Duelists of Eden/System

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Universal Mechanics

Dodge

Dodge is invulnerable frames 4-20 with 28f total duration and costs 1 mana.

Input Buffer

If an action is input while the player cannot act, that input is buffered for as long as the input is held until one of the following occurs:

  • The action is executed on the first frame the player is actionable.
  • The player releases the input. The action remains buffered for 8f before it is cleared.
  • The player inputs a new action, which replaces the previously buffered action.

Mana

Most weapons and spells consume Mana on use. Players start with a full gauge of 6 Mana, which regenerates at a rate of 0.012 mana/frame or 500f to fully refill from 0 (83.333 frames per 1 Mana). Some spells restore a fixed amount of Mana after meeting their conditions or can increase your maximum Mana value.

Movement

Movement to a new tile lasts 8 frames. The player is treated as occupying the new tile starting on frame 6. Movement cannot be canceled into any action except Dodge, which will continue movement to the new tile.

Shield

Shield cannot be buffered, and the input must be held for at least 2f for shield to activate. This effectively makes shield active starting f2, so gap 1 hits cannot be shielded. Shield is active for a minimum of 12f, with 4 parry frames on release followed by 4f recovery.

Mana does not regenerate while holding shield. The shield bar drains by 1 after every 20f of held shield time, as well as on shield release. Shield bar regens by 1 every 120f.

Shield break stuns the defender for 120f and refills the attacker's mana by 3.

Shuffle

Shuffling occurs automatically after using one's last spell, or it can be initiated manually at any time. It does not conflict with any non-spell actions.

Shuffle time starts at 150f for 8 spell decks, 157f for 9, and 158f for 10 spells. Successive shuffle duration increases by 20f each time up to a maximum of +100f.

Simultaneous Input Priority

Up > Down > Left > Right > S1 > S2 > W1 > W2 > Dodge > Shield > Taunt

Keywords

Keywords are game mechanics that affect directly the game pace, used as side effects of cards.

Break

  • Broken tiles cannot be occupied, for players or summons.
  • Broken tiles last for 240 frames (4 seconds) if there are 4 or less on that side of the field (including cracked tiles).
  • Broken tiles restore 20% faster per damaged (cracked or broken) tile over 4.
  • Broken tiles have up to 25% of their duration reduced based on how long the tile was cracked before being broken.
  • Some spells and non summons (such as Spear Catch) can interact with broken tiles.

Crack

  • Cracked tiles will transform into Broken tiles if left or cracked again.
  • Cracked tiles can be fixed on a successful dodge.
  • Cracked tiles last for 360 frames (6 seconds) if there are 4 or less damaged (cracked or broken) tiles on that side of the field.
  • Damaged tiles restore 20% faster per damaged tile over 4.

Eject

  • If used on self, discards the card in the other spell slot. If used on enemy, discards the leftmost card in spell slot.
  • Can be used to thin a deck by removing undesirable or situational cards.

Flame

  • Deals non-stunning damage 12 times on a tile.
  • Stays on the ground for 260 frames.
  • Can be extinguished on a successful dodge.

Frost

  • Can stack up to three times.
  • On the third stack, consume stacks to deals 5 damage and stuns for 38 frames.
  • Frost damage can not be shielded or deflected.

Half Hit

  • Damage instances beyond the first from Half Hit sources will be reduced by 50%. This applies per-player, so both players can take full damage from something before then taking halved damage.
  • Half Hit cannot exceed reduction further than 50%.
  • Half Hit can be triggered even on shield.

Invincible

  • Becomes immune to damage.
  • Targets with Invincible still can be affected by others keywords, like Frost or Mark.
  • Invincible does not makes you immune to Pushes or Pulls.

Mark

  • Marks target and deals 3 damage after 90 frames (1.5 seconds).
  • Mark can stack, applying new Mark stacks restarts the countdown.
  • Mark damage can be shielded and dodged. But it can also break your shield.

Poison

  • Deals non-stunning damage every 55F (almost 1 second). The damage tick is reduced based on Poison stacks.
  • Can be shielded, but not dodged. But it can also break your shield
  • While Poison is active, moving to the first column will pause the damage and reduces Poison stacks.

Push

Move the opponent backwards one tile. Strong Push sends the opponent to the back of their field and will pass over broken tiles.

Pull

Move the opponent forwards one tile. Strong Pull brings the opponent to the front of their field and will pass over broken tiles.

Root

  • Prevent movement for 1.1 seconds. This will apply to normal movement and dashes, like Step spells.
  • Teleports like Fadeway and Blink can be casted while Rooted.
  • Root cannot stacks, applying Root again will just refreshes the timer.

Seed

  • Seeds the target for 360 frames (6 seconds). Targets with Seed can be tracked by Seed Pull.
  • If the target takes a 3+ damage hit, on-shield or not, it'll apply Wrap, consuming Seed.
  • Seed cannot be applied to a Wrapped target.
  • Mark and Frost do not apply Wrap.
  • Exclusive to Maypul second weapon, Seed Toss.

Spear

  • Can consume 1 stack while shuffling to shoot projectile in a line that deals 1 damage.
  • Can stacks up to 99 Spears.
  • Mostly used as ammo option for Spear Spells.

Spellpower

  • Increases the damage of next casted spell by 1 per 1 stack, consuming the stacks.
  • Does not impact 0 damage spells, casting a spell through Fling will not provide Spellpower to the flung spell.
  • The duration of Spellpower may vary based on source.
  • Spellpower can be consumed on non-damage spells.

Stun

  • Removes the ability of moving, attacking and casting spells.
  • Duration of Stun may vary based on source.

Teleport

Instantly move to another tile, without any travel time between. If the target tile is occupied or broken, the teleport will fail. Align also fails if a tile in the opponent's path is broken.

Velocity

Some attacks move forward across the field over time. Tiles are 40 units in length, so their active time per tile equals 40/velocity. A spell with 8 velocity for example takes 5 frames to move from tile to tile.

  • Attacks originate at the midpoint of their starting tile, so this travel time is initially halved.

Wrap

  • Removes the ability of moving, casting or attacking.
  • If a Wrapped target is hit by any damage, with the exception of Mark, Frost, or Flame, it'll ended earlier.
  • Exclusive to Maypul second weapon, Seed Toss.


General
FAQ
Controls
HUD
Spells
System
Glossary
Patches
Characters
Saffron
Selicy
Hazel
Terra
Shiso
Violette
Reva
Chiretta
Gunner
Shopkeeper
Harissa
Dreadwyrm
Neera
Queen
Maypul
Spells
Laser Spells
Melee Spells
Missile Spells
Shot Spells
Step Spells
Strike Spells
Wave Spells
Utility Spells