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Aerial Needle: Increases Random Purify action value by X.
Augmented Welding: Increases a sentinel's Max Corruption by X.
Auto-Turret: At the start of its turn, a random enemy receives X Purification.
Barrier: Blocks all Corruption, then decreases Barrier by 1.
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Boost: Draw a second die for X turns.
Brilliance: Your Confuse actions of any type have a X% more chance of dealing Purification.
Charged Body: Whenever Light Shield or Barrier is applied to you or a sentinel, a random enemy receives X Purification. Then decreases Charged Body by 1.
Confuse: An action that has 50% chance of dealing Purification or 50% chance of dealing Corruption.
Confuse Multiplier: Your next Confuse action of any type that triggers a Critical will have its Critical Multiplier increased by X.
Critical: Whenever you deal Purification, you have X% chance of dealing a Critical. Critical: Deal Purification multiplied by your Critical Multiplier.
Dancing Wings: Whenever you Dodge Corruption, gain X Critical.
Discharge: At the start of its turn, all targets receive X Purification.
Dodge: X% chance of Dodging Corruption, then decreases Dodge by the amount of Corruption dodged.
Doom: Increases dice Corruption value by X.
Electrostatic Field: Purification and Corruption coming from a Random Purify, Random Corrupt, Thunderstorm and Meteor Rain actions, dealt by you or a sentinel, are pointed to this creature for X turns or until Electrostatic Field is applied to another creature.
Empower: Increases dice Purification value by X.
Enhance: Increase a die with any type of Purify action with value 1 to value 6.
Hex Die: Negative dice that stay in your dice pool for the rest of the battle.
Dizzy Hex Die: A die with different types of Corrupt actions.
Paralyzed Hex Die: A die that decreases your draw amount during the draw phase.
Plague Hex Die: A die that adds more Plague Hex Die into your dice pool.
Wound Hex Die: A die with Corrupt actions.
Incorruptible: Blocks all Corruption until the start of your next turn.
Light Shield: Blocks X Corruption until the start of your next turn.
Moonlight: Whenever you play a Hex Die, all targets receive X Purification.
Protection: Negates X debuffs.
Radiant Bomb: When sentinels with Radiant Bomb are Broken, all targets receive X Purification.
Refresh: Enable all your Virtues. Ignore any effects that disable your Virtues until the next time you play them.
Repair: Repaired sentinels have their Corruption and effects reset and immediately roll their die.
Research: Increases Enhance effectiveness by X.
Rock Plate: Decreases Corruption received by X.
Safeguard: A the start of your turn, apply X Light Shield to this creature, then decreases Safeguard by 1.
Scarlet Sigil: Creatures with Scarlet Sigil receive X Purification whenever you play a Risky Die.
Serenity: Increases Purification received by X.
Torment: Increases Corruption received by X.
Twilight Sigil: Creatures with Twilight Sigil receive X Purification whenever a die is Converted.
Unforgeable: Can't be forged.
Vendetta: Whenever receives Corruption, apply X Empower to this creature. Increases Corruption received by X.
Vorpal Plate: When Corruption is received from others, Corruption source receives X Purification.
Wave: When enemies with Wave are defeated, all targets receive X Purification.