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* FireIceLightning: Fire, Ice, and Lightning are the three main types of elemental magic.
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** Chain - Increases the damage of your next offensive action. This effect keeps stacking as you use more Chain cards, but is reset when you use a card that doesn't have Chain.
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* BlueMeansSmartOne: The game uses a ClassAndLevelSystem based on the FighterMageThief fantasy classes that includes intelligence, strength, and dexterity as key attributes ColorCodedForYourConvenience: intelligence is blue, strength is red, and dexterity is green. Each of the 6 classes starts off with 2 skill points coming from those attributes. In a case of MagicIsMental, the Arcanist (the game's Mage class) starts off with 2 intelligence skill points.
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''Dawncaster'' was released on March 11, 2021 on both IOS and Android and has since received two expansion packs. The first called "Metamorphosis" released on April 10, 2022 and included new cards, portraits, and balance changes. The second released on August 20, 2022 called "Death Of Divinity" featured 32 new cards as well as entirely new scenarios, including new enemies and bosses.
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''Dawncaster'' was released on March 11, 2021 on both IOS and Android and has since received two three expansion packs. The first called "Metamorphosis" released on April 10, 2022 and included new cards, portraits, and balance changes. The second released on August 20, 2022 called "Death Of Divinity" featured 32 new cards as well as entirely new scenarios, including new enemies and bosses.
bosses. The third released on April 7th, 2023 called "Masks of Misery" included new scenarios, new cards, and a new unlockable character.
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* AntiDebuff: Certain Enchantments can make you temporarily or fully impervious to status ailments like Burn, Slow, and Poison. Similarly, certain enemies are also impervious to debuffs. Undead characters for example cannot be afflicted with Bleeding...Some bosses also have the innate ability of cleansing a status affliction at the start of their turn.
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* AntiDebuff: Certain Enchantments can make you temporarily or fully impervious to status ailments like Burn, Slow, and Poison. Similarly, certain enemies are also impervious to debuffs. Undead characters characters, for example example, cannot be afflicted with Bleeding...Bleeding or Stun. Some bosses also have the innate ability of cleansing a status affliction at the start of their turn.
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* BossBonanza: In the FinalDungeon you have to defeat 3 bosses fashioned after the grim reaper who are guarding the entrance to the Arch Demon.
* CastFromHitPoints: There are some strength cards that require you to lose a few HP to play, such as one to gain stacks of Anger and one to get more energy to play cards. There is also a shrine that allows you to convert the cost of any playable card into 4 HP instead of using your energy allotted for a turn to play. This can be very helpful for higher cost cards since as long as it won't kill you, you'd always be able to play them, rather than needing to accumulate energy over multiple turns. Hurting yourself is also the most dependable way to get Frenzy effects, since not every foe is "nice" enough to hit you with Poison or Doom.
* CastFromHitPoints: There are some strength cards that require you to lose a few HP to play, such as one to gain stacks of Anger and one to get more energy to play cards. There is also a shrine that allows you to convert the cost of any playable card into 4 HP instead of using your energy allotted for a turn to play. This can be very helpful for higher cost cards since as long as it won't kill you, you'd always be able to play them, rather than needing to accumulate energy over multiple turns. Hurting yourself is also the most dependable way to get Frenzy effects, since not every foe is "nice" enough to hit you with Poison or Doom.
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* BossBonanza: In the FinalDungeon you have to defeat 3 bosses fashioned after the grim reaper Grim Reaper who are guarding the entrance to the Arch Demon.
* CastFromHitPoints: There are some strength cards that require you to lose a few HP to play, suchas one Fury to gain stacks of Anger and one to get more energy to play cards. There is also a shrine that allows you to convert the cost of any playable card into 4 HP instead of using your energy allotted for a turn to play. This can be very helpful for higher cost cards since as long as it won't kill you, you'd you'll always be able to play them, rather than needing to accumulate energy over multiple turns. Hurting yourself is also the most dependable way to get Frenzy effects, since not every foe is "nice" enough to hit you with Poison or Doom.Poison.
* CastFromHitPoints: There are some strength cards that require you to lose a few HP to play, such
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* DeckClogger: Corruption cards are cards that either give you a small StatusBuff for a price (typically an HP cost or taking a compensating debuff) or just purely negative cards that give you a negative StatusEffect. The former are almost always playable while the latter aren't, however they will remove themselves from your deck once the turn they are drawn has passed.
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* DeckClogger: Corruption cards are cards that either give you a small StatusBuff for a price (typically an HP cost or taking a compensating debuff) or just purely negative cards that give you a negative StatusEffect. The former are almost always playable while the latter usually aren't, however although they will remove themselves from your deck once the turn they are drawn has passed.
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* EquipmentUpgrade: You can upgrade any attack card by visiting either the blacksmith (who'll upgrade all basic attacks) or the alchemist (who'll upgrade any attack card), and doing so increases the damage the card does by 1 single point. All other card types however cannot be upgraded.
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* EquipmentUpgrade: You can upgrade any attack card by visiting either the blacksmith (who'll upgrade all basic attacks) or the alchemist (who'll upgrade any attack card), and doing so increases the damage the card does by 1 single point. All other card types however types, however, cannot be upgraded.upgraded unless they have the Upgradeable trait.
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* FirePurifies: The Acolytes that show up in the alternate scenario for Canto V believe in a fire deity that will use fire to reveal truth and cleanse imperfections to defeat the darkness.
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* FirePurifies: The Acolytes Eternal Pyre acolytes that show up in the alternate scenario for Canto V VI-B believe in a fire deity that will use fire to reveal truth and cleanse imperfections to defeat the darkness.
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this character class has been removed from the game and no longer exists
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* ClassAndLevelSystem: There are 7 character classes to choose from, and each one (minus the Scion) has its own progression that can be leveled up using experience points accrued from previous runs. Leveling up a character to certain thresholds unlocks new weapons, abilities, and character portraits.
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* ClassAndLevelSystem: There are 7 6 character classes to choose from, from and each one (minus the Scion) has its own progression that can be leveled up using experience points accrued from previous runs. Leveling up a character to certain thresholds unlocks new weapons, abilities, and character portraits.
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** Scion: Yellow/Gold, and starts off with the skill points of the associated class of the weapon you select.
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* FighterMageThief: Save for Scion, the main roles one can play are either these roles straight up or a combination of these roles. Warrior, Arcanist, and Rogue are the classic roles, respectively. Hunter is a fighter-thief hybrid, combining strength and dexterity; Knight is a fighter-mage hybrid, combining strength and magical ability; and Seeker is a mage-thief hybrid, combining magical skill and dexterity.
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* FighterMageThief: Save for Scion, the The main roles one can play are either these roles straight up or a combination of these roles. Warrior, Arcanist, and Rogue are the classic roles, respectively. Hunter is a fighter-thief hybrid, combining strength and dexterity; Knight is a fighter-mage hybrid, combining strength and magical ability; and Seeker is a mage-thief hybrid, combining magical skill and dexterity.
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* DeckClogger: Corruption cards are cards that either give you a small StatusBuff for a price (typically an HP cost or taking a compensating debuff) or just purely negative cards that give you a negative StatusEffect. The former are almost always playable while the latter aren't, however they will remove themselves from your deck once the turn they are drawn has passed.
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* DeckClogger: Corruption cards are cards that either give you a small StatusBuff for a price (typically an HP cost or taking a compensating debuff) or just purely negative cards that give you a negative StatusEffect. The former are almost always playable while the latter aren't, however they will remove themselves from your deck once the turn they are drawn has passed.
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* DeckClogger: Corruption cards are cards that either give you a small StatusBuff for a price (typically an HP cost or taking a compensating debuff) or just purely negative cards that give you a negative StatusEffect. The former are almost always playable while the latter aren't, however they will remove themselves from your deck once the turn they are drawn has passed.
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moved to character sheet
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* FireIceLightning: Arcanist has access to magic cards of all three types, while the staff you pick can have one of those three qualities.
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* MagicMusic: Implied to be the case with the "Performing" status. After a certain number of performances ranging from 2-6 you automatically get one of the following effects: a single point of dexterity energy, inflict the Charmed status on the enemy 3x your current level, draw 4 cards, heal HP, do 5 damage to the enemy for each level you have.
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** Arcanist: Blue, and starts off with 2 skill points in intelligence, which is color coded blue as well
** Rogue: Green, and starts off with 2 skill points in dexterity, which is color coded green as well
** Warrior: Red, and starts off with 2 skill points in strength, which is color coded red as well
** Hunter: Orange,and starts off with 1 skill point in dexterity and 1 in strength
** Knight: Purple, and starts off with 1 skill point in intelligence and 1 in strength
** Seeker: Teal/Turquoise, and starts off with 1 skill point in dexterity and 1 in intelligence
** Scion: Yellow/Gold, and starts off with the skill points of the associated class of the weapon you select
** Rogue: Green, and starts off with 2 skill points in dexterity, which is color coded green as well
** Warrior: Red, and starts off with 2 skill points in strength, which is color coded red as well
** Hunter: Orange,and starts off with 1 skill point in dexterity and 1 in strength
** Knight: Purple, and starts off with 1 skill point in intelligence and 1 in strength
** Seeker: Teal/Turquoise, and starts off with 1 skill point in dexterity and 1 in intelligence
** Scion: Yellow/Gold, and starts off with the skill points of the associated class of the weapon you select
to:
** Arcanist: Blue, and starts off with 2 skill points in intelligence, which is color coded blue as well
well.
** Rogue: Green, and starts off with 2 skill points in dexterity, which is color coded green aswell
well.
** Warrior: Red, and starts off with 2 skill points in strength, which is color coded red aswell
well.
** Hunter:Orange,and Orange, and starts off with 1 skill point in dexterity and 1 in strength
strength.
** Knight: Purple, and starts off with 1 skill point in intelligence and 1 instrength
strength.
** Seeker: Teal/Turquoise, and starts off with 1 skill point in dexterity and 1 inintelligence
intelligence.
** Scion: Yellow/Gold, and starts off with the skill points of the associated class of the weapon youselectselect.
** Rogue: Green, and starts off with 2 skill points in dexterity, which is color coded green as
** Warrior: Red, and starts off with 2 skill points in strength, which is color coded red as
** Hunter:
** Knight: Purple, and starts off with 1 skill point in intelligence and 1 in
** Seeker: Teal/Turquoise, and starts off with 1 skill point in dexterity and 1 in
** Scion: Yellow/Gold, and starts off with the skill points of the associated class of the weapon you
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** Charmed - When the afflicted's HP falls below the number of stacks of Charmed on them, their health zeroes and they die.
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** Charmed - When the afflicted's HP falls below the number of stacks of Charmed on them, their health zeroes and they die. However, incoming damage removes stacks of charm, 1 stack per point of damage, with the exception of piercing attacks.
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* NonDamagingStatusInflictionAttack: Some cards allow you to apply one of the several StatusEffects to the enemy without dealing any damage. These are useful because such cards typically apply more stacks (4-5) of the status effect ''because'' there's no damage. Most {{Status Infliction Attack}}s only apply 2-3 stacks or make the number of stacks applied equal to the amount of damage inflicted, meaning that Armored foes or foes with Impervious would not be affected.
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* NonDamagingStatusInflictionAttack: Some cards allow you to apply one of the several StatusEffects to the enemy without dealing any damage. These are useful because such cards typically apply more stacks (4-5) of the status effect ''because'' there's no damage. Most {{Status Infliction Attack}}s only apply 2-3 stacks or make the number of stacks applied equal to the amount of damage inflicted, meaning that Armored armored foes or foes with Impervious would not be affected.
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** Barrier - Acts like magic armor, defending against a single point of damage per stack. Unlike armor however, unused stacks of Barrier do ''not'' disappear after your turn ends, allowing you to stack them throughout an entire combat.
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** Anger - increases the damage of all direct damage to the enemy by 1 per each stack of Anger.
** Focus - after 5 stacks of focus are accumulated, draw 1 card extra per turn
** Haste - lowers the energy cost for the next X amount of cards per stack of Evasion one already has.
** Evasion - evade the next X melee action(s) per stack of evasion
** Impervious - this one's a strange one. For incoming direct damage, it functions just like armor, negating 1 point of damage per stack. However, for damage dealt via status effects (bleed, poison, burn) it will completely negate it ''without'' losing a stack
** Reflect - an AttackReflector that bounces back incoming damage per stack of reflect.
** Focus - after 5 stacks of focus are accumulated, draw 1 card extra per turn
** Haste - lowers the energy cost for the next X amount of cards per stack of Evasion one already has.
** Evasion - evade the next X melee action(s) per stack of evasion
** Impervious - this one's a strange one. For incoming direct damage, it functions just like armor, negating 1 point of damage per stack. However, for damage dealt via status effects (bleed, poison, burn) it will completely negate it ''without'' losing a stack
** Reflect - an AttackReflector that bounces back incoming damage per stack of reflect.
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** Anger - increases Increases the damage of all direct damage to the enemy by 1 per each stack of Anger.
** Focus -after After 5 stacks of focus are accumulated, draw 1 card extra per turn
turn.
** Haste -lowers Lower the energy cost for the next X amount of cards per stack of Evasion one already has.
** Evasion -evade Evade the next X melee action(s) per stack of evasion
evasion.
** Impervious -this This one's a strange one. bit complicated. For incoming direct damage, it functions just like armor, negating 1 point completely negates a single instance of damage per stack. stack of impervious. So if an enemy was going to attack for 50 HP, it would be negated, and you'd lose a stack of impervious. However, for ''indirect'' damage dealt via status effects (bleed, like bleed, poison, burn) burn it will completely negate it ''without'' losing a stack
stack.
** Reflect -an An AttackReflector that bounces back incoming damage per stack of reflect.
** Focus -
** Haste -
** Evasion -
** Impervious -
** Reflect -
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** Bleeding - Attacks do an additional +1 bleed damage per stack of bleed
** Brittle - the afflicted takes +1 damage from melee strikes per stack of Brittle
** Burn - per each stack of Burn deal 1 damage at the end of the afflicted's turn
** Charmed - if the afflicted's HP falls below the number of stacks of Charmed on them, they die automatically
** Brittle - the afflicted takes +1 damage from melee strikes per stack of Brittle
** Burn - per each stack of Burn deal 1 damage at the end of the afflicted's turn
** Charmed - if the afflicted's HP falls below the number of stacks of Charmed on them, they die automatically
to:
** Bleeding - Attacks do an additional +1 bleed damage per stack of bleed
Bleed.
** Brittle - the afflicted takes +1 damage from melee strikes per stack ofBrittle
Brittle.
** Burn - per each stack of Burn deal 1 damage at the end of the afflicted'sturn
turn.
** Charmed -if When the afflicted's HP falls below the number of stacks of Charmed on them, their health zeroes and they die automaticallydie.
** Brittle - the afflicted takes +1 damage from melee strikes per stack of
** Burn - per each stack of Burn deal 1 damage at the end of the afflicted's
** Charmed -
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** Deep Wound - if the afflicted accumulates 5 Deep Wounds, they automatically die
** Frozen - Decrease the damage from all attack cards by 1 per stack of Frozen
** Jinx - Nullify the next card played
** Poison - the afflicted loses 1 HP per stack of Poison whenever they play a card
** Slow - Add 1 stack every time the afflicted plays a card. Increase the cost of the next cards drawn by 1 per stack of Slow
** Frozen - Decrease the damage from all attack cards by 1 per stack of Frozen
** Jinx - Nullify the next card played
** Poison - the afflicted loses 1 HP per stack of Poison whenever they play a card
** Slow - Add 1 stack every time the afflicted plays a card. Increase the cost of the next cards drawn by 1 per stack of Slow
to:
** Deep Wound - if When the afflicted accumulates 5 Deep Wounds, they automatically die
die. Also, Deep Wounds can inflict the Bleed status on the afflicted after some upgrades.
** Frozen - Decrease the damage from all attack cards by 1 per stack ofFrozen
Frozen.
** Jinx - Nullify the next cardplayed
played.
** Poison -the The afflicted loses 1 HP per stack of Poison whenever they play a card
card.
** Slow - Add 1 stack every time the afflicted plays a card. Increase the cost of the next cards drawn by 1 per stack ofSlowSlow.
** Frozen - Decrease the damage from all attack cards by 1 per stack of
** Jinx - Nullify the next card
** Poison -
** Slow - Add 1 stack every time the afflicted plays a card. Increase the cost of the next cards drawn by 1 per stack of
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* StatusBuff: Several.
to:
* StatusBuff: Several.Several and both you, the player character, and enemies can gain them.
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reverting after consulting ATT about these entries' changes https://tvtropes.org/pmwiki/query.php?parent_id=119127&type=att
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* NonDamagingStatusInflictionAttack: Some cards allow you to apply one of the several status effects to the enemy without dealing any damage. These are useful because such cards typically apply more stacks (4-5) of the status effect ''because'' there's no damage. Most {{Status Infliction Attack}}s only apply 2-3 stacks or make the number of stacks applied equal to the amount of damage inflicted, meaning that Armored foes or foes with Impervious would not be affected.
to:
* NonDamagingStatusInflictionAttack: Some cards allow you to apply one of the several status effects StatusEffects to the enemy without dealing any damage. These are useful because such cards typically apply more stacks (4-5) of the status effect ''because'' there's no damage. Most {{Status Infliction Attack}}s only apply 2-3 stacks or make the number of stacks applied equal to the amount of damage inflicted, meaning that Armored foes or foes with Impervious would not be affected.
** Focus - after 5 stacks of focus are accumulated, draw 1 card extra per turn
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* StatusInflictionAttack: Several cards allow you to both deal damage and afflict one of the many status ailments to the enemy. For example, one of the starting cards for the Arcanist, Frost Shard, does damage and afflicts the enemy with the Frozen status ailment for every point of damage that landed.
to:
* StatusInflictionAttack: Several cards allow you to StatusEffects: There are several in the game, both deal damage and afflict one of the many status ailments to the enemy. For example, one of the starting cards for the Arcanist, Frost Shard, does damage and afflicts the enemy with the Frozen buffs. This trope however, will only focus on ailments and other non-standard status ailment for every point of damage that landed.effects. To see what buffs are available, see StatusBuff.
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* StatusInflictionAttack: Several cards allow you to both deal damage and afflict one of the many status ailments to the enemy. For example, one of the starting cards for the Arcanist, Frost Shard, does damage and afflicts the enemy with the Frozen status ailment for every point of damage that landed.