Player Effects

They are actually called "conditions" in game.

## Regular

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

**Mark**

While Marked, all attacks done by an enemy that hit you deal a critical hit.

**Injury**

At the beginning of your turn, you take piercing damage equivalent to the value of the Injury.

**Fragile**

While Fragile, you gain 50% of the armor you would normally from cards, relics, and powers.

**Weakened**

While Weakened, you deal 75% of the damage you normally would. The value of the Weakened does not contribute to the reduction in damage.

**Rage**

While Enraged, you deal 125% of the damage you normally would. The value of the Rage does not contribute to the increase in damage.

**Dodge**

When an enemy attacks and would hit, there is a 50% chance that the attack will miss.

(Skill attack can't be dodged.)

**Blind**

When a player or enemy with Blind attacks, they miss 50% of the time.

**Drunk**

When a player or enemy with Drunk attacks, they have a chance of 50% to perform a critical hit or miss the target

**Immunity**

No other Regular Player Effect may replace Immunity while Immunity is the current Effect.

## 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**