Control and delayed pressure
These effects change what a Vera can do now or what will happen on a later turn.
- Drowsy
- Transitions into Asleep.
- Asleep
- Prevents the Vera from acting.
- Exhausted
- Prevents the Vera from acting for its duration.
- Snared
- Prevents movement actions while active.
- Poisoned
- Deals recurring damage from the effect's source.
- Magma
- Transitions into Exhausted when it expires.
Protection and team links
Defensive names are not interchangeable. Each changes incoming damage or recovery in a different way.
- Resistant
- Blocks resistible control effects such as Asleep, Exhausted, and Snared.
- Bonded
- Links two allies and shares incoming damage with the partner.
- Fortified
- Reduces incoming damage; the exact strength depends on its source.
- Healing
- Restores a percentage of max health each turn; the amount and duration depend on its source.
- Deflecting
- Bigghaer's Spirit Shroud redirects half of incoming damage to its Cursed target until the end of the turn.
Power states
These effects increase threat, sometimes with a delayed cost.
- Inspired
- Raises Strength, Intellect, and Charisma while active.
- Enraged
- Greatly raises five combat stats and makes the Vera harder to tame.
- Fury
- Raises ability power; building too much Fury transitions into Exhausted.
- Cursed
- A negative state used by reflected-damage interactions; it also helps taming odds.
- Weakened
- Reduces the affected Vera's damage output for the effect's duration.
- True Form
- Unlocks Dulur's Dragon Nova and Dragon Ray; casting either spends remaining turns of the form.
- Charmed
- Fin's Puppy Eyes reduces the target's damage, especially against Fin, and ends early if Fin takes damage.
