STFUREQUIEM
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Entrar Registar

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Combat

Terrain explorer

The fastest living stand that sets a terrain decides the field, for both teams. It is checked again every turn, so killing or slowing that stand can flip the terrain. Every terrain has a field rule that applies to everyone, and native stands get extra bonuses and ignore the field's speed penalty, enemies included.

Neutral Ground

No terrain setter is alive, so nobody gets terrain bonuses.

Bring no terrain setter, or outspeed and remove theirs, to fight here.

Ocean

Water stands take the field and hit faster and harder.

Field rule: Burns are put out. Non-native stands lose 15% speed.

Sets the field

Natives

Special changes here

Desert

Fire and sand stands burn hotter; The Fool digs in.

Field rule: Burns deal 50% more. All healing is 30% weaker.

Sets the field

Natives

Special changes here

Frozen Wastes

Ice stands harden while everyone else slows down.

Field rule: Critical hits deal ×2. Non-native stands lose 20% speed.

Sets the field

Natives

Special changes here

Mirror World

Illusionists reshape the arena and strike from reflections.

Field rule: +10 critical for everyone. Critical hits ignore armor.

Sets the field

Natives

Special changes here

Nature

Living terrain heals everyone and feeds poison.

Field rule: Every stand regenerates 3% max health per turn. Poison deals 50% more.

Sets the field

Natives

Special changes here

Gravity Field

Gravity users bend speed and damage in their favour.

Field rule: Only Gravity natives can dodge. Every hit deals 10% more damage.

Sets the field

Natives

Damage, speed and armor bonuses are percentages of the stand's current stat, recalculated whenever the terrain changes. Regen heals that share of max health on each of the stand's turns.

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