Glossary
x and y stand for the numbers shown on the card, enemy skill or equipment that applies the effect.
Icons by: Zai Litten
Damage dealt
- Imbue
- For x turns, the owner's attack damage is multiplied by a percentage.
- Fervor
- For x turns, the owner's attacks deal a flat amount of extra damage.
- Enraged
- Each time this unit is hit, it permanently gains x% Imbue.
- Intimidate
- For x turns, the owner deals a percentage less damage, up to 75%.



Damage taken
- Defense
- Each point reduces incoming damage by 1%. Player Defense is capped at 75% damage reduction.
- Guard
- For x turns, completely blocks the next attack the owner receives.
- Defense Increase
- This unit gains x additional Defense.
- Brittle
- Each time this unit is hit, it loses x stacks of Defense Increase.
- Heavy Armor
- Negates every direct hit dealing less than x damage. Does not block damage from statuses such as Burn and Bleeding.
- Fragile
- For y turns, the owner takes x% more damage.




Damage over time
- Burn
- Every 2 turns, at the end of the turn, deals damage equal to its stacks, then halves its stacks (rounded up). Removed once below 3 stacks. Does not expire.
- Heated
- The player gains x Burn whenever they hit this unit. Only direct damage and delayed damage count as hits.
- Bleeding
- At the end of each turn, deals x% of the owner's max HP as damage. Does not expire.
- Poisoned
- The player will take x damage at the end of each turn, and that damage increases by x the next turn. This debuff is removed when the holder plays a Heal action type card.
- Delayed Damage
- Deals damage after the stated number of turns, based on the caster's stats when it lands. Each application keeps its own timer.



Healing
- Blessed
- For y turns, restores x% of the owner's max HP at the end of each turn.
- Purified
- For x turns, the owner receives a percentage more healing.
- Lifesteal
- For y turns, the owner's next x hits heal for the damage dealt.
- Cursed
- For x turns, the owner cannot be healed.
- Low Life
- Your HP is at or below 30% of your max HP.





Meters
- Rosriconian Meter
- The yellow meter at the top of the screen. God cards shift its value.
- Belgardian Meter
- The purple meter at the top of the screen. God cards shift its value.
- More Rosriconian Meter
- This unit's Rosriconian Meter change effectiveness is increased by x%.
- More Belgardian Meter
- This unit's Belgardian Meter change effectiveness is increased by x%.
- Less Rosriconian Meter
- This unit's Rosriconian Meter change effectiveness is decreased by x%.
- Less Belgardian Meter
- This unit's Belgardian Meter change effectiveness is decreased by x%.
- Decrease limit by x
- Decrease the Rosriconian Meter's limit by x.
- Decrease limit by x
- Decrease the Belgardian Meter's limit by x.
- Miracle
- May be gained when the Rosriconian Meter or Belgardian Meter overflows.
- Affliction
- May be gained when the Rosriconian Meter or Belgardian Meter overflows.








Nature and Fire
- Nature
- Playing Nature cards in a row grants Woken Flower. At 4 stacks, gain Woken Spring. Playing a Fire card clears Woken Flower.
- Fire
- Playing Fire cards in a row grants Vivid Ember. At 4 stacks, gain Vivid Flame. Playing a Nature card clears Vivid Ember.
- Woken Flower
- At 4 stacks, reduce this to 0 and grant the player a Lingering Woken Spring buff. This buff is cleared whenever a Fire card is played.
- Vivid Ember
- At 4 stacks, reduce this to 0 and grant the player a Lingering Vivid Flame buff. This buff is cleared whenever a Nature card is played.
- Woken Spring
- Your next Fire card costs 0 Action Points.
- Vivid Flame
- Your next Nature card costs 0 Action Points.




Playing cards
- Action Points
- The resource spent to play cards. You gain 3 AP at the start of each turn.
- Cost Reduction (x)
- Reduce next played card cost by x.
- Swift
- For x turns, the next card you play also plays its neighboring cards for free: the left one only, or both sides (never the right one only). The left card resolves first. Swift cannot trigger another Swift.
- Resonate
- For y turns, the next card you play triggers its effect x more times.
- Gifted
- At the start of each turn, the owner gains 1 random card.
- Intuitive
- Only takes effect if this is the first card you play this turn.
- Oath
- If you play only the stated cards for the rest of this turn, the Oath is kept and its reward triggers. Breaking an Oath has no penalty; you simply lose the reward.
- Restrained
- Can only be played a limited number of times per turn. The limit is shown on the card.
- Funnel
- Spend up to the listed maximum of a resource. The effect triggers once for each increment spent.
- Onkill
- Triggers when this card deals a lethal blow.





Deck and durability
- Burden
- A deck can only hold a limited number of copies. The limit is shown on the card.
- Manifest
- When drawn, triggers its effect and loses 1 durability, then enters your hand.
- Generated
- Created during combat. Removed when combat ends and never added to your deck.
- Destroy
- A card whose durability reaches 0 is destroyed and cannot be played for the rest of the dungeon.

Other
- Lingering
- Stays after combat and keeps taking effect throughout the dungeon until removed.
- Dispel
- Removes the stated number of debuffs. Affliction cannot be dispelled.
- Immunity
- This unit is immune to x.
- True Sight
- This unit's intent is revealed.
