DuskarWiki

Game systems

The Inborn

The Inborn in Duskar: rare warriors born with the Inborn Aura (+15% to six stats), one group at a time on a planetoid ground, star radars and awakening.

Key numbers

Inborn Aura
+15%
Six combat stats
Groups in the world
1
At a time
Star Radar I
350,000 ¥
In the planet store
Value
2,000,000 ¥
Of an awakened Inborn

The Inborn are the rarest warriors in Duskar. They are born with the Inborn Aura, which nobody can teach, and they show up in small groups on planetoid grounds, one group in the whole world at a time. Finding a group takes intel, travel and luck; awakening one gives you a warrior far stronger than its species usually is.

The Inborn Aura

The Inborn Aura raises six combat stats by 15%: melee and special attack, melee and special defense, concentration and speed. Condition stays as it is. The aura cannot be taught: you cannot buy it, find it or hold it, and only the Inborn carry it. Any race can be born Inborn.

An awakened Inborn also starts stronger than a normal warrior of its species: it gets 50 points more in each of the six combat stats and 100 more HP. It joins your reserve at its species’ minimum level, is worth 2,000,000 ¥ and can be traded like any other warrior.

Where and when they appear

Only one group of Inborn roams the world at a time. It sits on one ground of one planetoid, and it stays there until all its warriors are awakened or the next group appears, which ends the old one. Groups never appear on clan seats.

New groups appear during the day. A group of the weakest kind comes every day; stronger groups come sometimes, on days nobody can predict, and the strongest ones rarely. A group is small and holds warriors of one species, always a base form that no evolution leads to.

When a new group appears, the Chronicle of the Awakeners on the Duskar homepage says so. It does not say where.

Finding a group

The Inborn hide on planetoid grounds, so you hunt them on expeditions there. You need a planetoid you have discovered, not necessarily your own, a flight to its sector and a landing. Four items tell you where to go:

Item What it shows Lasts
Star Radar I The group’s sector, if it is your sector or one of the eight around it 1 day
Star Radar II The group’s sector, if it is anywhere in your quarter of the map: north, south, east or west 6 hours
Star Radar III The group’s sector, anywhere on the map 1 day
Crystal Ball A report on every new group: its species, how many warriors are left, its sector and its ground among up to two other grounds of that sector 4 days

The radars are upgrades of one family: a higher one replaces a running lower one, and the same or a lower one is refused while it runs. Star Radar I is sold in the planet store for 350,000 ¥. Star Radar II and III come from Diamonds, and the Crystal Ball from daily jobs and the free daily chest. All four can be traded on the market.

Meeting an Inborn

Once you stand on the right ground, an expedition there can bring the meeting, as long as your account level has reached the species’ minimum level.

  • The first meeting with a group is the hardest to come by.
  • After you have met the group once, the next meetings come much easier, and every meeting with the same group makes the next one more likely, up to a point.
  • Each meeting counts toward the Inborn Tracker achievement, whose levels make meetings more likely still.
  • Once you have awakened a warrior from a group, you will not meet that group again.

An Inborn you meet is close to your account level. It fights like every unawakened warrior, with its bare stats, but at that level the duel is a real test for your team.

On a planetoid that is not yours or your clan’s, every expedition also risks detection by the owner’s defenses. If you are detected, you are thrown back into open space and cannot travel or attack there for 24 hours.

A failed attempt is not wasted. Meeting the group again gets easier every time, so keep exploring the same ground.

Awakening an Inborn

Win the duel and teach the Inborn any aura you can teach. The aura is used up as usual, but the warrior keeps the Inborn Aura, not the one you taught. Awakening works like on the awakening page, with three differences:

  • No limits. Neither the level 50 limit nor the difficulty limit applies.
  • The level still counts. The chance falls with the warrior’s level, but only down to a point.
  • Above the cap. One attempt still has the usual upper limit, but the Inborn Slayer achievement lets an attempt go past it.

An awakened Inborn always goes to your reserve, even when your roster is full, and is never sold to the planet army. The group then has one warrior less; when the last one is awakened, the group is gone.

Trophies and achievements

Reward How
World-first trophy Be the first player to awaken a warrior from a group
Inborn trophy Awaken an Inborn: one trophy for every Inborn
Inborn Tracker Meet the Inborn: 10 levels, each makes meetings more likely
Inborn Slayer Awaken the Inborn: 9 levels, each lets an attempt go further past the usual limit

Read about the planetoids that host them on the planetoids page.

Art from the game

  • A planetoid ground covered with violet crystals
    A crystal ground of a planetoid. The Inborn appear on planetoid grounds, on one ground in the whole world at a time.
  • Star Radar I
    Star Radar I: for a day it shows the Inborn group if it is in your sector or one of the eight around it.
  • Star Radar II
    Star Radar II: for six hours it searches your whole quarter of the map.
  • Star Radar III
    Star Radar III: for a day it finds the group anywhere on the map.
  • Crystal Ball
    Crystal Ball: for four days it sends you a report on every new group, with its species and its sector.
  • 455
    Warriors

    Every warrior species in Duskar, grouped by race, with the lowest level each one exists at and the species you cannot meet on expeditions.

  • 17
    Auras

    Every aura in Duskar: its awakening power, what it does in fights, the weather that boosts it, its price and where to find it.

  • 124
    Items

    Every item in Duskar by kind: potions, capsules, upgrades, boosts, tickets, evolution items, scanner modules and equipment, with what each one does, its price and where to find it.

  • 98
    Achievements

    Every achievement in Duskar by category, with what each level needs and the bonus or reward it gives.