Keywords

A **Keyword** refers to a Status Effect or Modifier on a card which summarizes a more complex effect.

Mousing over a keyword on a card or an icon above a unit's health bar will display a text description.

## List of Common Status Effects

The following Status Effects are used often by some/all heroes and numerous enemies.

### Defensive Buffs

* Guard: Block up to X damage this round. Prevents receiving debuffs while active.

### Offensive Buffs

* Critical: Your next hit deals X more damage. Effect ends on turn end.
* Might: Deal 30% more damage on the next X hits.
* Fury: Fury charges increase the damage of your next hit by 40%.
	+ Rage: Consumes all Fury charges, with each charge increasing damage by 40%.

### Offensive Debuffs

* Vulnerable: Will take X more damage on the next hit.
* Burn: On turn start trigger stored Fire damage. Adjacent units take half the damage.
* Shock: On turn start trigger stored Lightning damage on self and all Shocked enemies.
* Chill: On turn start trigger stored Ice damage. Deal 20% less damage.
* Poison: On turn start trigger stored Poison damage, then halve it. Bypasses Guard. Heals will remove an equivalent value.
* Bleed: Increases the value of Physical damage received. Caps at 25% of unit's max HP. Heals will remove an equivalent value.

## List of Uncommon Status Effects

The following Status effects are encountered sporadically; many of these are only available to 1-2 heroes and a handful of enemies.

### Defensive Buffs

* Vigil: Generate +30% Guard for the next X instances.
* Armor: Guard is not reduced for the next X hits. Reduce by 1 each time you take damage.
* Avert: Block the next X instances of damage.
* Invulnerable: Take no damage from all sources for X rounds. Does not stack.
* Fortify: Guard and Thorns will be retained for the next X rounds. Does not stack.
* Regen: On round end recover X HP.

### Offensive Buffs:

* Thorns: Reflect X damage back to an attacker. This damage does not trigger skills and cannot be reflected again.

### Defensive Debuffs

* Enfeeble: Deal 30% less damage for the next X rounds.
* Blind: Damage dealt is half as effective against Guard.

### Offensive Debuffs

* Fragile: Take 30% more damage on the next X hits.
* Daze: Generate 30% less guard for the next X rounds.

### Other Buffs

* Agility: Reduces the cost of Move skills, and can be consumed for other effects.
* Channel: Reduces the cost of Channelled spells by X.
	+ Focus: Your next X Melee Attacks will grant Channel equal to the number of targets hit.

* Stealth: Stealth effects apply if you are in the back row or behind an ally.
* Haste: Gain +1 max AP for the next X rounds.
* Bonus Draw: Draw an additional card for the next X rounds.
* Immunity: Prevents the next X debuffs you would recieve.
* Taunt: Forces enemies to attack you if they are in range. Does not stack.
* Protected: While standing in the back or mid row, defender will move to stay in front of you.
* Retain (X): Retain 1 additional card for X turns.
* Speed Up: Initiative increased by 5+X for X rounds.

### Other Debuffs

* Root: Disables movement, and any card with the Move tag. Does not stack.
* Disarm: Disables cards with the Attack tag for the next X rounds.
* Exposed: Disables cards with the Defense tag for the next X rounds.
* Speed Down: Initiative reduced by 5+X for X rounds.

## List of Card Modifiers

The following are present on several cards.

### Card Behaviour

* Retain: Remains in hand on turn end.
* Trigger: This skill activates conditionally, then discards itself.
* Passive: Grant bonus effects when kept in hand. Two or more Passives of the same type will only grant the effect once.
* Limited: Each copy of this card can only be played once per turn.
* Temp: Lasts until discarded.
* Expend: Once played the card goes into the Expend pile.

### Proximity

* Shift: Move a target into an adjacent cell.
	+ Pull: Shifts the target toward you.
	+ Knockback: Shift a target backwards in their lane.
* Cleave: Also hits enemies beside the target in adjacent lanes.
* Chain: Repeats on adjacent targets.
* Close Range: This skill has limited range (2 cells directly in front).

### Other

* Potent: Applied status on this skill ignores Guard.
* Accurate: Damage removes twice as much Guard.
* Piercing: Damage ignores 50% of target's resist.
* Immutable: Not affected by stat bonuses, status buffs or debuffs.
* Purge: Remove a status. If unspecified, removes the oldest debuff first.

## List of Class Specific Card Modifiers

### Swordhand

* Opener: Reduce the AP cost of a non Opener in hand by 1.
* Finisher: Consumes all remaining AP.

### Druid

Soul Link: If this minion dies, lose HP equal to damage it last received.

### Ranger

* Primed Shot: Can be boosted by Arrow cards for additional effects.
* Ward Upgrade: Improves a Ward unit. Only 1 upgrade of each type can be active at a time.
* Turret Upgrade: Improves a Turret unit. Only 1 upgrade of each type can be active at a time.

### Bard

* Inspiration: Gives bonus effects for Chorus cards. Reduces by 1 on round end.
* Chorus: Consume all Inspiration. If Inspiration is at max before consumption, increase max Inspiration by 1.