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Prios the Absolute

UpcomingKR B

절대의 프라이오스

Light of Faith
Rarity
Legendary
Element
Light of Faith
Faction
Unaffiliated
Class
Mage
Voice Actor
Park Ho-yong
Unique Passive
Absolute Oath
Exclusive Weapon
Judgment of the Absolute
Ultimate
The Judgment
Original Korean Release Date
2025-10-01
Estimated Release Date
2027-01-12

Base Stats

Lv 1 · KR-server data · Magic
HP
445
ATK
84
M-ATK
180
DEF
21
RES
29

Unique Passive

Absolute Oath Passive

TierEffect NameEffect
First AcquisitionWhen attacking an enemy, spell power increases by 2% in proportion to your own number of summons. At the end of the turn, designate a tile within 3 spaces around you to summon a Shining Core. Each time you summon a summon, apply the Absolute Oath 1 effect. On death, deliver a Destruction Code to all Shining Cores. - Absolute Oath 1 Cannot be removed: Attack power / spell power increased by 20% of the caster's spell power. Health increased by 20% of the caster's max health. On death, recover 1 TP for the caster. Cannot be removed. - Shining Core Cannot be removed: Self-destructs when it gains an action-control effect or receives a Destruction Code from its summoner. Cannot be removed.
Max AwakeningWhen attacking an enemy, spell power increases by 5% in proportion to your own number of summons. At the end of the turn, designate a tile within 3 spaces around you to summon a Shining Core. Each time you summon a summon, apply the Absolute Oath 4 effect. On death, deliver a Destruction Code to all Shining Cores. - Absolute Oath 4 Cannot be removed: Attack power / spell power increased by 35% of the caster's spell power. Health increased by 35% of the caster's max health. On death, recover 1 TP for the caster. Cannot be removed.
Max ManifestationMax health increased by 30% and, when attacking an enemy, spell power increases by 10% in proportion to your own number of summons. At the end of the turn, designate a tile within 3 spaces around you to summon a Shining Core. Each time you summon a summon, apply the Absolute Oath 7 effect. On death, deliver a Destruction Code to all Shining Cores. - Absolute Oath 7 Cannot be removed: Attack power / spell power increased by 60% of the caster's spell power. Health increased by 60% of the caster's max health. On death, recover 1 TP for the caster. Cannot be removed.

Classes

TierClass
Tier 1Mage
Tier 2Summoner, Light Mage
Tier 3Summon Lord, Radiac, Oath Keeper

Common Classes

Mage+13 more → Tier 1 - A basic class that casts elemental magic to deal damage to enemies.

Composure

LvEffect
1When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 5%.
2When attacking an enemy or using a skill, if there is an adjacent ally, spell power increases by 10%.

Summoner Tier 2 - A summoner class that specializes in summoning magic to summon and control other beings.

Seal of Power

LvEffect
1When using a skill, if there is an ally within 2 spaces around you, spell power increases by 15%. If that ally is your own summon, instead gain the Seal of Power 1 effect for 2 turns. (Seal of Power 1 (duration 2): Spell power / defense / resistance +15%.)
2When using a skill, if there is an ally within 2 spaces around you, spell power increases by 20%. If that ally is your own summon, instead gain the Seal of Power 2 effect for 2 turns. (Seal of Power 2 (duration 2): Spell power / defense / resistance +20%.)

Summon Lord Tier 3 - An advanced summoner who has mastered summoning magic to the extreme, able to summon and control various summons.

Spirit Song

LvEffect
1When using a skill, if there is an ally within 2 spaces around you, spell power increases by 25%. If that ally is your own summon, instead gain the Spirit Song 1 effect for 2 turns. (Spirit Song 1 (duration 2): Spell power / defense / resistance +25%. Restore summon's health by +25% of spell power.)
2When using a skill, if there is an ally within 2 spaces around you, spell power increases by 30%. If that ally is your own summon, instead gain the Spirit Song 2 effect for 2 turns. (Spirit Song 2 (duration 2): Spell power / defense / resistance +30%. Restore summon's health by +30% of spell power.)

Unique Classes

Light Mage Tier 2 - A mage class that dismantles and judges enemies with the magic of radiance.

Dismantling Lens

LvEffect
1If health is 100% or there are no other units within 1 ring around you, range increases by 1 and spell power increases by 20%. When attacking an enemy, remove 1 buff from the target.
2If health is 100% or there are no other units within 1 ring around you, range increases by 1 and spell power increases by 30%. When attacking an enemy, remove 1 buff from the target.

Radiac Tier 3 - An advanced mage who reads the providence of starlight to command and judge the fate of the battlefield.

Guidance of Starlight

LvEffect
1If health is 100% or there are no other units within 1 ring around you, range increases by 1 and spell power increases by 40%. When attacking an enemy, remove 2 buffs from the target.
2If health is 100% or there are no other units within 1 ring around you, range increases by 1 and spell power increases by 50%. When attacking an enemy, remove 3 buffs from the target.

Oath Keeper Tier 3 - A mage class that guards allies with an unbreakable oath and radiates even more intense brilliance in adversity.

Timely Radiance

LvEffect
1If you have a shield, spell power increases by 40% and damage taken is reduced by 40%. When attacking an enemy, if the target has more TP, remove the target's TP by the difference.
2If you have a shield, spell power increases by 50% and damage taken is reduced by 50%. When attacking an enemy, if the target has more TP, remove the target's TP by the difference.

Skills

Common Skills

SkillTagsTPRangeCDEffect
Flame Ball+9 more →Fire Ranged Directional21-33 turnsHurls a flame ball at an enemy dealing Fire damage equal to 100% of spell power, and deals Fire damage equal to 60% of spell power to adjacent enemies. Applies Burn to damaged enemies for 2 turns. Burn Damage over Time (Duration 2): At the end of the character's turn, deals fixed Fire magic damage equal to 15% of spell power. Allowed weapons: Staff, Rod
Ice Missile+9 more →Ice Ranged Directional Combat11-32 turnsHurl an ice missile at an enemy, dealing damage equal to 130% of Spell Power and applying Cold Slow effect for 2 turns. Cold Slow IceAction ControlMovement Control (Stacks 2 / Duration 2): Movement -1. At max stack, replaced with Freeze. Freeze IceAction Control (Duration 1): Unable to act. Allowed weapons: Staff, Rod
Mana Blade+9 more →Ranged21-33 turnsDeals damage equal to 80% of spell power to enemies within 2 tiles around self, and gains a shield equal to 40% of spell power per enemy damaged for 2 turns. Allowed weapons: Staff, Rod
Summon Meltzel-31-23 turnsSummons one Green Meltzel entity on an empty tile within 2 spaces around you. Only one instance of the same summon can be maintained.
Summon Gate--1-23 turnsConsumes all TP to open a Summon Gate on an empty tile within 2 spaces around you. Depending on the TP consumed, one of Bat, Goblin Rogue, Scorpion, Thunder Harpy, or Orc Shaman is summoned. Only one instance of the same summon can be maintained.

Unique Skills

SkillTagsTPRangeCDEffect
Sun LanceRadiance Ranged Directional Combat31-34 turnsAttacks an enemy, dealing 170% of spell power as damage while ignoring resistance.
Final VerdictRadiance Ranged334 turnsDesignate an ally and deal 80% of spell power as radiance damage to enemies within 2 rings around the target. Restore health of allies within the range by 80% of spell power. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code. Destruction Code Cannot be removed: When it self-destructs, deals 50% of spell power as radiance damage to enemies within 2 spaces around it while ignoring resistance, and applies the Crack effect. This effect vanishes after activating. Crack Radiance (stack 3 / duration 2): Radiance resistance -10%. Single-target attack skill damage -10%.
Prism Shield--Self- turnsYou can choose and use one of 3 random shield skills, and the TP cost of the shield skill is reduced by 1. This skill's cooldown follows the cooldown of the skill used. Attack-power-scaling shields instead grant a shield at a value scaling with spell power.

Ultimate

The Judgment

Ultimate Magic Radiance Ranged

"The time has come. Receive judgment!!"

  • Max Awakening: Designate a tile within 3 spaces around you and deal 115% of spell power as radiance damage to enemies within 3 rings around the tile. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code.
  • Max Manifestation: Designate a tile within 3 spaces around you and deal 140% of spell power as radiance damage to enemies within 3 rings around the tile. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code.
  • CostTP 5Range1-3AreaAoECooldown5 turnsAllowed weaponsStaff, Rod

(Performance notes state the ultimate deals "100~115%" spell-power-based radiance damage; the skill table value at Max Awakening is 115% and at Max Manifestation is 140%.)

Exclusive Weapon

Weapon SkillEffect
Judgment of the AbsoluteWhen an enemy uses a Dark-element skill or a Forbidden Technique class skill, or when a character equipped with Judgment of the Absolute attacks an enemy, it applies Judgment's Brand. When Prios uses it, upon applying Judgment's Brand Prios gains Will of the Absolute. GAP NOTE (needs verification against source): base/bonus stat numbers (Max HP, Spell Power) for this weapon were not captured; only "Additional stat: Spell power" is stated. • Additional stat: Spell power. • Judgment's Brand: Radiance resistance -5% to -15%. Critical damage taken +5% to 15%. Lasts 2 turns. Max 3 stacks. Cannot be removed. • Will of the Absolute: Spell power +5% to 15%. Critical damage taken -5% to -15%. Immune to Dark-element debuffs. Lasts 2 turns. Max 3 stacks. Cannot be removed.

Artifacts

Simple Protection Charm+4 more → - Even a great mage borrows a charm's power on a dangerous battlefield. Keep it close for the threat of death!

Charm

LvEffect
1at game start, gain shield equal to +40% of SP.
2at game start, gain shield equal to +60% of SP.
3at game start, gain shield equal to +80% of SP.
4at game start, gain shield equal to +100% of SP.

Wall of Imagination+3 more → - An invisible wall; the stronger the user's mind, the thicker it grows. A shield built from imagination has no substance, yet deflects even real blades.

Wall

LvEffect
1at game start gain Wall 1 effect; gain defense equal to 15% of SP. Wall 1: when attacked by an enemy, damage taken -15%. Removed after being attacked. Cannot be dispelled.
2at game start gain Wall 2 effect; gain defense equal to 20% of SP. Wall 2: damage taken -20%. Removed after being attacked. Cannot be dispelled.
3at game start gain Wall 3 effect; gain defense equal to 25% of SP. Wall 3: damage taken -25%. Removed after being attacked. Cannot be dispelled.
4at game start gain Wall 4 effect; gain defense equal to 30% of SP. Wall 4: damage taken -30%. Removed after being attacked. Cannot be dispelled.

Altar of Light - A tribunal of light that drives out darkness. The price of the sacrifice offered upon it is never light.

Altar

LvEffect
1Dark resistance +10%. When your summon dies, restore HP equal to 10% of max HP and gain "Price of Sacrifice" effect. Price of Sacrifice: at end of action, gain an extra action and remove this effect. Lasts 1 turn. Cannot be dispelled.
2Dark resistance +20%. On summon death, restore 20% of max HP and gain Price of Sacrifice.
3Dark resistance +30%. On summon death, restore 30% of max HP and gain Price of Sacrifice.
4Dark resistance +40%. On summon death, restore 40% of max HP and gain Price of Sacrifice.

Guide

Overall: A Light-attribute summoner whose summon usage matters, with a strong single-target skill. Can go all-in on summons, run as a Sun Lance "death-spear" nuker, or operate as a pseudo-healer. In PVP the summons pop out every turn and pull aggro, so useful for baiting/draining skills from strong dealers like Heidelune. (No explicit S/A/B tier rating present.)

Performance:

  • Awakening/Manifestation progression: Stage 1 Ultimate enhance 1 + Stat enhance 1, Stage 2 Unique Passive enhance 1 + Stat enhance 2, Stage 3 Ultimate enhance 2 + Artifact acquired, Stage 4 Unique Passive enhance 2 + Artifact enhance 1, Stage 5 Ultimate enhance 3 + Artifact enhance 2, Stage 6 Unique Passive enhance 3 + Artifact enhance 3.
  • Base class Mage; Tier 2 unique class "Light Mage"; Tier 3 classes Summon Lord / Radiac / Oath Keeper. Ultimate "The Judgment".
  • Passive "Absolute Oath": SP up 25% by summon count on enemy attack; each end of action can designate a tile within 13 range to summon Light summon "Shining Core" with Absolute Oath applied.
  • Absolute Oath (buff): ATK/SP +20%35% of caster SP, HP +2035% of max HP; on death restore caster 1 TP.
  • Shining Core: normal attack is slash-type; has a "photon cannon" skill dealing radiance damage in a straight 4-tile line. When Destruction Code is delivered via Final Verdict or ultimate, it self-destructs damaging nearby foes and restores 1 TP each. Also self-destructs if Prios dies.
  • Core stats scale with Prios's stats via Absolute Oath, but buffs are not applied instantly; already-summoned cores sync when a new Shining Core is summoned. At launch cores were AI-controlled and uncontrollable, but a patch made them manually controllable (likely due to bugs).
  • Recommendation: enhancing base stats to raise core stats is preferred. Cores can be blown up with Final Verdict or ultimate for self-destruct damage plus TP payback. High awakening/manifestation only increases numbers, so high awakening is not strictly mandatory.
  • Note: since the trigger is "end of action", using Second Wind to re-act lets you summon 2 cores that turn. Extra actions from vigor buffs etc. do NOT count as end of action.

Classes:

  • Summon Lord: learns Summon Gate; summoner-focused tree. Aura buff "Spirit Song" +2530% SP if ally within 2 tiles; if that ally is a summon, instead +2530% SP/DEF/RES and restore 30% of SP as summon HP for 2 turns. Since Prios summons a core every end of action, the 30% SP/DEF/RES buff is nearly permanent after the first action. Solo tree and Prios's main skills are elsewhere, so training priority is lower, but strong summoner identity. Good synergy with the summon-count SP passive. ("looks a bit cheap for a leader of the 12 gods to be summoning meltzels and bats.")
  • Radiac: learns signature "Final Verdict". +40~50% SP and +1 range if no other unit within 1 ring or HP 100%; removes 3 buffs on enemy attack. Opposite of summoner identity (needs no allies nearby) but high scaling, range, and buff removal. Condition (no unit within 1 ring) is easy with a little control; easier now that cores are manual. Also teaches the key AoE Final Verdict, so a class you want. SP scaling equals Oath Keeper, so if used, it is for buff removal and range.
  • Oath Keeper: learns signature "Prism Shield". +4050% SP and -4050% damage taken while holding a shield; on enemy attack, if target's TP exceeds Prios's, reduce it to Prios's level. Strong tank+dealer with a shield; TP control on passive; rated the most all-round/safe class since only needs a shield.

Key skills & ultimate:

  • Sun Lance: single-target from Light Mage; ignores resistance, 170% SP radiance damage; range 1-3, cooldown 4. Strong single-target with built-in res penetration; strong enough to use as an SP dealer with summons as support. Cooldown 4 means ~2 uses per fight is a lot. ("Why an absolute god uses a spear of the sun, one does not ask.")
  • Final Verdict: AoE from Radiac; designate 1 ally, deal 80% SP radiance to enemies within 2 rings, heal allies within range 80% SP, and self-destruct Shining Cores in range. Range 3, cooldown 3. Ally-targeted "Sunlight"; big hit with enough cores; the only non-ultimate way to actively detonate cores, so must-secure.
  • Prism Shield: shield skill from Oath Keeper; pick 1 of 3 random shield skills, cooldown follows the used skill, ATK-scaling shields auto-convert to SP-scaling, TP cost follows used skill but -1. Lets you use every shield-type skill at TP -1 (like Ingenious, Struggle Mind). Except Wide Cure all shield skills are cooldown 3 / TP 2, so via Prism Shield they cost TP 1. Since Oath Keeper needs a shield, a must-take. Wide Cure (a shield-attribute AoE cleanse) can appear, granting pseudo-AoE-healer capability; shield-skill pool is small so Wide Cure odds are fairly high.
  • The Judgment (ultimate): designate 1 tile within 1-3, deal 100~115% SP radiance in a 3-ring radius and self-destruct Shining Cores in range. Wide and location-targeted, so easy to use (no ally needed unlike Final Verdict). Manifestation only raises numbers, no added utility; pure damage. With core detonations included, strong damage plus TP payback per core detonated.

Dedicated weapon & recommended gear:

  • Weapon "Absolute One's Judgment"; bonus stat SP. When an enemy uses a Dark or Forbidden-technique skill, or the wielder attacks an enemy, applies "Mark of Judgment". When Prios applies it, Prios gains "Absolute One's Will".
  • Mark of Judgment: radiance resistance -5~-15%; crit damage taken +5~15%; 2 turns; max 3 stacks; cannot be dispelled.
  • Absolute One's Will: SP +515%; crit damage taken -5-15%; immune to dark-attribute debuffs; 2 turns; max 3 stacks; cannot be dispelled.
  • Dealer-focused weapon; boosts Sun Lance nuke; all Prism Shield shields become SP-scaling. Mark applied after attack, so for max Sun Lance damage do a normal attack first then Sun Lance. As of 25 Oct only Omega uses Forbidden techniques, making it effectively an anti-Omega counter weapon.
  • Armor: Cardinal 4-set (TP payback) and Pope set (cooldown reduction) since main skills cost 3+ TP with long cooldowns. HP raises core durability; Cardinal for summon focus, Pope for own combat, Pope 2 + Cardinal 2 for raw stats. Chancellor 4-set possible for firepower. Great Sage set low value since Final Verdict/Judgment cooldowns are long (4, 5).
  • Accessory: Necronomicon is 1st pick due to summoner identity (a terrifying summon legion in PVE). At Legendary tier, Stopwatch is good for long cooldowns/SP needs, suitable for Sun Lance nuker builds.

KR Creator Guide

Character review of Prios the Absolute by 하막군의게임튜브 · 2026-08-04

The reviewer's verdict is precise and a bit deflating: the character is good, but there is nowhere he's needed. If you already own the units around him, Prios doesn't displace anyone in raids or PvP. He'll take a slot happily enough, and not having him costs you very little. (23:07)

Most of this review is spent on the surrounding mess rather than the kit, and the reviewer is unusually angry about it — see the last section.

Cores are the whole character

At end of turn he summons a Core within 3 tiles, and each summon applies Absolute Oath: 35% of his M-ATK and 35% of his Max HP, plus 1 TP returned to him when that Core dies.

The mechanic worth knowing is that all Cores share the stats of the most recent summon. Summon a second Core and the first one is retroactively updated to the stats Prios had at that moment — so buff him first, then summon. (3:03)

With Esmeralda's Second Wind he can place two in a turn. (3:35)

He flags a bug too: when a Core detonates, it can hit Banished targets, which nothing in its text says it should. (3:55)

Class: Radiac to strip buffs, Oath Keeper to strip TP

Radiac's Starlight Chain gives Range +1 and +50% M-ATK while at full health with no other unit adjacent — and, critically, removes three buffs from every enemy an attack hits. On an area skill that's three buffs off the whole group.

The conditions are real, though: full HP and nobody adjacent. Standing him next to Esmeralda breaks it. (4:47)

Oath Keeper grants M-ATK and damage reduction while shielded, and on attack it drags the target's TP down to match his own. Drop to 0 TP and attack, and they hit 0 too.

The order matters: the comparison uses the TP he has after the skill resolves, and Core deaths refund TP after that. So casting the ultimate at 0 TP wipes the enemy team's TP and then hands his own back as the Cores die. (5:38, 6:09)

He uses Oath Keeper more often, while noting Radiac's triple buff-strip and Range +1 are genuinely competitive. It's situational. (11:14)

The skills

SkillTagsTPRangeCDEffect
Sun LanceRadiance Ranged Directional Combat31-34 turnsAttacks an enemy, dealing 170% of spell power as damage while ignoring resistance.
Final VerdictRadiance Ranged334 turnsDesignate an ally and deal 80% of spell power as radiance damage to enemies within 2 rings around the target. Restore health of allies within the range by 80% of spell power. If there are Shining Core summons you have summoned within the range, deliver a Destruction Code. Destruction Code Cannot be removed: When it self-destructs, deals 50% of spell power as radiance damage to enemies within 2 spaces around it while ignoring resistance, and applies the Crack effect. This effect vanishes after activating. Crack Radiance (stack 3 / duration 2): Radiance resistance -10%. Single-target attack skill damage -10%.
Prism Shield--Self- turnsYou can choose and use one of 3 random shield skills, and the TP cost of the shield skill is reduced by 1. This skill's cooldown follows the cooldown of the skill used. Attack-power-scaling shields instead grant a shield at a value scaling with spell power.

Gear

Two pieces of Chancellor of Darkness with two Cardinal, or four Chancellor if you want pure damage — his health isn't high until manifestation adds 30%. Given the long cooldowns, a Pope set with Stopwatch is defensible, though he thinks that's overdoing it. (12:16)

The weapon is required, but rank barely matters

After attacking it applies Judgment Brand (area RES down, Crit damage taken up) and grants Absolute Will (M-ATK up, Crit damage taken down, dark-debuff immunity), both to 3 stacks.

The interesting clause: it also triggers off dark-element or forbidden-type skills cast by anyone, with no range limit — so an Omega using Forbidden Elixir across the map grants Prios the buff.

Awakening only changes numbers (10% to 15% per stack), so a single copy is fine. ★6 is better, of course. (13:46)

Runes

All Lightning is the safe answer. Devotion or Pride runes are good alternatives — Pride carries penetration alongside M-ATK. Crit-damage-taken setups are a reasonable choice given his modest health. (14:29)

Manifestation: 3 is the value line

2 changes the Core TP refund to scale with how many turns the Core has been active — which he tested and defines as the number of times it has ended a turn. Kill a Core after it acts and you get 2 TP instead of 1.

3 is what unlocks the artifact below, and he calls that the value pick, while observing wearily that "value" here means pulling 12 copies. (15:21)

Artifact: Altar of Light

Altar of Light is the one to use and the others aren't close. It restores 40% of Max HP when a summon dies and grants Price of Sacrifice: an extra action at end of turn.

One correction he passes on from a higher-invested player: the extra action does not arrive immediately after killing your own Cores with Final Verdict — it's available the following turn. (17:26)

The controversies

He devotes the last five minutes to how Prios was handled, and it's the most pointed criticism in the series.

The launch notice described an artifact effect as unremovable; in practice it was removable, and when players raised it the notice was quietly edited to say "removable" instead. His objection is that people pulled based on the original wording. (19:30)

Then the Cores' AI broke when they were affected by Action Control — the game would hang or crash — and the fix was to make Cores manually controlled. The reviewer's point is that this is not a bug fix, it's a large buff: manual control lets you move a Core, act with it, then kill it for the extra TP, and position it to enable flanking attacks. He thinks nobody tested what that change actually did. (20:32)

He also flags Wide Cure's tooltip as wrong — it's listed as Action Control immunity when it's crowd-control immunity, missing Skill Control. (9:43)

Our write-up of the video above, not a transcript — the reviewer’s own findings and opinions, put into English against Prios the Absolute’s kit and linked up to the rest of the wiki. Timestamps open the original at that moment.

Reworks

No Reworks

Trivia

Release Date

Original Korean release: 2025-10-01 (added October 1, 2025 as a Light-attribute Legendary mage). Version context: late 2.11, 2025/10/14 listed in version rollout table.

Estimated global release: 2027-01-12.

KR Banner History

Korean-service banner runs for this unit, newest first (see all runs on KR Banner History).

2026-05-06 → 2026-05-19 · 13 daysSolo
2026-02-24 → 2026-03-10 · 2 weeksSelection
2025-09-30 → 2025-10-14 · 2 weeksDebut
Stats, skills, and art for Prios the Absolute are translated and adapted from its NamuWiki page, licensed under CC BY-NC-SA 2.0 KR, with additional KR-server data from gmap.gg. Genesis War Mobile and its characters are property of their respective rights holders.