Keywords/Effects

This page is for all card related effects and combat interactions. If looking for map interactions link here:

 Buffs 

Unless otherwise noted, buff stacks tick down by 1 at the end of each of the affected individual's turns.


 * Bless - Bless is a status effect that increases damage and healing done by 1 per stack. It also increases healing received by 1 per stack.
 * Block - Block is a status effect that prevents incoming damage, 1 point per stack of block. It disappears at the end of the round or when all associated block stacks have been consumed. Block prevents some status effects, like Burn.
 * Buffer - Buffer is a status effect that prevents one harmful debuff per stack, e.g. if a target is going to be burned, one stack of buffer is consumed to prevent all burn stacks from being applied.
 * Evasion - Evasion is a status effect that prevents all damage received from one attack for each stack of evasion.
 * Fortify - Fortify is a status effect that makes block last another round.
 * Fury - Fury is a status effect that increases damage done by 3% but applies bleed stacks equal to the fury stacks at the end of every turn.
 * Haste - Haste is a status effect that increases speed by 6, which may impact turn order.
 * Inspire - Inspire is a status effect that allows a hero to draw 1 extra card at the start of their next turn.
 * Insulate - Insulate is a status effect that increases resistance to fire, cold, and lightning by 30%.
 * Powerful - Powerful is a status effect that increases damage and healing done by 5% per stack.
 * Sharp - Sharp is a status effect that increases slashing and piercing damage done by 1 per stack.
 * Shield - Shield is a status effect that applies block at the start of the next round equal to the number of shield stacks.
 * Stanza - Stanza is a status effect with 3 stages. Each stage allows you to play different cards, and provides 1 additional mind and piercing damage per stage up to a max of 3. After stage 3, Fatigue and Stress are applied to the character, lowering their energy and card draw for the next turn.
 * Stealth - Stealth is a status effect that increases damage and healing done by 20% per stack and makes the individual unable to be targeted until it ends. Stealth is broken immediately when a card is played unless otherwise indicated.
 * Taunt - Taunt is a status effect that makes the target the focus of all enemies. Taunt stays in effect until the target's next turn.
 * Thorns - Thorns is a status effect that deals 1 piercing damage per stack to the attacker. Attacking the individual with Thorns reduces the stack by 1 in addition to the standard tick down at the end of the turn. Thorn damage is prevented by block stacks.

 Debuffs 

Unless otherwise noted, debuff stacks tick down by 1 at the end of each of the afflicted individual's turns.


 * Bleed - Bleed is a status effect that causes damage to a hero or enemy at the start of their turn. It is not blocked by block stacks.
 * Poison - Poison is a status effect that causes damage to a hero or enemy at the end of their turn. It is most commonly encountered in the Aquarfall Marsh. Poison is not blocked by block stacks.
 * Chill - Chill is a status effect caused by ice-based spells. Building stacks of chill leads to a reduction in speed by 1 for every 6 stacks. It also increases damage from ice-based spells by 1 for every 3 stacks.
 * Burn - Burn is a status effect caused by fire-based spells. It causes damage at the beginning of a hero or enemy's turn, but is blocked by block stacks. It also increases damage received from fire-based spells by 1 for every 6 stacks. Burn is completely negated if Wet is applied.
 * Wet - Wet is a status effect that causes a hero or enemy to take additional damage from lightning-based spells. It completely neutralizes Burn.
 * Spark - Spark is a status effect caused by lightning-based spells. Spark is unique in that it causes damage to those at the afflicted individual's sides at the start of the individual's turn. It also increases lightning damage by 1 for every 3 stacks.
 * Dark - Dark is a status effect caused by curse spells. When Dark stacks reach 24, the afflicted individual explodes and takes 24 shadow damage, dealing half that to adjacent targets, which consumes the stacks. It also increases shadow damage done by 1 for every 3 stacks.
 * Disarm - Disarm is a status effect that prevents the afflicted individual from using any Attack cards on their turn.
 * Vulnerable - Vulnerable is a status effect that reduces the afflicted individual's resistances for each stack applied up to a maximum.
 * Shackle - Shackle is a status effect that sets the afflicted individual's speed to 0. Some items provide immunity to Shackle.
 * Insane - Insane is a status effect that increases Mind damage received for every 3 stacks and increases energy cost of cards by 1 for every 9 stacks.
 * Mark - Mark is a status effect that increases damage taken by 1 for each stack. It does not increase damage from other status effects, only direct damage.
 * Sanctify - Sanctify is a status effect that recovers an attacker's HP by 1 per stack and is reduced by 1 after each attack.
 * Sight - Sight is a status effect that reveals 1 enemy card per stack. It also has interaction with some damage-dealing cards and some items.
 * Stress - Stress is a status effect that causes the afflicted hero to draw 1 less card the next round.
 * Slow - Slow is a status effect that reduces speed by 3, which may impact turn order.
 * Fatigue - Fatigue is a status effect that reduces energy gained at the start of the next turn by 1.
 * Decay - Decay is a status effect that reduces healing received by 50%.
 * Daze - Daze is a status effect that reduces speed by 6, which may impact turn order.
 * Crack - Crack is a status effect that increases blunt damage taken by 1 per stack.
 * Weak - Weak is a status effect that lowers damage and healing done by 50%.