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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

FocusedAttacks have +10% chance to hit

EvasiveIncoming 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

RegenRestores 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.

StunMiss the next turn

Nullify HealingCannot 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.