Effects

## Player Effects

They are actually called "conditions" in game.

A character can only have one effect at a time. New effects will replace the old effect. Same effect stack up their turns.

### Special

**Armor**

Acts like an additional health bar, absorbing all non-piercing damage before the health is changed. It can be seen in the top right corner of the player, and the top left corner of the enemies. You cannot gain more armor than your max HP. If your max HP is reduced below your current armor, your armor will be reduced accordingly in the next recalculation.

**Stun**

While Stunned, the enemy misses their turn (does not take a move on their turn). On the next turn, they take the move that they would have taken had they not been Stunned. The player cannot be Stunned. Stun is not technically an effect (can't replace/be replaced by other effects), and if the enemy suffers any **Attack**, the stun effect will disappear.

**Cold**

Only in Northern Lands and the Arena. Increases by one for every attack performed. Lose this much HP upon drawing a card.

**Lifesteal**

Player receives some percentage of the damage done by their next damage dealing card to their health. The indication of Lifesteal for the next card is shown in the bottom right hand corner. Only the player has direct Lifesteal in this way.

**Focus**

The Carpenter will do extra attack damage equal to their level of Focus. Focus is gained for each attack.

**Performing**

**Masked**

**Dueling**

**Lucky**

The Vigilante will get one of these for every lucky hit they deal. Used to amplify the Good Luck card.

**Unlucky**

The Vigilante will get one of these for every unlucky hit they deal. Used to amplify the Not So Bad card.

**Guaranteed Critical Hits**

The Gunner and The Musician will have their next cards or attacks respectively be critical hits.

**Tarot**

The Fortune Teller has increased attack damage due to how many Tarot charges have been used.

**Wild**

Take Half damage, rounded up.

**Ignited**

In ignited status, Unknown Captain' s card will get boosted. But each ammo you use will make your Hp lose 2 points. And you can't get any healing.

**Last Chance**

**Pile of Bones?**

Doctor get in the status if his Hp becomes 0.

You will revive after 1 turn, and you can only use skills in that turn.

However, if your Hp becomes 0 in the status, you will die.

**Combatitive**

**Ideas**

## Card Effects

### General

**Removed**

If the card was in the deck before the battle, it is removed from the deck for the remainder of the battle, and then placed back into the deck. If the card was put into the deck during the battle, the card is removed permanently from the deck.

**X**

All ammo is removed, and X is set to the value of all ammo removed this turn.

**Chance**

As explained on the card, there will be a random check according to the odds on the card, and there will be a different outcome depending on the result of the random check.

**Unplayable**

Cannot be played from the hand. If attempted, will not move the card.

**Consumable**

Once played, the card will disappear from the deck permanently.

**Stay**

If not played, will remain in hand for the subsequent turn.

**Penetration**

Pierces through armor, ignoring it entirely.

**X% Lifesteal**

Player gains X% of the damage **done** by the card with Lifesteal.

**Grab**

Moves the enemy towards the player one space. If the enemy is already right in front of the player, it cannot move and will be dealt 3 damage instead. If there is a non-Heavy type enemy in front of the targeted enemy, they will switch places. If there is a Heavy type enemy in front of the targeted enemy, it cannot move and both enemies will be dealt 3 damage each.

**Knock Back**

Moves the enemy away from the player one space. If the enemy is already as far back as possible, it cannot move and will be dealt 3 damage instead. If there is a non-Heavy type enemy behind the targeted enemy, they will switch places. If there is a Heavy type enemy behind the targeted enemy, it cannot move and both enemies will be dealt 3 damage each.

**Critical Hit**

A critical hit deals 2x the damage normally dealt by the card.

**Add**

Another specified card is added, usually one not attainable outside of battle, which disappears after battle. Does not trigger Cold damage.

**Discard**

Some number of cards are chosen (randomly or by the player) and placed in the discard pile. If no card can be discarded, the other effects will still function.

**Does X-Y damage/healing/reload**

Similar to Chance, but there is an equal chance of the card generating any of the values in the range, inclusive (e.g. If the card says "Heal 1-5 HP", there is an equal chance of healing 1 HP, 2 HP, 3 HP, 4 HP, or 5 HP.).

**Downgrade**

Revert an upgraded card to its normal state for this battle.

### Curse Only

**Can be played**

Although most curses are Unplayable, those that can be played have this indication.