Elvendor : Fantasy World RPG

Rules

 

Content Tokens & Cards

 

*The images of cards and tokens are in the prototype phase. So the visual is very basic.


Dice:

๐ŸŽฒ D6 – Six-Sided Die

The D6 (six-sided die) is one of the most frequently used dice in Elvendor. It represents small fluctuations, minor modifiers, and immediate environmental effects.

The D6 is used whenever the game requires quick, low-scale variation rather than large outcome tables.

Primary Uses of the D6

1. Environmental Modifiers

The D6 determines:

  • Wind Speed

  • Noise Level

  • Minor weather adjustments

  • Temporary environmental effects

These values are added to the base scenario values.

Example:

  • 1–2 → +1 modifier

  • 3–4 → +2 modifier

  • 5–6 → +3 modifier

In harder difficulty modes, each D6 result may represent a direct modifier (1–6).

2. Small Random Effects

The D6 is used for:

  • Short-duration bonuses

  • Temporary health gain

  • Minor penalties

  • Limited-turn effects

  • Small loot variations

  • Turn-based condition duration

Because it is flat distribution, each number has equal probability.

3. Combat Variance (When Required)

In certain combat or ability effects, the D6 may be used to:

  • Add minor damage variation

  • Determine secondary effect triggers

  • Apply small random directional movement

Design Philosophy

The D6 represents controlled randomness.

It is never used for:

  • Major scenario decisions

  • Large event tables

  • 1–12 outcome charts

Those are reserved for the D12.

The D6 exists to add subtle unpredictability without overwhelming the player.

Summary

The D6 is the die of:

  • Minor modifiers

  • Environmental variation

  • Tactical unpredictability

  • Short-term effects

It ensures that no scenario plays exactly the same, while keeping the game balanced and manageable.




๐ŸŽฒ D12 – Twelve-Sided Die

The D12 (twelve-sided die) is the primary die used for structured randomness in Elvendor.

It replaces the traditional use of 2D6 when a 1–12 range is required, ensuring that every number from 1 to 12 has equal probability, including the number 1.

This creates cleaner probability design and more balanced scenario tables.

Why the D12 Is Used Instead of 2D6

When rolling 2D6:

  • The minimum result is 2

  • The number 1 can never be rolled

  • Middle values (6–8) are more likely than edge values

This creates weighted probability.

In Elvendor, many tables require true 1–12 equal distribution.

The D12 ensures:

  • 1–12 range

  • Equal probability for every outcome

  • Cleaner table design

  • Predictable balancing for scenario creation

Primary Uses of the D12

1. Scenario Event Tables

The D12 determines:

  • Random events during scenarios

  • Environmental disruptions

  • Unexpected reinforcements

  • Beneficial discoveries

  • Narrative twists

Example structure:

  • 1–6 → Table I (Balanced / Neutral / Mild)

  • 7–12 → Table II (Aggressive / Dangerous / Escalation)

This allows the game to escalate naturally while remaining unpredictable.

2. Spawn Location Tables

The D12 is used with:

  • Map Coordinate Cards

  • Spawn Zone Determination

  • Reinforcement Entry Points

  • Dynamic enemy placement

Because the board is divided into 12 grid zones, the D12 integrates perfectly with your Map Cords system.

3. Major Loot Tables

When determining:

  • Equipment

  • Relics

  • Rare materials

  • Crystal variants

The D12 allows for a structured loot range without overwhelming complexity.

4. Directional Tables (When Needed)

Although wind direction uses a wheel, the D12 can also be used for:

  • Forced movement effects

  • Random scatter

  • Teleport or displacement mechanics

Design Philosophy

The D12 represents:

  • Structured randomness

  • Scenario-level decision making

  • Mid-scale unpredictability

  • Event escalation

It is more impactful than a D6, but not as expansive as a D20.

Summary

The D12 is the die of:

  • Scenario events

  • Spawn systems

  • Major random effects

  • Equal 1–12 distribution

It is the backbone of Elvendor’s procedural scenario design.


๐ŸŽฒ D20 – Twenty-Sided Die

The D20 (twenty-sided die) represents high-impact randomness in Elvendor.

It is used when broader possibility, deeper variation, or high-stakes outcomes are required.

Where the D6 governs moment-to-moment mechanics and the D12 structures scenario flow, the D20 governs scale, rarity, and destiny.

Design Purpose of the D20

The D20 is used when:

  • A large range of outcomes is required

  • Rare results should exist

  • High variance improves replayability

  • The result must feel meaningful or dramatic

It introduces wide probability spread while remaining clean and intuitive.

Each result from 1–20 has equal probability.

Primary Uses of the D20

1. Major Loot Tables

The D20 is ideal for:

  • Legendary weapons

  • Unique relics

  • Crystal variants (rare tiers)

  • Named artifacts

  • Scenario-specific treasures

Example:

1–10 → Common
11–15 → Uncommon
16–18 → Rare
19 → Epic
20 → Legendary / Named Item

This preserves excitement and long-term progression.

2. Character Creation Variants

The D20 can be used for:

  • Background origin tables

  • Minor physical traits

  • Personality hooks

  • Unique starting advantages

  • Companion quirks

This gives depth without forcing complexity.

3. Major Event Tables

When a scenario triggers a High Event or escalation moment:

  • Invasion portals

  • Boss modifiers

  • Sudden environmental shifts

  • Reinforcement waves

  • Narrative twists

The D20 allows dramatic shifts without repeating outcomes too often.

4. Rare Crystal Effects

The D20 may determine:

  • Crystal mutation results

  • Special aura properties

  • Instability effects

  • Degradation behavior

  • Attunement ripple outcomes

This keeps crystals mysterious and powerful.

Probability Philosophy

Unlike 2D6, the D20 is flat probability.

This means:

  • No “most likely middle”

  • True unpredictability

  • Extremes are possible at any time

This die represents chaos, fate, and escalation.

When NOT to Use the D20

The D20 should NOT replace:

  • D6 for action-based mechanics

  • D12 for structured 1–12 tables

It is reserved for:

  • High-impact systems

  • Rare outcomes

  • Deep customization

  • Expansion-ready content

Summary

The D20 is the die of:

  • Rare loot

  • Major events

  • Unique character elements

  • High variance outcomes

It adds depth, replayability, and unpredictability to Elvendor without disrupting core balance.

If you want next:

  • Wind Direction Token section

  • Weather Board section

  • Map Cord Cards section

  • Event Tables explanation

  • Companion System component

  • Crystal Tokens

















Cards



Window Direction Card

๐ŸŒฌ Wind Direction Card

The Wind Direction Card determines the dynamic wind flow across the battlefield.

Unlike simple directional systems, wind in Elvendor has both:

  • A Starting Point

  • An Ending Point

This creates a clear wind vector across the board.

๐ŸŽฒ How to Determine Wind Direction

Before the scenario begins:

  • Roll 1× D12 → Starting Direction

  • Roll 1× D12 → Ending Direction

The wind flows from the first result toward the second result.

Example:

  • First roll: 3

  • Second roll: 9

Wind flows from segment 3 across the board toward segment 9.

๐Ÿ”„ If Both Rolls Are the Same

If both D12 rolls show the same number:

  • Wind is considered unstable or swirling

  • Wind speed is reduced by 1 (minimum 0)

  • No directional bonus or penalty applies

This represents circular or chaotic airflow.

๐Ÿ“Œ How It Works on the Board

The Wind Direction Card is divided into 12 equal segments.

Each number represents a specific directional vector relative to the board layout.

Players place a Wind Arrow Token:

  • Starting at the first number

  • Pointing toward the second number

This visually indicates wind movement across the battlefield.

๐ŸŒช Wind Speed

Wind speed is determined separately using the Weather System.

Normal Mode (D6):

  • 1–2 → Speed +1

  • 3–4 → Speed +2

  • 5–6 → Speed +3

Hard Mode:

  • D6 value equals wind speed (1–6)

Heroic Mode:

  • Roll 2D6 for extreme wind conditions

Wind Speed modifies the strength of directional effects.

โš” Gameplay Effects

๐Ÿน Ranged Attacks

When attacking:

  • With the wind → Minor range or accuracy bonus

  • Against the wind → Minor penalty

  • Crosswind → No bonus or penalty (optional slight deviation rule)

๐Ÿ”Š Noise System Interaction

Noise travels differently depending on wind direction.

If noise travels:

  • With the wind → Detection radius increases

  • Against the wind → Detection radius decreases

  • Crosswind → No change

This integrates directly with your Noise Value modifier system.

๐Ÿ”ฅ Environmental Interaction (Future Expansion)

Wind may:

  • Spread fire

  • Shift fog

  • Influence crystal energy dispersion

  • Affect airborne abilities

๐ŸŽฏ Design Purpose

This system:

  • Prevents predictable combat

  • Encourages positioning

  • Creates tactical movement choices

  • Enhances immersion

  • Increases replayability

Because wind is directional and dynamic, each scenario feels different.

 

๐ŸŒฆ Weather Status Card

The Weather Status Card determines the environmental conditions at the start of a scenario.

Weather affects:

  • Visibility

  • Detection

  • Ranged combat

  • Noise propagation

  • Immersion and atmosphere

Weather is determined before the first round begins.

๐ŸŽฒ Step 1 – Determine Weather Condition

Roll 1× D6 and consult the table:

D6

Condition

1

Sunrise / Clear

2

Day / Fog

3

Day / Rain

4

Sunset / Clear

5

Night / Fog

6

Night / Rain

๐ŸŒ… Time of Day Effects

Sunrise

  • Normal visibility

  • No modifier

Day

  • Maximum visibility

  • No modifier

Sunset

  • Slight visual obstruction

  • Ranged attacks beyond medium range suffer minor penalty

Night

  • Reduced visibility

  • Detection range reduced

  • Ranged attacks suffer penalty unless special vision ability is active

๐ŸŒซ Fog Effects

  • Reduces detection range by 1

  • Ranged attacks beyond half range suffer penalty

  • Line of sight limited in certain maps (optional advanced rule)

Fog increases tension and stealth viability.

๐ŸŒง Rain Effects

  • Ranged attacks suffer minor penalty

  • Fire effects weakened

  • Movement on certain terrain may require movement check (optional advanced rule)

Rain enhances sound dampening slightly.

๐ŸŒฌ Step 2 – Determine Wind Speed

Roll 1× D6.

Normal Mode

D6

Wind Speed Modifier

1–2

+1

3–4

+2

5–6

+3

Write the result in the Wind Speed box.

Wind Speed interacts with the Wind Direction Card and modifies ranged and noise effects.

๐Ÿ”Š Step 3 – Determine Noise Modifier

Roll 1× D6.

Normal Mode

D6

Noise Modifier

1–2

+1

3–4

+2

5–6

+3

Write the result in the Noise box.

This value is added to the scenario’s base noise value.

๐Ÿ”Š Noise System Interaction

Noise modifies enemy detection radius.

Example:

Base Spider Detection = 3 tiles
Noise +1 → 2 tiles
Noise +2 → 3 tiles
Noise +3 → 4 tiles

Higher noise means enemies react faster and from farther away.

โš” Difficulty Scaling

Hard Mode

Wind Speed uses full D6 value (1–6).

Heroic Mode

Wind Speed may be determined by 2D6 for extreme conditions.

๐ŸŽฏ Design Purpose

The Weather Status Card:

  • Creates unpredictability

  • Encourages tactical adaptation

  • Alters detection and stealth

  • Increases replayability

  • Reinforces world immersion

Every scenario begins under different skies.

๐Ÿ—บ Map Cord Card System

The Map Cord Card system determines spawn locations within a scenario map.

It exists to:

  • Increase replayability

  • Create spawn unpredictability

  • Prevent memorization of enemy positions

  • Maintain tactical variation between runs

๐Ÿ“ฆ Components

  • 12 different Map Cord Cards

  • Each card contains a unique numbered layout (1–12)

  • The map is divided into a 4×3 grid (12 sectors total)

Each numbered space represents a potential spawn sector.

๐ŸŽฒ Initial Setup

At the start of a scenario:

  • Roll 1× D12

  • Select the Map Cord Card matching that number

  • Use that layout for all spawn references during the scenario

This card becomes the active spawn reference for that playthrough.

๐Ÿงญ How It Works

The scenario map is divided into:

  • 4 columns

  • 3 rows

  • 12 total grid sectors

When the game instructs:

“Spawn enemy in sector X”

You locate the number X on the active Map Cord Card.

That grid position is where the enemy appears.

โš” Event-Based Spawns

If an Event Card or Event Table result instructs:

  • “Spawn enemy”

  • “Spawn reinforcement”

  • “Spawn object”

  • “Spawn hazard”

You roll 1× D12 and use the Map Cord Card layout to determine the exact spawn sector.

This ensures:

  • Events remain unpredictable

  • Reinforcements feel dynamic

  • The battlefield evolves naturally

๐Ÿ“– Scenario Override Rule

Some scenarios may:

  • Provide a fixed Map Cord layout

  • Specify exact spawn locations

  • Restrict spawn zones

If the Scenario Rules specify a layout:

โžก Ignore the random Map Cord roll
โžก Use the layout defined by the scenario

Scenario-specific design always overrides random generation.

๐ŸŽฏ Design Purpose

The Map Cord Card system:

  • Prevents static enemy memorization

  • Encourages tactical adaptation

  • Makes repeated runs feel fresh

  • Supports the Event System

  • Keeps scenario design flexible

Even when the map stays the same…
The battlefield never does.

 

๐Ÿฉธ Condition Cards

Condition Cards represent temporary status effects applied to a character as a result of:

  • Enemy attacks

  • Environmental hazards

  • Events

  • Abilities

  • Crystal effects

Conditions alter a character’s available actions, movement, perception, or survivability.

๐Ÿ“œ General Rules

1๏ธโƒฃ Maximum Conditions

  • A character may have maximum 2 active Conditions.

  • If a third Condition would be applied:

  • It is ignored.

  • No replacement occurs.

2๏ธโƒฃ Condition Stacking

Different Conditions may stack.

Example:

  • Poisoned + Blinded = valid.

  • Fear + Trapped = valid.

Identical Conditions do not stack unless specifically stated.

3๏ธโƒฃ Condition Tiers

Some abilities may apply:

  • Minor

  • Standard

  • Major

If not specified, apply Standard Tier.

4๏ธโƒฃ Duration Tracking

Duration is counted in:

  • Full rounds

  • Or until a specific trigger occurs

When duration ends, remove the Condition Card immediately.

๐Ÿƒ Example: INVISIBLE

Effect:
Cannot be targeted unless adjacent.

Penalty:
None.

Duration:
Standard (2 Rounds)

Notes:
Ends immediately if the character performs an Attack action.

Now I will format the remaining core Conditions using the structure of your card template.

๐Ÿ’ค UNCONSCIOUS

Effect:
Character cannot perform any actions.

Penalty:
All actions skipped.

Duration:
Standard (1 Round)

Notes:
Character remains standing in place.
Cannot Dodge, Parry, or react.
After duration ends, loses 1 additional action on next turn.

๐Ÿชจ PETRIFIED

Effect:
Character cannot perform actions or reactions.

Penalty:
All actions skipped.

Duration:
Standard (2 Rounds)

Notes:
Character cannot be moved voluntarily.
Immune to Fear and Blinded while petrified.

๐Ÿชค TRAPPED

Effect:
Character is immobilized but conscious.

Penalty:
Loses 1 action (must attempt to break free first).

Duration:
Standard (1 Round)

Notes:
First action of turn is automatically consumed attempting escape.

๐Ÿ‘ BLINDED

Effect:
Vision lost.

Penalty:

  • Lose 1 action immediately.

  • Before any action, must:

  • Roll D12 for direction.

  • Move half MOV in that direction.

Duration:
Standard (1 Round)

Notes:
Cannot perform ranged attacks.

๐Ÿ”Š DEAFENED

Effect:
Hearing lost.

Penalty:
Noise generated by character increases by +1.

Duration:
Standard (1 Round)

Notes:
Cannot detect sound-based events.

โ˜  POISONED

Effect:
Damage over time.

Penalty:
Take X damage per round.

Duration:
Standard (2 Rounds)

Notes:
Does not consume actions.

๐Ÿ˜ฑ FEAR

Effect:
Character loses control.

Penalty:
All actions replaced with forced movement.

For each action:

  • Roll D12 for direction.

  • Move half MOV.

Duration:
1 Round only.

Notes:
Cannot perform reactions.

๐Ÿ‘ค INVISIBLE (as shown)

Effect:
Cannot be targeted unless adjacent.

Duration:
2 Rounds

Ends if attack is performed.





๐Ÿ—ก๏ธ Action Cards

Action Cards represent the core actions a character may perform during their turn.

They are designed to provide:

  • Quick reference during play

  • Clear Action Cost

  • Noise generation value

  • Description and special rules

  • Immediate clarity without needing to consult the Rulebook

Each Action Card includes:

  • Action Cost (how many Actions it consumes)

  • Noise Value (how much Noise it generates)

  • Description

  • Restrictions or Special Rules

๐Ÿ“œ How Action Cards Work

  • During the Player Phase, the player may perform actions equal to their available Action Points (AP).

  • Each action requires the player to spend the number of Actions shown on the card.

  • Noise generated is immediately added to the current Noise value of the scenario.

  • Some actions may trigger enemy reactions or event checks.

Enemies do not use Action Cards.
Enemies follow scripted behavior logic defined in their scenario or behavior table.

๐Ÿงญ Example: ACTION – MOVE

Action Cost: 1
Noise: 0

Description:
Move up to your MOV stat value.
You cannot move through enemy miniatures or terrain classified as Blocked.

Rules:

  • Movement must follow terrain restrictions.

  • Cannot pass through High Terrain unless a specific ability allows it.

  • Movement can be interrupted by reactions or triggered effects.

๐Ÿ›ก๏ธ Action Types in the Game

The current Action Set includes:

Movement Actions

  • Move

  • Dash

  • Run

  • Crawl

  • Charge

  • Climb

  • Fall

Interaction Actions

  • Open

  • Pick Up

  • Pass

Combat Actions

  • Attack

  • Dodge (Reaction)

  • Parry (Reaction)

Special Actions

  • Companion Command

โš”๏ธ Reactive Actions

Dodge and Parry are Reactive Actions.

  • They do not cost Actions during your turn.

  • Only 1 Reaction may be performed per round.

  • They may only be used immediately after being targeted by an attack.

Parry

  • Generates +1 Noise.

  • If successful: player may perform 1 immediate Attack.

Dodge

  • Generates no Noise.

  • If successful: player may perform 1 immediate Attack.

๐Ÿบ Companion Command (Special Action)

Action Cost: 2
Noise: 0

Effect:

  • Companion immediately performs 1 basic action.

  • Companion cannot use Ultimate Ability.

  • Companion loses 1 Action during their next Companion Phase.

  • Companion cannot use Companion Command if they only have 1 AP.

๐ŸŽฏ Design Philosophy

The Action Card system ensures:

  • Tactical clarity

  • Noise management tension

  • Action economy balance

  • Strategic decision-making

  • Fast gameplay flow

Players are encouraged to manage:

  • Action economy

  • Noise levels

  • Positioning

  • Condition effects

  • Wind and weather modifiers



๐Ÿง™ Player Character Sheet

The Player Character Sheet represents your hero in Elvendor.
It contains all core statistics, combat values, abilities, progression tracking, and equipment information necessary to play the game.

This sheet evolves as the character gains experience, levels up, acquires gear, and becomes stronger.

๐Ÿ“œ Sheet Structure Overview

The Player Character Sheet is divided into the following sections:

๐Ÿงพ Identity Section

  • Name – Player-chosen character name.

  • Class – Warrior, Ranger, Mage, Cleric, etc.

  • Level – Current character level.

  • XP – Experience Points accumulated.

๐Ÿ“Š Core Attributes

These define the character’s baseline performance.

Stat

Meaning

MOV

Maximum tiles you may move with a Move action.

ATT

Base attack value used to resolve hits.

ACT

Number of Actions per turn.

DEF

Defensive value against enemy attacks.

SAV

Save threshold (e.g., 4+ on a D6).

HLT

Health points. When reduced to 0, character falls Unconscious.

๐Ÿ”ฅ Secondary Attributes

These vary by class and may interact with abilities or conditions.

Stat

Meaning

RAGE

Resource for Warrior abilities.

STEALTH

Detection threshold (e.g., 4+ to avoid detection).

ARMOR

Damage reduction value.

DURABILITY

Equipment durability rating (ties into item degradation system).

๐Ÿง  Abilities & Skills Section

The lower section of the sheet tracks all usable abilities.

Columns:

  • Type – Basic / Skill / Spell / Passive / Ultimate

  • Ability – Name of the ability

  • HIT – Required roll to hit (if applicable)

  • RG – Range

  • DAM – Damage dealt

  • ATT – Number of attacks

  • EXTRA – Special rule or effect

This allows each class to scale differently while using the same system structure.

โš™๏ธ How It Integrates With Other Systems

The Player Sheet interacts directly with:

  • ๐ŸŽฒ Dice System (D6, D12, D20)

  • ๐ŸŒฌ Wind & Weather modifiers

  • ๐Ÿ”Š Noise System

  • ๐Ÿ—บ Map Spawn System

  • ๐Ÿƒ Action Cards

  • ๐Ÿฉธ Condition Cards

  • ๐Ÿงฑ Crystal Effects

  • ๐Ÿบ Companion System

Every system feeds into or modifies values on this sheet.

๐ŸŽฏ Combat Resolution Example

  • Player uses Attack Action (cost 1 Action).

  • Rolls based on HIT requirement.

  • Damage applied.

  • Armor reduces damage.

  • Conditions may trigger.

  • Noise may increase.

Everything originates from this sheet.

โš”๏ธ Design Philosophy

The Character Sheet is designed to:

  • Be simple to read.

  • Scale into complexity as levels increase.

  • Allow future expansion (new stats, resources, crystal alignment fields).

  • Support class differentiation without system bloat.

We are building something very modular and expandable here.

๐Ÿ”” Reminder (as promised):

After we finish documenting components, we must:

  • Fully re-integrate Condition stacking into this sheet.

  • Decide where active Conditions are tracked (token area? side tracker?).

  • Clarify interaction between Armor, Durability, and Condition effects.

  • Add Crystal Affinity field if needed.

  • Confirm if SAV uses D6 only or scales later.

๐Ÿ•ท Enemy Card

The Enemy Card represents all hostile creatures encountered in a scenario.
Unlike players, enemies do not use an Action Point system. They operate through a Behavior Script defined in the scenario.

Each enemy type has its own stat block and ability list.

๐Ÿ“Š Enemy Stat Block

Each Enemy Card contains the following attributes:

Stat

Meaning

Move

Maximum tiles the enemy can move during its activation.

Element

Crystal alignment or elemental affinity (if any).

Actions

Number of scripted actions per activation.

Defense

Target number required to hit the enemy.

Saves

Threshold to resist conditions (e.g., 5+ on D6).

Alert

Detection value (used with Noise system).

Health

Hit Points. When reduced to 0, the enemy is defeated.

๐Ÿง  Behavior System (Very Important)

Enemies do not spend Action Points.

Instead:

During the Enemy Phase, each enemy follows its Behavior Script:

Example:

  • Detect target (based on Alert + Noise).

  • Move toward nearest target.

  • Attack if in range.

  • Apply conditions if successful.

This keeps enemy flow fast and predictable while allowing difficulty scaling through stats.

โš”๏ธ Ability Section

Each enemy lists its attacks or abilities with the following fields:

Field

Meaning

Ability Name

Name of the attack or skill

Hit

Required roll to hit (D6 unless specified)

Range

Tile range

Dmg

Damage dealt

Attacks

Number of hits performed

!

Special effect (often condition trigger)

๐Ÿ•ท Example: Spider

Stats:

  • Move: 3

  • Element: None (Scenario 1 basic spiders)

  • Actions: 2

  • Defense: 1

  • Saves: 5+

  • Alert: 4

  • Health: 4

Abilities:

Bite (Melee)

  • Hit: 4+

  • Range: 1

  • Damage: 1

  • Attacks: 1

  • Special: May apply Poison (if scenario defines it)

Poison Spit

  • Hit: 5+

  • Range: 4

  • Damage: 1

  • Attacks: 1

  • Special: Applies Poison (1)

๐Ÿ”Š Interaction With Systems

Enemy Cards interact directly with:

  • ๐ŸŽฒ D6 rolls (attacks, saves)

  • ๐Ÿ”Š Noise System (Alert vs Player Noise)

  • ๐ŸŒฌ Weather modifiers

  • ๐Ÿฉธ Condition System

  • ๐Ÿงฑ Crystal Influence (from Scenario 2 onward)

  • ๐Ÿ—บ Map Spawn System (Map Cord Cards)

๐ŸŽฏ Design Philosophy

Enemy Cards are:

  • Fast to read

  • Easy to scale

  • Script-driven

  • Modular

  • Expandable

Elite, Boss, and Crystal-Influenced enemies will simply:

  • Increase stats

  • Add elemental alignment

  • Add condition triggers

  • Gain passive abilities