Effects

Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.

Name Level Effect Type Description
Alarm 4 Passive, Sanctum

You may place a noise making device such as a bell or whistle next to your sanctum sheet. When a monster starts damaging the sanctum, they must spend the first 10 seconds making noise with the device as loudly as they can.

Altar 7 Passive, Sanctum

Characters who share the same patron immortal as the sanctum may take the sanctum's Party abilities as if they were residents. The number of characters doing this at once cannot be greater than the level of the sanctum's shrine. The immortal gains the ability to revoke the sanctum's Party abilities in the same way as the sanctum's owner.

Always Bleeding 10 Passive, Flaw

You are constantly affected by Bleed. This cannot be prevented or ended in any way.

Always Dazzled 8 Passive, Flaw

You are constantly affected by Dazzle. This cannot be prevented or ended in any way.

Always Decaying 6 Passive, Flaw

You are constantly affected by Decay. This cannot be prevented or ended in any way.

Always Fatigued 7 Passive, Flaw

You are constantly affected by Fatigue. This cannot be prevented or ended in any way.

Always Frenzied 8 Passive, Flaw

You are constantly affected by Frenzy. This cannot be prevented or ended in any way.

Always Muted 7 Passive, Flaw

You are constantly affected by Mute. This cannot be prevented or ended in any way.

Always Slowed 5 Passive, Flaw

You are constantly affected by Slow. This cannot be prevented or ended in any way.

Always Snared 6 Passive, Flaw

You are constantly affected by Snare. This cannot be prevented or ended in any way.

Always Weakened 9 Passive, Flaw

You are constantly affected by Weakness. This cannot be prevented or ended in any way.

Armor 1 3 Passive

You add one point of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two.

Armor 2 6 Passive

You add two points of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two.

Armor 3 9 Passive

You add three points of Armor to your Body when determining Hits. This does not stack with worn armor; if you wear armor at the same time, you only count the higher of the two.

Body -1 3 Passive, Flaw

Your Body is permanently reduced by one, which reduces your total Hits by one.

Body -2 6 Passive, Flaw

Your Body is permanently reduced by two, which reduces your total Hits by two.

Call Fire 3 Passive, Damage Type

You may call Fire whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon.

Call Ice 3 Passive, Damage Type

You may call Ice whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon.

Call Prime 3 Passive, Damage Type

You may call Prime whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon.

Call Shock 3 Passive, Damage Type

You may call Shock whenever you inflict damage. You may only ever call a single damage type per attack, regardless of how many you possess. If you gain this effect through a weapon property, it only applies to attacks with that weapon.