Sam and zac Wiki

#### **Basics**

The first ability listed has a 1 turn cooldown, the second ability has a 3 turn cooldown after its used, and the third ability can only be used once per wave.

When a wave is completed, all characters' second and third ability's cooldowns are refreshed and all heal 15% max hp.

If an ability does damage to multiple targets, the same target cannot be selected multiple times unless no other targets remain.

2 characters from each team are brought into fights (all active at the same time).

If a character loses all hp and isn't revived before the end of the battle, they cannot be used for 1 battle.

If all hp is lost for every character, the battle ends and each character loses 100 gold.

30 gold and XP is given to characters when a battle is won (15 gold and XP is given to fallen ones).

Characters can only have a maximum of 50% damage reduction (apart from bubbler, ink armor, and snake skin).

#### **Minions**

Minions are summoned from abilities indicated by "summon \_\_\_\_\_".

Minions summoned from a 1st or 2nd ability will disappear after 2 turns, and minions summoned from a 3rd ability disappear after 4.

Minions can be targeted by abilities, reducing the turns they are active by 1.

There can only be up to 2 minions per team (2 from sams, 2 from zacs) active and will die if the summoner does.

Minions target whoever the summoner wishes.

#### **Targeting**

Wheels for targeting are found below in **Modes**.

All rules are applied to the respective team landed on.

If minion 2 is landed on with only 1 minion active, minion 1 is hit.

If minion 1 is landed on and no minions are active, character 1 is hit.

If minion 2 is landed on and no minions are active, character 2 is hit.

If a minion from another team is landed on and no minions are active on that team, the respective minion from the other team is hit.

If character 1 is landed on and only character 2 is alive, character 2 is hit.

If a character from another team is landed on and no characters are alive on that team, the respective character from the other team is hit.

**Overflow:**

Previous rules still apply.

If minion 3 is landed on with only 2 minions active, minion 2 is hit.

If minion 3 is landed on with only 1 minion active, minion 1 is hit.

If minion 3 is landed on with no minions active, character 3 is hit.

If character 3 is landed on and isn't alive, character 2 is hit.

#### **Modes**

**Regular:** Fight 3 waves of 6 enemies with a boss on the final wave.

Use this to decide who gets attacked.

Rewards - Normal completion XP and gold.

**Story:** 1 team (see teams) fights 3 waves; the first with 1 melee and 1 ranged enemy from their origin, the second with 2 melee and 2 ranged enemies from their origin, and the third with 1 melee enemy, 1 ranged enemy, and the boss from their origin.

Use this to decide who gets attacked.

Rewards - Normal completion XP and gold, as well as the characters first skin.

**Mirror:** Whatever team you put in are the enemies you fight, including level and items (potions are disabled). Defense, utility, and damage types (regardless of the characters design and abilities) are considered melee for abilities that affect melee enemies, while range and mage types (regardless of the characters design and abilities) are considered ranged for abilities that affect ranged enemies.

Use this to decide who gets attacked.

Rewards - Double XP and gold (does not grant chest drop chance).

**Traitors:** Fight the teammates of whatever characters are brought in. Defense, utility, and damage types (regardless of the characters design and abilities) are considered melee for abilities that affect melee enemies, while range and mage types (regardless of the characters design and abilities) are considered ranged for abilities that affect ranged enemies.

Use this to decide who gets attacked.

Rewards - Double XP and gold (does not grant chest drop chance).

**Boss rush:** Fight 5 waves of increasing difficulty, with better rewards for more waves cleared (revive potions and ultimate potions are disabled) (can only be played once per day). **Wave 1:** One boss, **Wave 2:** One boss and 2 enemies, **Wave 3:** Two bosses, **Wave 4:** Two bosses and 2 enemies, **Wave 5:** 3 bosses.

Use this to decide who gets attacked.

Rewards - **1 wave:** normal XP and gold, **2 waves:** double XP and gold, **3 waves:** triple XP and gold, **4 waves:** triple XP and gold, and +1 level to all, **5 waves:** triple XP and gold and 1 luck wheel ticket. Regardless of waves completed, boss rush does not grant a chest drop chance.

**Mode leak:** Fight 5 waves; 1 from each mode, with better rewards for more waves cleared (revive potions and ultimate potions are disabled) (can only be played once per day). **Wave 1:** Story (one enemy from each characters origin), **Wave 2:** Regular, **Wave 3:** Mirror, **Wave 4:** Traitors, **Wave 5:** Boss rush (two bosses).

Use this to decide who gets attacked.

Rewards - **1 wave:** normal XP and gold, **2 waves:** double XP and gold, **3 waves:** triple XP and gold, **4 waves:** triple XP and gold, and 1 luck wheel ticket, **5 waves:** triple XP and gold, and 1 luck wheel ticket, and +1 level to all. Regardless of waves completed, mode leak does not grant a chest drop chance.

**Overflow:** Fight 5 waves of 10 enemies with 2 bosses on the final wave, but 3 characters from each team can be brought in and 3 minions can be summoned per team.

Use this to decide who gets attacked.

Rewards - Luck wheel ticket.

Every mode apart from Story can be done in **Random mode**, where all characters brought in are decided using random page (rewards do not change).

#### **Leveling**

Killing enemies gives XP, causing level-ups that increase stats depending on the characters type:

**Damage types** - 10 damage and 5 hp.

**Mage types** - 8 damage and 10 hp.

**Range types** - 6 damage and 15 hp.

**Utility types** - 4 damage and 20 hp.

**Defense types** - 2 damage and 25 hp.

After reaching level 9 and getting 500 XP, characters can begin ascension, where 90 gold can be paid to have a 5% chance at gaining:

**Damage types** - 30 damage and 15 hp.

**Mage types** - 24 damage and 30 hp.

**Range types** - 18 damage and 45 hp.

**Utility types** - 12 damage and 60 hp.

**Defense types** - 6 damage and 75 hp.

In addition to the previous effects, they also unlock the second skin for that character.

Characters are unable to be used for 1 battle while attempting ascension.

If the ascension is unsuccessful, the likelihood is increased by 5%. If ascension fails past 50%, only 60 gold is paid per attempt. If ascension fails past 80%, only 30 gold is paid.

**Attributes per level**

Level 1 - Character owned.

Level 2 - Can equip items (50 XP needed from previous level).

Level 3 - 30 gold (100 XP needed from previous level).

Level 4 - 2 re-rolls (150 XP needed from previous level).

Level 5 - 60 gold (200 XP needed from previous level).

Level 6 - Chest (250 XP needed from previous level).

Level 7 - Luck wheel ticket (350 XP needed from previous level).

Level 8 - Random character (400 XP needed from previous level).

Level 9 - Elemental chest (450 XP needed from previous level).

Level 10 - Second skin (500 XP needed from previous level and successful ascension).

#### **Elements**

Tech

Magic

Dark

Light

Space

Chaos

Toxic

Life

Undead

Ice

Fire

Water

Electric

Air

Earth

#### **Luck wheel**

Using luck wheel tickets (received through overflow mode and leveling up characters), the luck wheel can be used. It will give 1 of 7 random things:

150 gold - 20%

75 XP - 20%

Ascension bonus (+10% chance to a characters ascension) - 20%

Discount (20% discount on next purchase) - 20%

Re-roll - 10%

Random character - 8%

Chosen character - 2%

#### **% Chance wheels**

Use for determining successful ascension, slows, and speed:

5%

10%

15%

20%

25%

30%

35%

40%

45%

50%

55%

60%

65%

70%

75%

80%

85%

90%

95%

#### **Gold use**

Items and Potions

Character (random) - 75 gold. Decided using random page. If a duplicate is rolled the character is leveled up. Landing on this page, the Items and Potions page, or the Enemies and Bosses page gives a re-roll. Landing on the Teams and Skins page means any character can be picked.

Character (pick) - 150 gold.

#### **Chests**

Chests can be found randomly after a battle dropping 25 - 125 gold and 25 - 75 XP.

Elemental chests can be found rarely after a battle, and drop 50 - 250 gold and 50 - 150 XP, but can only be opened if someone of the randomly chosen element is present. If no one of the element is present, it becomes a normal chest.

Chest loot is given to all characters, but each will roll for separate amounts.

#### **Effects**

##### **Negative**

Fire - 8 true damage every turn (+2 damage per level).

Poisoned - 4 true damage every turn (+2 damage per level), but poisoning a target that is already poisoned amplifies the damage by 2 (up to 6 bonus damage max), but uses the duration of the most recently applied instance.

Slowed - 20% chance to not attack.

Stunned - Unable to use abilities.

Frozen - Unable to use abilities (interacts with certain abilities and passives).

Asleep - Unable to use abilities and the next source of damage will do 15% more damage and end the effect.

Blinded - Attacks deal no damage, but still apply effects.

Pacified - Cannot deal damage with abilities (can still use potions, defensive abilities, and ally amplifying abilities).

Feared - Will not attack the character who applied it (cannot be applied to bosses, converts to slow if no other targetable allies remain).

Charmed - Fights for opposing team (cannot be applied to bosses, converts to slow if no other targetable enemies remain)

Taunted - Attacks the character who taunted.

Grievous wounds - Receives 50% reduced healing.

Stuck - Cannot become untargetable or be affected by speed.

##### **Positive**

Speed - 20% chance to attack twice.

Untargetable - Cannot be hit by attacks or given any effects (however, any effects and damage over time applied beforehand are still active).

Cleansed - Removes all negative effects.

##### **Other**

True damage - Ignores damage reduction (not shields).

Counter - Deals a portion of damage taken back at the attacker (still takes full intended damage).

Overwhelm - Excess damage is dealt to another target (does not happen multiple times and does not apply effects to second target).

Knocked back - Makes melee enemies vulnerable to ranged-only effects (enemies are not vulnerable to melee-only effects during this time).

Pulled - Makes ranged enemies vulnerable to melee-only effects (enemies are not vulnerable to ranged-only effects during this time).

Executed - Cannot be revived.

Channel - Pacifies themselves and uses an ability over multiple turns (channel ends if the target is stunned, frozen, charmed, or falls asleep).

Pinged - Unique effect that interacts with certain characters.