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Contents
Attribute/Race EffectsTeam EffectsHP EffectsAttack EffectsDragonary CraftsDragonary CraftsSkill EffectsKilling EffectsRune RestrictionsTime EffectsRune EffectsRune Conversion
Extra Damage EffectsAttack ProtectionAttribute ConversionSpecial Damage ProtectionSurvival EffectsAttack Modifiers

Term Skills

These are the effects mentioned in some skill descriptions.

Damage Reduction Skills
Active
Shield Damage received -50% for 3 Rounds.
029i
030i
031i
032i
261i
262i
263i
The Shield of Great SeaDamage received -50% for 5 Rounds.
131i
132i
133i
Dragons' ShieldingDamage received decreases in proportion to the no. of Dragons for 1 Round.
417i
 
418i
 
583i
 
1068i
Counterattack WallDamage from enemies' counterattack -100% for 1 Round.
494i
Defense WallDamage received -60% for 3 Rounds.
513i
Play SafeIf <5 Combos are made, Damage received -80% for 1 Round; otherwise, Attack x 2. Only the first batch of Runestones dissolved will be counted.
569i
 
602i
 
603i
 
659i
 
973i
Defending WeakDamage received -60% if HP is ≤ 50% for 1 Round; Otherwise, Heart Runestones also possess the effect of Earth Runestones.
638i
Elemental DefenseDamage received -30% for 3 Rounds, with a 70% chance of dodging enemies' attack
8001i
8002i
9001i
9002i
Leader
Aquatic ShieldWater Damage received -30%
425i
Fiery ShieldFire Damage received -30%
424i
Verdant ShieldEarth Damage received -30%
423i
Elemental ProtectionAll Attribute Damage received -30%
579i
1017i
Aquatic WallWater Damage received -50%
041i
Barbican - Water and EarthWater Damage received -50%; Earth Damage received -30%
042i
Wall of Water, Earth & DarknessWater Damage received -50%; Earth and Dark Damage received -30%
043i
Fiery WallFire Damage received -50%
044i
Barbican - Fire and WaterFire Damage received -50%; Water Damage received -30%
045i
Wall of Fire, Water and LightFire Damage received -50%; Water and Light Damage received -30%
046i
Verdant WallEarth Damage received -50%
047i
Barbican - Earth and FireEarth Damage received -50%; Fire Damage received -30%
048i
Wall of Earth, Fire and DarkEarth Damage received -50%; Fire and Dark Damage received -30%
049i
Luminous WallLight Damage received -50%
050i
Barbican - Light and WaterLight Damage received -50%; Water Damage received -30%
051i
Wall of Light, Water and EarthLight Damage received -50%; Water and Earth Damage received -30%
052i
Dusky WallDark Damage received -50%
053i
Barbican - Dark and FireDark Damage received -50%; Fire Damage received -30%
054i
Wall of Dark, Fire and LightDark Damage received -50%; Fire and Light Damage received -30%
055i
Indestructible BodyThe higher the HP, the less the Damage received, to the max -60%
227i
228i
Indestructible BodyThe higher the HP, the less the Damage received, to the max -80%
227i
228i
Refine2
Gilded ArmorThe higher the HP, the less the Damage received, to the max -60%. The lower the HP, the higher the chance of dodging all the Attacks, to the max 50%
431i
 
1232i
 
1233i
 
1246i
 
1559i
 
1564i
 
9001i
 
9002i
Gilded Armor - SPThe higher the HP, the less the Damage received, to the max -80%. The lower the HP, the higher the chance of dodging all the Attacks, to the max 50%
594i
Refine2
Song of Armor - FireTeam Attack x 1.5; Fire Damage received -50%
357i
Song of Armor - LightTeam Attack x 1.5; Light Damage received -50%
363i
Song of Armor - EarthTeam Attack x 1.5; Earth Damage received -50%
373i
Song of Armor - WaterTeam Attack x 1.5; Water Damage received -50%
377i
Song of Armor - Fire & EarthTeam Attack x 1.5; Fire and Earth Damage received -50%
358i
Song of Armor - Light & WaterTeam Attack x 1.5; Light and Water Damage received -50%
364i
Song of Armor - Earth & WaterTeam Attack x 1.5; Earth and Water Damage received -50%
374i
Song of Armor - Water & FireTeam Attack x 1.5; Water and Fire Damage received -50%
378i
Armor Defense - FireTeam Attack x 1.5; Fire and Dark Damage Received -50%
782i
 
1466i
Willpower Skills
Leader
Will to Carry on When HP > 70%, the next Damage received will not lead to your defeat (one activation each Round)
131i
132i
261i
262i
263i
Will to SurviveWhen HP > 50%, the next Damage received will not lead to your defeat (one activation each Round)
133i
 
287i
 
438i
 
739i
 
1310i
Unbeatable Counter - WaterWhen HP > 50%, the next Damage received will not lead to your defeat. The Damage relieved by this Skill will be dealt to the attacking enemies as a Water Counterattack (one activation each Round)
686i
Team Skills
Diablo + Any Elves
285i
Diablo must be leader of team with 4 or more of any monsters of the Elf race
When HP is full, the next Damage received will not lead to your defeat (one activation each Round).
Control Skills
Active
Shield Destructor Enemies' Defense -75% for 3 Rounds.
033i
 
034i
 
035i
 
107i
 
109i
 
111i
 
113i
 
115i
 
461i
 
462i
 
463i
 
464i
 
465i
 
1031i
 
1033i
 
1035i
 
1037i
 
1039i
 
1221i
 
1223i
 
1225i
 
1227i
 
1229i
Collapse of BarrierEnemy Defense -90% for 3 Rounds.
036i
FreezeInactivate all enemies and turn them into Water Attribute for 3 Rounds.
116i
 
117i
 
118i
 
400i
 
800i
 
999i
 
1000i
 
1199i
 
1200i
 
1299i
 
1300i
 
1399i
 
1400i
ParasitismAbsorb enemies' HP every Round in an amount equal to Monster's Recovery, regardless of Defense and Attribute until defeated.
122i
123i
124i
267i
268i
269i
PoisonPoison all enemies with a 100% Attack every Round, regardless of Defense and Attribute until defeated.
128i
129i
130i
385i
386i
387i
PetrificationInactivate all enemies; change their Attribute into Earth for 3 Rounds.
182i
183i
184i
292i
617i
Water TraceWater Damage dealt to enemies continues to increase until no Water Damage is dealt.
191i
192i
706i
Fire TraceFire Damage dealt to enemies continues to increase until no Fire Damage is dealt.
193i
194i
707i
Earth TraceEarth Damage dealt to enemies continues to increase until no Earth Damage is dealt.
195i
196i
708i
Light TraceLight Damage dealt to enemies continues to increase until no Light Damage is dealt.
197i
198i
709i
Dark TraceDark Damage dealt to enemies continues to increase until no Dark Damage is dealt.
199i
200i
710i
Bubble Burst70% of Damage dealt to enemies are stored for an extra attack to be launched afterwards regardless of Attribute and Defense for 3 Rounds.
294i
 
295i
 
296i
IgnitionFor 3 Rounds, turn all enemies into Fire Attribute; deal Fire Damage as much as 30x the Monster's Attack to all enemies every Round.
297i
 
298i
 
299i
BewitchmentEnemies attack themselves or each other once for 3 Rounds.
306i
 
307i
 
308i
Shield BlastStun all enemies to inactivate them for 5 Rounds. The effect stays in play until they are attacked
355i
 
356i
 
816i
Battlefield of WavesTurn all enemies' Attributes into Fire; Water Attack on Fire enemies increases for 2 Rounds.
388i
389i
721i
Battlefield of FlameTurn all enemies' Attributes into Earth; Fire Attack on Earth enemies increases for 2 Rounds.
390i
391i
722i
Frosting MomentInactivate all enemies and change their Attribute into Water for 3 Rounds; Extend Runestone-moving time by 5 seconds when the Skill is in play.
481i
SaprophytismAbsorb enemies' HP every Round as much as 2x of the Monster's Recovery, regardless of Defense, Attribute and Skills until the enemy's defeat. The effect could be superimposed at most 3 times.
483i
Extreme DangerDefense of all enemies -90% for 3 Rounds; Delay their actions for 1 Round
514i
Battlefield of DroughtTurn all enemies' Attributes into Water; Earth Attack on Water enemies increases for 2 Rounds.
535i
536i
1043i
Blazing Magic Circle - EXInactivate all enemies and change their Attribute into Fire for 3 Rounds; Fire Attack x 1.5 when the Skill is in play.
626i
 
1322i
DelayCDs of all enemies will be delayed for 1 Round
730i
731i
1128i
Mastery of FrostingInactivate all enemies and turn their Attributes into Water; Water Attack x 1.5 for 1 Round.
776i

Attribute/Race EffectsEdit

Skill Description
SI070 {race} RacismEnemy Attack increases by ×.4 for every [listed Race] member of Summoner's Team; ×3 maximum
Variations:
SI070 SI068 SI071 SI072 SI067 SI069
SI157 Non-{race} RacismEnemy Attack increases by ×.4 for every non-[listed Race] member of Summoner's Team; ×3 maximum
SI076 50% {Race} ShieldDamage dealt to the enemy by [listed Race] members will be lowered by 50%
Variations:
SI076 SI074 SI077 SI078 SI073 SI075
SI064 Non-{race} ShieldDamage dealt to the enemy by non-[listed Race] members will be lowered by 75%
Variations:
SI064 SI062 SI065 SI066 SI061 SI063
SI122 {race} LockActive Skills of [listed Race] members are disabled. Enemy Attack increases by ×.4 for every [listed Race] member of Summoner's Team; ×3 maximum
SI242 Fusion Shield · E-Dragon (WFE)Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. If Dragon(s) are present, Enchanted Water, Fire and Earth runes must be dissolved in each Round.
SI221 Weathered Mines EX · Demon TripleEach Round, 1 Runestone will be weathered. If any of the weathered runes are touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt on Summoner. Weathered Runestones remain after the enemy is defeated. If Demon(s) are present, 3 random runes will be weathered.
SI228 Sticky Trail · Elf EXWhen moving Runestones, the last 5 runes touched will become sticky. If sticky runes are touched, Runestone movement will be stopped immediately. If Elf(s) are present, all runes touched would become sticky.
SI224 Masked Runes 9 ‧ God 12 ‧ 15%Masked runes will drop while dissolving Runestones, with a maximum of 9 Masked runes on the board (12 when God(s) present). Masked runes can still be dissolved, but will remain unknown until enemy defeat.
SI105 7+ Combo Shield · Human DisparityThe enemy receives Damage only when 7 or more Combos are made. If Human(s) are present, the number of attacks the enemy launches is the difference between 7 and the number of Combos made.
esp not supportedEnemy Attack increases by ×.4 for every non-[listed Attribute] member of Summoner's Team; ×3 maximum
eskill2|esp not supportedDamage dealt to the enemy by non-[listed] Attributive Attack are reduced to 25%
Variations:
SI001 SI002 SI003 SI004 SI005
eskill2|esp not supportedDamage dealt to the enemy by non-[listed] Attributive Attack are reduced to 50%
Variations:
SI001
SI006 {attribute} LockActive Skills of [listed Attribute] members are disabled. Enemy Attack increases by ×.4 for every [listed Attribute] member of Summoner's Team; ×3 maximum
Variations:
SI006 SI007 SI008 SI009 SI010
esp not supportedWater and Fire Attacks -75%. Active Skill and Attack of a random Monster will be blocked for 2 Rounds when the enemy attacks (can be superimposed).
SI003SI005SI122 ED Shield · Weathered LockdownDamage dealt to enemy by Earth and Dark Attacks will be lowered to 10%. Active Skills of a random member will be locked for 2 Rounds as Summoner receives damages (can be superimposed). 2 random Runestones will be weathered each round. If any is touched, movement will be stopped.
SI260SI001SI003 Reflecting WE ShieldEnemy reflects 35% of Summoner's attack. (dissolving Runestones is necessary) Damage dealt to the enemy by non-Water and non-Earth Attributive Attack will be lowered to 25%.
SI158 {attr/race} IntimidationThe more [listed Attribute/Race] members are in the Team, the lower Summoner's Attack.
SI256 {attr/race} Vitality ShieldEnemy HP increases by ×.4 for every Non-[listed Attribute/Race] member on the Summoner's Team; ×3 maximum

Team EffectsEdit

Skill Description
SI158 Diverse IntimidationThe more members of different Attributes are in the Team, the lower Summoner's Attack.
esp not supportedThe more team members, the higher enemy Attack.
eskill2|esp not supportedThe more team members, the higher enemy Attack.
Variations:
Large • Massive
eskill2|esp not supportedThe more team members, the higher enemy Attack.
Variations:
Large • Massive
esp not supportedThe more Team Members, the higher percentage of Summoner's HP will be deducted when attacked (regardless of all damage-reducing and Willpower Skills).

HP EffectsEdit

Skill Description
esp not supportedTeam Recovery becomes 0.
eskill2|esp not supportedEnemy recovers {X} of Summoner's HP at the beginning of the first Round.
Variations:
4000 • 5000 • 6000
eskill2|esp not supportedEnemy recovers {X} of Summoner's HP every 2 Rounds.
Variations:
2000 • 3000 • 4000
esp not supportedSummoner's HP will depleted to 1 at the beginning of the first Round.
esp not supportedSummoner's HP will depleted to 1 at the beginning of the first Round, while all members' Active Skills will be blocked.

Attack EffectsEdit

Skill Description
eskill2|esp not supportedSummoner Attack is reduced by {X}% for 3 to 5 Rounds.
Variations:
50% • 80% • 90%
esp not supportedEnemy will fully recover its HP each Round. Damage against the enemy is reduced to 1.
esp not supportedEnemy is immune to damage from Enchanted Runestones.
esp not supportedDamage caused by Enchanted Runestones is reduced to 25%.
SI050SI251SI229 Pente FD Shield · Phantom BurnDark and Fire attacks cannot damage the enemy for 5 Rounds. Enemy ignores all Damage-reducing and Willpower Skills. 1 random Runestone will be burnt as Summoner receives damages; Summoner's HP will be deducted 10% for touching each Burnt Runestone.
SI158SI219 Frozen Phantom Cinque ReductionAttack of Summoner -90% for 5 Rounds. Enemy ignores all Damage-reducing and Willpower Skills. 2 random Runestones will be frozen after Summoner receives damages. They cannot be dissolved for the next 3 Rounds.

Dragonary CraftsEdit

Skill Description
esp not supportedDragonary Craft Apparatus will be fully charged up at the beginning of the first round.

Skill EffectsEdit

Skill Description
SI122 LockdownThe enemy will lock the Active Skills of all members from the first Round onwards.
SI122 Lockdown (2-4)Active Skills of 2 random members will be locked for 2 - 4 Rounds in the first 2 Rounds and every 3 Rounds afterwards (the effect could be superimposed). Locks are removed upon enemy defeat.
SI122 Lockdown (3-6)Active Skills of 2 random members will be locked for 3 - 6 Rounds at the second Round and every 3 Rounds after (the effect could be superimposed). Locks are removed upon enemy defeat.
SI122 Weak LockdownActive Skills of all Members (excluding Leader and Ally) will be locked.
SI189 Lockdown SP (4)All Active Skills will be locked at the first Round until the enemy's first attack. The enemy receives no damage during the blockage. If the enemy attacks Summoner at the time, Summoner's HP will be absorbed according to the number of chains starting from the next Round (until defeated). Make 4 Combos to remove a chain (only first batch of Runestones dissolved will be counted).
Variations: Make 6 Combos
esp not supportedLeader skills are disabled.
SI121 CD ResetThe enemy will reset the CDs of all Monsters at the beginning of the first Round.
Variations: 2/3/4/5 Random Monsters
SI121 {race} CD ResetIn the first Round, CDs of [listed Race] members in the Team will be reset.
Variations: Combined CD Reset - Combined members in the Team will be reset.
SI121 Non-{race} CD ResetIn the first Round, CDs of those who are not [listed Race] members will be reset.
Variations: Non-Combined CD Reset
esp not supportedEnemy ignores all control skills.
esp not supportedSkills of deducting a certain percentage of the enemy's HP and one shot killing will be locked.
esp not supportedAll effects in play will be cancelled by the enemy at the beginning of the first Round.
SI124SI224SI188 Neutralized Sextuple MaskAll effects in play will be cancelled by the enemy at the beginning of the first Round. After enemy's first attack, 6 random Runestones will be masked. For the 3rd and 4th attacks, enemy Attack ×1.5 (Attacks run as a cycle).
esp not supportedEnemy attacks will ignore all Damage-reducing and Willpower Skills.
eskill2|esp not supportedEnemy attacks will ignore all Damage-reducing and Willpower Skills for X rounds.
Variations: 5 rounds • 98 rounds
SI125 CD RestoreThe enemy will turn CDs of all members to 0 at the beginning of the first Round.
Variations: every 3/4 rounds
SI125 {race} CD RestoreIn the first Round, CDs of [listed Race] members will become 0.
Variations: Combined CD Restore

Killing EffectsEdit

Skill Description
esp not supportedSummoner will be defeated 6 Rounds after receiving Damage from the enemy.

Rune RestrictionsEdit

Skill Description
eskill2|esp not supportedEvery turn, 3–6 orbs will appear around the enemy. For every combo, one orb will disappear. After all orbs have vanished, any extra combos will cause orbs to light up. The no. of lit orbs is the number of times the enemy attacks you. Lit-up orbs will also reduce the Summoner's attacks. 1 lit=ATK -65%; 2 lit=ATK -85%; 3+ lit=ATK -100%.
Variations:
Hidden - Orbs only show while moving runes.
Hidden EX - Orbs only show while moving runes; Only the first batch of Runestones dissolved count
SI091 {X} Combo ShieldThe enemy receives Damage only when exactly {X} Combos are made.
Variations:
SI091 SI092 SI093 SI094 SI095 SI096
SI094 {X} Combo Shield EXThe enemy receives Damage only when exactly {X} Combos are made. Only the first batch of Runestones dissolved is counted.
Variations:
SI094 SI095 SI096
SI101 {X}+ Combo ShieldThe enemy receives Damage only when {X} or more Combos are made.
Variations:
SI101 SI102 SI103 SI104 SI105 SI106 SI107 SI108 SI109
SI102 {X}+ Combo Shield EXThe enemy receives Damage only when {X} or more Combos are made. If the required number is not reached, the enemy will attack for each missed combo.
Variations:
SI105 SI106
SI097 {X}- Combo ShieldThe enemy receives Damage only when {X} or less Combos are made.
Variations:
SI097 SI098 SI099 SI100
SI101 Pente {X}+ Combo ShieldFor 5 Rounds, Attack and Recovery can only be triggered when {X} or more Combos are made.
Variations:
SI103 SI104 SI105 SI106
{X} {attr} Rune ShieldSummoner must dissolve at least {X} [Attribute] Runestones in the same Round to deal damage
Variations:
5 • 6 • 9 • 12 • 25 • 30
SI031 SI032 SI033 SI034 SI035 SI036
SI181 Puzzle ShieldThe enemy receives damage only when Runestones of the same Attribute are dissolved within the frame. (Runestones adjacent to the frame can be dissolved together) Frame size is 5 or 6 runes.
Variations:
E-Puzzle - Enchanted Runestones must be dissolved
EX - Runestones adjacent to the frame can not be dissolved together
SI181 Big Puzzle ShieldThe enemy receives damage only when Runestones of the same Attribute are dissolved within the frame. (Runestones adjacent to the frame can be dissolved together) Frame size is 5-7 runes.
Variations:
E-Puzzle - Enchanted Runestones must be dissolved
EX - Runestones adjacent to the frame can not be dissolved together
esp not supportedHeart Runes cannot be dissolved.
eskill2|esp not supported[Attribute] Runestones cannot be dissolved for 5 Rounds.
Variations:
SI038 SI039 SI040 SI041 SI042 SI043
SI123SI112 Neutralized LD Combo ShieldAll effects in play will be cancelled by the enemy at the beginning of the first Round. The enemy receives Damage only when the number of Light Runestone Combos is the same as the number of Dark Runestone Combos. (only the first batch of Runestones dissolved is counted)
SI139SI111 Reduction WE Combo Shield50% of Summoner's HP will be deducted when the enemy attacks. 100% of Summoner‘s HP will be deducted each Round when the enemy attacks after a damage is dealt on the Summoner. The enemy receives Damage only when dissolving the same number of Combo as the number of Water and Earth Runestones. (only the first batch of Runestones dissolved is counted)
SI241 Fusion Shield (LD)Light and Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI241 Fusion Shield EX (LD)Light and Dark runes must be dissolved in each Round to inflict damage on the enemy. If Water, Fire or Earth Runestones are dissolved then no damage will be inflicted (only the first batch of Runestones dissolved is counted).
SI245 E-Fusion Shield (LD)Enchanted Light and Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI245 E-Fusion Shield (Duo)Enchanted Runestones of two specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI242 Fusion Shield (WFE)Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI242 Fusion Shield EX (WFE)Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy. If Light or Dark Runestones are dissolved then no damage will be inflicted (only the first batch of Runestones dissolved is counted).
SI246 E-Fusion Shield (WFE)Enchanted Water, Fire and Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI242 Fusion Shield (Trio)Runestones of three specified Attributes must to be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (Trio)Enchanted Runestones of three specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI242 Fusion Restoral {X}% (Trio)Enemy will receive damage only when the 3 specified Attributes are dissolved in the same Round. For each Attribute missing, enemy recovers {X}% of its total HP.
Variations: 10% • 20%
SI243 Fusion Shield (Quad)Runestones of four specified Attributes must to be dissolved in each Round to inflict damage on the enemy.
SI247 E-Fusion Shield (Quad)Enchanted Runestones of four specified Attributes must be dissolved in each Round to inflict damage on the enemy.
SI243 Fusion Shield {X} (Quad)Runes of four specified Attributes must to be dissolved in each Round to inflict damage. For each Attribute missing, Summoner receives a damage of {X}.
Variations: 1000 • 2000 • 3000 • 4000 • 5000
SI243 Fusion Restoral {X}% (Quad)Enemy will receive damage only when the 4 specified Attributes are dissolved in the same Round. For each Attribute missing, enemy recovers {X}% of its total HP.
Variations: 10% • 20%
SI244 Fusion Shield (Quint)Runes of all Attributes, except Heart, must be dissolved in each Round to inflict damage on the enemy.
SI248 E-Fusion Shield (Quint)Enchanted Runes of all attributes, except Heart, must be dissolved in one Round to inflict damage on the enemy.
SI244 Fusion Shield {X} (Quint)Runes of all Attributes must be dissolved in each Round to inflict damage on the enemy. For each Attribute missing, Summoner receives a damage of {X}.
Variations: 1000 • 2000 • 3000 • 4000 • 5000
SI246 E-Fusion Shield (W+FE)Fire, Earth and Enchanted Water runes must be dissolved in one Round to inflict damage on the enemy.
SI246 E-Fusion Shield (F+WE)Water, Earth and Enchanted Fire runes must be dissolved in one Round to inflict damage on the enemy.
SI246 E-Fusion Shield (E+WF)Water, Fire and Enchanted Earth runes must be dissolved in each Round to inflict damage on the enemy.
SI245 E-Fusion Shield (L+D)Dark and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI245 E-Fusion Shield (D+L)Light and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (L+WF)Water, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (L+WE)Water, Earth and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (L+EF)Earth, Fire and Enchanted Light runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (D+WF)Water, Fire and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (D+FE)Fire, Earth and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.
SI246 E-Fusion Shield (D+EF)Earth, Fire and Enchanted Dark runes must be dissolved in each Round to inflict damage on the enemy.

Time EffectsEdit

Skill Description
SI165 2 Second RoundRunestone-moving time will be reduced to 2 seconds.
SI166 {X} Second RoundRunestone-moving time will be extended to {X} seconds.
Variations: 10 Seconds • 20 Seconds • 30 Seconds
SI16630px +3 Second Combo ({X}+)Extend Runestone-moving time by 3 seconds; The enemy receives damage only when {X} or more Combos are made (only the first batch of Runestones dissolved is counted)
Variations: 7 • 8 • 9
SI165 {X} Seconds Waning Time · {Y}Runestone-moving time will be reduced by {X} seconds for {Y} Rounds (to 1 second at most).
Variations: 1 • 2
SI167SI251 Pente Waning · Double Phantom AttackRunestone-moving time will be reduced by 2 seconds (at most reduced to 1 second) for 5 Rounds. The enemy attacks twice every Round. (regardless of all Damage-reducing and Willpower Skills)

Rune EffectsEdit

Skill Description
SI226 Monochrome RunesAll runes turn black and white.
SI224 Masked Runes {X} ‧ {Y}%Masked runes will drop while dissolving Runestones, with a maximum of {X} Masked runes on the board. Masked runes can still be dissolved, but will remain unknown until enemy defeat.
Variations:
{X} = 3 • 4 • 5
{Y} = 5% • 10% • 15%
SI224 Masked BoardAll runes on the board will become masked upon entering battle. Board will only be visible while runes are moved every turn.
SI224 Death MaskAfter the enemy is defeated, all Runestones will be masked. Masked runes can still be dissolved.
SI224 Masked Trail ({X})When moving Runestones, the last {X} runes touched will be masked.
Variations: 4 • 6
SI221 Weathered RunesAt the beginning of each round, 1 Runestone will be weathered. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately.
Variations:
Dual Weathered
Moving - Changed while Summoner is moving Runestones
EX - Weathered Runestones remain after the enemy is defeated.
SI221 Weathered MinesAt the beginning of each round, 1 Runestone will be weathered. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately and a Damage of 3,000 will be dealt on Summoner.
Variations:
Dual Weathered • Triple Weathered
Moving - Changed while Summoner is moving Runestones
EX - Weathered Runestones remain after the enemy is defeated.
SI125SI222 Weathered Tumbler MinesEnemy will turn CDs of all members to 0 at the beginning of the first Round. 2 Runestones will be weathered each Round. Attack increases with the number of Weathered Runestones dissolved, but Damage dealt will not exceed 5% of its total HP each Round. If any of the Weathered Runestones are touched, Runestone movement will be stopped immediately and Summoner will receive a Damage of 20% of total HP.
SI217SI221 Withered Shield {X}%Enemy can only be damaged by the amount of health recovered after you are fully healed. 2 Runestones will be weathered each Round. If a weathered stone is moved, the Round ends immediately and Summoner would receive {X}% damage of total HP, regardless of reduction skills. Every weathered rune remaining on the board adds to the number of enemy attacks, up to five total. Weathered runes will not disappear until they are dissolved, moved, or Summoner is defeated.
Variations: 20% • 30%
SI217SI221SI188 Withered Trojan ShieldEnemy can only be damaged by the amount of health recovered after you are fully healed. 2 Runestones will be weathered each Round. If a weathered stone is moved, the Round ends immediately and Summoner would receive 30% damage of total HP, regardless of reduction skills. Every weathered rune remaining on the board adds to the Attack of the enemy. Weathered runes will not disappear until they are dissolved, moved, or Summoner is defeated.
esp not supportedSummoner will not be able to see the true Attributes of Runestones.
SI227 TransmogrifyAll Runestones will be turned into the same shape when Summoner starts moving Runestones
Variations:
Heart - All change except for Heart Runestones
Enemy - All change except Runestones of enemy's Attribute
SI219 FreezeEach Round before Summoner starts moving Runestones, {X} random Runestones will be frozen. If any remain at the end of the Round, they can not be dissolved in the next 3 Rounds.
Variations: Dual Freeze • Triple Freeze • Quadruple Freeze
SI219 Frozen BoardAt the start of battle, all runes on the board will be frozen. If any remain at the end of the Round, they can not be dissolved in the next 3 Rounds. Runes remain frozen until they thaw, including after enemy defeat.
SI229 Burn ‧ 10%A random Runstone will be burnt. Every time when a burnt position is touched, 10% of Summoner's HP will be deducted.
Variations:
Dual Burn
EX - Surrounding Runestone will be burnt each Round afterwards.
SI229 Burn Trail {X}When moving Runestones, the last 5 runes touched will be burnt. If burnt runes are touched, Summoner loses {X} HP.
Variations:100 • 200 • 500 • 800 • 1000
SI229 Burn Wall ‧ RandomA random column of Runestones will be burnt. If a burnt Runestone is touched, 10% of Summoner's HP will be deducted.
SI228 StickyA random Runestone will become sticky. If any are touched, Runestone movement will be stopped immediately.
Variations: Dual Sticky
SI228 Sticky TrailWhen moving Runestones, the last 5 runes touched will become sticky. If sticky runes are touched, Runestone movement will be stopped immediately.
Variations: EX - All runes touched will become sticky
SI225 Lateral ShotA row of Runestones will be shot. If a shot Runestone is touched, Runestone movement will be stopped immediately.
Variations: Left Shot • Right Shot
SI225 Wall ShotA column of Runestones will be shot. If a shot Runestone is touched, Runestone movement will be stopped immediately.
Variations: Top Shot • Bottom Shot
SI225 Double ShotWhen the enemy's CD reaches 2, a column will be shot; when reaches 1, a row will be shot. If a shot Runestone is touched, movement will be stopped immediately.
SI218 Heart Lock {X}%At the start of each Round, all Heart Runestones will be locked. If any remain at the end of the Round, enemy recovers {X}% of total HP.
SI218 Reverse Heart Lock {X}%At the start of each Round, all Heart Runestones will be locked. For each Heart rune dissolved, enemy recovers X% of its total HP, to the max {X}%.
Variations:
2/5/10% of its total HP, to the max 50%
20/30 % of its total HP, to the max 100%
SI218 Attribute Heart LockEach Round before Summoner starts moving Runestones, all Heart Runestones will be locked; If any of the Locked Heart Runestones remains, the enemy recovers HP as much as Attributive Damage dealt in the Round
SI277 Weakened1 random Runestone will be weakened. If any remain, enemy will take no Damage that Round
Variations: Dual Weakened • Triple Weakened
SI220 Frigid RunesEach Round before Summoner starts moving Runestones, 2 random Runestones will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round
Variations:
EX - 4 random Runestones will be frozen. As long as any remain, the effect will extend to surrounding Runestones
SI220 Frigid BoardAt the start of battle, all runes on the board will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round.
Variations: EX - As long as any remain, the effect will extend to surrounding Runestones
SI220 Frigid BlockAt the start of battle, Summoner's Active Skill would be banned for the first 2 Rounds and all runes on the board will be frozen. As long as any remain, Skill CDs of Monsters will not drop for that Round. If any remain when the enemy attacks, all Skill CDs of Monsters will become 0.
SI227 TransmuteA random Runestone will be designated each Round. If any remain at the end of the Round, Attributes of all runes will become the same.
Variations: Dual Transmute • Triple Transmute
SI230 Enchanted BlockNo Enchanted Runestones will be generated by dissolving a group of 5 or more. (excluding rune converting Active Skills)

Rune ConversionEdit

Skill Description
SI046 RevolutionEnemy will randomly change the Attribute of all Runestones at the beginning of the first Round.
Variations: Changes every 2/3 turns
SI047 Conversion (attr)Enemy turns [listed Attribute] Runestones into its own Attribute every Round.
SI047 Superior Conversion (attr)Enemy turns [listed Attribute] Runestones into those of its opposing Attribute every Round.
SI047 Healing Conversion (attr)Enemy turns [listed Attribute] Runestones into Heart Runestones every Round.
SI047 Reverse Conversion (attr)Enemy turns Runestones of its Attribute into [listed Attribute] Runestones every Round
SI189 Board Conversion (attr)Enemy will convert non-[listed Attribute] Runestones randomly every Round. The more Runestones converted, the higher the enemy's Attack will be.
SI011 Random Conversion (attr)Runestones of a random Attribute will be converted to [listed Attribute] runes each Round.
Variations:
SI011 SI012 SI013 SI014 SI015
SI011 Row Conversion (attr)When enemy attacks, a random row will be turned into [listed Attribute] Runestones
Variations:
SI011 SI012 SI013 SI014 SI015
SI011 Wall Conversion (attr)When enemy attacks, a random column will be turned into [listed Attribute] Runestones
Variations:
SI011 SI012 SI013 SI014 SI015
SI188SI047 Foul Trojan Double Attack · FD ConversionThe enemy attacks twice every Round, the lower the enemy's HP, the greater the no. of attacks in a Round. The enemy will deplete Summoner's HP to 1 in the first Round, and turn Heart Runestones into Dark Runestones. Upon the enemy's 1st mild attack, Runestones of a random Attribute will be turned into Fire Runestones; upon the enemy's 2nd attack, Runestones of a random Attribute will be turned into Dark Runestones. The above attacks run as a cycle.
SI011 Curing ConversionRunestones of a random Attribute will be converted to Water each Round. For each Water rune dissolved, 2% of Enemy's total HP will be recovered, 10% for Enchanted Water, to the max 80% of Enemy's total HP per Round.
SI012 Renegade ConversionRunestones of a random Attribute will be converted to Fire each Round. For each Fire rune dissolved, 2% of Summoner's total HP will be deducted, 10% for Enchanted Fire, to the max 80% of Summoner's total HP per Round.
SI013 Time ConversionRunestones of a random Attribute will be converted to Earth each Round. For each Earth rune dissolved, Runestone-moving time will decrease by 0.2 second in the next Round, 1 second for Enchanted Water, to the max 1 second.

Extra Damage EffectsEdit

Skill Description
esp not supportedEnemy attacks twice every Round.
esp not supportedEnemy attacks 3 times every Round.
SI135 Poison {X}%The enemy poisons all Monsters, causing a Damage of {X}% of Summoner's HP every Round until its defeat
Variations: 7.5% • 15% • 20% • 30% • 40% • 50%
SI260 Reflect {X}%The enemy will reflect {X}% of Summoner's attack (dissolving Runestones is necessary)
Variations: 15% • 25% • 35%
SI160 First StrikeEnemy attacks once at the beginning of the first Round.
SI160 Kamikaze AmbushThe enemy attacks once at the beginning of the first Round. The enemy will deplete 100% of its HP in the next Round while receiving no Damages, regardless of all Controlling Skills.
SI218 First Lock · HeartEnemy attacks once at the beginning of the first Round. Heart Runestones will be locked when Summoner receives damage. If any of the Locked runes remain, enemy recovers 20% of its total HP.
SI232 First Lock · Water & HeartEnemy attacks once at the beginning of the first Round. Heart and Water Runestones will be locked when Summoner receives damage. If any of the Locked runes remain, enemy recovers 20% of its total HP.
SI219 Freezing AmbushEnemy attacks once at the beginning of the first Round. 1 random Runestone will be frozen after as Summoner receives damages and could not be dissolved in the next 3 Rounds.
Variations: Dual Freezing Ambush
SI229 Burning AmbushThe enemy raids once at the beginning of the first Round. 1 random position will be burnt as Summoner receives damages. Every time when a burnt position is touched, 10% of Summoner's HP will be deducted.
Variations: Dual Burning Ambush
SI168 Death Blow {X}Upon the defeat of this enemy, Summoner receives a damage of {X}, unless its defeated by Active Skills. Damage could be relieved by both Leader or Active Skills.
Variations:
5000 • 10000 • 20000
Active - damage relieved only by Active Skills
Leader - damage relieved only by Leader Skills
SI168 Death BombUpon the defeat of this enemy, Summoner receives a damage of {X}, unless its defeated by Active Skills.
Variations: 2000 • 5000 • 10000 • 20000
SI168 Death Bomb EX {X}Upon the defeat of this enemy, Summoner receives a damage of {X}.
Variations: 5000 • 10000
SI168 Death PlaySummoner's HP will be depleted to 1 after the enemy is defeated, unless its defeated by Active Skills.
Variations: EX - depleted even if defeated by Active Skills
SI216 Hellfire {X}A Damage of {X} will be dealt to each Member who launches an Attack.
Variations:
300 • 500 • 1000 • 2000 • 3000 • 4000 • 5000
EX - Launches even after enemy defeat
SI162 Cinque Reduction {X}%In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted.
Variations: 10% • 20% • 25%
SI283 Burn Trail Cinque {X}%In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted. When moving Runestones, the last 5 runes touched will be burnt. If burnt runes are touched, Summoner loses 500 HP.
Variations: 20% • 25%
SI283 Waning Cinque {X}%In each of the 5 Rounds after the enemy's first attack, {X}% of Summoner's total HP will be deducted. Runestone-moving time will be reduced by 2 seconds (to 1 second at most).
Variations: 20% • 25%

Attack ProtectionEdit

Skill Description
SI257 Tumbler {X}%Damage dealt to the enemy each Round will not exceed {X}% of its total HP, excluding damage from active skills.
Variations: 10% • 20% • 25% • 50%
SI250 Initial ShieldEnemy takes no damage until it first attacks.
SI250 {X} Hit ShieldEnemy is immune to damage until after being hit {X} times. Hits are accumulative and do not need to all be inflicted in the same Round.
Variations: 5 • 15 • 20
SI250 StealthUntil it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage).
SI250SI122 Stealth LockUntil it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Active skills of all members will be locked for 4 Rounds after the enemy attacks for the first time. (Avoidable if Active Skill used to reveal enemy)
SI250SI215 Stealth Recovery LockUntil it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Summoner's recovery becomes 0 for 3 Rounds after the enemy attacks for the first time. (Avoidable if Active Skill used to reveal enemy)
SI250 Stealth FoulUntil it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Damage dealt by the enemy while invisible equals to 99% of Summoner's HP. (Avoidable if Active Skill used to reveal enemy)
SI250SI221 Stealth MinesUntil it first attacks, enemy takes no damage from attacks and is unaffected by control skills (Can be removed by Active Skills that deals direct damage). Each Round before Summoner starts moving Runestones, 2 Runestones will be weathered. If any are touched, movement will be stopped and a Damage of 3,000 will be dealt on Summoner. The weathered Runestones remain after the enemy is defeated. (Avoidable if Active Skill used to reveal enemy)

Attribute ConversionEdit

Skill Description
esp not supportedEnemy can only be damaged by attacks of it's opposing Attribute. Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base.
Water -> Fire -> Earth -> Light -> Dark -> Water
esp not supportedWhenever the enemy's CD reaches 0, the enemy attacks and changes Attribute between attribute. Heart runes and runes of the superior attribute are converted to runes of the same attribute as the enemy. When runes of the same Attribute as the enemy are dissolved, Summoner HP is reduced by 30% and the enemy heals HP proportionate to the number of runes dissolved.
esp not supportedRunestones of the enemy's opposing Attribute at the time can not be dissolved. Light and Dark Damage received -50% Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base.
esp not supportedRunestones of the enemy's opposing Attribute at the time can not be dissolved. Light and Dark Damage received -95% Every other time it's CD reaches 0, the enemy switches Attributes following a cycle with the starting Attribute being the base.

Special Damage ProtectionEdit

Skill Description
eskill2|esp not supportedEnemy will only take damage caused by Enchanted Runestones.
Variations: EX - Enemy will only take damage caused by Enchanted Runestones of its own Attribute.
esp not supportedEnemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, enemy will reflect 100% of the damage received.
eskill2|esp not supportedEnemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, enemy will reflect {X}% of the damage received twice.
Variations: 25% • 50%
eskill2|esp not supportedEnemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, {X}% of Summoner's HP will be depleted.
Variations: 20% • 30% • 40% • 50%
eskill2|esp not supportedEnemy will only take damage caused by Enchanted Runestones. If hit by non-enchanted damage, the enemy recovers {X}% of total HP, to the max {X}%
Variations:
5% of total HP, to the max 25%
10% of total HP, to the max 50%
SI217 Overheal ShieldAfter Summoner's HP is fully recovered, the remaining Recovery points will be converted to an Attack
SI257 Single ShieldEnemy can only be damaged by Single Attacks (chain of 4 or less Runestones).
SI257 Full ShieldEnemy can only be damaged by Full Attacks (chain of 5 or more Runestones).
SI257 Active ShieldEnemy can only be damaged by Active Skills.
SI244 Synthesis Shield {X}The enemy receives Damage only when Attacks from {X} Attributes are launched in the same Round
Variations:
Duo • Trio • Quad • Quint
SI241 SI242 SI243 SI244
SI256 Marred HindranceEnemies take damage only when Summoner's HP is less than 100%. (including Active Skills)
SI256 Marred Hindrance (50%)Enemies take damage only when Summoner's HP is over 50%. (including Active Skills)
SI256 HP Reduction {X}/{X}% SP{X}% of Summoner‘s HP will be deducted when the enemy attacks (regardless of all damage-reducing and Willpower Skills). The enemy will not receive any Damage including those caused by Active Skills. For each Heart Runestone dissolved, {X}% of the enemy's HP will be deducted.
Variations: 70/.5% • 50/1% • 30/2% • 50/2% • 70/2% • 30/5% • 50/5% • 70/5%

Survival EffectsEdit

Skill Description
SI216 RageEnemy will revive once after defeat with ×2 HP, Defense and Attack.
SI276 Precise AttackMust defeat enemies in a specific order, or they will all revive.
esp not supportedMinions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. Enemy will only take damage when summoned monsters are defeated.
esp not supportedRunestone-moving time will be reduced to 2 seconds. Minions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. Enemy will only take damage when summoned monsters are defeated.
esp not supportedMinions will be summoned when the enemy's CD reaches 0. If any of the minions remains on the battlefield, it attacks when its CD reaches 0. When the enemy is defeated, any remaining minions will each reduce Summoner HP by 10000. Damage is affected by Reduction skills.
esp not supportedWhen the enemy's CD reaches 0, if any other enemies have been defeated, they will be revived at full health.
esp not supportedAs long as one enemy survives, it will fully recover its HP and absorb all abilities from all its defeated companions.
eskill2|esp not supportedEnemy will fully recover its HP each Round.
Variations: EX - All enemies recover
esp not supportedEnemy fully recovers its HP each Round. The more the enemy attacks, the more its Attack will increase. From the 6th onward (inclusive), the enemy will attack twice.
SI255 Determination {X}%When enemy HP is {X}% or more, the next Damage received will not cause its death.
Variations: 20% • 30% • 40%
SI255 Restoring Determination ×{X}When enemy HP is 20% or more, the next Damage received will not cause its death. ×{X} damage dealt to the enemy will be restored to Summoner HP.
Variations: ×5 • ×10
eskill2|esp not supportedThe enemy will deplete {X}% of its HP each round while receiving no Damages until defeated, regardless of all Controlling Skills.
Variations: 5% • 10% • 20% • 25% • 50%
esp not supportedAll Damages dealt by Active Skills will be absorbed by the enemy as HP Recovery.

Attack ModifiersEdit

Skill Description
SI126 {X}% HP Reduction{X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills)
Variations:
SI126SI127SI128SI129SI130SI131SI132
SI126 {X}% Weak HP Reduction{X}% of Summoner's HP will be deducted when the enemy attacks (Damages can be relieved by both Leader or Active Skills)
Variations:
SI126SI128SI129SI131
SI126 {X}% Active HP Reduction{X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills, except for Active Skills)
Variations:
SI126SI128SI129SI131
SI126 {X}% Leader HP Reduction{X}% of Summoner's HP will be deducted when the enemy attacks (regardless of all Damage-reducing Skills and Willpower Skills, except for Leader Skill)
Variations:
SI126SI128SI129SI131
SI188 CrescendoThe lower the HP of the enemy, the higher its Attack, to the maximum of x2 when HP is 20% or lower.
Multipliers:
HP 20% - ×2 ATK
SI188 Crescendo EXThe lower the HP of the enemy, the higher its Attack, to the maximum of x3 when HP is 20% or lower.
Multipliers:
HP 20% - ×3 ATK
SI188 TrojanThe lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%.
Multipliers:
100% HP - ×1 ATK 50% HP - ×2 ATK35% HP - ×5 ATK 20% HP - ×10 ATK
SI188 Trojan EXThe lower the HP of the enemy, the higher its Attack. The enemy attacks twice when HP is below 30%.
Multipliers:
100% HP - ×1 ATK 50% HP - ×3 ATK35% HP - ×10 ATK 20% HP - ×20 ATK
Variations: Trojan Fort EX: Defense also increases using the same multiplier
SI188 Trojan AttackEnemy Attack doubles after each attack until the 6th hit. From the 6th onward (inclusive), the enemy will attack twice.
Multipliers (per round):
1st - ×1 ATK2nd - ×2 ATK3rd - ×4 ATK4th - ×8 ATK5th - ×16 ATK6th - ×32 ATK
SI188 Trojan TimeAttack of enemy increases based on the time spent on moving Runestones. Every 0.5 seconds increases Attack by 3000.
Multipliers:
< 0.5s: n0.5s – 1.0s: +30001.0s – 1.5s: +60001.5s – 2.0s: +90002.5s – 3.0s: +12000
3.0s – 3.5s: +150003.5s – 4.0s: +180004.0s – 4.5s: +210004.5s – 5.0s: +240005.0s – 5.5s: +27000
5.5s – 6.0s: +30000
SI188 Trojan Combo ({X})Attack of enemy increases for each combo below {X}. If 3 or less are made, the enemy attacks twice.
Variations: 5 • 10 • 20
SI188 Uncontrollable FuryThe enemy could not be controlled until it received a Damage. After receiving damage, the enemy's Attack and Defense will increase 20x for 5 rounds and it will attack twice.
SI047SI188 Trojan EW ConversionUpon the enemy's 1st attack, a random column of Runestones will be turned into Earth Runestones; upon the enemy's 2nd attack, a random row of Runestones will be turned into Water Runestones. The above attacks run as a cycle. The lower the HP of the enemy, the greater its Attack will be. When its HP drops to a certain level, the enemy attacks twice in a Round.
eskill2|esp not supportedIn the Round the enemy will attack, Summoner must make {X} or more Combos, or 100% of Summoner's HP will be deducted (regardless of all damage-reducing and Willpower Skills)
Variations: 5 • 7 • 10
SI168SI251 Karmic Rebound {X}%/{X}%When the HP of the enemy is lower than {X}%, {X}% of Summoner's HP will be deducted and the enemy will deplete 100% of its HP when it attacks (regardless of all damage-reducing and Willpower Skills)
Variations: 50%/50% • 50%/100% • 70%/50% • 70%/100%

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