labyrinth | Clear Stage 2-4 |
| Floor 3 Hard Mode portal | Clear Stage 9-24 |
| Level Sweep | Clear Stage 30-60 |
| Dismal Maze playable | Clear Stage 26-60 and complete the Arcane Labyrinth 30 times |
| Dismal Floor 3 sweep | Clear Dismal Floor 3 ten times (plus Stage 30-60) |
How a run works
When the Labyrinth refreshes, every enemy, structure and reward on the map resets, and so does every relic you collected. Each floor is a grid of 11 rows: a starting tile, nine rows of two or three tiles, then the boss. You can see your own row and the tiles around it, and stepping onto a tile destroys the tiles next to it, so each move commits you to one branch. Plan two or three rows ahead before you step.
The enemy teams are real players' Arena of Heroes defenses in corrupted form, so the heroes you meet change from run to run. Damage sticks between battles, which is why fountains, Mystics and Dura's Tears matter. Clearing Floor 2 opens the way to Floor 3, and once you've cleared Stage 9-24 you get a second portal that leads to Hard Mode instead.
Tiles
| Tile | Effect |
|---|---|
| Guard | A fight. Win and pick one of three relics. |
| Praetorian Guard | A tougher fight with better relic odds. |
| Boss | The floor's last fight. Pays the floor reward, and on Floors 1 and 2 offers three Legendary relics. |
| Abandoned Wagon | Choose a hero to join you for the rest of the run. |
| Dark Wagon | Fight a possessed hero. Beat them and they join you. You can skip it. |
| Mystic | Revives a random fallen hero with half their Energy. If nobody has died, your most injured hero gets the effect. |
| Fountain of Vitality | Every surviving hero recovers 50% of their health. |
| The Roamer | Sells gear for diamonds that you keep after the Labyrinth resets. |
| Cave of Treasures | Fight the creature guarding the treasure for 3,000 Labyrinth Tokens, 3,000 Guild Coins and 10,000 Gladiator Coins. You get one attempt, and losing forfeits it. |
Each floor places a set number of special tiles, and a few of the 22 middle slots are left empty. The rest are Guards, or one of the rarer events above.
| Floor | Praetorian Guards | Abandoned Wagons | Fountains | Mystics | Empty slots |
|---|---|---|---|---|---|
| Floor 1 | 6 | 2 | 2 | 0 | 6 |
| Floor 2 | 7 | 2 | 2 | 2 | 4 |
| Floor 3 (normal and Hard) | 8 | 1 | 0 | 1 | 5 |
Floor 3's set tiles include no Fountain of Vitality and only one Mystic, so bring the team into it healthy, or with Dura's Tears to spare.
Relics
Every Guard, Praetorian Guard and boss you beat offers three relics, and you keep one. The exception is the Floor 3 boss, which ends the run and only gives the floor reward. Relics apply automatically to every battle inside the Labyrinth and nowhere else. They come in three qualities, and the tile decides which ones can show up:
| Tile | Rare | Elite | Legendary |
|---|---|---|---|
| Guard | 89.9% | 10.1% | 0% |
| Praetorian Guard | 0% | 90.9% | 9.1% |
| Boss | 0% | 0% | 100% |
The odds are per offered relic. A Guard rarely offers anything above Elite, and Praetorian Guards are the only way to see a Legendary before a boss. When two routes look equally safe, take the one with more Praetorian Guards.
Some relics reward a particular build or route:
- Ragespike and Bloodthirst Shield stack with every battle won, up to a cap, so they're worth most when picked on Floor 1.
- Relic Chest grows with each Elite or Legendary relic you hold.
- Hero's Hope does nothing outside Hard Mode, so skip it if you plan to take the normal Floor 3 portal.
- Sunstone with Moonstone, and Firebringer with Icebringer, each get stronger as a pair. The four Shards of Force build up a set bonus, and Shard Combinator doubles it.
- Goblet of Resurgence only helps when you stop at a Fountain of Vitality, and The Elegant Focus only grows when you use Dura's Tears.
- Faction relics (Maulers Treachery, The Coral Vow and so on) only pay off when your team runs that faction.
- Four relics change a single hero's skill: Blinding Brilliance for Belinda, The Glistening Leaf for Nemora, The Sinful Heart for Shemira and Lucius' Fortitude for Lucius.
Arcane Labyrinth relic list
Values are listed Rare / Elite / Legendary where a relic comes in more than one quality.
| Relic | Qualities | Effect |
|---|---|---|
| Arcane Spellbook | Rare, Elite, Legendary | Intelligence heroes deal +10% / +20% / +30% damage. Legendary also adds +10% Crit Rating. |
| Steel Cuirass | Rare, Elite, Legendary | Strength heroes get +10% / +20% / +30% Defense. Legendary also restores 1% max HP per second. |
| Beast's Claw | Rare, Elite, Legendary | Agility heroes deal +10% / +20% / +30% damage. Legendary also adds +10% Life Leech. |
| Praetorian Helmet | Rare, Elite, Legendary | Damage received -10% / -15% / -25%. |
| Yggdrasil Branch | Rare, Elite, Legendary | Surviving heroes recover 15% / 25% / 40% of lost HP after each battle. |
| Shadowfall | Rare, Elite, Legendary | Crit Rating +10% / +15% / +25%. |
| Heartseeker | Rare, Elite | Critical Strike Damage +40% / +60%. |
| Nosferatu's Fang | Rare, Elite, Legendary | Life Leech +10% / +15% / +25%. |
| Blessed Hammer | Legendary | Successful attacks have a chance to deal extra damage. |
| Thundercrown | Legendary | Periodically strikes enemies, damaging and stunning them. |
| Frozen Star | Legendary | When an ally takes fatal damage, shields and heals them over time for several seconds. Once per battle. |
| Call To Arms | Rare, Elite | Your team gains 60 / 120 Energy at the start of battle. |
| Horn Of Replenishment | Rare, Elite | Heals the team for 6% / 10% of max HP at the start of battle. |
| Sands of Time | Rare, Elite | Raises team Haste for 6 / 10 seconds. |
| The Unmounted Heart | Legendary | Deals heavy damage to and stuns all enemies once within the first 25 seconds. |
| Eagle Strike | Legendary | Arrows hit the enemy team every 15 seconds. |
| Silver Arrow | Rare, Elite, Legendary | +40% / +60% / +100% damage when you have the faction advantage. |
| Deathly Embrace | Legendary | Enemies below 15% max HP are executed. |
| Spider Thread Gloves | Legendary | Cocoons all enemies for 5 seconds, ending early once they take enough damage. |
| Restorating Crystal | Legendary | When an ally drops below 40% HP, heals 4% HP per second for 20 seconds. Once per battle. |
| Hunter's Grasp | Elite | Up to +25% damage, higher against enemies with more max HP. |
| Winged Spurs | Rare, Elite | Dodge +20 / +40. |
| The Pearl Oath | Rare, Elite | Up to +25% / +35% damage as your hero's HP falls. |
| Carnal Grip | Rare, Elite | A hero who kills an enemy restores 16% / 24% of their HP. |
| Poisonous Embrace | Elite | Normal attacks can poison. Poison stacks. |
| Maulers Treachery | Rare, Elite, Legendary | Mauler heroes get +10% / +20% / +30% Attack and +15% / +20% / +30% Life Leech. |
| Wilders Wisp | Rare, Elite, Legendary | Wilder heroes get +15% / +20% / +30% Crit Rating and +10% / +20% / +30% Haste. |
| Lightbearers Loyalty | Rare, Elite, Legendary | Lightbearers get +20% / +30% / +50% Defense and +15% / +20% / +30% Energy recovery when hit. |
| Tome of Necromancy | Rare, Elite, Legendary | Graveborn cooldowns -10% / -20% / -30%, plus 15 / 20 / 30 Energy per second. |
| Statue of Retribution | Elite | When a hero dies, the survivors' attributes rise until the battle ends. |
| The Angelic Thorn | Rare, Elite | An ally gains 30 / 50 Dissolve. |
| Heaven's Ring | Rare, Elite | Health regeneration +40% / +80%. |
| The Diligent Vow | Rare, Elite | After 15 seconds, heals the weakest ally for 20% / 30% HP. |
| Blinding Brilliance | Elite | Belinda's Blessing is shared with her whole team. |
| The Glistening Leaf | Elite | After Nemora uses Wild Wonder, her team gets her Life Force effect. |
| The Sinful Heart | Elite | Shemira's Soul Siphon drains 3 enemies at once. |
| The Coral Vow | Rare, Elite, Legendary | Team Defense +10% / +15% / +25% per Lightbearer on the field. |
| The Silent Promise | Rare, Elite, Legendary | Team Dodge +5 / +8 / +12 per Wilder on the field. |
| The Carnal Desire | Rare, Elite, Legendary | Team Life Leech +3 / +5 / +8 per Mauler on the field. |
| The Devoted Whisper | Rare, Elite, Legendary | Team Attack +4% / +6% / +10% per Graveborn on the field. |
| Sunstone | Elite | Heroes above 50% HP recover Energy over time. Doubled if you hold Moonstone. |
| Moonstone | Elite | Heroes above 50% Energy recover HP over time. Doubled if you hold Sunstone. |
| Firebringer | Elite | Hits can lower enemy Attack. With Icebringer, your Attack also rises. |
| Icebringer | Elite | Hits can lower enemy Defense. With Firebringer, your Defense also rises. |
| The Silent Hope | Elite, Legendary | The first ally to use an Ultimate recovers 350 / 700 Energy over 5 seconds. |
| War Horn | Elite | Team attributes rise each time an enemy dies. |
| Vambraces of Accuracy | Rare, Elite | Accuracy +20 / +50, Crit Rating +5% / +10%. |
| Wristguards of Invigoration | Rare, Elite | Energy recovery when hit +20% / +40%. |
| Vanguard's War Flag | Rare, Elite, Legendary | Frontline Defense +10% / +15% / +25%, Energy recovery when hit +10% / +20% / +40%. |
| Supporter's War Flag | Rare, Elite, Legendary | Backline Attack +5% / +10% / +20%, Crit Rating +10% / +15% / +30%. |
| Pendant of Force | Legendary | Enemies start at 35% less HP and regain it over 10 seconds. |
| Pendant of Betrayal | Legendary | For the first 10 seconds, 15% of damage dealt to one enemy also hits the others. |
| Ragespike | Rare, Elite, Legendary | Attack +3% / +4% / +5% per battle won, up to +12% / +20% / +40%. |
| Bloodthirst Shield | Rare, Elite, Legendary | Defense +3% / +4% / +5% per battle won, up to +12% / +20% / +40%. |
| Goblet of Resurgence | Rare, Elite | Fountains of Vitality restore an extra 25% / 50% health and energy. |
| Relic Chest | Rare, Elite, Legendary | Team HP and Defense +1% / +1.5% / +2.5% per Elite or Legendary relic, up to +10% / +15% / +30%. |
| Elixir of Energy | Rare, Elite, Legendary | A hero's Energy recovery rises 25% / 50% / 100% per kill. Stacks. |
| Hero's Hope | Rare, Elite, Legendary | Team Attack and Defense +12% / +20% / +35%, in Hard Mode only. |
| Lucius' Fortitude | Elite | Removes the time limit on Lucius' Heaven's Protection. |
| Dispelling Arrow | Elite | The middle backline hero's Normal Attacks strip most enemy buffs. |
| Aegis of Preservation | Rare, Elite, Legendary | When an enemy first uses an Ultimate, your team gets a 3-second shield worth 20% / 40% / 60% of max HP. Once per battle. |
| Insolence | Rare, Elite, Legendary | Charms the enemy frontline for 2 / 3.5 / 5 seconds at the start of battle. |
| Book of War | Rare, Elite, Legendary | Backline damage taken -30% / -50% / -70% while a frontliner lives. |
| Shard of Force | Rare (four different shards) | 2 shards: damage taken -15%. 3 shards: damage dealt +25%. 4 shards: Crit Rating +40%. |
| Shard Combinator | Elite | Doubles the Shard of Force bonuses. |
| Rope of Calamity | Legendary | Once 5 allies have used their Ultimates, damages and stuns every enemy. |
| The Spiker | Legendary | Crowd-controlled enemies take falling-stone damage equal to 10% of their max HP, once every 3 seconds per enemy. |
| Vowed Spire | Elite | Every 10 seconds, heals the most injured ally for 40% of their missing HP. |
| The Elegant Focus | Elite | Team Attack +30% per Dura's Tears used this run, up to 4 stacks. |
| Idol of Hastening | Rare, Elite, Legendary | Haste +12 / +20 / +30 while no enemy is on your half of the field. |
| Hellspawn Head | Rare, Elite, Legendary | Allies on the enemy half get +10% / +20% / +30% Defense and +10% / +15% / +20% Life Leech. |
| Voodoo Doll | Elite | Marks a random enemy for 15 seconds to take 100% extra damage. Moves on if the target dies. |
| Idol of Savagery | Elite | Heroes starting a battle above 95% HP get +20% Attack. |
| Terrorizing Katar | Rare, Elite, Legendary | When an enemy is about to die, allied Warriors terrify nearby enemies for 3 / 4 / 5 seconds (+30% damage taken). |
| Cape of Dexterity | Rare, Elite, Legendary | Allied Rangers deal +10% / +20% / +30% damage to enemies on the far half, and take that much less from enemies on their own half. |
| Fortress Breastplate | Rare, Elite, Legendary | After an allied Tank's Ultimate, the team gets a 5-second shield worth 10% / 15% / 20% of the tank's max HP. |
| Shard of Intellect | Rare, Elite, Legendary | Allied Mages gain +5% / +8% / +10% damage per 400 Energy received, up to 5 stacks. |
| Book of Benevolence | Rare, Elite, Legendary | Healing and Energy from allied Support heroes +20% / +30% / +40%. |
| Celestial Fury | Rare, Elite, Legendary | Allied Celestials strike the top enemy damage dealer every 8 seconds for 20% / 40% / 60% of its max HP and stun it for 1 second. |
| Celestial Blessing | Rare, Elite, Legendary | At the start of battle, allies are immune to control and gain 30 / 40 / 50 Energy per second for 4 seconds, +1 second per allied Celestial. |
| Demon's Bite | Rare, Elite, Legendary | When an enemy dies, allied Hypogeans heal 10% / 15% / 20% of max HP and gain 10% / 15% / 20% of its Attack and Defense for 5 seconds. |
| Demon's Deceit | Rare, Elite, Legendary | At the start of battle, each ally steals 10% / 15% / 20% HP from the enemy opposite as a 5-second shield, +1% / +2% / +3% per allied Hypogean. |
Mercenaries
The Labyrinth has two ways to add heroes partway through a run. An Abandoned Wagon lets you choose a hero who joins you on the spot. A Dark Wagon makes you fight a possessed hero first, and you can walk past it if your team can't afford the fight. Both are worth a detour when you've lost a carry, because a wagon hero arrives fresh while the rest of your team is worn down. Dura's Tears restore wagon heroes along with your own.
Heroes borrowed from friends work here too. Garrisoned Mercenaries (30-day loans, unlocked at Stage 6-40) count as your own heroes while the loan lasts. Short-Term Mercenaries (one-week loans) can be picked in the Labyrinth formation, one per team. The King's Tower guide covers how both hiring systems work.
Dura's Tears
One Dura's Tears fully restores your heroes' health and energy, including heroes hired at an Abandoned Wagon. They only work in the Labyrinth, and unused ones carry over when it resets. The weekly quest chest is the steady source: 1 at 20 activity points and 2 more at 60, so 3 a week. You can hold up to 199. The Dismal Maze limits you to 3 per round (more if you missed rounds, see below), and using any at all stops that run from making you a Dismal Master.
Rewards
Tiles pay Labyrinth Tokens by row, and the token value climbs as you go deeper. The boss of each floor adds diamonds and Heroic Merits points.
| Floor | Tokens per tile (rows 1 to 9) | Boss tokens | Boss diamonds | Boss Heroic Merits |
|---|---|---|---|---|
| Floor 1 | 105 to 145, +5 per row | 150 | 50 | 300 |
| Floor 2 | 155 to 195, +5 per row | 200 | 100 | 250 |
| Floor 3 | 205 to 245, +5 per row | 250 | 200 | 50 |
| Floor 3 Hard Mode | 205 to 245, +5 per row | 250 | 200 | 100 |
A full clear pays 350 diamonds either way. Hard Mode pays the same tokens and diamonds as normal Floor 3, with 50 extra Heroic Merits points and access to Hero's Hope. It's harder for very little extra, so only take that portal when normal Floor 3 is no longer a challenge.
Higher VIP levels raise Labyrinth payouts:
| VIP level | Labyrinth Gold | Labyrinth Tokens |
|---|---|---|
| VIP 10 | +20% | - |
| VIP 11 | +50% | - |
| VIP 12 | +100% | - |
| VIP 13 | +100% | +50% |
| VIP 14 and up | +100% | +100% |
Subscription Privileges add another 10% to Labyrinth Token drops.
Labyrinth Store
Tokens are spent in the Labyrinth Store. It stocks soulstones for Ira, Golus, Mirael, Silvina, Ginneas, Salaki, Tamrus, Kalene and Wu Kong (60 at a time) and Arthur (15 at a time). There are also four Hero Choice Chests that let you take one of Eluard, Estrilda or Raine; Granit, Khasos or Skreg; Pippa, Nemora or Seirus; or Hodgkin, Shemira or Thoran. The rest is Hero's Essence, Rare Hero Soulstones, Space Emblems, Poe Coins, Elemental Shards and Cores, and a Legendary Bizarre Totem Card. From Stage 25-1, some Rare Hero Soulstone slots switch to Twisted Essence (400 per slot) or a Fortuitous Emblem Choice Chest.
Level Sweep
From Stage 30-60, the starting tile of Floor 1 lets you sweep. It clears Floors 1 and 2 at once and pays their rewards, then drops you at Floor 3 to play by hand. A sweep pays out as if you'd taken a set route:
| Swept floor | Guards | Praetorian Guards | Boss | Roamer |
|---|---|---|---|---|
| Floor 1 | 5 | 3 | 1 | 0 |
| Floor 2 | 2 | 5 | 1 | 1 |
Once you step off the starting tile, the sweep is gone for that round.
Dismal Maze
The Dismal Maze is the hard version of the Labyrinth. You pick one mode per round, normal or Dismal, and the other locks until the next refresh. Dismal runs come with Dismal Luck effects (penalties on your side) and faction restrictions on which heroes you can field, and both change every 4 rounds. If you own duplicate copies of a hero, the copy with the highest Ascension tier and Combat Rating is used.
Dismal tiles
| Tile | Effect |
|---|---|
| Guard | A fight that drops a random treasure chest. No relic. |
| Praetorian Guard | A tougher fight with a better chest. No relic. |
| Multi-Team Battle | A Floor 3 Praetorian Guard fight against two enemy teams. Drops a chest and can be skipped. |
| Relic Guardian | The third and sixth rows past the start on every floor. The relic it guards is shown before you fight, and beating it gives you that relic. Pays 400 Labyrinth Tokens. |
| Boss | Choose one of three relics (except on Floor 3, where the run ends), plus 600 Labyrinth Tokens and the floor's diamonds and Heroic Merits. |
| Divine Fountain | Revives a fallen hero with 50% Energy and heals all survivors for 50% of max HP. |
| Witch's Den | Swap one relic you hold for one of three on offer. |
Abandoned Wagons, Fountains of Vitality, Mystics and the Roamer can also appear. Because every relic in Dismal comes from a guardian, a boss or the Witch's Den, there are only a few picks per run, and the guardian rows are where you choose them. The row 3 guardians draw from a pool of 42 relics and the row 6 guardians from a different pool of 18. Look at what each guardian holds and route to the one you want. The boss offers one relic from each pool plus one from the combined list.
Dismal bosses pay 600 tokens and 50, 100 and 200 diamonds on Floors 1 to 3, with 300, 250 and 100 Heroic Merits points. You get 3 Dura's Tears per round and 3 enemy rerolls. A reroll gives you a new enemy formation at full health and energy, so don't reroll a team you've already half beaten unless it's hopeless.
Missed rounds
Skipping a round of the Labyrinth raises your rewards and your Dura's Tears limit in the next Dismal round:
| Rounds missed | Reward multiplier | With Subscription Privileges | Dura's Tears allowed |
|---|---|---|---|
| 0 | x1 | x1 | 3 |
| 1 | x1.8 | x2 | 6 |
| 2 | x2.6 | x3 | 9 |
Only 1 missed round counts, or 2 from VIP 13. Joining an Abyssal Aid team cancels the missed-round bonus.
The multiplier makes up for missed time but doesn't beat playing every round. Clearing two rounds in 96 hours pays x2, while skipping one and clearing the next pays x1.8. With Subscription Privileges it comes out even, so subscribers lose nothing by skipping. Without them, skip only when you'd miss the round anyway, or when the extra Dura's Tears are what get you through Floor 3.
Dismal Masters and Demonbreakers
To become a Dismal Master, clear the Dismal Maze while winning at least 4 Multi-Team Battles, without using any Dura's Tears or Demonbreakers and without sweeping Floor 3. Each Master clear gives you 5 chances to help other players, and up to 10 can be stored. Helping gives the other player a Demonbreaker.
A Demonbreaker removes one active Dismal Luck effect of your choice. You can use one per Dismal challenge and hold at most 3, and it cuts the base Gold and Experience of your remaining tiles by 50%. To get one, ask friends or guildmates who are Dismal Masters. You can have up to 10 requests out at once, but only one per player per day, and you can't send requests while holding 3. Demonbreakers can't be used while you're in an Abyssal Aid team.
Dismal sweep
From Stage 30-60 you can sweep Dismal Floors 1 and 2. After 10 clears of Dismal Floor 3, the sweep can take Floor 3 too, but a run that sweeps Floor 3 doesn't make you a Dismal Master. A Floor 3 sweep pays out as 1 Guard, 1 guardian from each relic row, 4 Multi-Team Battles, the boss and one Roamer.
Abyssal Aid
During Abyssal Aid events you can join a team of 3 players for the Dismal Maze. Team members can use each other's Legendary+ heroes from the Resonating Crystal. A borrowed hero keeps their Ascension tier, gear, Signature Item, Oak Inn furniture, Engravings and artifacts, but uses your own Resonating Crystal level. If two members field the same hero, the copy with a level 30 Signature Item and 9 Mythic furniture is picked first, and garrisoned heroes with under 2 days left on their loan are left out. Once one member clears the maze, the others can finish with Quick Battle and collect the same rewards. Leaving a team takes effect at the next refresh.
Dismal Maze relic list
Every Dismal relic is Legendary.
| Relic | Guardian row | Effect |
|---|---|---|
| Timepiece of Courage | 3 | After 10 seconds, team Attack and Defense +40% for the rest of the battle. |
| Dawnbreaker | 3 | Your highest-Attack hero gets a further +80% Attack. |
| The Harmonious Vigor | 3 | Health regeneration +60%. |
| Divine Chalice | 3 | After 10 seconds, heals the team for 60% of missing HP. |
| Honor's Call | 3 | Team Attack +40%. |
| Golden Impalers | 3 | Crit Rating +40. |
| Gladiator's Scarf | 3 | Crit Damage Amplification +50. |
| Legionnaire's Assault Banner | 3 | Attack +60% on the third floor. |
| Praetorian Helmet | 3 | Damage taken -25%. |
| Nosferatu's Fang | 3 | Life Leech +30. |
| Winged Spurs | 3 | Dodge +120. |
| Legionnaire's Defense Banner | 3 | Damage taken -30% on the third floor. |
| Sunstone | 3 | Heals 1.5% max HP per second. Effect x3 with Moonstone. |
| Moonstone | 3 | 10 Energy per second. Effect x3 with Sunstone. |
| Shadowfall | 3 | Crit Rating +20, or +60 with Heartseeker. |
| Heartseeker | 3 | Crit Damage Amplification +25, or +80 with Shadowfall. |
| Call To Arms | 3 | 250 Energy at the start of battle. |
| Vanguard's War Flag | 3 | Frontline damage taken -40%, Energy recovery when hit +50%. |
| Supporter's War Flag | 3 | Backline damage dealt +30%, Energy recovery when attacking +60%. |
| Pendant of Betrayal | 3 | For the first 10 seconds, other enemies take 15% of the damage dealt to one. |
| Sands of Time | 3 | Haste +50 for the first 15 seconds. |
| Pendant of Force | 3 | Enemies lose 50% of current HP at the start and regain it over 15 seconds. |
| The Unmounted Heart | 3 | At 12 seconds, deals 30% max HP to all enemies and stuns them for 5 seconds. |
| The Heavenly Soul | 3 | At the start of battle, deals 20% max HP to all enemies and stuns them for 5 seconds. |
| Deathly Embrace | 3 | Enemies under 30% HP are executed after 2.5 seconds, ignoring damage immunity. |
| Vowed Spire | 3 | Every 3 seconds, heals the most injured ally for 40% of missing HP. |
| The Ancient Protector | 3 | A 10-second shield worth 50% of max HP at the start of battle. |
| Scales of Benevolence | 3 | 70% of the damage to your weakest hero is spread across the rest of the team. |
| Frozen Star | 3 | On fatal damage, 5 seconds of immunity healing 8% max HP per second. Once per battle. |
| The Pearl Oath | 3 | Up to +70% damage as HP falls. |
| Heaven's Ring | 3 | Healing received +60%. |
| Warlord's Protection | 3 | Each Ultimate gives the caster a 10-second shield worth 30% of max HP. |
| Idol of Savagery | 3 | Heroes starting above 95% HP get +60% Attack. |
| Insolence | 3 | Charms the enemy frontline for 6 seconds at the start of battle. |
| Spider Thread Gloves | 3 | Cocoons all enemies for up to 5 seconds, or until each loses 25% of max HP. |
| Idol of Hastening | 3 | Haste +50 while no enemy is on your half. |
| Orb of Fervor | 3 | Below 50% HP: Attack +60%, Life Leech +20. |
| Orb of Agility | 3 | Below 50% HP: Haste +40, Dodge +40. |
| Eagle Strike | 3 | Every 15 seconds, 8 to 16 arrows each deal 8% of max HP to every enemy. |
| Destiny's Chord | 3 | Every 15 seconds, deals 30% max HP to every enemy and lowers their Accuracy by 50 for 5 seconds. |
| The Silent Hope | 3 | The first ally to use an Ultimate recovers 1,000 Energy over 5 seconds. Once per battle. |
| Zealous Crusader | 3 | +100% damage to enemies below 300 Energy. |
| Dispelling Arrow | 6 | Normal Attacks strip most enemy buffs. |
| War Axe of Courage | 6 | +100% damage to enemies above 50% HP. |
| Perceptive Spyglass | 6 | Backline Attack +80% while no enemy is nearby. |
| Knight's Fury | 6 | Critical Strikes stun for 2 seconds, once every 5 seconds per enemy. |
| The Watchful Eye | 6 | Enemy Dissolve -60. |
| Warden of Salvation | 6 | Heroes below 50% HP take 50% less damage. |
| The Onyx Vow | 6 | Enemy buff durations -60%. |
| The Angelic Thorn | 6 | An ally gains 60 Dissolve. |
| War Horn | 6 | When an enemy dies, the other allies deal +40% damage and take 20% less for 10 seconds. |
| Aegis of Preservation | 6 | When an enemy first uses an Ultimate, a 3-second shield worth 60% of max HP. |
| Yggdrasil Branch | 6 | Survivors recover 60% of lost HP after battle. |
| Book of War | 6 | Backline damage taken -70% while a frontliner lives. |
| Hellspawn Head | 6 | Allies on the enemy half take 40% less damage and deal 40% more. |
| Champion's Buffer | 6 | Enemies on your half take 25% more damage and deal 40% less. |
| The Spiker | 6 | Crowd-controlled enemies take 30% of max HP, once every 3 seconds per enemy. |
| Demon's Plight | 6 | Enemies can't use Ultimates for the first 30 seconds. |
| Overload | 6 | An enemy whose Energy first passes 900 is stunned for 5 seconds. |
| Angel's Aura | 6 | Your first Ultimate puts all enemies to sleep for 4 seconds. They then lose 25% of the damage taken while asleep as extra health loss. |
The two third-floor banners do nothing until Floor 3, so a row 3 guardian holding a general boost like Honor's Call or Timepiece of Courage helps over more fights. Sunstone with Moonstone and Shadowfall with Heartseeker are the two pairs that multiply, and either half alone is weak.
