Enemy intents
The tab on an enemy's plate is its next move and the number it will land. Nothing an enemy does is a surprise.
The eleven moves
| Intent | What the game says | Number shown |
|---|---|---|
| Strikes you for N. | its attack | |
| A crushing blow for N: three quarters of it gets past armor unless you GUARD. | twice its attack | |
| Strikes twice for N each. | 60% of its attack, twice | |
| Raises N armor. | 10% of its health plus its attack | |
| Heals its most wounded ally for N. | a quarter of the ally's health | |
| All enemies gain 25% power. | ||
| Weakens you: you deal 30% less for 2 turns. | ||
| Arcane strike for N. Ignores armor. | 90% of its attack | |
| Strikes for N and steals gold. | 80% of its attack | |
| Strikes for N and sets you on fire. | 80% of its attack | |
| Calls for help. |
The number is worked out from the enemy's attack as it stands, so a weakened enemy shows 30% less and an enraged or rallied one shows more. A Flurry reads "2xN".
Reading the plate
- Colour. Moves that hurt you are red, a Guard is steel, a Mend green, a Rally orange, a Curse purple.
- A red frame with a white number means that blow matters: on its own it is at least half of your health and armor, or it gets past your armor and this turn's blows together would take at least half your health.
- A red "!" beside it means that blow gets past your armor and this turn's blows together would take all the health you have. GUARD, kill something, or heal.
- Normal enemies show only their next move, and start a fight at a random point in their cycle. A boss always starts at the top of his, and his card shows the whole cycle.
Tap an enemy for its card: health, armor, power, the gold it pays, its next move in words, and its traits.
Guard, Mend and Summon
- An enemy's Guard raises its armor by a tenth of its health plus its attack. There is a cap: one and a half times its starting armor, or one and a half Guards' worth if that is more. At the cap its plate shows no number, and if it Guards anyway "FULL" rises over it (a boss's card writes FULL in his strip).
- A Mend heals the most wounded ally for a quarter of that ally's health. With nobody wounded it becomes an Attack.
- A Summon needs an empty place: three enemies stand at most. With the room full it becomes a Heavy.
- A Rally adds 25% to every enemy's power for the rest of the fight, and Rallies stack.
- A Curse weakens you for 2 of your turns: your strikes and skills deal 30% less.
What follows a blow that lands
- A thief's blow takes half the floor's standard gold.
- A poisonous enemy's blow adds poison equal to 15% of its attack; a burner's, or any Scorch, adds burn equal to 20% of its attack. See statuses.
- A blinded enemy's attack misses 40% of the time.
A frozen or stunned enemy skips its turn. A frozen one's intent is drawn faint.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.