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Keywords

Status effects, item tags and stat buffs, with how each one ticks.

Data updated

Overview

Burn, Poison and Bleed all tick on different schedules. Burn deals its stacks at the start of the unit's turn, then drops by 1. Poison deals its stacks at the start of each turn, and healing on a poisoned unit is less effective but cures 1 stack. Bleed hits at the end of the round, then grows by 1, so it gets worse the longer it stays. Doomed ticks down at the end of your turn and kills you at 0.

How it works

Brace and Thorns

Brace cuts all damage you take by X. Bleed Thorns and Poisonous punish contact, inflicting Bleed or Poison on whoever touches you.

All Keywords

Showing 207 of 207

  • Adrenaline

    Keeps Exhaustion at 0.
    +25% Crit Chance.
    +25% Block Chance.
  • All Stats Up

    All Stats increased by X

    All Stats Down: All Stats decreased by X

  • Ammo

    X shots left.
  • Appeal

    Affects the quality of the stray cats that show up each day
  • Attraction

    The thing attracting you is gone. Does nothing.
  • Auto Revive

    Revives at the end of the next round.
  • Backflip

    Backflips out of the way the next time it's targeted.
  • Backstab Bonus

    +X% Backstab Damage this turn. (Plus the default 25% backstab bonus.)
  • Blast Resistance

    Takes X less damage from explosions.
  • Bleed

    Takes X damage at the end of the round, then increase Bleed by 1.
  • Bleed Thorns

    Deals X damage and inflicts Bleed X to units that contact you.
  • Blessing of Peace

    Gain +X Holy Shield at the end of your turn. Lose this when you deal damage.
  • Blind

    30% miss chance for the next X turns.
  • Bloodzerked

    When you deal health damage to a bleeding unit, heal that much health.
  • Body Guard

    The next time an ally is targeted, swap places with them first.
  • Bonus Attack

    X extra basic attacks that are saved across turns if unused.
  • Bonus Knockback

    Knockback you inflict is increased by X.
  • Bonus Knockback Damage

    Knockback damage you deal is increased by X.
  • Bonus Move

    X extra basic moves that are saved across turns if unused.
  • Bonus Range

    Your next basic attack has +X range.
  • Bounty

    Takes 25% extra damage. If killed, gain X coins.
  • Bounty

    Hunted by the bounty hunter.
  • Brace

    Takes X less damage from all sources.
  • Brimstone Rune

    Imbues its owner's basic attack with +2 Damage and +2 Burn.
  • Brittle

    This item has a 25% chance to break when you take damage.
  • Bruise

    Takes X more damage from physical sources.
  • Burn

    Takes X damage at start of its turn, then decrease Burn by 1.
  • Captured Familiar

    Was once an enemy, is now on your team. Will follow you to future battles if it doesn't die.
  • Chaos Rune

    Imbues its owner with the ability to repel attackers.
  • Charge

    Gains X mana at the start of its next turn.
  • Charge Fists

    Your basic attack emits X Sparkles until the end of the turn.
  • Charisma Up

    Charisma increased by X.
    Charisma affects max mana and initial mana.

    Charisma Down: Charisma decreased by X. Charisma affects max mana and initial mana.

  • Charmed

    It's brainwashed!
  • Cleave

    Cuts a chunk of meat off what it hits.
  • Comfort

    Affects how often cats will breed or fight.
  • Confusion

    When performing an action, 33% chance to instead hit itself equal to its strength. Lasts X turns.
  • Confusion

    When performing an action, 33% chance to instead hit itself equal to its strength.
  • Constitution Up

    Constitution increased by X.
    Constitution affects max health and post-battle health regen.

    Constitution Down: Constitution decreased by X. Constitution affects max health and post-battle health regen.

  • Counter Attack

    Attack the next X things that damage you automatically.
  • Counter Attack

    Attack things that damage you automatically.
  • Crit Chance Up

    Crit Chance increased by X%
  • Cure Random Injury

    Cure a random injury that was permanently lowering one of your stats, if you have any.
  • Cursed

    This item cannot be unequipped once equipped.
  • Damage Up

    Basic attack damage increased by X.

    Damage Down: Basic attack damage decreased by X.

  • Delayed Pain

    Takes X damage at the end of its turn.
  • Dexterity Up

    Dexterity increased by X.
    Dexterity affects ranged attack and ranged ability damage.

    Dexterity Down: Dexterity decreased by X. Dexterity affects ranged attack and ranged ability damage.

  • Dodge

    Dodges the next X attacks.
  • Dodge Chance

    Dodge Chance increased by X%.
  • Doomed

    Ticks down at the end of your turn. When it hits 0, Die.
  • Doomed

    Ticks down at the end of your turn. When it hits 0, Die (without being injured).
  • Double Action

    The next ability you use is used an additional time for free.
  • Double Cast

    The next spell you cast is cast an additional time for free.
  • Double Cast (This Turn)

    The next spell you cast this turn is cast an additional time for free.
  • Double Ranged Damage

    All ranged physical attacks and abilities deal double damage.
  • Drowsy

    Falls asleep at the end of its turn.
  • Elite Buff: Absorbent

    Drains all unused mana from units when they end their turn, and deals damage to them equal to the amount of mana drained.
  • Elite Buff: Bouncy

    When hit, bounces itself and its attacker apart.
  • Elite Buff: Creepy

    Basic attack inflicts Poison. Leaves a trail of creep.
  • Elite Buff: Damaging

    +2 Damage
  • Elite Buff: Depressing

    While alive, its enemies have -1 to all stats.
  • Elite Buff: Evolving

    At the end of each round, gain a random Elite Buff.
  • Elite Buff: Flaming

    Fire Immune. Leaves a trail of fire. Applies Burn 1 to attackers.
  • Elite Buff: Flaming

    Fire Immune. Leaves a trail of fire.
  • Elite Buff: Hardy

    Immune to stuns.
  • Elite Buff: Healthy

    +3 Health Regen. +20 unfilled max health.
  • Elite Buff: Infested

    Spawns a fly swarm when it dies.
  • Elite Buff: Lucky

    +3 LCK. +10% Crit Chance. +10% Dodge Chance.
  • Elite Buff: Mad

    Madness. Gains +1 all stats and heals 4 when it gets a kill.
  • Elite Buff: Mad

    Madness. Takes an extra turn per round. Gains +1 all stats and heals 4 when it gets a kill.
  • Elite Buff: Mega

    Takes one less turn per round. +50% health and damage
  • Elite Buff: Mirror

    Reflects all projectiles. Takes 2 damage when it reflects a projectile.
  • Elite Buff: Plow

    Trample. Moves one space towards attackers when damaged.
  • Elite Buff: Protected

    At the end of each turn, set Holy Shield to 1 if it had no Holy Shield. -20% max health.
  • Elite Buff: Reactive

    +1 Kinetic Spikes
  • Elite Buff: Resonant

    Whenever an enemy casts a spell, gain All Stats Up 1 and heal 1.
  • Elite Buff: Sandy

    +10% Dodge Chance. Starts a sandstorm when it dies.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 4 Shield, set Shield to 4. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 8 Shield, set Shield to 8. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 12 Shield, set Shield to 12. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 16 Shield, set Shield to 16. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 3 Shield, set Shield to 3. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 5 Shield, set Shield to 5. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 7 Shield, set Shield to 7. -20% max health.
  • Elite Buff: Shielded

    At the start of each round, if it has less than 9 Shield, set Shield to 9. -20% max health.
  • Elite Buff: Slightly Depressing

    While alive, adjacent enemies have -1 to all stats.
  • Elite Buff: Speedy

    +4 SPD
  • Elite Buff: Spiky

    +1 Thorns
  • Elite Buff: Spiky

    +2 Thorns
  • Elite Buff: Static

    Arcs 1 electric damage to neighbors whenever it moves.
  • Elite Buff: Sticky

    Anything that contacts or attacks this gets Tarred 1.
  • Elite Buff: Tough

    +1 Brace
  • Elite Buff: Tough

    +2 Brace
  • Elite Buff: Twin

    Half health. Comes with a twin.
  • Elite Buff: Undying

    Revives to 50% health at the end of the round.
  • Elite Buff: Undying

    Revives to 50% health at the end of the round. +2 Corpse Health.
  • Empty Mind

    Spells are disabled. Whenever it gets a kill, it takes an extra turn.
  • Energized

    Takes an extra turn. Cannot be Energized again until after that turn ends.
  • Enrage

  • Entangled

    Immobile. Use basic attack to break free.
  • Exhaustion

    Takes X unblockable damage at the start of its turn, then increase Exhaustion by 1. Whenever it would gain mana or health, gain X less mana or health. Combat regen disabled. Cannot be removed. It's time to finish the fight.
  • Extra Attacks

    Can attack X extra times each turn.
  • Extra Moves

    Can move X extra times each turn.
  • Fear

    Moves as far away from enemies as it can at the start of its turn.
  • Flammable

    This item burns up when hit with fire.
  • Flying

    Ignores tiles and can pass over units and objects.
  • Fragile

    This item breaks when you're downed.
  • Free Spell

    The next spell you cast costs 0 mana.
  • Freeze

    Cannot take damage. Unfreezes at the start of its turn.
  • Grappled

    Immobile as long as it's next to the thing that grappled it.
  • Health Regen

    Regenerate X health at the end of its turn.
  • Health Regen (Diminishing)

    Regen X health at the end of its turn, then decreases Health Regen by 1.
  • Heat Wave

    Heals are reduced by 1. Does not heal after battle. Can be mitigated with water.
  • Heavier Hits

    Physical damage inflicts Bruise X this turn.
  • Heavy Hits

    Basic attack inflicts Bruise X this turn.
  • Hex

    Spells cost X more mana to cast.
  • Hexagram Rune

    Imbues its owner with +1 Movement Range and +3 Trample Damage
  • Holy Shield

    Blocks an entire instance of incoming damage.
  • HP Health

    Affects lifespan and chance to develop or cure disorders each night
  • Immobile

    Cannot move.
  • Infested

    The things infesting this pop out when it dies, destroying its corpse.
  • Infested

    The spiders infesting this pop out when it dies, destroying its corpse.
  • Initiative Up

    You take your turn earlier in the round.

    Initiative Down: You take your turn later in the round.

  • Injury Immunity

    Cannot receive Injuries for any reason. Lasts X turns.
  • Insight

    Spells cost X less mana to cast.
  • Insight

    Spells cost X less mana to cast, excluding Brainstorm.
  • Insight

    Spells cost X less mana to cast until the end of the turn.
  • Intelligence Up

    Intelligence increased by X.
    Intelligence affects mana regen.

    Intelligence Down: Intelligence decreased by X. Intelligence affects mana regen.

  • Invulnerable

    Does not take damage.
  • Kinetic Spikes

    When this takes damage, emit X Sparkles.
  • Knockback

  • Late Bloomer

    Gain All Stats Up 3 in X turns.
  • Leeches

    Drains X health at the end of the round.
  • Lifesteal

    Heals you equal to the amount of health damage dealt.
  • Lifesteal

    The next X basic attacks you do heal you for the amount of health damage they inflict.
  • Lucifer Rune

    Imbues its owner with an extra turn and the power to Bite
  • Luck Up

    Luck increased by X.
    Luck affects base crit chance and all randomness.

    Luck Down: Luck decreased by X. Luck affects base crit chance and all randomness.

  • Madness

    Thinks everything is an enemy. Uncontrollable.
  • Magic Damage Up

    Magic damage you inflict does X extra damage.
  • Magic Weakness

    Incoming magic damage has 100% Crit Chance and can't miss.
  • Mana Leeches

    Drains X mana at the end of the round.
  • Marked

    Incoming physical damage has 100% Crit Chance, ignores shield, and can't miss.
  • Meaty

    Turns into meat when it dies.
  • Metal

    This item is electrically conductive.
  • Miss Chance

    Miss chance increased by X%.
  • Movement Up

    Basic movement range increased by X.

    Movement Down: Basic movement range decreased by X.

  • Mutation

    Adds a chance for cats to receive random mutations each night.
  • Muted

    X of your spells are disabled until the caster dies.
  • No Health Regen

    Health won't regen automatically and does not regen at the end of battle.
  • No Mana Regen

    Mana won't regen automatically.
  • Ostracized

    Every unit sees this as an enemy and will attack it with priority.
  • Pentagram Rune

    Imbues its owner with an extra turn and the power to Summon
  • Petrify

    It's a rock for X turns.
  • Poison

    Takes X damage at the start of each of its turns. Incoming healing is less effective but cures 1 Poison.
  • Poison Lace

    Basic attack inflicts +X Poison.
  • Poison Lace (Weapon)

    Your weapon inflicts +X Poison.
  • Poisonous

    Inflicts Poison X to units that contact you.
  • Possessed

    Takes X extra turns and is uncontrollable and charmed on those turns.
  • Possessed by Dybbuk

    This cat is possessed by Dybbuk. Down this cat to exorcise him.
  • Preemptive Counter

    Attack the next X things that target you before they attack you, automatically.
  • Preemptive Counter

    Attack things that target you before they attack you, automatically.
  • Probed

    It's being controlled! Attack it to break the probe!
  • Promote

    The next familiar you spawn is upgraded into a Champion Champion.
  • Promote+

    The next familiar you spawn is upgraded into an Elite Elite.
  • Random Injury

    Gain a random injury that lowers one of your stats by 1, permanently.
  • Range Up

    Range increased by X.
  • Range Up (Temporary)

    Range increased by X until the end of the turn.
  • Reduce

  • Reflect

    Reflects the next X projectiles you are hit with back at the attacker.
  • Reload

    This action starts disabled and does not refresh on its own after use. Meet the condition to refresh it.
  • Reload

    This action does not refresh on its own after use. Meet the condition to refresh it.
  • Rot

    Hatches a Fly at the end of its turn. Damage from worms and bugs always crits against this.
  • Scrambled

    Abilities are scrambled, temporarily.
  • Sentry Mode

    The next time an enemy ends its movement in your basic attack range, attack it.
  • Sentry Mode+

    When an enemy ends its movement in your basic attack range, attack it. Lasts X turns.
  • Serrated Claws

    Basic attack inflicts +X Bleed.
  • Shield

    Blocks incoming damage.
  • Short Circuit

    All actions are disabled. Cast Break Circuit to break.
  • Sleep

    Skip the next X turns. Being attacked has a chance to wake you up.
  • Sleep (Paralysis)

    You are asleep until your sleep paralysis demon is killed.
  • Slow

    Movement range is reduced to 2 for the next X turns. Takes its turn later.
  • Sparkle

    A projectile that deals 1 magic damage to a random enemy.
  • Speed Up

    Speed increased by X.
    Speed affects movement range and turn order.

    Speed Down: Speed decreased by X. Speed affects movement range and turn order.

  • Stat Bounty

    Whoever kills this gets All Stats Up X.
  • Stealth

    50% Dodge Chance. Lose Stealth when you get hit.
  • Stealth

    50% Dodge Chance. Lose Stealth when you get hit or use your basic attack.
  • Stimulation

    Affects the quality of newborn kittens.
  • Strength Up

    Strength increased by X.
    Strength affects melee attack and melee ability damage.

    Strength Down: Strength decreased by X. Strength affects melee attack and melee ability damage.

  • Stun

    Skip the next X turns.
  • Switcheroo

  • Tarred

    Speed decreased by X. Flammable.
    Speed affects movement range and turn order.
  • Taunted

  • Taunting

  • Tech

    Increases the quality of the next item you craft or the next familiar you spawn.
    Up to 3 Tech can be used at a time.
  • Temporary Item

    Is lost at the end of the battle.
  • The Alpha

    This is the Alpha. Certain abilities care about this.
  • The Child's Flame

    Counts down every time it gets hit. At 0, releases a pulse.
  • The Child's Flame

    Counts down every time it gets hit. At 0, unleash a wrath of holy light.
  • The Child's Flame

    Counts down every time it gets hit. At 0, unleash the holy beams.
  • Thorns

    Deals X damage to units that contact you.
  • Trail Blazer

  • Trample

    You can move through other units, damaging and displacing them.
  • Transformation

    Transforms when the timer hits 0.
  • Weakness

    -2 DEX, -2 STR, -2 SPD. Lasts X turns.
  • Webbed

    Immobile. Use basic attack to break free.
  • Wet

    Wet.
  • Zombie

    -2 STR. -2 INT. Takes damage from Holy Element heals. Does not get injured when downed.