Status effects are combat effects that provide either a "buff", a positive effect, or a "debuff" with a negative effect to an enemy or character in combat. Most status effects last for one turn, and will state otherwise on the status effect description if not. Buffs provided by equipment or perks are permanent. Status effects can be applied through a number of means including certain actions on combat or equipment die, enemy attacks, and consumable combat items. Any status effects on an enemy or ally can be viewed by hovering the mouse over them in combat.
Heal restores the health of the target(s) for the number listed. Healing from combat die cannot be used outside of combat. However, if you can eliminate all but one weak enemy that you can consistently either fully block with shield or can fully Stun , and as long as the Fighting Spirit is high enough that you don't lose Sanity then it can be a good idea to stall combat for a few turns to heal up your trek members.
Revive will bring a character at 0 Health back to the amount listed.
Shield sets up a shield for the whole trek. Every enemy attack first goes into the shield, only dealing damage and applying debuffs to the trek members after the shield is depleted. Any extra damage over the shield value will break though and hit the intended target. For example: If you currently have 10 shield and an enemy attacks one of you allies for 15 Damage , then 10 of it would be blocked and you ally would lose 5 Health .
Strength increases all damage dealt by the affected ally or enemy by the listed percentage.
Armour decreases all damage taken by the affected ally or enemy by the listed percentage.
Taunt redirects all incoming enemy attacks to taunted character. Higher taunt values increase the number of turns.
Untargetable makes the affected unit untargetable by enemy attacks for the listed number of rounds.
Counter Attack is a reactionary buff. It deals Damage equal to the counter attack damage to the next enemy that attacks one of your trek members. Will not trigger if all enemy attacks are skipped with stuns or the enemy cannot otherwise attack. It will still trigger if the attack is fully blocked with shield .
Retaliation is a reactionary buff. Whenever the character or enemy with retaliation is attacked, they deal Damage equal to the retaliation value back to that enemy. This works well with taunt to guarantee the enemy targets the character with retaliation.
Stun prevents the next attack(s) that the enemy tries to take for one turn. Stunning an enemy multiple times can prevent multiple attacks if they were preparing more than one in a single turn.
When applied to the leader or a companion, one of that character's die get a stun effect applied to it. Stunned die cannot be used for one turn.
Weakness decreased the damage dealt by the affected ally or enemy by the percentage listed.
Vulnerable increases the damage taken by affected ally or enemy by percentage listed.
Burning deals damage at the end of the affected character or enemy's turn, dealing damage equal to it's value to them and then reducing the burning value by one. The target is no longer burning when the value reaches zero.
For example: The torch inflicts burning 5 to an enemy. At the end of the enemy's next turn, after they attack (or pass if stunned), they take 5 damage and the burning value reduces to 4. Then your next turn will occur and again, after the enemy takes their turn, they will then take 4 damage and the burning value will be 3. And so on...
Bleeding deals damage to a character or enemy equal to the bleed value every time an enemy takes an action or attacks. This will not activate if an enemy was stunned and skipped their attack. This is more effective against enemies who are using multiple attacks in a round.
When applied to the leader or a companion, that character's die get a bleeding effect. Every time an affected die action is used or if the die is used to boost another die action, the afflicted character will take the amount of damage equal to the value of the bleed effect.
Poison deals damage at the end of the affected character or enemy's turn, dealing damage equal to it's value to them. The effect lasts until combat ends and additional poison stacks.
In the case where a character who is buffed with bonus Strength is targeting an enemy who is vulnerable , the bonuses stack multiplicatively. Take the below example: The big game hunter is using a fully boosted Cracking Wallop for 40 base Damage . They are dealing a bonus 16 Damage from their +41% Strength damage bonus (the first green number next to the base damage). Then another bonus 8 Damage by targeting the Guardian Wolf with +14% vulnerable .