Effects and states

Each ability can involve one or several effects, among which some result in a state, whereas others are immediately resolved.
An effect has a certain percentage of chances to be working.

Those resulting in a state are likely to have a temporary period defined by the ability, or to be linked to a passive ability.
Consequently, effects linked to passive abilities (and/or to unique powers working more or less the same way) are deactivated when a creature using it is knocked out, ejected or swapped.

A creature can only be under the influence of one same effect at a time.
An effect gets replaced by another effect of the same name :

  • If the amplitude (percentage, probability or damage index) of the new effect is bigger.
  • With an equal amplitude, which will then last longer in turn.
    When two effects of the same name come from an ability launched twice by two creatures with the same name, the replacement is done if the creature that last cast the ability is of an equal or superior level.
INCAPACITATE<br> (State: neutralised)

INCAPACITATE
(State: neutralised)

For the entire duration of the effect, a neutralised creature:
- Won’t be able to select any ability nor order, except the order “pass”.
- Receives a major dodge penalty of - 100%.
- Has a 60% chance for immunity to further of neutralisations until the end of its next creature round after the effect wears off.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
DEATH<br> (State: knocked-out)

DEATH
(State: knocked-out)

An ability including the “death” effect has a percentage of chances (defined by the ability) to result in the instant “death”  effect for the selected target.

A knocked out creature:
- Can no longer act when it’s its creature round.
- Is no longer affected by bonuses/penalties and effects, except for “resurrection” and some “special” effects.
- Has no more active abilities nor active unique power.

Creatures with the “undead” sub-type are immuned to the “death” effect, but not to the “knocked out” state.
EJECTION<br> (State: ejected)

EJECTION
(State: ejected)

An ability including the “ejection” effect has a percentage of chances (defined by the ability) to result in the “ejected” effect for the selected target.

An ejected target:
- Can no longer act when it’s its creature round.
- Disappears from the arena and can thus not be the target of any creature, object, handicap or ability anymore.
- Has no more active abilities nor active unique power.
- Enables an eventual victorious opponent to win only 1 experience point.
- Has the same number of vitality and energy points than before it got ejected when the battle ends.

Creatures with the sub-type “flying” are immuned to the “ejection effect”.
SHELTERED<br> (State: sheltered)

SHELTERED
(State: sheltered)

As long as the “sheltered” effect lasts, a creature:
- Can no longer be the target of (allied or enemy) ability of which range isn’t “team” or “all creatures”. However, the effects which are already affecting it, of those resulting from the creature itself will keep on acting.
- Can only activate one order on its creature round (swap, pass or escape)

This effect is replaced by another effect with the same name if: the new effect lasts longer.
TAUNT<br> (State: provoked)

TAUNT
(State: provoked)

As long as the effect lasts, a “provoked” creature is forced to attack the creature which used its ability with the “provocation” effect on it

If the creature victim of the “provocation” effect was to be forced to attack an ally on its creature round, the effect would then wear off.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
PROTECTION<br> (State: protected)

PROTECTION
(State: protected)

As long as the effect lasts, a “protected” creature:
- Transfers the resolution phase of the abilities with “individual”, zone”, “multiple random” and “repeated” range which are aiming at it, to the allied creature which used the “protection” effect.

There are two exceptions: the “Scan” and “Mind control” effects can aim at a protected creature.

Note: When "Protection" is cast by an ally to protect another ally; "Charm" is cast on a ennemy OR an ally for it to sustain the resolution of abilities instead of the creature that used this particular effect.

A protected creature is immune to the "charm" effect, as long as "protection" is affecting it.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
CHARM<br> (State: charmed)

CHARM
(State: charmed)

As long as the effect lasts, a “charmed” creature:
- Suffer the resolution phase of the abilities with “individual”, zone”, “multiple random” and “repeated” range which are aiming at the creature which used the “charm” effect.

There are two exceptions: the “Scan” and “Mind control” effects can aim at a creature which used "Charm" on another creature.

Note: When "Protection" is cast by an ally to protect another ally; "Charm" is cast on a ennemy OR an ally for it to sustain the resolution of abilities instead of the creature that used this particular effect.

A charmed creature is immune to the "protection" effect, as long as "charm" is affecting it.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
COVER<br> (State: living shield)

COVER
(State: living shield)

As long as the effect lasts, a creature using an ability with the “cover” effect:
- Is necessarily the target of enemy “zone” or “multiple random” range abilities.
- Replaces the range of all enemy abilities with “zone” or “multiple random” range to “individual” range.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
HUMILITY<br> (State: humble)

HUMILITY
(State: humble)

As long as the effect lasts, a creature under the “humility” effect:
- Is of size 1.
- Is no longer and can’t be the source of an eventual “cover” effect.
- Receives a major penalty of - 30% returned impact damages.
- Receives a major bonus of + 30% received impact damages.
- Receives a major penalty of -20% damages.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
HEAL

HEAL

A creature using an ability including the “heal” effect gives back a certain number of vitality points to its target which can’t however exceed the maximum number of existing vitality points of the targeted creature.

A heal effect can work different ways:
- The heal effect works just like a physical, ranged or mixed attack, but it doesn’t inflict any damage points: it gives back the existing vitality points instead.
- The heal effect gives back a certain number of existing vitality points to the targeted creature according to a percentage of its maximum vitality points defined by the ability (for example: 10%).

There is no impact damages nor energy burn when using the heal effect.
RECOVERY

RECOVERY

A creature using an ability with the “recovery” effect gives back a certain amount of energy points to its target, thus not being able to cross the limit of maximum energy points of the targeted creature.

A recovery effect can work different ways:
- The recovery works just like a physical, ranged or mixed attack, but it doesn’t inflict any damage points: it gives back the existing energy points instead.
- The recovery effect gives back a certain number of existing energy points the the targeted creature according to a percentage of its maximum energy points defined by the ability (for example: 15%).

There is no impact damages nor energy burn when using the recovery effect.
VAMPIRISM<br> (State: vampire)

VAMPIRISM
(State: vampire)

For as long as this effect lasts, a certain percentage of damages inflicted by a “vampire” creature (defined by the ability including the “vampirism” effect) is added to its existing vitality points.

If the targeted creature’s remaining vitality points aren’t high enough, it’s the number of remaining vitality points (before K.O) that’s added to the existing vitality points of the attacking creature.

Vitality points that are obtained this way can not exceed the maximum total vitality points of the attacking creature.

This effect is replaced by another effect with the same name if: the new effect steal more vitality points than the last one.
In case the steal is exactly the same for the two effects with the same name, then if: the new effect lasts longer.
STEAL ENERGY<br> (State: energy vampire)

STEAL ENERGY
(State: energy vampire)

For as long as this effect lasts, a certain percentage of damages inflicted by an “energy vampire” creature (defined by the ability including the “steal energy” effect) is added to its actual energy points.

If the targeted creature’s remaining energy points aren’t high enough, it’s the number of remaining energy points that’s added to the existing energy points of the attacking creature.
Energy points that are obtained this way can not exceed the maximum total energy points of the attacking creature.

This effect is replaced by another effect with the same name if: the new effect steal more energy points than the last one.
In case the steal is exactly the same for the two effects with the same name, then if: the new effect lasts longer.
POISON<br> (State: poisoned)

POISON
(State: poisoned)

For as long as this effect lasts, a “poisoned” creature receives a certain amount of penetrating damages, defined by the ability including the “poison” effect used on the targeted creature.

These damages are inflicted at the beginning of a creature round, before an eventual ability selection and/or order.

The creatures with the “Robotic” subtype are immuned to the “poison” effect.

This effect is replaced by another effect with the same name if: the new effect does more damage to it's target than the last one. In case the damage done is exactly the same for the two effects with the same name, then if: the new effect lasts longer.
REGENERATION<br> (State: regenerating)

REGENERATION
(State: regenerating)

For as long as this effect lasts, a creature “regenerating” receives a certain amount of vitality points, defined by the ability including the “regeneration” effect aiming at the said creature.

These vitality points are added at the beginning of the creature round, before an eventual ability selection and/or order.

Vitality points that are obtained this way can not exceed the creature’s maximum total vitality points.

This effect is replaced by another effect with the same name if: the new effect gives more vitality points to its target than the last one.
In case the % of regained vitality point is exactly the same for the two effects with the same name, then if: the new effect lasts longer.
REINVIGORATION<br> (State: reinvigorating)

REINVIGORATION
(State: reinvigorating)

For as long as this effect lasts, a creature “reinvigorating” receives a certain number of energy points, defined by the ability including the “reinvigoration” effect aiming at the said creature.

These energy points are added at the beginning of the creature round, before an eventual ability selection and/or order.

Energy points that are obtained this way can not exceed the creature’s maximum total energy points.

This effect is replaced by another effect with the same name if: the new effect gives more energy points to its target than the last one.
In case the % of regained energy point is exactly the same for the two effects with the same name, then if: the new effect lasts longer.
RETURN<br> (State: Not even dead)

RETURN
(State: Not even dead)

A creature under the “return” effect and that would be knocked out has a chance to come back to life at the beginning of its creature round, and it will be able to act normally.

The creature’s number of vitality and energy points when it returns, as well as the effect’s probability, are defined by the ability that included the “return” effect.

A creature that wouldn’t remain knocked out but that would be under the “not even dead” effect after the loss of all its vitality points isn’t subject to the other creature’s effects and abilities, and its passive abilities (as well as unique power) are deactivated until it returns.

This effect is replaced by another effect with the same name if: the probability that the effect is actually triggered is higher.
If the % is the same, then if : the effect lasts longer.
CLEAR

CLEAR

When a creature receive the “clear” effect: all the temporary penalties, and temporary effects such as poison, neutralization, provocation and revelation that affected it wear off.

(The said penalties and effects resulting from a passive ability, unique power, object or battle handicap don’t wear off.)
RESURRECTION

RESURRECTION

A creature that was knocked out and is targeted by an ability with the “resurrection” effect comes back to life immediately, with a certain amount of vitality and energy points defined by the ability that included the “resurrection” effect.

However:
- A resurrected creature will have its creature round moved to the end of the battle round.
- On its first creature round, it will be “neutralised”
TRANSFORMATION<br> (State: transformed)

TRANSFORMATION
(State: transformed)

A “transformed” creature:
- Access a new version of itself, while still keeping the same statistics.
- Has existing maximum vitality and energy points defined by the ability that included the “transformation” effect.
- Has the same empathy points as its other version(s).
- Immediately beneficiates from the “purge” effect.
BACKUP

BACKUP

An ability including the “backup” effect invites a creature out of a battle to join the battle if the creature’s team using the ability strictly counts less than 15 creatures (9 for a team controlled by a traveler).

The type of creature, as well as it number of vitality and energy points are defined by the ability including the “backup” effect.

However:
- A creature that was called in for backup has its creature round moved to the end of the battle round.
- On its first creature round, it it “neutralized”.
SHAMBLES

SHAMBLES

An ability including the “shambles” effect plays around with the creature’s action order.

- When the ability has an “enemy team” range, the order of that team’s creatures will be reorganised at random between the places that were already given to the creature’s said team.
- When the ability has an “all creatures” range, it’s the entire battle order that’s reorganised, around the creature that used the ability that included the “shambles” effect.

The creature which already passed a battle round won’t act again; the ones that didn’t act on this battle round are considered as if they had use the order “pass”.
ACCELERATION<br> (State: in acceleration)

ACCELERATION
(State: in acceleration)

For as long as this effect lasts, a creature “in acceleration” will be able to select a second ability on its round, of which activation costs one creature round and is INNATE, immediately after its first resolution phase.

This effect is replaced by another effect with the same name if: the probability that the effect is actually triggered is higher.
If the % is the same, then if : the effect lasts longer.
SCAN<br> (State: revealed)

SCAN
(State: revealed)

For as long as this effects lasts, a “revealed” creature will have its battle statistics divulged to anyone checking its creature’s file (right click on the creature during a battle).

The revelation effect even affects a “protected” creature.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
MIND CONTROL<br> (State: controlled)

MIND CONTROL
(State: controlled)

When a creature is being “controlled”, the team that used the ability that included the “mind control” effect has to select one of the “controlled” creature’s ability, or its order “pass”.

For as long as the mind control lasts, a “controlled” creature gets on the side of the team with the creature which used the ability, and becomes enemy to its original team.
It is thus affected by new passive abilities, whereas others no longer affect it. Consequently, its passive abilities also affect its new allies and enemies

There are some limits to the choice of abilities for a controlled creature.
It’s impossible to select:
A greyed or locked ability, or an ability under the “anti” effect
The orders “swap” or “escape”.
An ability including the  “mind control” effect.
An acting passive ability in order to deactivate it.

The “mind control” effect has several restrictions:
- A creature called in for backup appears in the original team of the creature that used the ability including “backup”.
- A “taunt” effect used after the selection of an ability belonging to the controlled creature wears off at the end of the creature’s round, which used the ability including “mind control”.
- The creature with the subtype “monster” are immuned to the “mind control” effect.

The resolution of the chosen ability marks the end of the creature’s round, which used the ability including the “mind control” effect.

To finish, a controlled creature should normally act on its creature round.
IMMUNITY<br>(State: Immune to)

IMMUNITY
(State: Immune to)

For as long as this effects lasts, a creature “immune to” an effect or type of damage won't sustain any consequences implied by the said effect or type of damage.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
Please note that the "Immunity" effect's name is always relative to the effect or type of damage its protecting from.
ABILITY UNLOCK<br> (State: Freed creature, Ability unlocked)

ABILITY UNLOCK
(State: Freed creature, Ability unlocked)

An ability including the “ability unlock” effect free the access and use to one or several abilities of which activation was made impossible until now, for the targeted creature.

Thereby and for as long as the effect lasts, a “freed” creature can now use any order, unique power or ability including the targeting, range or any effect associated with the “Ability unlocked” effect.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
Please note that the "Ability unlock" effect's name is always relative to the ability caracteristics' it's unlocking.
ABILITY LOCK<br> (State: Limited creature, Ability locked)

ABILITY LOCK
(State: Limited creature, Ability locked)

An ability including the “ability lock” effect blocks the access to one or several abilities of which activation was possible until now, for the targeted creature.

Thereby and for as long as the effect lasts, a “limited” creature can no longer use any order, unique power or ability including the targeting, range or any effect associated with the “Ability locked” effect.

This effect is replaced by another effect with the same name if: the new effect lasts longer.
Please note that the "Ability lock" effect's name is always relative to the ability caracteristics' it's locking.
SPECIAL

SPECIAL

An ability including a “special” effect has a list of rules and effects of its own. These effects are described if the ability file of the said creature, which you can access in your Kaodian library.

These effects work the same ways as others when it comes to duration, targeting, reach etc.
They are simply rarer and more peculiar, unique and/or specific to one creature.

A special effect is always replaced by the same special effect coming from the same named ability.