Type
Stats
Entries in this list: 49
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.