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
Crystal 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 crystals in downtime.

Crystal 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 crystals in downtime.

Crystal Workshop 3 3 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.03 gold worth of production each day while making crystals in downtime.

Crystal Workshop 4 4 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.04 gold worth of production each day while making crystals in downtime.

Crystal Workshop 5 5 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.05 gold worth of production each day while making crystals in downtime.

Crystal Workshop 6 6 Downtime, Workshop

Residents of the sanctum with the ability yield an additional 0.06 gold worth of production each day while making crystals in downtime.

Cure 6 Combat, Curative

All afflictions (Dazzle, Decay, Fatigue, Mute, and Weakness) affecting you end. Cure abilities may also be used to counter afflictions.

Dazzle 6 Combat, Affliction

You are rendered unable to use packets, Gaze attacks, or Seek abilities.

Decay 4 Combat, Affliction

You cannot benefit from Preserve or Recover. Effects that restore Hits (e.g., Drain Damage, Heal, Share) cannot increase your Hits beyond one.

Deflect 3 Combat, Defensive

You can block a single attack that cannot normally be blocked, including attacks with the Pierce modifier or that call Pierce Damage, DisarmPush, or Ruin. Deflect abilities can also be used to counter abilities with the Burst modifier if the attack originates in front of the player, or abilities with the Spray modifier or the Twin modifier so long as none of the packets or attacks hit the player.

Delayed Damage 1 1 Passive, Sanctum

The sanctum takes 6 minutes for a monster to damage rather than the standard 5 minutes.

Delayed Damage 2 2 Passive, Sanctum

The sanctum takes 7 minutes for a monster to damage rather than the standard 5 minutes.

Delayed Damage 3 3 Passive, Sanctum

The sanctum takes 8 minutes for a monster to damage rather than the standard 5 minutes.

Delayed Damage 4 4 Passive, Sanctum

The sanctum takes 9 minutes for a monster to damage rather than the standard 5 minutes.

Delayed Damage 5 5 Passive, Sanctum

The sanctum takes 10 minutes for a monster to damage rather than the standard 5 minutes.

Disarm 2 Combat, Damage

You must release your grip on the affected item for five seconds. Items that are fastened or otherwise secured remain as such.

Dispel 4 Narrative

You end a story-related magical effect.

Dodge 10 Combat, Defensive

Dodge abilities can be used to counter any melee attack, packet, Burst, PierceSpray, or Twin. You may not Dodge if your mobility is hindered in any way, such as when you are Confined (Pin, Slow, SnareStop), unconscious (Subdued, Slain, Sleep), Dragging another character, or have a Maimed leg.

Drive 2 Narrative, Travel

You can operate a land vehicle, such as a wagon or wasteskimmer.

Durability 3 Passive, Sanctum

The sanctum may be put back into play after it has been damaged. Although the value of the sanctum is reduced, the value on its sheet does not change for the current event. However, if the sanctum is put back into play, it can be damaged multiple times.