The element that an Illuvial can have that determines bonuses to stats based on thresholds. For example fire, earth, water, nature, and air.
Is a plane change, Combat Units that are Airborne can only be affected by Abilities that are also in the air. (Projectiles and Beams mostly)
Combat Unit on the same side, including Self
The range at which an Illuvial can attack.
The rate at which an Illuvial can attack.
Cards you play in the auto battler for mastery points alongside your Illuvials to power them.
Blind is a negative state that causes all attacks to miss(energy gain still occurs).
Deals 2% of Missing Health as Energy Damage per second. It lasts 8 seconds and can stack up to 5 times. At full stacks, the Combat Unit ignites, dealing 200 Pure damage in a 20 hex radius.
Charm forces a Combat Unit to move towards the Charmer.
The specialty that an Illuvial can have that determines bonuses to stats based on thresholds. For example Rogue, Fighter, Bulwark. etc.
Stops a combat unit from being able to Dodge.
A combination of either two classes or two affinities. I.E Granite = Earth + Earth or Slayer = Fighter + Rogue.
There are 4 conditions — Poison, Frost, Burn and Wound.
Crit Amp (Savagery)
Crit Amp is the multiplier for Critical Damage. By default, it is 150%.
Crit Chance (Precision)
This is the chance for an Attack or Ability to Crit. Dealing additional damage based upon the characters Crit Amp. By default, only Attacks can Crit, but Augments and some Synergies can change that and allow Omegas to Crit.
This is the chance for a character to avoid an incoming Attack.
Combat Unit on the opponents side.
How much energy is required for an Illuvial to cast its Omega.
Energy Attack Damage
Multiplier for energy damage auto-attacks or omega abilities.
Acts as the multiplier when receiving Energy. By default, it is 100%
The rate at which energy is restored.
Percentage based energy damage reduction.
An Attack or Omega with Exploit weakness has the damage it deals increased by the % missing health of the recipient. A character with 50% Health would receive 150 damage from an Attack dealing 100 damage with Exploit Weakness.
Forces a Combat Unit to stop all Abilities and move away from the Combat unit that scared them.
Combat Unit Attacks are targeted at their Focus.
Frost is a Condition that reduces Attack Speed by 3% per stack. It lasts 10 seconds and can stack up to 9 times. Once max stacks are hit the target will be Frozen for a 2 second duration and stacks will be cleansed afterwards.
Reduces each instance of Physical Damage received by 1 per Grit.
Determines the amount of damage mitigated when receiving a critical hit.
The rate at which health is restored.
Acts as the multiplier when receiving Healing. By default, it is 100%
Hyper / Hyperactive
A state of increased power an illuvial can have when the hyper bar reaches 100. Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
Health can't go below 1 HP for a set duration.
Lethargic is a negative state that prevents a unit from gaining Energy
The resource used for placing Illuvials on the game board.
How fast an Illuvial can move on the game board.
The special move an Illuvial does when their energy bar fills up.
The illuvial will recover a % of all damage dealt as health.
Physical Attack Damage
Multiplier for attack damage auto-attacks or omega abilities.
Percentage based attack damage reduction.
Deals 1% of Max Health as Pure Damage per second. It lasts 5 seconds and stacks up to 5 times. At full stacks, it removes the ability to heal for 3 seconds.
Damage that ignores resistances (Grid & Resolve)
Reduces each instance Energy Damage received by 1 per Resolve.
Prevents Omega from being cast, or cancels if Omega is being cast.
Determines how many hex units an Illuvial occupies.
The symbiotic relationship with other Illuvials based on the common affinities or classes that increases stats. For example, having three earth Illuvials crosses the threshold and increases all their grit and resolve together.
A kill or and assist. An Illuvial gets a Takedown when it either kills another unit or when it assits at killing that unit.
Taunt forces a Combat Unit to Focus on the Taunter.
Combat Unit on the same side, excluding Self
Determines the duration of any Debuff placed on a player controlled Illuvial.
Reflects a flat amount of Pure Damage to the Attacker, per Attack Ability.
A time counter. 10 Ticks = 1 Second. (2hp regen means 2 hit points distributed over 10 ticks or 2hp/s)
Immune to Blind
Combat Units that are Underground can only be affected by Abilities that can target Underground Combat Units. (Pretty much nothing atm!)
A Positive State Effect that disallows a Combat Unit to have any Detrimental Effect attached to them for the duration. However, unlike Immune, any current Attachable Effect does not have its Attachable Effect Status changed.
A Kill. An Illuvial gets a Vanquish when it strikes the killing blow on a unit.
Determines the duration of any Debuff placed on an enemy Illuvial.
Deals 1.25% of the Physical Damage of the Applying Attack/Omega as Physical Damage per second. It lasts for 8 seconds and can stack up to 5 times. At full stacks, it reduces Crit Amp by 100% for 3 seconds.
Area with a radius between 1 & 15 Hexes
Area with a radius between 16 & 25 Hexes
Area with a radius between 26 & 35 Hexes
Area with a greater radius than 36 Hexes.
Controls camera and zoom (A&D do a nice side to side camera strafe, Q&E moves up and down)