Loading Cards

Every manual card shown on the /play load screen, rendered from src/lib/manualCards.ts — the exact source the loader draws, so this can't drift from what players see.

9 text cards · 41 lines · 1 living-sprite card (6 possible characters)
01

Damage types

Physical
reduced by Physical Defense
Everything else
reduced by Magic Defense
Poison · Acid
damage first — each may also apply its status
Radiant
ignores Physical Defense AND resistance
Gear & effects
can cut one specific type further
02

Status effects

Poisoned
damage every turn; worse aim, easier to hit
Acid Covered
you deal less and take more
Blind
hit chance cratered (from Radiant)
Chilled
movement reduced
Burning
significant damage every turn
03

The ground fights too

Poison tile
a chance to Poison you each step
Acid tile
moderate damage + Acid Covered
Icy tile
double move cost; may fall prone
Aflame tile
sets you Burning, and trails fire
04

Raw stats — the knobs you turn with JP

Strength
physical attack, and HP
Constitution
HP and physical defense
Dexterity
accuracy, dodge, defense
Agility
initiative and move range
Intelligence
magic attack + defense (softens Radiant)
Wisdom
the off-stat that feeds everything
05

Battle stats — calculated from your build

HP
← Constitution · what you can take
MP
← Intelligence · fuels your skills
Initiative
← Agility · who acts first
Physical Attack
← Strength · your weapon damage
Magic Defense
← Intelligence · the only softener of Radiant
AP
← Speed · actions per turn, grows slowly
06

The shorthand

XP
fills the bar → level up
JP
spend on your raw stats
SP
spend on the skill tree
MP
fuels your skills
AP
actions per turn
EP
grows a skill through use
07

Skill types

Action (red)
spends AP and MP on your turn
Reaction (yellow)
fires on its own when triggered
Passive (blue)
always on, costs nothing
08

In battle

  • No random encounters — you see enemies on the field. Where you make contact groups them, and the ground you stand on becomes the grid.
  • Facing counts before the first blow: the direction you're facing when combat starts feeds the initiative order.
  • It counts during the fight too — strike a foe from behind and you'll land the hit far more often than meeting them face to face.
09

Growing stronger

  • Win fights for XP, then level up — each level grants JP for raw stats and SP for your class's skill tree.
  • Skills grow with use: lean on one and it earns Expertise, getting stronger over a run.
  • Spend your JP and SP after every level. An unspent pile is wasted power.

Living-sprite card

A random handcrafted sprite turns and swings, captioned with its role and blurb. Any of these can appear:

Elias Paladin · Elf of Laria
The windmill mechanic of Laria who never stopped believing the world is larger than the hills around him.
Falmri Warrior · Dwarf
A gruff old dwarf who remembers when dwarves lived openly among humans and elves, and the great roads were still open.
Slime Enemy · The Waterway
The bread-and-butter Waterway foe — no resistances, no tricks. The danger is numbers, not any single Slime.
Eastwood Enemy · Episode Two
— no blurb (name + role only)
Spiter Enemy · Episode Two
— no blurb (name + role only)
Vepir Enemy · Episode Two
— no blurb (name + role only)