Gameplay Guides - Issue #10: Character Effects Explained (Advanced)
We already went over several effects that can affect your Champions or their enemies, but here are a few more to familiarize yourself with that are a little trickier to work with: Poison Poison damages a character equal
Full notes
Full Sigil of the Magi update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Balance
addedPoison damages a character equal to its stack at the start of their turn. Not only does Poison stack—it sticks around. The Poison stacked on a character will only decay by 1 each turn. That means if there is 5 poison on one of your Champions, they’ll take 5 damage at the start of your turn. The next turn, assuming no more poison was added onto the stack, it will decay by 1 and the Champion will be damaged by 4 next turn, then 3 and so on until all the poison has decayed off of them.
changedFor instance, if an enemy has 2 Immunity stacks and you hit them with an ability that afflicts with Vulnerable, they will not become Vulnerable, but they will lose 1 Immunity stack. You have to knock off all the stacks before they can be afflicted with anything. This works for your Champions as well!
changedMarks are powerful, stackable additional damage indicators that can be inflicted on enemies for the current turn. Once an enemy has been Marked, each time they are attacked that turn, they will take additional damage equal to the number of marks they have.
changedThorns are a stackable element that can be applied to your Champion and damage enemies that hit you equal to the amount of Thorns that Champion has at the time.
addedSpikes work best for those players who like to use their health as a resource rather than protecting it indiscriminately. Spikes act similarly to Thorns in that they’re stackable and can be applied to your Champion, but they work with a twist: Spikes give your Champion Thorns equal in number to their Spikes each time your Champion takes damage in that turn. Played just right, that can really start to add up!
Sigil of the Magi changes
addedPoison damages a character equal to its stack at the start of their turn. Not only does Poison stack—it sticks around. The Poison stacked on a character will only decay by 1 each turn. That means if there is 5 poison on one of your Champions, they’ll take 5 damage at the start of your turn. The next turn, assuming no more poison was added onto the stack, it will decay by 1 and the Champion will be damaged by 4 next turn, then 3 and so on until all the poison has decayed off of them.
changedFor instance, if an enemy has 2 Immunity stacks and you hit them with an ability that afflicts with Vulnerable, they will not become Vulnerable, but they will lose 1 Immunity stack. You have to knock off all the stacks before they can be afflicted with anything. This works for your Champions as well!
changedMarks are powerful, stackable additional damage indicators that can be inflicted on enemies for the current turn. Once an enemy has been Marked, each time they are attacked that turn, they will take additional damage equal to the number of marks they have.
changedThorns are a stackable element that can be applied to your Champion and damage enemies that hit you equal to the amount of Thorns that Champion has at the time.
addedSpikes work best for those players who like to use their health as a resource rather than protecting it indiscriminately. Spikes act similarly to Thorns in that they’re stackable and can be applied to your Champion, but they work with a twist: Spikes give your Champion Thorns equal in number to their Spikes each time your Champion takes damage in that turn. Played just right, that can really start to add up!
Poison damages a character equal to its stack at the start of their turn. Not only does Poison stack—it sticks around. The Poison stacked on a character will only decay by 1 each turn. That means if there is 5 poison on one of your Champions, they’ll take 5 damage at the start of your turn. The next turn, assuming no more poison was added onto the stack, it will decay by 1 and the Champion will be damaged by 4 next turn, then 3 and so on until all the poison has decayed off of them.
Immunity
Immunity is also stackable and sticks around, but unlike Poison, it doesn’t decay. The way to knock of Immunity stacks is to be hit with something Immunity protects from.
For instance, if an enemy has 2 Immunity stacks and you hit them with an ability that afflicts with Vulnerable, they will not become Vulnerable, but they will lose 1 Immunity stack. You have to knock off all the stacks before they can be afflicted with anything. This works for your Champions as well!
Mark
Marks are powerful, stackable additional damage indicators that can be inflicted on enemies for the current turn. Once an enemy has been Marked, each time they are attacked that turn, they will take additional damage equal to the number of marks they have.
Thorns
Thorns are a stackable element that can be applied to your Champion and damage enemies that hit you equal to the amount of Thorns that Champion has at the time.
Spikes
Spikes work best for those players who like to use their health as a resource rather than protecting it indiscriminately. Spikes act similarly to Thorns in that they’re stackable and can be applied to your Champion, but they work with a twist: Spikes give your Champion Thorns equal in number to their Spikes each time your Champion takes damage in that turn. Played just right, that can really start to add up!