Glossary
Every term you meet in the game, in the game's own words: stats, status conditions, elements and emotions.
Entries in this list: 118
Card kinds3
AttackA weapon: it strikes one enemy card per use. Destroying every weapon and ability of a foe defeats it.
AbilityA power: buffs, debuffs, echoes and summons. It counts as a weapon for defeat.
ArmorA shield: it soaks the hits aimed at the cards next to it and lets you recover Stamina. It does not keep you alive: a fighter with only armor left is defeated.
Stats49
Lower damageThe base damage of your attacks that strike the lower zone. An attack aimed at another zone does not use it.
Central damageThe base damage of your attacks that strike the central zone. Area hits and volleys use it too.
Upper damageThe base damage of your attacks that strike the upper zone. An attack aimed at another zone does not use it.
Global damageA damage bonus that applies to every attack you make, whatever zone it strikes.
Lower defenseCuts the damage your cards take in the lower slot. Blows landing on the other slots are untouched.
Central defenseCuts the damage your cards take in the central slot. Blows landing on the other slots are untouched.
Upper defenseCuts the damage your cards take in the upper slot. Blows landing on the other slots are untouched.
DefenseCuts the damage you take in every slot, wherever the blow lands.
Damage reductionShaves a share off every hit you take, on top of your defenses.
Healing effectivenessMultiplies the healing you give out, to yourself or to an ally.
Chance to hitHow likely your attacks are to land. Only attack cards roll: a miss still spends the stamina and the turn, and leaves nothing behind.
Critical chanceHow likely your attacks are to land a critical hit.
Critical multiplierHow much a critical hit of yours multiplies the damage.
Critical reductionLowers the chance that whoever attacks you lands a critical hit.
SpeedDecides the turn order: whoever is faster acts first.
InitiativeExtra priority in the turn order.
Physical resistanceCuts a share off the physical damage you take: weapons, impacts and cuts.
Elemental resistanceCuts a share off the fire, frost, lightning, poison and radiation damage you take: all five elements go through this one.
Essence resistanceCuts a share off the essence damage you take: spells, emotions and spiritual forces.
All resistancesRaises your physical, elemental and essence resistance together, with a single bonus.
PenetrationIgnores part of the target's resistance when you attack.
Status resistanceLowers the chance that a status condition takes hold on you, whichever one it is.
LifestealA share of the damage you deal comes back to you as healing.
ThornsA share of the damage you take is sent back to whoever struck you.
Evasion chanceHow likely you are to dodge an attack outright, so that it does nothing at all.
Bleed potencyMakes the bleeding you inflict wound harder, every turn it lasts.
Burn potencyMakes the burning you inflict sear harder, every turn it lasts.
Poison potencyMakes the poison you inflict bite harder, every turn it lasts.
Debuff durationLengthens or shortens the debuffs you apply.
Buff durationLengthens or shortens the buffs you apply.
Buff effectivenessMakes the buffs you apply stronger, without changing how long they last.
Regeneration effectivenessMakes regenerating heal for more at the end of the turn. It is read on whoever carries the condition, not on who granted it.
Healing receivedMultiplies the healing you receive, whatever the source.
Critical damage reductionLowers the critical multiplier of whoever attacks you, so their critical hits hurt less.
Stun durationMakes the stun you apply last longer. It touches stun alone, not the other conditions you inflict.
Summon healthExtra health for the creatures you summon, on top of what they already have.
Summon damageExtra damage for the creatures you summon, on top of what they already deal.
Max summonsHow many summons you can keep on the field at the same time.
Effect magnitudeStrengthens what your cards produce: both the damage they deal and the healing they give.
Effect durationAdds turns to every condition you apply, good or bad alike.
Condition application chanceRaises the chance that a condition you try to apply actually takes hold.
Stamina cap bonusRaises your maximum stamina, so you can play more in a single turn.
Stamina regenerationHow much stamina you get back at the end of your turn.
Stamina cost reductionMakes your cards cost less stamina, so you fit more of them into a turn.
Cooldown recoveryYour cards on cooldown come back ready sooner: they recover more at the end of each of your turns.
Max VerveHow many stacks of Verve you can hold at the same time; anything generated beyond that is lost.
Max AegisHow many stacks of Aegis you can hold at the same time; anything generated beyond that is lost.
Max SigilHow many stacks of Sigil you can hold at the same time; anything generated beyond that is lost.
Max BackflowHow many stacks of Backflow you can hold at the same time; anything generated beyond that is lost.
Status conditions51
StunnedCan still act, but its central strikes deal no damage.
FrozenCannot act at all until the ice breaks.
SleepingCannot act, and incoming attacks slip past its walls to strike its other cards.
ParalyzedForced to repeat the last card it used, over and over.
SilencedNone of its abilities can trigger.
BlindedEverything it deals — damage and effects alike — lands 30% weaker.
ConfusedThe lower, central and upper damage of its cards are shuffled at random.
FearedCannot target whatever caused the fear, unless no other target is left.
DistractedEvery attack has a 50% chance of striking a random combatant instead of the chosen target.
Mind-controlledWhoever applied it plays this fighter's turn in its place.
BurningTakes fire damage at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
PoisonedTakes poison damage at the end of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
BleedingTakes physical damage at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
WeakenedEach stack lowers all three resistances by 5 points.
FuryEach stack raises your global damage by 5%. Stacks granted by abilities fade by one at the end of your turn.
CursedSuffers one or two random stat penalties until the curse wears off.
DoomedNo healing can reach it, and when the timer runs out the doom is lethal — bosses instead lose a capped share of their maximum health.
ImmortalDamage still lands, but none of its cards can drop below 1 health.
DisabledThis card cannot be used.
TauntingEnemies must attack this target before any other.
Last standThe first blow that would be fatal is survived at 1 health, followed by a turn of immortality.
RegeneratingHeals 1% of max HP per stack at the end of the turn.
InvisibleCannot be singled out by enemy attacks — area effects still hit, and attacking breaks the invisibility.
IrradiatedTakes radiation damage spread across all its cards at the start of each turn: 1% of max health per stack, up to 10 stacks. Every new application adds a stack and refreshes the duration.
AnchoredOnce per battle, cancels a hit that would destroy one of its cards, then grants immortality and damage reflection for a few turns.
Doublecast readyThe next attack that deals damage strikes again for half its total, then the charge is spent.
Echo cascadeWhen one of its cards is destroyed, the on-destruction abilities of the cards to its right also fire, at fading power.
EclipsedAt the start of each turn one of its buffs is corrupted into the matching debuff.
IntangibleDamage passes through this card and lands on the next one instead.
MarkedEvery hit against this target is a critical strike while the mark lasts.
PrioritizedActs first in the turn order.
BerserkThe more health it is missing, the more damage it deals.
Guard loweredThis armor's guard is down until its owner's next turn: it grants no protection against central strikes.
FortitudeEach stack raises all three resistances by 5 points.
AcumenEach stack raises critical chance by 5 points.
PrecisionEach stack raises chance to hit by 5 points.
VigorEach stack raises stamina recovery by 5 points.
FrenzyEach stack: +5% global damage, −5 points damage reduction.
EntrenchedEach stack: +5 points damage reduction, −5% global damage.
WardedEach stack raises damage reduction by 5 points.
RuthlessEach stack raises the critical multiplier by 5 points.
SoothedEach stack raises healing received by 5 points.
SteadfastEach stack raises status resistance by 5 points.
ElusiveEach stack raises evasion by 5 points.
HexingEach stack raises the chance to apply conditions by 5 points.
SanguineEach stack raises bleeding potency by 5 points.
InaccurateEach stack lowers chance to hit by 5 points.
EnfeebledEach stack lowers global damage by 5%.
SlowedEach stack lowers speed by 5%.
HastenedEach stack raises speed by 5%.
ThornyEach stack raises thorns by 5 points: attackers take part of the damage back.
Elements7
PhysicalConventional damage from weapons, impacts and cuts, reduced by physical resistance. It can leave you bleeding.
FireHeat damage from flames and explosions, reduced by elemental resistance. It can leave you burning.
FrostFrost damage from ice and rime, reduced by elemental resistance. It can leave you frozen.
LightningElectric damage from shocks and bolts, reduced by elemental resistance. It can leave you paralyzed.
PoisonToxic damage from toxins and acids, reduced by elemental resistance. It can leave you poisoned.
RadiationEnergy damage from radioactivity and radiant bursts, reduced by elemental resistance. It can leave you irradiated.
EssenceMystic damage from spiritual forces, spells and emotions, reduced by essence resistance. It leaves no condition.
Emotions8
TrustThe emotion of those who shield and sustain their line.
FearThe emotion of those who close ranks and make every blow cost.
SurpriseThe emotion of those who strike when no one expects it and find the weak spot.
SadnessThe emotion of those who wear the enemy down turn after turn.
DisgustThe emotion of those who poison and bend the defenses of others.
AngerThe emotion of those who attack head-on and without restraint.
AnticipationThe emotion of those who ready the next move and never run out of breath.
JoyThe emotion of those who rise after every blow and heal by wounding.