Damage types, affinities, Break, and Broken

Type depth a turn-based card can carry: weakness matters, breaking matters, every mob is a puzzle before it is a bag of HP.

What you see

the Weak icon once discovered; the Break bar

The rules

  1. Eight damage types: Slash, Pierce, Blunt, Fire, Frost, Poison, Ink, Sound. Every technique has one; every weapon a primary; runes can add a second.
  2. Every creature has an affinity per type: Weak / Neutral / Resist / Immune / Absorb. Wardens have a public weakness and a hidden one.
  3. Break. Elites and bosses have a Break bar (Break points, 1–9 by tier). A hit on a Weak type removes one Break point; a Combo removes two. At zero the creature is Broken for one round: it loses its Intent, takes +50% damage, and every player gains an extra action. Break points restore over three rounds.
  4. Press. Hitting a weakness refunds the technique's Focus. Hitting Immune costs double Focus. Hitting Absorb heals the creature and bans that type for the fight (the boss learns).
  5. Part damage: parts have their own affinities; breaking a part removes an Intent permanently.

Hidden

There is more to this system than the rules above. Nobody has registered a discovery yet.

Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.