The Guide to Obelisk's Status Effects & Terminology

The Guide to Obelisk's Status Effects & Terminology

Basic Information


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Status effects will trigger from left to right at the beginning or end of a character's turn.

With the terminology below,

- Terms with Red backgrounds are considered to be harmful effects for whomever has the status effect.

- they are removed by Dispeling them.

-Terms with the Blue background are considered to be beneficial effects for whoever has the status effect.

- They are removed by Purging them.

NOTE:

- When you dispel or purge, the # of effects that will be removed are usually stated on the acting card.

- When targeting someone, it will show the effects that will be remove when hovering over the card.

- The effects the get removed will be the effect that had its first stack applied the earliest. So the first things to get dispelled are the ones at the top left of the list. This means if you want to protect your own positive status effects, it's valid to trigger some that you dont care about as much first, and then the ones your dont want to lose.

Damage Over Time (DOTs)


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Focused on a steady amount of damage that generally goes down one stack each turn, in which stacking more works efficiently.

NOTE:

- DOTs are very similar except that Bleed and Burn triggers BEFORE a character's turn

- Poison triggers AFTER a character's turn.

- Both Bleed and Poison IGNORE ARMOR while Burn and Spark can be stopped via armor.

- Spark targets adjacent units while the other three only target the person it is applied to

(The other major difference is their synergies with other classes/cards)

Focus On Making Those Affected By It Weaker


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NOTE:

- Wet also reduces burn Stacks and prevents points of burn from being applied.

- There are lots of cards to convert wet into other useful Status Effects

- Mark can be applied via area of Effect cards to already stealthed units and reveal them

- If a card does not stack with other cards, the current amount a character has can be REPLACED by a higher amount on another card. It will not be additive.

eg- 1 evasion replaced by 3. but it will not become 4

More Stacks = More Powerful Effects


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NOTE:

- The Card Cost increase of Insanity only affects player characters. It has no effect vs monsters other than resistances reduction.

- Taunt allows for ramping armor up since it will not be removed and each concurrent turn with it will add the new shields from the privous turn to the existing block amount.

- Stealth is REMOVED once a card is played, but will boost certain effects of the card.

Resistance Boosts (Reduces Incoming Damage Of That Type)


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Character Damage Boost Buffs


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NOTE:

- Fury will cause bleeding based on number of stacks each turn.

- All six will stack with each other and can be mixed and matched. But powerful is capped at 10 stacks of itself.

Healing Related


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NOTE:

- When vitality charges are removed, they reduce from the max health which will remove health lost first. eg. 355/360 will become 355/355

Card Draw & Energy


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Combat Speeds


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NOTE:

- While stacks of one boost or debuff dont stack, but rather increase the duration, stacks of DIFFERENT buffs and debuffs will stack!

eg. Fast (+3) and Haste (+6) will stack to give character +9 Speed. But two Fast (+3) will give +3 for the next two turns instead.

- If you apply a speed buff to a character who has yet to go on the same turn, they will use up one stack of the applied speed buff that turn!

- If characters match an enemy's speed, they will go first.

BONUS: Card Terminology Compiled For Easy Reading


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Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2530833179					

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