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Legends Reborn: Age of Chance
Cheat Codes:
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Submitted by: David K.
Status Effects Guide:
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In this quick guide you will find a description of all status
effects (buffs / debuffs) in the game.
-=Buffs=-
Adrenaline
- Drag Attacks cost 1 less Energy. Adrenaline is removed if this creature does
not attack this turn. Erases Cripple on application.
Auto Revive
- After receiving fatal damage, this creature is automatically revived for a
percentage of its Max HP at end of turn. Stacks intensity.
Dealer
- This creature will draw an additional card when it attacks.
Defense Boost
- Increase DEF by 25%. Stacks turns. Erases Break Defense on application.
Dim Armor
- Becomes Radiant Armor at start of turn. Erases all other Armors on application.
Evasion
- Creature evades all non-critical physical or Hybrid damage. Evade is removed if
this creature attacks or receives damage. Erases Marked on application.
Flame Armor
- When this creature is hit, inflict 10% Burn on attacker. Erases Freeze on
application. Erases all other Armors on application.
Frost Armor
- When this creature is hit, inflict Freeze on attacker. Erases Burn on application.
Erases all other Armors on application.
Hybrid Counterattack
- Next time this creature is hit, it will target the attacker with a Hybrid Attack.
Ignore Defense
- This creature ignores enemy’s DEF on its next Physical attack.
Ignore Resistance
- This creature ignores enemy’s RES on its next Magic attack.
Immunity
- Cancel the next negative status effect this creature would receive.
Magic Counterattack
- Next time this creature is hit, it will target the attacker with a Magic Attack.
Magic Spike
- Increase MGC by a percentage on your next Magic attack. Stacks intensity.
Muster
- Becomes Taunt at start of turn.
Parasitic Armor
- When this creature is attacked, inflict Poison on enemy for 1 turn. Stacks turns.
Physical Attack Spike
- Increase ATK by a percentage on your next Physical Attack. Stacks intensity.
Physical Counterattack
- Next time this creature is hit, it will target the attacker with a Physical Attack.
Pinpoint
- This creature gains 70% chance to Critical Hit until next successful critical hit.
Radiant Armor
- When this creature is hit, inflict Blind on the attacker. Becomes Dim Armor when
activated. Erases Paralyze on application. Erases all other Armors on application.
Regen
- Heal 10% HP at the start of turn. Erases Poison on application.
Resistance Boost
- Increase RES by 25%. Stacks turns. Erases Break Resistance on application.
Shield
- Cancel all damage next time this creature would receive non-status damage,
except for Paralyze.
Siphon
- Steal some of the opponent’s Energy on this creature’s next successful attack.
Stacks intensity.
Taunt
- Only creatures with Taunt may be targeted. Becomes Muster when damaged.
Thawed
- Can not be frozen. Removed at start of turn.
Thorn Armor
- When this creature is hit, the attacker receives damage equal to 50% of its own
ATK, mitigated by its own DEF. Erases all other Armors on application.
Vampiric
- A percentage of damage done by this creature’s next successful attack will be
returned as HP. Stacks intensity.
Void Armor
- When this creature is hit, inflict Paralyze on attacker.
Erases all other Armors on application.
-=Debuffs=-
Berserk
- Creature will automatically trigger a Drag Attack at the beginning of the turn.
Stacks count.
Blind
- Next attack will miss a random target. Removed when receiving non-passive status
damage.
Break Defense
- DEF reduced to 0. Stacks turns.
Break Resistance
- RES reduced to 0. Stacks turns.
Burn
- Percentage of Max HP received as Damage on next attack. Stacks intensity. Erases
Frost Armor on application. Spreads to neighboring creatures at end of turn.
Card Block
- When the next card would be drawn from this creature deck, remove Card Block instead.
Confuse
- Non-Berserk Attacks will target random enemies. Removed when successfully striking
selected target or receiving non-passive status damage.
Cripple
- Drag Attacks cost 1 additional Energy. Removed at end of turn after performing at
least one drag attack. Erases Adrenaline on application.
Energy Bleed
- The owner of this creature will lose 1 Energy at the start of the turn.
Erases Siphon on application.
Freeze
- Increase DEF and RES by 50%. Cannot attack. Removed when damage is received or
at end of turn. Becomes Thawed when removed. Erases Flame Armor and Evasion on
application.
Marked
- Chance of being Critically Hit is doubled. Stacks turns. Erases Defense Boost and
Resistance Boost on application.
Mindless
- Owner may not play cards on this creature. Removed when receiving non-passive
status damage or when targeted by an opponent action card.
Nervous
- Critical Hit Chance decreased by 90%. Stacks turns. Erases Pinpoint on application.
Paralyze
- The next time this creature’s passive would activate, remove Paralyze instead and
take 10% Max HP damage.
Plague
- At start of turn, this creature is damaged for a percentage of its Max HP. Stacks
intensity. Spreads to neighboring creatures on death.
Poison
- At start of turn, this creature is damaged for a percentage of its Max HP and
reduce intensity by 10%. Stacks intensity. Erases Regen on application.
-=Other=-
Area
- Area cards affect a creature and its neighbors.
Double Team
- A Double Team Attack allows a creature and one neighboring creature to attack.
Expunge
- Remove a random Positive Effect from target creature.
Hybrid Attack
- Hybrid Attacks combine a creature’s ATK and MGC stats to do damage, and are
mitigated by both of the enemy’s DEF and RES stats.
Magic Attack
- Magic Attacks use a creature’s MGC stat to do damage, and are reduced by an enemy’s
RES stat.
Magic Boost
- Permanently increases MGC.
Physical Attack
- Physical Attacks use a creature’s ATK stat to do damage, and are reduced by an
enemy’s DEF stat.
Physical Attack Boost
- Permanently increases ATK.
Relief
- Remove a random Negative Effect from target creature.
Triple Team
- A Triple Team Attack allows a creature and its neighbors to attack.
Weaken Magic
- Permanently decrease MGC.
Weaken Strength
- Permanently decrease ATK.
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