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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