Cards |
- Resistance color - Shows the attribute of the card. If the card that is used
to attack you is the same color of your defense card, it is possible to use that
defense card to defend yourself against the attack card. On character, item, attack,
and tech cards, it shows the type of attack that the card has.
- Range - The possible range of attack of the card. It's possible to change
the direction of your attack during battle. Your position is in the middle of
the "donut". White squares show active range of attack. Current card
shows a 4 tile T pattern frontal range of attack.
- Left color - It's possible to continuously draw cards and use as a combo attack
if the card you have drawn before battle is the left color is the same as the
right color and you have enough remaining points. Shows up in tech cards and attack
cards. Color determines type of attack. See more below.
- Hit Points - Displays the power of your card (will decrease when you are attacked).
Health/Life Points
- Technique Points - Displays the card's battle techniques. TP: Technique Points.
Affects the technique attack power of chosen technique cards.
- Cost Points - Will display the number of necessary number of points to be
used when a card is chosen. ATK point SET cost. 2 yellow circles = 2 ATK points
used during SET.
- Right Color - If the card that you are choosing is the same color as the
left card, it is possible to continuously draw cards to be used in as a combo.
See left color bar. Color determines type of attack and works together/alongside
or interacts with left color bars. See more below.
- Attack Points - Displays the physical power of your card's attack. AP: Attack
Points. Affects physical attack power.
If you attack enemy with weapon or enemy (for example, DB'S SABER,Durandal),
Offensive power = "Character AP" + "Weapon/Enemy Card AP"
+ "Mag AP (if applicable)"
If you attack enemy with technique(for example, FOIE,ZONDE),
Offensive power = "Character TP" + "Technique Card TP" + "Mag
TP (if applicable)"
- Move Points - Displays the total possible number of spaces/tiles you can
move per turn. MV: Move points.
- Card
rarity rating.
- Card number.
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Heroside Only Cards |
Only Hunters get Equippable Item (green) Cards and Hunter Character (blue)
Cards
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Darkside Only Cards |
Only Arkzs get Monster (red) Cards and Arkz Character (purple) Cards
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Heroside and Darkside Cards |
Both Hunters and Arkzs get Attack/Technique/Defense (orange) Cards and Support
(yellow) Cards
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Card Colors |
Green: Equippable Items cards.
Red: Monster cards
Orange: Attack/Technique/Defense cards
Blue: Hunters character cards
Purple: Arkz character cards
Yellow: Assist cards
Color |
Cards |
Green |
Items |
Red |
Monsters |
Orange |
Action |
Blue |
Hunters |
Purple |
Arkz |
Yellow |
Assist |
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Card Types |
Card Type |
Information |
Character Cards |
Character cards show the main umodified stats of your character. |
Boss Cards |
Boss cards represent the bosses and are not useable by players. |
Item Cards |
Item cards are only useable by Hunters and are either weapons, shields or
mags. |
Monster Cards |
Monster cards are only useable by Arkzs and are either Native, A. Beast, Machine
or Dark type. |
Attack Cards |
Attack cards modifies your item's or monster's AP or attack range or modifies
attributes when used or comboed with an item or monster card. |
Defense Cards |
Defense cards raises your HP, or allows you to block against opponent's attacking
card or modifies attributes. |
Technique Cards |
Technique cards modifies your item's or monster's TP when used or comboed
with an item or monster card. It also modifies the range, the range will be that
of the technique card. |
Assist Cards |
Assist card is used during the SET phase of your turn, only one can be used
per character. Each assist card has a phase/time duration and may affect the player,
other players, everyone in your party or everyone on the field. Assit cards can
be used on players in your own party or on players in the opponent's party.
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Comboing Cards |
This is where left and right color bars of cards become really
important. To combo cards, the right color bar of the first card must have a matching
color of the left color bar of the second card.
In the above picture, the red in the right color bar of the first
card matches the red color of the left color bar of the second card (see circled
colors). Therefore it is possible to combo these cards together. In the second
weapon card, you will see that the right colors of the weapon card does not match
the left color bar of the card to the right of it. Therefore, it cannot be comboed.
You can combo more than two cards and stack combos accordingly.
In the above picture, you will see that the three cards can be
comboed. The red in the right color bar of the first card matches the red in the
left color bar of the second card. The red in the right color bar of the second
card also matches the left color bar of the third card (see circled colors). Therefore,
it is possible to chain these cards to make a 3 card combo.
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Color Bars |
Colors come into effect and are important in comboing cards and defending against
cards.
Color |
Type |
Red |
Physical Attack Type |
Yellow |
Technique Attack Type |
Green |
Status Effect Type |
Purple |
Instant Death Type |
Orange |
Penetration/Confusion Type |
Blue |
HP Halved Type |
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Defending |
Top bar colors (numbered 1 in the top most picture) come into effect and are
important in defending against cards.
To make a defensive action possible, the top color bar of your defense card
has to match the top color bar of the attacking card (character, item, creature,
tech or attack). When the two colors match, you can then choose to defend.
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