Status Effects

Minor Statuses

  • Bleed
    • Bleed
    • Severe Bleed
    • Lethal Bleed
  • Burn
  • Flinch
  • Freeze
  • Frenzy
    • 50% chance to attack the unit (friend or foe) nearest to you on your turn
  • Paralysis
  • Poison
    • Mild Poison
    • Severe Poison
    • Toxic
  • Sleep
  • Stun
  • Taunt
    • Cannot use Activatable abilities

Major Statuses

  • Necrosis
  • Possession
    • X% chance per turn to be controlled by possessor (depending on strength of possession)
    • Gain 20% of possessor’s maximum HP
    • Add possessor’s primary element type to all damage types (if applicable), and add possessor’s highest Proficiency stat to all attack damage
  • Radiation

Terrain Effects

  • Crystal
    • Lose 5% of maximum health at the start of your turn
    • 20% bleed chance
  • Fire
    • Lose 5% of maximum health at the start of your turn
    • 20% burn chance
  • Fog
    • 50% visibility range
    • -20 Hit
  • Gooey
    • 20% mild poison chance
    • -10 Speed per terrain tile passed through (can stack)
    • Regain +5 Speed each turn not in Gooey terrain
  • Lava
    • Lose 20% of maximum health at the start of your turn
    • 100% burn chance
  • Rock
    • Moving through costs 2 Move instead of 1
    • +40 avoid
  • Trees
    • Moving through costs 2 Move instead of 1 (unless an animal/beast type)
    • +20 avoid
  • Water
    • Moving through costs 3 Move instead of 1 (unless a ship/swimming type)
  • Whirlpool
    • -10 speed
    • 20% chance to escape each turn
    • Receive 40 damage at the start of each turn.

BASICS (Turns)

  • Each turn, you have 3 possible things to do: Move, Subaction, Action. Doing an Action ends all of your movement, so if you do an action like attack before you move, you cannot move.
    • Subactions include speaking, investigating, mounting/dismounting, swapping weapons, trading items with an adjacent unit, etc.
      • Note: mounting/dismounting must be done at a space adjacent to where the unit currently is.
    • Actions include charging, attacking, activating certain abilities.

BASICS (Abilities)

  • Any ability listed on your page that you have Active will be in BOLD. If an ability is not activated, you cannot use it. Each time you level up/down, you get a chance to reallocate your EXP. You have 1 EXP per level, and the EXP you have is always equal to your current level. Unlocking an ability does not mean it is necessarily unlocked permanently. Therefore, sometimes you must drop abilities to get others.
  • 2 options exist for abilities that are not overt – 1) ways to get extra EXP, 2) 2nd and 3rd level abilities.
    • VICES are purely negative abilities you can take on (voluntarily or otherwise) that cost -EXP, meaning they free up EXP to spend elsewhere.
    • Many (but not all) abilities have multiple stages, which have stronger variants at greater costs. Each successive stage will cost 2x the value of the next, and the highest stage is typically stage III. Higher stage abilities are not only better, but are also more difficult to remove using certain abilities. Example: Weaponized Body I/II/III – Cost 2/4/8 exp respectively, and boost bodily damage by 1.5x/2x/3x respectively.

BASICS (Mechanics)

  • Attack and Defense stat: the damage you would do if you had no Weapon and no Proficiency in the attack type. Damage/Defense is calculated by Attack+Weapon damage+Proficiency (same principle applies to Defense). All modifiers gained by items or abilities multiply this final value. Example: 5 Attack stat + 5 dmg pistol + 5 proficiency points in Marksman = 15 dmg using the pistol. The number next to weapons/armor will be this added value, and any numbers in parenthesis after those numbers will be modified by abilities/items.
  • Damage dealt = Attack damage – Opponent defense. Weaknesses or resistances will make this value higher or lower.
  • Skill = accuracy, Agility = dodge, Speed = # of times you hit.
    • Defender Agility – Attacker Skill = dodge chance. Example: Defender has 61 Agility, Attacker has 53 Skill. 61-53 = 8% chance to avoid the attack.
    • If your speed is faster than your target by certain amounts:
      • 5 faster = hit 2x
      • 20 faster = hit 4x
      • 40 faster (as defender) = hit your opponent once before any of their attacks.
    • Typical single attacking phase: ATTACK > COUNTERATTACK > (ATTACK). If the attacker is attacking more than once, they will split their attacks between the 2 “ATTACK” phases. Example: If you are attacking and will hit 4x, it would be: ATTACK 2x > COUNTERATTACK > ATTACK 2x. Each attack’s accuracy is rolled separately.
  • If a unit is not within range to counterattack you with its equipped weapon, they cannot counterattack. If you have used a weapon to attack recently, until you initiate an attack using a different weapon, you cannot counterattack with a different weapon.
  • Attack and Defense stat: the damage you would do if you had no Weapon and no Proficiency in the attack type. Damage/Defense is calculated by Attack+Weapon damage+Proficiency (same principle applies to Defense). All modifiers gained by items or abilities multiply this final value. Example: 5 Attack stat + 5 dmg pistol + 5 proficiency points in Marksman = 15 dmg using the pistol. The number next to weapons/armor will be this added value, and any numbers in parenthesis after those numbers will be modified by abilities/items.
  • Damage dealt = Attack damage – Opponent defense. Weaknesses or resistances will make this value higher or lower.
  • Skill = accuracy, Agility = dodge, Speed = # of times you hit.
    • Defender Agility – Attacker Skill = dodge chance. Example: Defender has 61 Agility, Attacker has 53 Skill. 61-53 = 8% chance to avoid the attack.
    • If your speed is faster than your target by certain amounts:
      • 5 faster = hit 2x
      • 20 faster = hit 4x
      • 40 faster (as defender) = hit your opponent once before any of their attacks.
    • Typical single attacking phase: ATTACK > COUNTERATTACK > (ATTACK). If the attacker is attacking more than once, they will split their attacks between the 2 “ATTACK” phases. Example: If you are attacking and will hit 4x, it would be: ATTACK 2x > COUNTERATTACK > ATTACK 2x. Each attack’s accuracy is rolled separately.
  • If a unit is not within range to counterattack you with its equipped weapon, they cannot counterattack. If you have used a weapon to attack recently, until you initiate an attack using a different weapon, you cannot counterattack with a different weapon.