Getting Started

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This article is a guide: the content herein is likely to contain subjective opinions. Consider discussing any substantial changes before editing the page.

You can look for more guides on various subjects in this category.

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Our enemies are disciplined, wild, or naturally savage. No amount of preparation is too much.
~ The Captain, when entering the Training Hall for the first time.

This is a work-in-progress guide for Black Reliquary. It is a complete overhaul of the entire game, with new enemies, heroes, locations, bosses and so much more content. This article should discuss and introduce the vital new or revamped changes and mechanics within the game. Although much of the game has been entirely overhauled, the game's essence still remains unchanged: make the most of a bad situation and find ways to persevere as you attempt to venture and stop the dormant evil lying in the megaliths corrupting the Valley.


Combat

Combat now starts off in Prep icon.png Prep Round. During Prep Round, the party can take time to heal, buff, or debuff units for 1 round. This is a sort of breathing period where the player can set up their heroes to be more prepared and able to fight better before a battle. In Prep Round, ACC (accuracy) is reduced by 45 and Critical Hits are impossible. However, there are some Hero skills which can bypass the ACC reduction of Prep Round, mainly those that debuff the enemy team.


Status Effects

There are now more status effects to take note of in Black Reliquary.

Negative Status Effects
Poptext bleed.png Bleed* Deals damage at start of turn. Lasts for 3 rounds, 5 if was dealt by a critical hit. Cured with Bandages.
Poptext blight.png Blight* Deals damage at start of turn. Lasts for 3 rounds, 5 if was dealt by a critical hit. Cured with Antivenom.
Poptext stun.png Stun Forces combatant to skip their next turn. Automatically removes itself on resolution, leaving behind a temporary Stun resistance buff to mitigate stun-lock.
Poptext debuff.png Debuff* Decreases combatant's stats with varying durations. Can be cleared with Cleansing Salt, though certain debuffs cannot be cleared.
Poptext tagged.png Mark Some enemies can use special attacks on marked heroes. Lasts for 3 rounds. Can be removed with specific skills or ending battle. Cannot be resisted.
Poptext move.png Move Forces combatant to move from their current position.
Horror.png Horror* Deals stress damage at start of turn. Lasts for 3 or 4 rounds, depending on the enemy. Cured with Laudanum.
Deathsdoor.png Death's Door -10 ACC, -25% DMG, -5 SPD, +33% stress dmg. Lasts until healed. Any physical damage action on the hero (even an attack that does 0 damage) may cause a deathblow.
Deathavoided.png Mortality Inflicted as recovery after reaching Death's Door. 2 ACC, -5% DMG, -1 SPD, +10% Stress Damage. Lasts until the expedition is over, or when cured by camping skills. Can be disabled in menu.
Leeching.png Leeching A draining status effect mainly applied by Cactonids in the Treasury region.
Guard break.png Guardbreak The unit affected by Guardbreak is unable to be guarded by its allies temporarily.
Amberblight.png Amberblight The unit affected is ????.
Expiate.png Expiated The unit affected is ????.
Negative Status Effects
Poptext health damage block.png Aegis** Aegis is unique as it is only consumed when the user is attacked. Aegis completely blocks any direct physical damage taken above 0, but does not negate any other debuffs, such as: bleed, blight, debuffs, mark, etc.
Poptext buff.png Buff Increases the combatant's stats. Duration is variable.
Poptext guard.png Guard The guardian (shown on hovering over the buff's icon) will take attacks instead of the guarded ally. Fails if both targets are hit at once.

Typically lasts for 2 rounds; can be broken by stunning or killing the guardian. One Guard will override the other if it involves the guardian or guarded.

Restoration.png Restoration Restores health at the start of the turn, instead of losing it. Applies itself before bleed and blight ticks, making it great for preventing possible Deathblows from party members at Death's Door. Lasts 3 rounds.
Poptext riposte.png Riposte When attacked, will immediately counter attack, regardless of whether the attack hits or misses. Can be ignored by non physical damage skills.

Lasts for 2 rounds. Counterattacks will not trigger if the Riposte character is stunned.

Tray stealth.png Stealth Prevents combatant from being targeted. Skills that target multiple combatants at once ignore stealth if at least one opponent not using stealth can be targeted. Some skills completely ignore and remove stealth at the same time. Lasts 2 rounds.