Combat Mechanics
Hand size (5 draw, 10 max), energy (3 base), block decay, damage formulas — Strength, Dexterity, Vulnerable, Weak, Frail.
Attack Mechanics
An attack's damage is computed in a fixed order. First, the printed value is added to the attacker's Strength stacks (one stack = +1 damage, additive — negative stacks reduce damage). The total is then multiplied by 0.75x if the attacker has Weak, and by 1.5x if the target has Vulnerable. Whatever's left is absorbed by the target's Block; any remainder hits HP.
Block follows the mirror path: card block + Dexterity stacks, then multiplied by 0.75x if the player has Frail. Multi-hit attacks apply the full pipeline per hit. Source:
VulnerablePower,WeakPower,FrailPower,StrengthPower,DexterityPower.
Scaling
| Effect | Per stack | Lifetime |
|---|---|---|
| Strength | +1 attack damage | persists |
| Dexterity | +1 card block | persists |
| Vulnerable | 1.5x damage taken (debuff cap, not per-stack) | decays 1/turn |
| Weak | 0.75x damage dealt (debuff cap, not per-stack) | decays 1/turn |
| Frail | 0.75x block from cards (debuff cap, not per-stack) | decays 1/turn |
Buffs (Strength, Dexterity) accumulate additively and last the whole combat. Debuffs (Vulnerable, Weak, Frail) are counters — the multiplier is fixed regardless of stack count, but the counter ticks down by 1 at the end of each turn until it reaches zero. Multi-hit attacks apply the full damage pipeline (Strength + multipliers + Block) on every hit.
Enemy ascension scaling. Monster HP and damage are bumped per-monster at ToughEnemies (A8+) and DeadlyEnemies (A9+) respectively, using the
AscensionHelper.GetValueIfAscensionpattern. Each monster ships with both its base and ascended values — see the full scaling table.
Hand & Draw
| Mechanic | Value |
|---|---|
| Cards drawn per turn | 5 |
| Max hand size | 10 |
| Base energy per turn | 3 |
| Block | Clears at start of turn |
On turn 1, Innate cards are moved to the top of the draw pile. When the draw pile is empty, the discard pile is shuffled in.
Damage & Defense Modifiers
| Effect | Modifier |
|---|---|
| Strength | +N attack damage (additive) |
| Dexterity | +N card block (additive) |
| Vulnerable | 1.5x damage taken |
| Weak | 0.75x damage dealt |
| Frail | 0.75x block from cards |
Strength and Dexterity are additive (applied before multipliers). Vulnerable, Weak, and Frail are multiplicative.
End of Turn
Ethereal cards in hand are exhausted. Cards with Retain stay in hand. All other cards are discarded. Block clears at the start of your next turn (unless prevented by Barricade, Calipers, etc.).
