Stats
Health Points – The amount of damage a delver or monster can take before they are dead
Action Points (AP) – Used by Delvers to perform Attacks, Actions, and Abilities. At the beginning of each Delvers turn, they regenerate half of their maximum AP. There is also Team AP which any Delver can use, and is gained from breaking Monsters.
Speed/Initiative – Determines the round order, higher Speed Delvers and Monsters act first
Accuracy – Determines how likely a Delver or Monster is to land an Attack
Defence – Determines how likely a Delver or Monster is to avoid an Attack
Combat Basics
Armour – The amount of damage that a delver or monster can take before their Health Points are affected. Armour can be granted by Spells and Abilities, and resets to 0 at the beginning of a Delver’s turn
Sunder – Sunder removes Armour from the target(s)
Heal – An action or ability that restores Health Points.
Break Points – The number of hits that a monster can take before it becomes Broken
Broken – If a monster is Broken it will skip it’s next action, instead restoring all it’s Break Points and gaining Fortified for 1 turn
Break Point Restore – The target monster regains 1 Break Point
Reinforce – Summons additional Monsters to the fight
Blessings
Berserk – Deal 50% more damage
Focused – Attacks have +10% chance to hit
Evasive – Incoming Attacks have a -10% chance to hit
Frenzied – Deal double damage
Thorns – When hit, deal 5 damage back
Sharp – Attacks deal +1 Break Damage
Invulnerable – Cannot take damage
Lifesteal – Dealing unblocked damage restores as many Health Points
Fortified – Cannot take Break Point damage
Flaming Strikes – Dealing unblocked damage applies Burn
Regen – Restores 5 HP at the beginning of the turn
Curses
Weak – Deal 50% less damage
Dazed – Attacks have -10% chance to hit
Vulnerable – Incoming Attacks have a +10% chance to hit
Burn – At the beginning of the turn, take 3 damage and 1 Break Point damage. Each additional Burn does 1 additional damage.
Stun – Miss the next turn
Nullify Healing – Cannot be healed
Poison – At the beginning of the turn, take 6 damage. Each additional Poison does 1 additional damage
Resources
Gold – Found in all dungeons. Used for Delver Upgrades.
Scarabs – Found in the Pharaoh’s Tomb. Used for Delver Upgrades.
Skulls – Found in the Undead Manor. Used for Delver Upgrades.
Crystals – Found in the Blasted Lands. Used for Delver Upgrades.