Avarice
Humanability.human.avarice
Increase your opponent's ability energy costs by 7 for 10 turns.
243 entries a player can actually use, across abilities, artifacts, runes, affinities, curses, ultimates, consumables and status effects. Everything here is read directly from the game's own content registries; nothing is hand-written.
ability.human.avarice
Increase your opponent's ability energy costs by 7 for 10 turns.
ability.human.bleed
Your critical hits make the opponent bleed: 3% max health per turn for 2 turns, +30 Hemorrhage buildup on activation and +10 per tick.
ability.human.blood_artist
When your opponent is cursed with Hemorrhage, they take 12% of their current health as damage (almighty, undodgeable).
ability.human.breath_cutter
When your opponent dodges while below 30% health, their health is reduced by 60%.
ability.human.chasing_phantom
Landing a critical hit drains 6% of the opponent's critical hit chance; when they dodge an attack, drains 6% of their dodge chance and inflicts 20 Sow buildup.
ability.human.cosmology
Passive: when a curse activates on your target, 15% chance it erupts as a random Calamity as well (additive; draws only from curses that have a Calamity form; never a boss...
ability.human.creeping_chill
For 5 of your opponent's turns, inflict 30 Freeze buildup at the start of each of their turns; if they rest while affected, they are immediately Frozen.
ability.human.cruel_remedy
Landing a critical hit purges 20 buildup from your highest curse. Defeating an opponent fully cleanses it.
ability.human.deadeye
Greatly increase your critical hit chance (+25%) and reduce your opponent's dodge efficiency (-15%).
ability.human.deadly_flourish
When an ally deals damage to an opponent, your next active ability stuns its target, forcing them to idle for a turn (5-turn cooldown after the stun).
ability.human.depth_charge
When you use an active ability, all opponents: drowning opponents are pulled 4 Depth deeper; non-drowning opponents take 30 Drown buildup.
ability.human.desperate_pact
Inflict a random curse at max stacks on yourself in exchange for 5-7 energy (more energy the lower your health).
ability.human.devour
When your opponent dodges an attack, you have a 50% chance to drain 2 energy from them.
ability.human.dismantle
Powerfully attack your opponent based on your critical hit multiplier (+1x bonus) and inflict 20 Break buildup.
ability.human.dismiss
Upon landing a critical hit, gain 16% dodge efficiency.
ability.human.donut
Your critical hits do substantially more damage (crit multiplier bonus 1.3x).
ability.human.epitaph
Every turn, you have a 12% chance to dodge all attacks that turn.
ability.human.evade
Greatly increase your dodge chance (+20%) and dodge efficiency (+12%).
ability.human.event_horizon
When a target dodges your attack, they gain 25 Crush buildup.
ability.human.extra_dose
Whenever you inflict curse buildup, you inflict 8% more curse buildup.
ability.human.final_verdict
For 8 turns, reduce your opponent's dodge efficiency by 45%, inflict 80 Crush buildup, and gain a 1.3x power boost.
ability.human.fixation
Hit 3-6 times with strong attacks (0.5x each) that apply 7-9 Madness buildup per hit.
ability.human.giant_slayer
At the start of the battle, gain critical hit chance based on your opponent's health relative to yours (up to 20% when they have 2x your health).
ability.human.glorious_disaster
When you receive curse buildup, you have a 25% chance to multiply all your stats by 1.03.
ability.human.harsh_truths
When an ally is defeated, you gain 10% of your missing health and power.
ability.human.headhunter
While your opponent is above 65% health, your critical hit multiplier is increased by 0.8.
ability.human.heat_riser
Every turn you have a 12% chance to boost all your stats: health, power, and crit multiplier +6%; dodge and crit chance +3%.
ability.human.highway_to_hell
For 6 turns, your opponent takes 1.6x the damage they deal to you.
ability.human.iceflare
Your successful manual attacks have a building chance (+10% per attack) to Crystallize your opponent until the end of their next turn, also inflicting 30 Freeze buildup.
ability.human.invigoration
Being critically hit has a 70% chance to grant you 2 energy.
ability.human.ionic_storm
Electrocute your opponent with a 2.2x strike and inflict 50 Shock buildup.
ability.human.iron_mold
Drain 15% of the opponent's max power and max crit chance, deal double damage, and inflict 50 Exhaust buildup.
ability.human.juggernaut
Defeating an enemy with a critical hit grants you 20% damage resistance for 3 of your turns (another crit kill refreshes; does not stack).
ability.human.meteor_strike
Leap into the sky for a turn and come crashing down with a 3x attack that inflicts 50 Crush buildup.
ability.human.nanite_surge
Reinforce yourself with nanites to gain 40% damage resistance for 6 turns.
ability.human.omen
Heal or strike any combatant. Healing: 12% max HP (+8% per prior unique target, capped at 50%). Damage: 1.6x power (+0.5x per prior unique target) and 20 Haunt buildup (+30 per...
ability.human.peace_maker
Paralyze your opponent during their next turn and inflict 30 Shock buildup, increasing by 20 per turn.
ability.human.quick_start
Start the battle with 1.3x stats that decay to 0.7x over 10 turns.
ability.human.radiance
Any energy you gain has a 20% chance to be doubled, up to 5 bonus energy per activation.
ability.human.rage
When critically injured (below 40% max health), you deal an insane amount of damage: power 1.3x and crit multiplier 1.3x (one-time).
ability.human.red_hawk
Unleash a flaming critical hit that deals 1.2x damage and inflicts 60 Scorch buildup.
ability.human.relentless
When you defeat an enemy, your next turn-based status effect lasts 3 bonus turns (consumed).
ability.human.restoring_fists
Your manual attacks have a 20% chance to redistribute 50% of the opponent's curse buildup into your affinity's curse.
ability.human.resurgence
If your attack is nullified, gain 8% of your current power.
ability.human.retaliation_swarm
Every 20% of your max health lost in damage fires a retaliation bolt at your opponent (0.4x damage, 20 Doom buildup).
ability.human.salvation_wish
When you drop below 25% health, all your stats are multiplied by 1.3.
ability.human.seedbomb
Scatter explosive seeds across all enemies: 2x power damage (cannot crit, cannot dodge) and Sow buildup up to 120, scaling with each target's current health percentage.
ability.human.shattering_charge
Your next attack deals 2x damage and inflicts 50 Break buildup; the charge is consumed when the attack resolves.
ability.human.showtime
Every turn, you have a 12% chance to land a guaranteed critical hit with a +1.3x critical hit multiplier bonus.
ability.human.skyfall
Gather Cosmic Debris from every action (abilities +5, ultimates +10); consume it all to rain AoE damage (0.25x power per debris) with Crush, Doom, and Break buildup (4 per debris each).
ability.human.slow_start
Start the battle with 0.7x stats that grow to 1.3x over 10 turns.
ability.human.soulforge
Forge your opponent's soul: 0.5x damage (+0.5x per defeated opponent), 10 Exhaust and Blight buildup each (+10 per defeated opponent), kills your own summons land count too,...
ability.human.spice_girl
Barrage your opponent with 5 strikes, gaining 2% permanent damage resistance for each that lands (up to +20% total).
ability.human.spiraling_despair
Landing damage with two active abilities on consecutive turns triggers a 1.2x almighty AoE explosion inflicting 40 Cascade and 40 Madness buildup on every living opponent.
ability.human.suns_of_lubrae
Strike with two suns: the first deals 30% of the opponent's current health as almighty damage and inflicts Cascade; the second deals 30% of their missing health and inflicts...
ability.human.temporal_slash
Attack with an insanely powerful hit (1.1-3.5x, almighty), then skip time past your opponent's turn.
ability.human.the_hand
Erase the space between you and your opponent: your critical hit chance is multiplied by 1.6 and their dodge chance by 0.5 (permanent).
ability.human.the_ultimate_high
Getting critically hit increases your power by 1.4x.
ability.human.thorn_grapple
When an opponent attacks you, they gain 10 Sow buildup; when a seed is harvested, the holder takes 8% of their max health as bonus damage.
ability.human.timestop_onslaught
Unleash a stronger attack (1x, +10% max health bonus damage), stop time, then attack with two finishing blows (0.5-1.5x; the first finishing blow deals +16% max health bonus...
ability.human.undying_grudge
After being critically hit, you have a 35% chance to leech 0.15x critical hit multiplier and 12% dodge efficiency from your opponent.I.G.)
ability.human.valor
Heal 35% of your missing health (up to 35% of max health); below 15% max health you also gain an equal amount of power.
ability.human.vampirism
Landing a critical hit heals you for 25% of the damage dealt.
ability.human.weather_report
Cycle through weather patterns each turn, applying 9 curse buildup of Scorch, Freeze, Shock, or Wither to all enemies.
ability.human.white_album
Encase yourself in Frost Armor for 3 of your turns: 15% damage resistance (+5% each time you freeze a manual attacker, max 35%), the armor extends on each freeze (up to 6...
ability.human.widows_kiss
Strike your opponent with 90 Wither buildup and a lingering venom dealing 2% of their max health per turn for 3 turns, strengthened to 3.5% while they are Withered. A dodged...
ability.human.wonder_of_u
When your opponent spends energy, they gain 4x the energy spent as random curse buildup.
artifact.rune_abyssal
Empowers the Abyssal -> Finality pathway: the owner's Finality buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.human.ace
When at low health (20% or below), activate to make your next ability free.
artifact.human.adrenaline_serum
One-time: when you reach 20% of your max health, gain 8 energy and a +30% dodge chance and dodge efficiency boost.
artifact.human.aegis_of_light
Nullifies attacks that deal 3% of your max health or less. Initial activation chance 100%; each successful nullification reduces the chance by 20%; a failed roll resets it to 100%.
artifact.human.antithetical_blade
When an opponent uses an active ability on you, you receive half of the energy spent on that ability (rounded down).
artifact.rune_arcane
Empowers the Arcane -> Seal pathway: the owner's Seal buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.human.black_mask
Gain 2 turns of guaranteed critical hits.
artifact.rune_boreal
Empowers the Boreal -> Permafroze pathway: Permafroze buildup amplified (Bonded x1.30 / Unbonded x1.15). Bonded additionally buries +1 Permafroze charge per activation.
artifact.human.brass_knuckles
Active: 100% of damage from critical hits taken is stored as grit (other sources don't count; capped at 2x your max health). On use, expend all grit as a haymaker (cannot crit)...
artifact.rune_celestial
Empowers the Celestial -> Plague pathway: the owner's Plague buildup is amplified (Bonded x1.30 / Unbonded x1.15). The Antibody summon cap (max 5) is never bypassed.
artifact.human.chalice_of_opulence
At the start of the battle, awaken two extra random abilities (duplicates of your own abilities are excluded).
artifact.human.cloudburst_knife
At the start of the battle, gain +15% dodge chance (additive).
artifact.human.collector
Executes opponents at or below 5% of their max health (almighty, cannot dodge, cannot crit).
artifact.human.corrupting_mask
At the start of the battle: max health x0.9, power x1.2.
artifact.human.crimson_blade
Critical hit multiplier bonus: 1.08x (+8%).
artifact.human.dark_eco_crystal
Passively gain 1% power every turn.
artifact.human.day_star
Health gain of 1% of your current health per energy used or lost.
artifact.rune_ember
Empowers the Ember -> Purgatory pathway: the owner's Purgatory buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.rune_entropic
Duplicates curse activations sourced by the owner: Bonded duplicates ANY curse once; Unbonded duplicates only the bound curse (Echo). the engine event-depth safety boundary is...
artifact.human.eternal_rose
Any buff to your critical hit or dodge chance buffs that stat by a further +1%.
artifact.rune_gravitic
Empowers the Gravitic -> Cataclysm pathway: the owner's Cataclysm buildup is amplified (Bonded x1.30 / Unbonded x1.15). Destruction is battle-local.
artifact.human.harbingers_echo
Twice per battle, any almighty attack that would kill you is nullified.
artifact.human.heart_of_mar
If your opponent dodges, your next hit is a guaranteed critical hit.
artifact.human.horn_of_blood
When you deal any damage, 10% of it is given to you as health.
artifact.human.life_stone
At the start of the battle, gain 15% extra health.
artifact.rune_light
Empowers the Light -> Starvation pathway: Starvation's Harmony drain rises to 25 (Bonded) / 22 (Unbonded) from the 20 baseline.
artifact.rune_noxious
Empowers the Noxious -> Decay pathway: the owner's Decay buildup is amplified (Bonded x1.30 / Unbonded x1.15). The canonical 60% conversion rule is unchanged.
artifact.human.obsidian_eye
When your opponent's attack deals more damage than their current power, their dodge chance is reduced by 3% (additive).
artifact.human.ouroboros_sigil
After every third ability cast, your next ability is free.
artifact.rune_physical
Empowers the Physical -> Immunity pathway: the owner's Immunity buildup is amplified (Bonded x1.30 / Unbonded x1.15). Immunity is implemented (M14).
artifact.human.power_cell
Gain 1 energy at the start of each turn for the first 5 turns of the battle.
artifact.human.reaver_dagger
At the start of the battle, gain +15% critical hit chance (additive). Level-3 source note (verbatim): 'On hitting an opponent, gain one of 2 effects: a stacking power buff, or...
artifact.rune_ruin
Empowers the Ruin -> Pharaoh pathway: the owner's Pharaoh buildup is amplified (Bonded x1.30 / Unbonded x1.15). The 'forced attacks' premise remains unmatched (Pharaoh is ally...
artifact.rune_sanguine
Empowers the Sanguine -> Anemia pathway: Anemia damage rises to 28% (Bonded) / 24% (Unbonded), heal-back to 65% / 55%, with permanent +5% / +3% growth per activation. the...
artifact.human.shadow_ward
Once per battle, survive otherwise lethal damage with 1 health. Killing an opponent resets this effect.
artifact.human.skull_gem
At the start of the battle, gain +15% power.
artifact.human.soul_capsule
On your critical hits from manual attacks: opponent power -6%, opponent crit multiplier -12%, and 20 Sow buildup.
artifact.rune_spectral
Empowers the Spectral -> Spectre pathway: the owner's Spectre buildup is amplified (Bonded x1.30 / Unbonded x1.15). Action-replay amplification is a future refinement.
artifact.human.stone_mask
When you receive 20+ curse buildup in a single instance, heal for 2.5% of your max health.
artifact.human.tablet_of_peace
When you rest, remove 25% of the highest curse's buildup.
artifact.human.tainted_relic
When your opponent is cursed, all other curses on them receive 25% of maximum stacks as buildup. Sealed until your next turn begins.
artifact.rune_tidal
Empowers the Tidal -> Maelstrom pathway: the owner's Maelstrom buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.human.twilight_stone
When you rest, gain 7% of your max health.
artifact.rune_verdant
Empowers the Verdant -> Parasite pathway: each Parasite activation buries +2 additional seeds (Bonded) / +1 (Unbonded).
artifact.rune_voltaic
Empowers the Voltaic -> Overload pathway: the owner's Overload buildup is amplified (Bonded x1.30 / Unbonded x1.15).
artifact.human.witchs_heart
When you land a curse, you become immune to damage for that turn.
artifact.human.witchmail
When you gain curse buildup, your opponent gains 25% of that curse's buildup; also inflicts Cascade buildup equal to 50% of the reflected amount.
affinity.human.abyssal
Abyssal Human affinity. Owns the curse.human.doom curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.arcane
Arcane Human affinity. Owns the curse.human.hex curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.boreal
Boreal Human affinity. Owns the curse.human.freeze curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.celestial
Celestial Human affinity. Owns the curse.human.blight curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.ember
Ember Human affinity. Owns the curse.human.scorch curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.entropic
Entropic Human affinity. Owns the curse.human.cascade curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.gravitic
Gravitic Human affinity. Owns the curse.human.crush curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.light
Light Human affinity. Owns the curse.human.exhaust curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.noxious
Noxious Human affinity. Owns the curse.human.wither curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.physical
Physical Human affinity. Owns the curse.human.break curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.ruin
Ruin Human affinity. Owns the curse.human.madness curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.sanguine
Sanguine Human affinity. Owns the curse.human.hemorrhage curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.spectral
Spectral Human affinity. Owns the curse.human.haunt curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.tidal
Tidal Human affinity. Owns the curse.human.drown curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.verdant
Verdant Human affinity. Owns the curse.human.sow curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
affinity.human.voltaic
Voltaic Human affinity. Owns the curse.human.shock curse. Identity-only: the supplied Human source establishes no standalone affinity mechanics (M30).
curse.human.blight
Spawns a Cursed Thrall for the inflictor (max 5): each thrall reduces 5% of the target's max power; thrall attacks deal 5% of the inflictor's max HP (no crit); thralls last 1-3...
curse.human.break
50% of the target's abilities are randomly selected and reduced by 1 level (min 1).
curse.human.cascade
Charge-based: the next curse that activates on the target (besides Cascade) is re-triggered, consuming all charges. [Calamity-form amplification is not implemented --...
curse.human.crush
Destroys a random artifact from the target's spirit (permanently for the rest of the battle); no effect if the target has no artifacts.
curse.human.doom
After 3 turns the target takes 20% of max health as almighty damage (cannot crit, cannot dodge). Re-activation hastens the countdown by 1 turn and adds 10% max health;...
curse.human.drown
The target begins drowning at Depth 3 (resting -2 Depth, any other action +1; Depth 0 cleanses). Lasts 5 turns; at expiry the target takes 4% max HP damage per Depth and loses...
curse.human.exhaust
Drains 20 harmony from the target on activation and reduces energy gained from all sources by 2 for 4 turns (floor 0). Re-activation adds another 4 turns instead of refreshing.
curse.human.freeze
The next 3 manual attacks the target receives deal double damage; re-activation adds 3 more charges.
curse.human.haunt
A phantom echoes the target's last action back at them: damaging actions are replayed against the target (plus any curse it inflicted); a rest drains the gained energy to the...
curse.human.hemorrhage
The target receives 10% of its current health as damage (cannot crit, cannot dodge; damage resistance applies) and loses 10% of its current power.
curse.human.hex
Restricts one action from each action row (except Ultimate) for 2 of the target's turns; re-activation adds 2 turns and seals one additional button. The Ultimate is never restricted.
curse.human.madness
Forces the target to attack itself: a self-hit mimicking a normal attack (dodgeable, crit-eligible, damage resistance applies).
curse.human.scorch
Burns the target for 50% of the inflictor's max power each turn (6 turns); if the target dies while burning it explodes for 2x the inflictor's max power to all enemies...
curse.human.shock
Instantly multiplies the target's crit chance, crit multiplier, dodge chance, and dodge efficiency by 0.6.
curse.human.silence
While silenced, the target cannot use abilities, artifacts, or consumables for 3 turns.
curse.human.sow
Buries a seed draining 2% of the target's max HP and max Power per seed each turn; after 3 turns the seed is harvested and the drained stats are transferred to the inflictor....
curse.human.wither
The target's healing is reduced by 60% for 5 turns.
ultimate.human.absolution
Has a chance to instantly deal 100% of each enemy's max health as damage (almighty, undodgeable, no crit). If it fails on all enemies, the chance is increased for its next use (+9%).
ultimate.human.accretion
For 12 turns, whenever any of your or your opponent's stats increase, all of your stats increase (1.05x); opponent stat buffs are stolen in the exact amount.
ultimate.human.awaken
Summons a Kraken that acts on each of the caster's turns, cycling through Whip (damage), Strangle (damage and energy drain) and Feast (damage that heals the caster). After nine...
ultimate.human.bloom
Multiply your health and power by 1.8x and force-harvest all active Sow seeds from opponents, immediately transferring the drained stats to you.
ultimate.human.bulwark
Gain 65% damage resistance and 5x curse resistance for 11 turns.
ultimate.human.celerity
Your dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while Celerity is active.
ultimate.human.daybreak
Burns the caster's entire remaining energy to suppress every enemy: their power, critical chance and dodge chance are each reduced by a fraction that rises exponentially with...
ultimate.human.enigma
Scrambles each enemy's kit: one of their abilities is either replaced with a different ability of their own race or removed outright (seeded, 50/50). Mutations last for this...
ultimate.human.glaciate
Encase all enemies in permafrost: they take 2.1x damage from all attacks for 6 turns.
ultimate.human.largesse
Select an artifact of your choice (all artifacts at max level) to bind to your spirit for the battle; cannot select one you already own.
ultimate.human.lucidity
Regain 80% of energy spent, for 10 turns.
ultimate.human.miasma
All enemies take damage when they attempt to heal, for 12 turns (110% of the healing; 2.5x when the target is Withered).
ultimate.human.phantasm
Raise a Phantom Shield on yourself that absorbs 50% of incoming damage for 5 turns. When the shield expires, all stored damage releases as a 2x AoE blast. Re-casting while...
ultimate.human.rupture
All enemies take 42% of their max health as damage (cannot crit, cannot dodge); each enemy's max health is then reduced to their current health.
ultimate.human.torment
All enemies are tormented for 8 turns: they cannot gain energy from resting and have a 64% chance to attack themselves when they attack.
ultimate.human.unmake
For 7 turns, curse buildup you inflict spreads 80% to all other enemies (in 1v1 the spread is added to the single target).
consumable.human.ambrosia
Full heal.
consumable.human.bleed_cure
Cure bleed (remove the Bleed status).
consumable.human.divine_water
Cure curses: all curse buildup is reduced to zero and active curse statuses are removed.
consumable.human.focus_crystal
For 8 turns, you inflict 50% extra curse buildup.
consumable.human.fuel_cell
Gain 4 energy (self or an ally).
consumable.human.leech_seed
The next time you deal damage, heal for 100% of that hit's damage.
consumable.human.lucky_voucher
Awaken a random new ability, arriving at max level. Never rolls an ability you already carry (battle-local grant).
consumable.human.medkit
Heal for 20% of your missing health (self or an ally).
consumable.human.panacea
Cure all ailments: offensive and control statuses are removed, action restrictions are lifted, and all curse buildup is reduced to zero.
consumable.human.purging_stone
Remove all action restrictions (fear, stagger, freeze, and similar button lockouts) from yourself or an ally.
consumable.human.repeater
Build up 50% of max stacks of the most recent curse YOU personally applied (falls back to your affinity's curse). Capped at max stacks.
consumable.human.samurais_resolve
Gain a 1.2x power multiplier and lose half of your current energy, rounded down.
consumable.human.teddy_bear
The next strong hit you take will deal 75% less damage.
consumable.human.war_horn
Gain 30% of max power (self or an ally). Stacks additively.
status.ultimate_absolute_zero
While frozen (2 of the target's turns), the holder takes double damage from every hit (approved Boreal ultimate, V1).
status.ultimate_human_accretion
For 12 turns, whenever any combatant's stats increase, the caster's stats increase by 1.05x that amount; opponent stat buffs are stolen in the exact amount.
status.antibody_mark
Carrier on a Plague Antibody summon: its target and remaining attacks (the legacy status_flags on the antibody combatant). The inflictor's turn-start processing reads this;...
status.human_avarice
The holder's ability energy costs are increased by 7 for 10 turns.
status.ultimate_human_awaken
The caster's Kraken acts on the caster's turn: Whip, Strangle and Feast in a repeating cycle. After nine actions the Kraken departs; it leaves immediately if the caster falls.
status.human_bleed
The holder takes 3% of max health as damage each turn (2 turns) and gains 10 Hemorrhage buildup per tick.
status.curse_blight_mark
A Cursed Thrall's mark: its target and remaining attacks. After 1-3 attacks the thrall explodes.
status.ultimate_blood_moon
One use: heals the holder for 75% of the damage dealt by the Blood Moon hit; if the target dies from that hit, the heal doubles (approved Sanguine ultimate, V1).
status.curse_cascade
Charge-based: the next curse that activates on the holder (besides Cascade) is re-triggered, consuming all charges. Calamity-form amplification is not implemented (documented...
status.ultimate_human_celerity
The holder's dodge chance and dodge efficiency are set to their maximum for 10 turns and cannot be reduced while active.
status.human_creeping_chill
The holder takes 30 Freeze buildup at the start of each of their turns (5 turns); resting while affected freezes them immediately.
status.human_iceflare_crystallize
The holder cannot perform any action until the end of their next turn.
status.curse_decay
60% of healing received is converted into damage (4 of the target's turns).
status.curse_doom
Hastening countdown: after 3 turns the holder takes 20% of max HP as almighty damage; each re-activation hastens the countdown by 1 turn and adds 10% max HP. Escalation is lost...
status.curse_drown
Depth tracker: resting reduces Depth by 2, any other action increases it by 1; Depth 0 cleanses. Lasts 5 turns; at expiry the holder takes 4% max HP damage per Depth and loses...
status.curse_echo
Use-based curse spread: when the holder's curse activates, the same curse re-triggers on every enemy once per charge, then Echo is consumed (engine-integrated spread; legacy...
status.ultimate_entropic_cascade
One charge: the user's next curse activation re-triggers on all enemies once (approved Entropic ultimate, V1).
status.human_l3_skip_turn
The holder loses their next turn entirely (King Crimson).
status.curse_exhaust
Energy gained from all sources is reduced by 2 (floor 0) for 4 turns. Re-activation adds another 4 turns instead of refreshing.
status.human_l3_final_verdict
The holder's dodge efficiency is reduced by 45% for 8 turns.
status.human_l3_final_verdict_might
The holder's power is multiplied by 1.3 for 8 turns.
status.curse_finality
Global: loses 20% of max HP at expiry (3 turns).
status.human_focus_crystal
The holder inflicts 50% extra curse buildup for 8 turns.
status.consumable_focus_shard
Inflicts 50% extra curse buildup for 8 turns.
status.human_l3_foresight
For this turn, the holder dodges all attacks (dodge chance 1.0).
status.human_l3_free_ability
The holder's next ability costs no energy.
status.curse_freeze
The next 3 manual attacks the holder receives deal double damage (once per charge; use-based). Re-activation adds 3 more charges.
status.human_l3_frost_armor
Damage resistance starts at 15% and gains 5% each time the holder freezes a manual attacker (max 35%); lasts 3 of the holder's turns, extended by each freeze up to 6.
status.consumable_ghost_draft
Nullifies all damage for the next turn.
status.ultimate_human_glaciate
The holder takes 2.1x damage from all attacks for 6 turns.
status.human_l3_guaranteed_crit
The holder's critical hit chance is set to 100% for the duration.
status.human_l3_headhunter
The holder's critical hit multiplier is increased by 0.8 this turn.
status.human_l3_highway_to_hell
For 6 turns, the damage the holder deals to the caster is returned to the holder at 1.6x.
status.curse_immunity
While active, the holder copies 50% of the inflictor's curse resistances against incoming buildup and is immune to non-health stat reductions from the inflictor. Counted down...
status.ultimate_iron_body
While the stance lasts (2 of the holder's turns), all incoming curse buildup is nullified (approved Physical ultimate, V1).
status.consumable_iron_ward
The next hit taken deals 75% less damage (use-based).
status.kc_lock
Battle-long engine lock: the holder cannot use the same ability twice in a row (legacy kc_lock_active / kc_locked_ability; applied by King Crimson).
status.human_leech_seed
The next time the holder deals damage, they heal for 100% of that hit.
status.ultimate_human_lucidity
The holder regains 80% of every energy spend for 10 turns.
status.curse_maelstrom
Target-scoped: 4% max HP per depth + energy drain each turn (3 turns).
status.ultimate_human_miasma
The holder takes 110% of any healing they attempt as damage for 12 turns (2.5x when Withered).
status.human_l3_nanite_surge
The holder gains 40% damage resistance for 6 turns.
status.consumable_overclock_chip
Cuts the energy cost of the next ability by 70% (use-based).
status.human_l3_paralysis
The holder cannot act for a turn and gains 20 Shock buildup at their turn start (Peace Maker).
status.curse_parasite
While seeded (3 of the holder's turns), each seed drains 4% of the holder's max HP and max Power per turn; on expiry the inflictor gains the drained pools (legacy _curse_sow...
status.parasite_mark
Permanent battle-long marker carrying the total buried parasite seeds (the legacy parasite_seeds_total status flag); the 12%-per-seed heal redirect applies while the mark exists.
status.curse_permafroze
The next damage the holder takes is doubled (once per charge; use-based). Legacy _curse_freeze: charges double the damage taken.
status.ultimate_human_phantasm
Absorbs 50% of incoming damage for 5 turns; on expiry the stored damage releases as a 2x AoE blast. If the caster dies while shielded the blast goes off immediately with 15...
status.plague_seen
Marker: repeated Plague activations spawn an extra Antibody (legacy overflow).
status.curse_purgatory
Burns for 75% of the inflictor's power each turn (3 turns).
status.human_l3_quick_start
The holder's stats start at a 1.3x multiplier and decay linearly to 0.7x over 10 turns.
status.human_relentless_charge
The holder's next turn-based status lasts 3 bonus turns (consumed).
status.curse_scorch
Burns the holder for 50% of the inflictor's max power each turn (6 turns). If the holder dies while burning, it explodes for 2x the inflictor's max power to all enemies...
status.human_shattering_charge
The holder's next attack deals 2x damage and inflicts 50 Break buildup (consumed when the attack resolves, landed or dodged).
status.human_l3_showtime_crit
For this turn the holder lands a guaranteed critical hit with a +1.3x critical hit multiplier bonus.
status.curse_silence
While silenced, the holder cannot use abilities, artifacts, or consumables (3 turns).
status.human_l3_slow_start
The holder's stats start at a 0.7x multiplier and grow linearly to 1.3x over 10 turns.
status.curse_sow
Each buried seed drains 2% of the holder's max HP and max Power per turn; after 3 turns the seeds are harvested and the drained pools are transferred to the inflictor.
status.curse_starvation
Target-scoped: drains energy each turn (4 turns); activation also costs 20 Harmony.
status.consumable_stat_tonic
Boosts all stats by 15% (until battle end).
status.human_teddy_bear
The next strong hit the holder takes deals 75% less damage.
status.ultimate_human_torment
The holder cannot gain energy from resting and has a 64% chance to attack themselves when they attack, for 8 turns.
status.ultimate_human_unmake
While active (7 turns), curse buildup the caster inflicts spreads 80% to all other enemies (added to the single target in 1v1).
status.consumable_vampiric_thorn
The next damage dealt also heals the same amount (use-based).
status.human_l3_venom
The holder takes 2% of max health as damage per turn for 3 turns; 3.5% per turn while the holder is Withered.
status.human_l3_witchs_ward
The holder takes no damage for the rest of this turn.
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