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Prios the Absolute

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절대의 프라이오스

Light of Faith
Rarity
Legendary
Element
Light of Faith
Faction
Unaffiliated
Class
Mage; base 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
2027-02-17

Unique Passive

Absolute Oath - Passive

TierEffect
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 Class tree: • Tier 1: Mage • Tier 2: Summoner, Light Mage • Tier 3: Summon Lord, Radiac, Oath Keeper

Common Classes

Mage - 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

SkillTPRangeCDEffect
Flame Ball Fire Ranged Directional21-33 turnsHurls a flame ball at an enemy, dealing 100% of spell power as fire damage, and dealing 60% of spell power as fire damage to adjacent enemies. Applies the Burn effect for 2 turns to the enemies hit. • Burn Damage over time (duration 2): At the end of the character's turn, deal fixed fire magic damage equal to 15% of spell power.
Ice Missile Ice Ranged Directional Combat11-32 turnsHurls an ice missile at an enemy, dealing 130% of spell power as damage and applying the Chill Slow effect for 2 turns. • Chill Slow IceAction controlMovement control (stack 2 / duration 2): Movement -1. When stacked, replaced by Freeze. • Freeze IceAction control (duration 1): Unable to act.
Mana Blade Ranged21-33 turnsDeals 80% of spell power as damage to enemies within 2 spaces around you, and for each enemy hit, gain a shield equal to 40% of spell power for 2 turns.
Summon Meltzel31-23 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

SkillTPRangeCDEffect
Sun Lance Radiance Ranged Directional Combat31-34 turnsAttacks an enemy, dealing 170% of spell power as damage while ignoring resistance.
Final Verdict Radiance 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.
The Judgment Ultimate Magic Radiance Ranged51-35 turns"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.
Ultimate----

The Judgment

See the skill entry above. Radiance-element location-designated AoE. Designate a tile within 1-3 spaces and deal 115% (Max Awakening) / 140% (Max Manifestation) of spell power as radiance damage in a 3-ring range centered on the tile, self-destructing any Shining Cores within the range via Destruction Code. Cost TP 5, Cooldown 5 turns. (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

Judgment of the Absolute

Additional stat: Spell power.

When 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.

  • 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.

Awakening

Progression stages:

StageUpgrades
1Ultimate enhance 1; Stat enhance 1
2Unique passive enhance 1; Stat enhance 2
3Ultimate enhance 2; Artifact acquired
4Unique passive enhance 2; Artifact enhance 1
5Ultimate enhance 3; Artifact enhance 2
6Unique passive enhance 3; Artifact enhance 3

Reference numbers tied to awakening tiers (from passive text):

  • Passive "Absolute Oath": enemy-attack SP scaling per summon count 2% (first) / 5% (max awakening) / 10% (max manifestation, plus +30% max HP).
  • Absolute Oath buff: ATK/SP +20% (tier 1) / +35% (tier 4) / +60% (tier 7) of caster SP; HP +20% / +35% / +60% of caster max HP; on death restore caster 1 TP; cannot be dispelled.
  • Ultimate "The Judgment": 115% (max awakening) / 140% (max manifestation) SP radiance damage.

Artifacts

Simple Protection Charm: "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: "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.

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: 2027-02-17.

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:

  • 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.

Trivia

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. Genesis War Mobile: Asura Project and its characters are property of their respective rights holders.