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
Add Crit 11 Combat, Meta

An Add Crit ability changes the type of another damage ability used at the same time to Crit Crit ("Critical") damage. Critical damage cannot be AbsorbedResisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain.

Add Drain 10 Combat, Meta

An Add Drain ability changes the type of another damage ability used at the same time to Drain damage. Drain damage simultaneously replenishes the user's hits.

Add Gaze 8 Combat, Meta

An Add Gaze ability adds the Gaze modifier to another packet-delivered ability used at the same time. You must add the "Gaze" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier.

Add Pierce 7 Combat, Meta

An Add Pierce ability adds the Pierce modifier to another packet- or weapon-delivered ability used at the same time. You must add the "Pierce" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier. If the modified ability applies hit damage, it changes the damage type to Pierce damage instead (e.g., "3 Hits" becomes "3 Pierce").

Add Reach 7 Combat, Meta

An Add Reach ability adds the Reach modifier to another weapon-delivered ability used at the same time. You must add the "Reach" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier.

Add Spray 7 Combat, Meta

An Add Spray ability adds the Spray modifier to another packet-delivered ability used at the same time. You must add the "Spray" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier.

Add Twin 7 Combat, Meta

An Add Twin ability adds the Twin modifier to another weapon-delivered ability used at the same time. You must add the "Twin" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier.

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 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.