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    Neoverse

    Game » consists of 2 releases. Released Jan 09, 2019

    Neoverse

    Short summary describing this game.

    This is my attempt to put all the information I know in a location where others can access it. Please help expand this list.

    Damage

    Normal Damage - Attacks an enemies armor points. If there are no armor points it attacks the enemies health

    Piercing Damage - Attacks an enemies health regardless of armor points

    Armor

    Armor Points - Armor points reduce any non-piercing attack damage

    Status Effects

    Radioactivity - Each point of radioactivity inflicts 1 piercing damage at the end of every turn

    Command - Command points are spent to use the abilities of guardians

    Stealth - Stealth will make you immune to any HP damage from the next attack. It does not protect your armor points.

    Shield - Shield points increase the amount of armor gained by defend cards

    Stun - When stunned the enemy is unable to act the next turn

    Overheat - When you receive 5 points of overheat you will have a the hindrance card Overload placed into your hand. Overload deals 3 piercing damage to you when it is played.

    Decay - Attack damage decreased by 50%

    Immunity - Become immune to the next debuff

    Amplify - Receive 50% more damage

    Force - Every force point gained increases damage dealt by attacks by 1

    Punishment - Return damage equal to your punishment when attacked

    Vampiric State - Recover HP equal to the damage dealt to enemies' HP whenever you play an attack card

    Faith - Whenever you receive 5 points of faith you receive a random God's Answer card and recover 5HP. There are 3 God's Answer Cards. One gives you 10 armor. The next one recovers 10HP. The last gives +10 punishment

    Card Effects

    Consume - Consuming a card removes the card for the remainder of the battle

    Recycle - Once used consume will be added to this card

    Unstable - Removed from the battle at the end of the turn or when used

    Promise - This card will always be in your opening hand

    Shuffle - Immediately shuffles the cards in the used pile and adds them to the draw pile

    Evolve - Upgrades the card to it's next state. This typically increases the damage of attack cards, the armor points given by defend cards, or it can increase the negative effects the card inflicts on enemies. It can also reduce the mana cost of a card or reduce the negative effects given to you by using a card.

    Absorption - Reduces the mana cost of this card equal to the number of [High Cost] cards used during the turn

    Retain: This card stays in your hand at the end of the turn

    Card Anatomy

    Mana cost - Mana is the cost of using cards. The mana cost is located inside the gold diamond at the top of the card

    Card Type - The card type is written at the bottom of the card. There are Instant, Attack, Defend, Constant, and Hindrance cards

    Card Rarity - One star is common rarity, two is rare, and three is legendary. Do not confuse common rarity with common cards. Common cards are cards that can be used by any character.

    Card Piles

    Draw Pile - Cards will be drawn from here and added to your hand. Whenever there is an empty slot in your hand you will draw a card from the draw pile until the draw pile is empty

    Used Pile - The cards that have been used go here. These cards are shuffled back into the draw pile if there are not enough cards in the draw pile to draw a full hand at the start of the turn. The cards in the used pile are also shuffled back into the draw pile if you play a card with the shuffle effect.

    Card Types

    Attack - Attacks deal damage and some inflict status effects on your enemies as well.

    Defend - Defend cards give you armor points. Some defend cards remove or give status effects to you or your enemies.

    Instant- Instant cards inflict status effects on your or your enemies. They can also draw, generate, destroy, or upgrade cards in your deck.

    Constant - Constant cards create an effect that last for the entire battle

    Hindrance - Hindrance cards inflict a negative effect on the player. Some hindrance cards take effect when played but some take effect just by being in your hand. When a hindrance card is added to your hand it becomes part of your deck. You will draw the hindrance cards when they are shuffled back into your deck. The more hindrance cards you have in your deck the less Attack,Defend,Instant, and Constant cards you will draw each turn.

    Battle Tech

    Combo - A combo is activated when the cards with the correct type are played in the order indicated above your mana cost in the bottom left corner. Purple is instant Red is attack Blue is defend and Yellow is constant. Triggering the combo doubles the attack damage of the next attack card you play.

    Parry - Parrying is activated when the opponents attack points are blocked with the same number of armor points. Triggering a parry will stun your opponent for the next turn.

    Precision - Precision is activated when your attack reduces the enemies HP to exactly zero. When activated 50 gold is acquired.

    Characters

    Agent Naya: Naya uses a Blade and Handgun to perform quick and strong attacks. Powerful abilities will overheat Naya which have a negative effect. She can also utilize Radioactivity to stack damage onto enemies

    Paladin Clarie: Claire uses either Holy or Evil powers to defeat enemies. Through Faith, she can recover HP over time while her Punishment mechanic damages enemies on counterattacks. Claire can also utilize Vampirism to heal when directly damaging enemies

    Summoner Helena: Helena can summon various Guardians, each with their own ability, to help her fight in various situations. She can also focus on fighting alone, utilizing cards that become stronger when she hasn't summoned a Guardian.

    Enemies

    Chao

    Attack: Deal 3 damage

    Weakness: Inflict 2 points of radioactivity

    Smite: Deal 5 damage

    Cyber Rhino

    Rhino Matrix: During this turn, all damage received from attacks is reduced to 1

    Horn Attack: Deal 10 damage to the player and increase a random companion's Rhino Matrix by 1

    Drone Black Candy

    Guard: Gain 4 armor

    Hit: Deal 2 damage 3 times

    Immune & Shield: Gain 2 Shield and 3 Immune

    Echinoid Drone

    Perfect Shape 1: Deal 2 damage 4 times and gain 5 armor

    Perfect Shape 2: Deal 10 damage and gain 5 armor

    Neon Blue

    Guard: Gain 5 armor

    Guard: Gain 6 armor

    3 Hits: Deal 3 damage 3 times

    Neon Red

    Attack: Deal 2 damage

    Attack: Deal 4 damage

    Attack: Deal 5 damage

    Neon Rifle

    Weaken 1: Inflict 1 point of Amplify

    Attack: Deal 5 damage

    Weaken 2: Inflict 1 point of Decay

    One Wheeled Drone

    Reaction Bomb: Add the 'Reacton Bomb' debuff to the player. A Reaction Bomb deals 5 damage to the player whenever an enemy is defeated

    Breaking: Deal 8 damage

    Multiple Attack: Deal 2 damage 4 times

    Unarmed Freeman

    Concentration: Gain 10 armor and add a Shackles Attack card to the hand of the player

    Shackles Attack Card: Cost 2: The use of attack cards is prohibited when this card is in your hand

    Unknown Fly

    Guard: Gain 7 armor

    Attack: Deal 6 damage

    Recovery: Recover 4 HP to self

    Unknown Long Arm

    Guard: Gain 6 armor

    Virus: Deal 5 damage and add a 'Virus' card to the player's hand.

    Unknown Muscler

    Guard: Gain 9 armor

    Rubbish Punch: Deal 9 damage

    Rubbish Punch 2: Deal 5 damage 2 times

    Rubbish: Add a 'Rubbish' card to the player's hand

    Rubbish Card: Cost 2: [Consume][Retain]

    Unknown Scorpion

    Weakness: Inflict 1 point of Radioactivity to all in battle

    Hit: Deal 4 damage

    Double Chop: Deal 3 damage 2 times

    Bosses

    Cyclo

    Chop: Deal 16 damage and inflict 1 point of lower defend

    One: Deal 3 damage 5 times

    Guard: Gain 15 armor and inflict 1 point of Decay to the payer

    Rocket Punch: Deal 8 damage 2 times

    Malware: Add a Malware Card to the player's deck for every 10 cards played

    Malware Card:Cost 3:Cannot be removed

    Auto Repair: Gain 1 Force whenever you receive damage from an attack card

    General Buffs

    Breakout Shield: After 5 turns escape from the battle at the end of the turn. Gain 5

    Patience at the beginning of every turn

    Guard: Gain 5 armor at the end of the turn

    Immune: Become immune to the next debuff

    Patience: Gain armor equal to owner's patience at the end of the turn

    Thorn: Deal 1 damage to the attacker whenever you receive damage from attacks

    General Attacks

    Shackles Attack: Add a Shackles Attack card to the hand of the player

    Shackles Attack Card: Cost 2: The use of attack cards is prohibited when this card is in your hand

    Shackles Defend: Add a Shackles Defend card to the hand of the player

    Shackles Defend Card: Cost 2: The use of defend cards is prohibited when this card is in your hand

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