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
Resist Fire 1 Combat, Defensive

You counter a single Fire damage effect.

Vulnerable to Disarm 1 Passive, Flaw, Effect Vulnerability

You cannot counter or declare immunity to Disarm, even if you have an ability that would allow you to do so. You may still defend based on other aspects of the attack (e.g., Dodge against a packet Disarm, Immune Burst against Burst Disarm).

Resist Drain 1 Combat, Defensive

You counter a single Drain damage effect.

Resist Shock 1 Combat, Defensive

You counter a single Shock damage effect.

Part 1 1 Downtime, Gathering

You yield 0.04 gold worth of production each day while making parts in downtime.

Resist Tox 1 Combat, Defensive

You counter a single Tox damage effect.

Recover 1 Combat, Curative

You regain all of your hits after you finish resting. You must already be resting or begin resting immediately afterward to receive the effect, and it ends if your rest is interrupted.

Only Uses Unarmed 1 Passive, Flaw

You may only use unarmed attacks. You may not wield melee weapons, projectile weapons, or shields.

Charm Workshop 1 1 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.01 gold worth of production each day while making charms in downtime.

Cloth 2 2 Downtime, Gathering

You yield 0.05 gold worth of production each day while making cloth in downtime.

Luck 1 2 Passive

Whenever you draw from the fate deck, you may name one card other than Death. You suffer no ill effect if you draw that card. If the draw is chosen by a flagged player, you name your cards in secret before the flagged player chooses.

Wood 2 2 Downtime, Gathering

You yield 0.05 gold worth of production each day while making wood in downtime.

Poison Workshop 2 2 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.02 gold worth of production each day while making poisons in downtime.

Imbue Ice 2 Combat, Enhancement

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. The effect ends after you rest.

Crystal 2 2 Downtime, Crafting

You yield 0.05 gold worth of production each day while making crystals in downtime.

Boat 2 Narrative, Travel

You can operate an aquatic vehicle, such as a boat or ship.

Reagent Workshop 2 2 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.02 gold worth of production each day while making reagents in downtime.

Vend 55% 2 Downtime

You are able to vend treasure in downtime for 55% of its Value.

Vulnerable to Slow 2 Passive, Flaw, Effect Vulnerability

You cannot counter or declare immunity to Slow, even if you have an ability that would allow you to do so. You may still defend based on other aspects of the attack (e.g., Dodge against a packet Slow, Immune Burst against Burst Slow), or use curative abilities to end the effect after receiving it.

Vulnerable to Ruin 2 Passive, Flaw, Effect Vulnerability

You cannot counter or declare immunity to Ruin, even if you have an ability that would allow you to do so. You may still defend based on other aspects of the attack (e.g., Dodge against a packet Ruin, Immune Burst against Burst Ruin), or use curative abilities to end the effect after receiving it.