Codex

Glossary

The game’s 58 status effects: burns, freezes, protections, summons… Every skill, relic or creature that applies one links here.

Debuffs 25

Bleed (max 6)
At the start of turn:
2 Slashing damage per stack on yourself.
50 % chance to expire on use.
Blind (max 1)
During your turn:
cannot play Support cards this turn.
Expires at end of turn.
Burn (max 8)
At the start of turn:
1 Fire damage per stack on yourself.
Expires on use.
Conductive (max 6)
When attacked:
if attacked by STORMWEAVER, take 1 Lightning damage per stack.
50 % chance to expire on use.
Disturbed Senses (max 6)
When attacked:
the attack ignores your physical defense and magical defense.
Expires on use.
Empathy (max 1)
During your turn:
all attack damage is reduced to 0.
Expires at end of turn.
Energy Leak (max 1)
At the start of turn:
-1 energy on yourself.
Expires on use.
Epidemic (max 1)
At the start of turn:
all your allies put 1 card from their hand into cooldown 2.
Expires on use.
Exhaustion (max 1)
During your turn:
cannot gain physical defense or magical defense.
Expires at end of turn.
Fatigue (max 3)
At the start of turn:
put 1 random card into cooldown 1.
Expires on use.
Fear (max 6)
At the start of turn:
-1 physical defense per stack on yourself.
Expires on use.
Frost (max 6)
When attacking:
1 Ice damage on yourself and deal −1 damage (min. 1).
Expires on use.
Frostbite (max 4)
At the start of turn:
1 Ice damage per stack on yourself.
Expires at end of turn.
Frozen (max 3)
During your turn:
Monster = 50 % chance to skip its turn; Hero = next card played costs +2 energy.
Expires on use.
Hypnosis (max 1)
During your turn:
skips its turn.
Expires on use.
Judgment (max 6)
When attacked:
1 Holy damage per stack on yourself.
Expires on use.
Necrosis (max 1)
At the start of turn:
-20 % hit points on yourself (min. 1).
Expires on use.
Obsession (max 1)
During your turn:
all attacks target a single enemy chosen at random at the start of turn.
Expires at end of turn.
Pestilence (max 1)
At the start of turn:
-10 % hit points on all your allies (min. 1).
Expires on use.
Poison (max 1)
When a card is played:
for each card played, -10 % hit points on yourself (min. 1).
Expires at end of turn.
Soul Corruption (max 3)
When attacking:
damage reduced by 1 per SHADOW LORD Summon currently in combat (min. 1).
Expires on use.
Stunned (max 1)
During your turn:
passive inactive.
Expires at end of turn.
Vertigo (max 1)
During your turn:
maximum 2 cards playable this turn.
Expires at end of turn.
Vulnerable (max 6)
When attacked:
+1 damage of the same type as the attack per stack.
50 % chance to expire on use.
Water Ripple (max 6)
When attacked:
1 Water damage per stack on all your allies.
Expires on use.

Buffs 33

Armor Pierce (max 5)
When attacking:
the attack ignores the target's physical defense.
Expires on use.
Battle Trance (max 4)
At the end of turn:
33 % chance to play a full extra turn.
Expires on use.
Blessing (max 4)
During your turn:
you may: +2 hit points on yourself / or remove debuff x1 on yourself / or recover 1 card from cooldown 2 on yourself.
NB: Summons cannot benefit from this status effect.
Expires on use.
Blood Power (max 8)
When attacking:
either +1 Piercing damage / or +2 hit points on yourself / or Blood Shield x1 on yourself.
Expires on use.
Blood Shield (max 3)
When attacked:
damage taken is divided by 2 (rounded up).
Expires on use.
Chain (max 5)
When attacking:
1 Blunt damage per stack on a random enemy.
Expires at end of turn.
Counterspell (max 6)
When attacked:
1 Earth damage on all enemies.
50 % chance to expire on use.
Deflection (max 4)
When attacked:
return half the damage taken from the attack (as Blunt) to the attacker.
Expires on use.
Devouring Flames (max 6)
At the end of turn:
1 Fire damage & Burn x1 per stack on all enemies.
Expires on use.
Dodge (max 3)
When attacked:
50 % chance to ignore all damage from the attack.
Expires on use.
Electric Charge (max 5)
During your turn:
you may recover 1 card from cooldown 1 on yourself.
Expires on use.
Eternal Armor (max 3)
During your turn:
you may: +3 physical defense & +3 magical defense on yourself.
Expires on use.
Fire Mastery (max 6)
When attacking:
either +1 Fire damage / or Burn x1 on the target / or Supernova x1 on yourself.
Expires on use.
Harmony (max 8)
When attacking:
if Harmony is between 1 and 2, +1 Wind damage. If Harmony is between 3 and 5, +2 Wind damage. If Harmony is between 6 and 8, +3 Wind damage.
Expires if SHEN-LONG takes damage.
Holy Presence (max 2)
At the start of turn:
2 Holy damage on all enemies & +1 energy per stack.
Expires on use.
Honor (max 8)
When attacking:
+1 Wind damage.
Expires on use.
Ice Scale (max 6)
During your turn:
you may: +1 physical defense & +1 magical defense on yourself.
NB: Summons cannot benefit from this status effect.
Expires on use.
Intense Magic (max 5)
When attacking:
the attack ignores the target's magical defense.
Expires on use.
Lightning Orb (max 4)
When attacked:
2 Lightning damage to the attacker.
Expires on use.
Necrotic Mist (max 3)
On death:
stay at 1 hit points.
Expires on use.
Pact (max 4)
During your turn:
you may have one of your Summons take a turn immediately.
Expires on use.
Patience (max 3)
When attacking:
the attack's damage is doubled.
Expires on use.
Renewal (max 6)
At the start of turn:
+2 hit points per stack on yourself.
50 % chance to expire on use.
Sacrifice (max 4)
When attacked:
damage taken is redirected to JUGGERNAUT.
Expires on use.
Second Life (max 1)
On death:
return to your max hit points.
Expires on use.
Shadow Transfer (max 3)
When attacked:
damage taken is transferred to a SHADOW LORD Summon.
Expires on use.
Shadowstrike (max 6)
When attacking:
+1 Shadow damage.
Expires on use.
Supernova (max 6)
When attacked:
1 Fire damage per stack on the attacker & Burn x1.
Expires on use.
Terrifying Taunt (max 6)
During your turn:
redirect the next all enemiesall enemies in meleea random enemy attack onto yourself & Fear x1 on the attacker.
Expires on use.
Ultimate Barrier (max 4)
When attacked:
fully ignore the attack (damage and status effects) & deal 3 Earth damage to the attacker.
Expires on use.
Water Spirit (max 8)
During your turn:
you may: +3 physical defense & +3 magical defense on an ally of your choice / or +2 physical defense & +2 magical defense on all your allies / or 1 Water damage on an enemy of your choice.
Expires on use.
Wind Aegis (max 5)
At the start of turn:
+1 physical defense & +1 magical defense per stack on yourself.
50 % chance to expire on use.
Wrath (max 5)
When attacking:
+1 Piercing damage (or +2 Piercing damage if hit points < 50 %).
Expires on use.