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Status recipes

Guide

Choose from 30 status-mechanic recipes and rebuild each effect from its node connections, configuration, and editable FlowGraph

Recipe overviewโ€‹

#MechanismWhat it builds
1Poison, burn, regeneration, and periodic ticksRead the status stack count at the specified turn timing, then deal damage, heal, or grant resources according to that count
2Strength and WeakChange damage dealt by the status holder before it is applied
3Incoming Damage MultiplierMultiply incoming damage while the status is active; use positive or negative scaling for vulnerability or resistance
4Dexterity and FrailChange the armor the status holder gains from each card
5Barricade and armor retentionUse this when armor should survive the normal turn reset
6Thorns, retaliation, and counterattackUse this for damage returned after the owner is attacked
7Buffer and one-hit preventionUse this for charges that negate the next incoming damage instance
8Per-Hit Damage CapClamp HP loss from each hit to a configured maximum while the status is active
9Artifact and debuff immunityUse this for charges that block the next incoming debuff
10Plated Armor, Ritual, and growth over timeUse timing entries to create statuses that grant armor, strength, energy, or another status every turn
11Afterimage and โ€œwhenever a card is playedโ€ powersGlobal card-play powers are cross-owner rules; broadcast the card event once, then let statuses listen for it
12Draw, discard, exhaust, and shuffle triggersUse named internal events when a persistent status reacts to card-pile transitions owned elsewhere
13Energy per turn and global card-cost rulesUse hooks for persistent resource rules such as extra energy, Confusion, or cards costing zero
14Draw count and hand-size limitsUse this for extra draw, No Draw, enlarged hands, and hand compression
15Silence and card-play restrictionsBlock cards by type or prevent the status holder from playing cards entirely
16Stun, skip turn, and extra turnThese are distinct turn-control results; use the branch that matches the status; do not run both from one status
17Death burst, revive, and rebirthUse this for corpse explosions, phoenix effects, second lives, and on-death support
18Malleable Reactive ArmorGain armor after each attack received
19Beat of DeathPunish the player every time a card is played
20No DrawReplace the normal draw count with 0
21Envenom on HitApply poison whenever attack damage is dealt
22Exhaust RewardCreate a replacement card whenever another card is exhausted
23Equipment DurabilityTrigger an equipment effect and consume 1 durability stack
24Plated Armor DecayGrant armor over time and reduce the status when an attack breaks through
25Proportional RetaliationReturn a percentage of received damage to the attacker
26Damage-to-Healing ConversionConvert damage dealt into healing for the status owner
27Attack-Only Damage ModifierModify incoming attack damage without changing other damage sources
28Random Cost on DrawRandomize a card's energy cost when it is drawn
29Multi-Element Damage ModifierApply different incoming-damage multipliers for several elemental status pairings
30Random Discard at Turn StartChoose cards from the hand at turn start and move them to the discard pile

Every entry uses the same Effect, Node connections, and Node configuration structure. The graph on the right verifies node layout; port arrows show connections only, while field meanings and example values remain in Node configuration

Poison, burn, regeneration, and periodic ticks

Effect

At turn start, deals damage to the source unit equal to current stacks; at turn end, restores HP to that unit by the same stack count.

Node connections

  • On Turn Start.Out โ†’ Deal Damage.In
  • On Turn End.Out โ†’ Change HP.In
  • Status Info.Stacks โ†’ Deal Damage.Amount
  • Status Info.Stacks โ†’ Change HP.Amount

Node configuration

  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Deal Damage
    • Target = Self: Targets the source unit itself.
    • Amount = 6: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Ignore Armor = On: Damage bypasses armor and reduces HP directly.
  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Poison, burn, regeneration, and periodic ticks FlowGraph
Strength and Weak

Effect

Modifies outgoing damage before it is applied.

Node connections

  • Damage Dealt Hook.Out โ†’ Write Hook.In
  • Damage Dealt Hook.Value โ†’ Math Binary.A
  • Status Info.Stacks โ†’ Math Binary.B
  • Math Binary.Result โ†’ Write Hook.Value

Node configuration

  • Damage Dealt Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Damage Dealt Hook.Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Strength and Weak FlowGraph
Incoming Damage Multiplier

Effect

Multiply incoming damage while the status is active; use positive or negative scaling for vulnerability or resistance.

Node connections

  • Damage Taken Hook.Out โ†’ Write Hook.In
  • Damage Taken Hook.Value โ†’ Convert.A
  • Convert.Result โ†’ Math Binary.A
  • Math Binary.Result โ†’ Math Unary.A
  • Math Unary.Result โ†’ Write Hook.Value

Node configuration

  • Damage Taken Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Convert
    • To = Float: Selects the destination data type for conversion.
  • Math Binary
    • Kind = Float: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Convert.Result; this value is only the unconnected fallback.
    • B = 1.5: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Math Unary
    • Kind = Float: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
    • Op = Ceil: Rounds the input up.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Unary.Result; this value is only the unconnected fallback.
Incoming Damage Multiplier FlowGraph
Dexterity and Frail

Effect

Modifies every armor gain while the status is active.

Node connections

  • Armor Gain Hook.Out โ†’ Write Hook.In
  • Armor Gain Hook.Value โ†’ Math Binary.A
  • Status Info.Stacks โ†’ Math Binary.B
  • Math Binary.Result โ†’ Write Hook.Value

Node configuration

  • Armor Gain Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Armor Gain Hook.Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
Dexterity and Frail FlowGraph
Barricade and armor retention

Effect

Preserves armor when the normal turn-based armor reset would occur.

Node connections

  • Armor Reset Hook.Out โ†’ Cancel Hook.In

Node configuration

  • Armor Reset Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
Barricade and armor retention FlowGraph
Thorns, retaliation, and counterattack

Effect

Returns damage after the status owner is attacked.

Node connections

  • On Attack Taken.Out โ†’ Deal Damage.In
  • Status Info.Stacks โ†’ Deal Damage.Amount
  • On Attack Taken.Source โ†’ Deal Damage.Target

Node configuration

  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Deal Damage
    • Target = Opponent: Driven at runtime by On Attack Taken.Source, returning damage to the actual attacker.
    • Amount = 6: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
Thorns, retaliation, and counterattack FlowGraph
Buffer and one-hit prevention

Effect

Consumes one charge to negate the next incoming damage instance.

Node connections

  • Damage Taken Hook.Out โ†’ Cancel Hook.In
  • Cancel Hook.Out โ†’ Change Status.In

Node configuration

  • Damage Taken Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Buffer: Reads or changes the Buffer status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Buffer and one-hit prevention FlowGraph
Per-Hit Damage Cap

Effect

Clamp HP loss from each hit to a configured maximum while the status is active.

Node connections

  • Damage Taken Hook.Out โ†’ Write Hook.In
  • Damage Taken Hook.Value โ†’ Clamp.Value
  • Clamp.Result โ†’ Write Hook.Value

Node configuration

  • Damage Taken Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Clamp
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Damage Taken Hook.Value; this value is only the unconnected fallback.
    • Min = 0: Sets the lower clamp limit.
    • Max = 1: Sets the upper clamp limit.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Clamp.Result; this value is only the unconnected fallback.
Per-Hit Damage Cap FlowGraph
Artifact and debuff immunity

Effect

Consumes one charge to block the next incoming debuff.

Node connections

  • Cancel Hook.Out โ†’ Change Status.In
  • Receive Status Hook.Out โ†’ Branch.In
  • Receive Status Hook.Status โ†’ Status Info.Status
  • Status Info.Type โ†’ Condition.A
  • Constant.Value โ†’ Condition.B
  • Condition.Result โ†’ Branch.Condition
  • Branch.True โ†’ Cancel Hook.In

Node configuration

  • Receive Status Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Status Info
    • Status = None: The Receive Status Hook.Status connection supplies the actual incoming status, so this unconnected fallback is ignored.
  • Constant
    • Kind = String: Compares the incoming status category as text.
    • String Value = Debuff: Limits cancellation to debuffs.
  • Condition
    • Op = Equal: Passes only when the incoming status type is Debuff.
  • Branch
    • Condition = connected: Routes only matching debuffs into Cancel Hook.
  • Cancel Hook
    • Cancels the active receive-status hook before spending one Artifact stack.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Artifact: Reads or changes the Artifact status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Artifact and debuff immunity FlowGraph
Plated Armor, Ritual, and growth over time

Effect

At turn start, grants the source unit armor equal to current stacks; at turn end, adds 1 Strength.

Node connections

  • On Turn Start.Out โ†’ Change Armor.In
  • On Turn End.Out โ†’ Change Status.In
  • Status Info.Stacks โ†’ Change Armor.Amount

Node configuration

  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Strength: Reads or changes the Strength status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Plated Armor, Ritual, and growth over time FlowGraph
Afterimage and โ€œwhenever a card is playedโ€ powers

Effect

Reacts to each card played through one shared card-play event.

Node connections

  • On Card Played.Out โ†’ Change Armor.In
  • Status Info.Stacks โ†’ Change Armor.Amount

Node configuration

  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
Afterimage and โ€œwhenever a card is playedโ€ powers FlowGraph
Draw, discard, exhaust, and shuffle triggers

Effect

Reacts to named card-pile transitions such as draw, discard, and exhaust.

Node connections

  • On Card Drawn.Out โ†’ Change Energy.In
  • On Card Discarded.Out โ†’ Change Armor.In
  • On Card Exhausted.Out โ†’ Change Status.In

Node configuration

  • Change Energy
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Strength: Reads or changes the Strength status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Draw, discard, exhaust, and shuffle triggers FlowGraph
Energy per turn and global card-cost rules

Effect

Increases Energy Per Turn by 1 and sets the global card-cost hook to 0 while the status is active.

Node connections

  • Energy Per Turn Hook.Out โ†’ Write Hook (1).In
  • Energy Per Turn Hook.Value โ†’ Math Binary.A
  • Math Binary.Result โ†’ Write Hook (1).Value
  • Card Cost Hook.Out โ†’ Write Hook (2).In

Node configuration

  • Energy Per Turn Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Card Cost Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Energy Per Turn Hook.Value; this value is only the unconnected fallback.
    • B = 1: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
  • Write Hook (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Sets the value written or processed when the Value input is not connected.
Energy per turn and global card-cost rules FlowGraph
Draw count and hand-size limits

Effect

Increases Draw Count by 2 and sets Max Hand Size to 10 while the status is active.

Node connections

  • Draw Count Hook.Out โ†’ Write Hook (1).In
  • Draw Count Hook.Value โ†’ Math Binary.A
  • Math Binary.Result โ†’ Write Hook (1).Value
  • Hand Size Hook.Out โ†’ Write Hook (2).In

Node configuration

  • Draw Count Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Hand Size Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Draw Count Hook.Value; this value is only the unconnected fallback.
    • B = 2: Sets the second operand when the B input is not connected.
    • Op = Add: Adds the two operands.
  • Write Hook (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
  • Write Hook (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 10: Sets the value written or processed when the Value input is not connected.
Draw count and hand-size limits FlowGraph
Silence and card-play restrictions

Effect

Restricts which cards can be played, including type-specific locks and complete silence.

Node connections

  • Card Playable Hook.Out โ†’ Write Hook.In
  • Constant.Value โ†’ Write Hook.Value

Node configuration

  • Card Playable Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Constant
    • Kind = Bool: Selects the data, collection, choice, or hook value type handled by this node.
    • Bool Value = Off: Supplies the Boolean value used by the selected operation.
  • Write Hook
    • Kind = Bool: Selects the data, collection, choice, or hook value type handled by this node.
    • Bool Value = Off: Supplies the Boolean value used by the selected operation.
Silence and card-play restrictions FlowGraph
Stun, skip turn, and extra turn

Effect

At turn start, skips the opponent's next turn and then grants the source side one extra turn.

Node connections

  • On Turn Start.Out โ†’ Sequence.In
  • Sequence.Step0 โ†’ Skip Next Turn.In
  • Sequence.Step1 โ†’ Extra Turn.In

Node configuration

  • Sequence

    • Outputs = 2: Executes Skip Next Turn and Extra Turn as separate ordered branches.
  • Skip Next Turn

    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
Stun, skip turn, and extra turn FlowGraph
Death burst, revive, and rebirth

Effect

When the status owner dies, deal 8 damage to all enemies, then revive the owner at 35% HP; deaths caused by killing another unit do not trigger this branch.

Node connections

  • All Enemies.Units โ†’ Deal Damage.Target
  • Deal Damage.Out โ†’ Revive Unit.In
  • On Unit Died.Out โ†’ Gate.In
  • On Unit Died.WasKill โ†’ Logic.A
  • Logic.Result โ†’ Gate.Allow
  • Gate.Out โ†’ Deal Damage.In

Node configuration

  • Logic

    • Op = Not: Inverts On Unit Died.WasKill so only the status owner's own death is allowed.
  • Gate

    • Allow = connected: Passes control only when Logic.Result is true.
  • Deal Damage

    • Target = Opponent: Driven at runtime by All Enemies.Units; this value is only the unconnected fallback.
    • Amount = 8: Uses 8 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Revive Unit

    • Target = Self: Targets the source unit itself.
    • HP Percent = 35: Sets the percentage of maximum HP restored on revival.
Death burst, revive, and rebirth FlowGraph
Malleable Reactive Armor

Effect

Gain armor after each attack received.

Node connections

  • On Attack Taken.Out โ†’ Change Armor.In

Node configuration

  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 4: Uses 4 as the example value; replace it with the amount required by the card.
Malleable Reactive Armor FlowGraph
Beat of Death

Effect

Punish the player every time a card is played.

Node connections

  • On Card Played.Out โ†’ Change HP.In

Node configuration

  • Change HP
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Beat of Death FlowGraph
No Draw

Effect

Replace the normal draw count with 0.

Node connections

  • Draw Count Hook.Out โ†’ Write Hook.In
  • Constant.Value โ†’ Write Hook.Value

Node configuration

  • Draw Count Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 0: Supplies the integer constant.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.
No Draw FlowGraph
Envenom on Hit

Effect

Apply poison whenever attack damage is dealt.

Node connections

  • On Damage Dealt.Out โ†’ Change Status.In
  • On Damage Dealt.Target โ†’ Change Status.Target

Node configuration

  • Change Status
    • Target = Opponent: Driven at runtime by On Damage Dealt.Target, so Poison is applied to the unit actually damaged.
    • Status = Poison: Reads or changes the Poison status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Uses 1 as the example value; replace it with the amount required by the card.
Envenom on Hit FlowGraph
Exhaust Reward

Effect

Create a replacement card whenever another card is exhausted.

Node connections

  • On Card Exhausted.Out โ†’ Add Cards.In

Node configuration

  • Add Cards
    • Card = Spark: Selects the card asset created by this node.
    • Pile = Hand: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
Exhaust Reward FlowGraph
Equipment Durability

Effect

Trigger an equipment effect and consume 1 durability stack.

Node connections

  • On Card Played.Out โ†’ Sequence.In
  • Sequence.Step0 โ†’ Deal Damage.In
  • Sequence.Step1 โ†’ Change Status.In

Node configuration

  • Sequence
    • Outputs = 2: Sets the number of ordered control-flow branches.
  • Deal Damage
    • Target = Opponent: Uses the enemy currently selected by the card or behavior.
    • Amount = 2: Uses 2 as the example value; replace it with the amount required by the card.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Change Status
    • Target = Self: Targets the source unit itself.
    • Status = Equipment Durability: Reads or changes the Equipment Durability status.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = -1: Uses -1 as the example value; replace it with the amount required by the card.
Equipment Durability FlowGraph
Plated Armor Decay

Effect

At turn start, gain armor equal to the current Plated Armor stacks; the status asset's PerTurn decay removes 1 stack at turn end.

Node connections

  • Status Info.Stacks โ†’ Change Armor.Amount
  • On Turn Start.Out โ†’ Change Armor.In

Node configuration

  • Change Armor
    • Target = Self: Targets the source unit itself.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
  • Status Info
    • Status = None: Reads the currently executing status instance, which is Plated Armor in this recipe.
Plated Armor Decay FlowGraph
Proportional Retaliation

Effect

Return a percentage of received damage to the attacker.

Node connections

  • Constant.Value โ†’ Math Binary (2).B
  • Math Binary (3).Result โ†’ Math Binary (2).A
  • On Damage Taken.Amount โ†’ Math Binary (1).A
  • Status Info.Stacks โ†’ Math Binary (1).B
  • Math Binary (1).Result โ†’ Math Binary (3).A
  • Math Binary (2).Result โ†’ Deal Damage.Amount
  • On Damage Taken.Source โ†’ Deal Damage.Target
  • On Damage Taken.Out โ†’ Deal Damage.In

Node configuration

  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by On Damage Taken.Amount; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Op = Mul: Multiplies A by B.
  • Deal Damage
    • Target = Opponent: Driven at runtime by On Damage Taken.Source; this value is only the unconnected fallback.
    • Amount = 6: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.
    • Ignore Armor = Off: Damage resolves through armor normally.
  • Math Binary (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (3).Result; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Constant.Value; this value is only the unconnected fallback.
    • Op = Div: Divides A by B.
  • Math Binary (3)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.
    • B = 10: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Constant
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
Proportional Retaliation FlowGraph
Damage-to-Healing Conversion

Effect

Convert damage dealt into healing for the status owner.

Node connections

  • On Damage Dealt.Out โ†’ Change HP.In
  • On Damage Dealt.Amount โ†’ Change HP.Amount

Node configuration

  • Change HP
    • Target = Self: Targets the source unit itself.
    • Affect = Current: Changes current HP without changing maximum HP.
    • Mode = Delta: Adds to or subtracts from the current value; positive values increase it and negative values decrease it.
    • Amount = 1: Driven at runtime by On Damage Dealt.Amount; this value is only the unconnected fallback.
Damage-to-Healing Conversion FlowGraph
Attack-Only Damage Modifier

Effect

Modify incoming attack damage without changing other damage sources.

Node connections

  • Attack Taken Hook.Value โ†’ Math Binary.A
  • Status Info.Stacks โ†’ Math Binary.B
  • Math Binary.Result โ†’ Write Hook.Value
  • Attack Taken Hook.Out โ†’ Write Hook.In

Node configuration

  • Attack Taken Hook
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Write Hook
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary.Result; this value is only the unconnected fallback.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Attack Taken Hook.Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
Attack-Only Damage Modifier FlowGraph
Random Cost on Draw

Effect

Randomize a card's energy cost when it is drawn.

Node connections

  • On Card Drawn.Out โ†’ Modify Card Cost.In
  • Random.Result โ†’ Modify Card Cost.Amount

Node configuration

  • Random

    • Kind = Int: Produces an integer result.
    • Min = 0: Sets the inclusive minimum energy cost.
    • Max = 3: Sets the inclusive maximum energy cost.
  • Modify Card Cost

    • Cards = ThisCard: Selects the card collection used when the Cards input is not connected.
    • Mode = Set: Replaces the card's current cost with the random result.
    • Amount = 1: Driven at runtime by Random.Result; this value is only the unconnected fallback.
    • Duration = ThisTurn: Selects how long the card-cost change remains active.
    • Turns = 1: Sets the limited duration in turns; battle-scoped hooks ignore this value.
Random Cost on Draw FlowGraph
Multi-Element Damage Modifier

Effect

Apply different incoming-damage multipliers for several elemental status pairings.

Node connections

  • Math Binary (2).Result โ†’ Math Binary (4).B
  • Constant (1).Value โ†’ Math Binary (2).A
  • Constant (1).Value โ†’ Math Binary (3).B
  • Math Binary (4).Result โ†’ Math Binary (3).A
  • Math Binary (6).Result โ†’ Math Binary (8).B
  • Constant (2).Value โ†’ Math Binary (6).A
  • Constant (2).Value โ†’ Math Binary (7).B
  • Math Binary (8).Result โ†’ Math Binary (7).A
  • Math Binary (10).Result โ†’ Math Binary (12).B
  • Constant (3).Value โ†’ Math Binary (10).A
  • Constant (3).Value โ†’ Math Binary (11).B
  • Math Binary (12).Result โ†’ Math Binary (11).A
  • Status Info (1).Stacks โ†’ Math Binary (1).A
  • Status Damage Hook (1).Value โ†’ Math Binary (4).A
  • Math Binary (3).Result โ†’ Write Hook (1).Value
  • Math Binary (1).Result โ†’ Math Binary (2).B
  • Status Damage Hook (1).Out โ†’ Write Hook (1).In
  • Status Info (2).Stacks โ†’ Math Binary (5).A
  • Status Damage Hook (2).Value โ†’ Math Binary (8).A
  • Math Binary (7).Result โ†’ Write Hook (2).Value
  • Math Binary (5).Result โ†’ Math Binary (6).B
  • Status Damage Hook (2).Out โ†’ Write Hook (2).In
  • Status Info (3).Stacks โ†’ Math Binary (9).A
  • Status Damage Hook (3).Value โ†’ Math Binary (12).A
  • Math Binary (11).Result โ†’ Write Hook (3).Value
  • Math Binary (9).Result โ†’ Math Binary (10).B
  • Status Damage Hook (3).Out โ†’ Write Hook (3).In

Node configuration

  • Status Damage Hook (1)
    • Status = Poison: Reads or changes the Poison status.
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Write Hook (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary (3).Result; this value is only the unconnected fallback.
  • Status Info (1)
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Info (1).Stacks; this value is only the unconnected fallback.
    • B = 50: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Math Binary (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Constant (1).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (1).Result; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
  • Math Binary (3)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (4).Result; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Constant (1).Value; this value is only the unconnected fallback.
    • Op = Div: Divides A by B.
  • Math Binary (4)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Damage Hook (1).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (2).Result; this value is only the unconnected fallback.
    • Op = Mul: Multiplies A by B.
  • Constant (1)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
  • Status Damage Hook (2)
    • Status = Burn: Reads or changes the Burn status.
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Write Hook (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary (7).Result; this value is only the unconnected fallback.
  • Status Info (2)
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary (5)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Info (2).Stacks; this value is only the unconnected fallback.
    • B = 50: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Math Binary (6)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Constant (2).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (5).Result; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
  • Math Binary (7)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (8).Result; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Constant (2).Value; this value is only the unconnected fallback.
    • Op = Div: Divides A by B.
  • Math Binary (8)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Damage Hook (2).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (6).Result; this value is only the unconnected fallback.
    • Op = Mul: Multiplies A by B.
  • Constant (2)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
  • Status Damage Hook (3)
    • Status = Bleed: Reads or changes the Bleed status.
    • Priority = 0: Sets this hook's order relative to other hooks at the same timing.
    • Scope = Battle: Keeps the hook active for the entire battle.
  • Write Hook (3)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Value = 0: Driven at runtime by Math Binary (11).Result; this value is only the unconnected fallback.
  • Status Info (3)
    • Status = None: Selects the status read, changed, removed, or observed by the node.
  • Math Binary (9)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Info (3).Stacks; this value is only the unconnected fallback.
    • B = 50: Sets the second operand when the B input is not connected.
    • Op = Mul: Multiplies A by B.
  • Math Binary (10)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Constant (3).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (9).Result; this value is only the unconnected fallback.
    • Op = Add: Adds the two operands.
  • Math Binary (11)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Math Binary (12).Result; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Constant (3).Value; this value is only the unconnected fallback.
    • Op = Div: Divides A by B.
  • Math Binary (12)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • A = 0: Driven at runtime by Status Damage Hook (3).Value; this value is only the unconnected fallback.
    • B = 0: Driven at runtime by Math Binary (10).Result; this value is only the unconnected fallback.
    • Op = Mul: Multiplies A by B.
  • Constant (3)
    • Kind = Int: Selects the data, collection, choice, or hook value type handled by this node.
    • Int Value = 100: Supplies the integer constant.
Multi-Element Damage Modifier FlowGraph
Random Discard at Turn Start

Effect

Choose cards from the hand at turn start and move them to the discard pile.

Node connections

  • Card Piles.Cards โ†’ Random Elements.Collection
  • Status Info.Stacks โ†’ Random Elements.Count
  • Random Elements.Result โ†’ Move Cards.Cards
  • On Turn Start.Out โ†’ Move Cards.In

Node configuration

  • Move Cards
    • Cards = ThisCard: Driven at runtime by Random Elements.Result; this value is only the unconnected fallback.
    • Pile = Discard: Selects the source or destination card pile.
    • Position = Top: Selects where cards are inserted in the destination pile.
  • Card Piles
    • Pile = Hand: Selects the source or destination card pile.
  • Random Elements
    • Kind = Card: Selects the data, collection, choice, or hook value type handled by this node.
    • Count = 1: Driven at runtime by Status Info.Stacks; this value is only the unconnected fallback.
  • Status Info
    • Status = None: Selects the status read, changed, removed, or observed by the node.
Random Discard at Turn Start FlowGraph
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