Private Beta 2 has brought a ton of new features to Illuvium’s autobattler. I hope this A to Z guide can help with navigating this new game mode.
Airborne — Is a plane change, Combat Units that are Airborne can only be affected by Abilities that are also in the air. (Projectiles and Beams mostly).
Attack Speed — Determines the delay between each attack for an Illuvial.
Burn — Burn is a Condition that deals 2% of Missing Health as Energy Damage per second. It lasts 8 seconds and can stack up to 5 times.
Charm — Charm forces a Combat Unit to move towards the Charmer.
Clumsy — Stops a combat unit from being able to Dodge.
Conditions — There are 4 conditions : Burn, Frost, Poison and Wound.
Crit Amp — Determines the attack bonus when scoring a critical hit. By default, it is 150%.
Crit Chance — This is the chance for an Attack or Ability to Crit. Dealing additional damage based upon the characters Crit Amp. By default, only Attacks can Crit, but Augments and some Synergies can change that and allow Omegas to Crit.
Dodge — This is the chance for a character to avoid an incoming Attack.
Energy — The starting Energy for your Illuvial as represented on their character card . Energy is required to cast an Omega.
Energy Attack — Determines the amount of Energy damage an Illuvial causes on attack.
Energy Cost — How much energy is required for an Illuvial to cast its Omega.
Energy Efficiency — Acts as the multiplier when receiving Energy. By default, it is 100%.
Energy Resistance — Determines how much Energy damage the Illuvial can negate.
Exploit Weakness — An Attack or Omega with Exploit weakness has the damage it deals increased by the % missing health of the recipient. A character with 50% Health would receive 150 damage from an Attack dealing 100 damage with Exploit Weakness.
Focus — Combat Unit Attacks are targeted at their Focus.
Frost — Frost is a Condition that reduces Attack Speed by 3%. It lasts 10 seconds and can stack up to 9 times.
Grit Willpower — Determines the duration of any Debuff placed on an enemy Illuvial.
Hardened — Determines the amount of damage mitigated when receiving a critical hit.
Healing Efficiency — Acts as the multiplier when receiving Healing. By default, it is 100%.
Health — The starting Health for your Illuvial as represented on their character card.
Hyper — The sum of Hyper gained by absorbing the aura of a countered enemy Illuvial.
Large Area — Area with a radius between 26 & 35 Hexes.
Massive Area — Area with a greater radius than 36 Hexes.
Medium Area — Area with a radius between 16 & 25 Hexes.
Omega Power — Determines the damage, healing, or shielding provided by an Illuvials Omega.
Physical Attack — Determines the amount of Physical damage an Illuvial causes on attack.
Physical Resistance — Determines how much Physical damage the Illuvial can negate.
Poison — Poison is a Condition that deals 1% of Maximum Health as Pure Damage per second. It lasts 5 seconds and can stack up to 5 times.
Pure Attack — Determines the amount of “true” damage an Illuvial causes on attack — Pure Attack Damage cannot be resisted.
Range — Determines the distance an Illuvial can stand from its target while attacking.
Resolve — Determines the amount of Energy damage that an Illuvial can mitigate by 1 per.
Resolve Grit — Determines the amount of Physical damage that an Illuvial can mitigate by 1 per.
Shield — The sum of any over shield placed on an Illuvial (generally provided by Empath Illuvials).
Size — Determines how many hex units an Illuvial occupies.
Small Area — Area with a radius between 1 & 15 Hexes.
Taunt — Taunt forces a Combat Unit to Focus on the Taunter.
Tenacity — Determines the duration of any Debuff placed on a player controlled Illuvial Move Speed — Determines how far an Illuvial can move each tick.
Thorns — On receipt of Damage from an Attack, deal the Thorns amount in Pure Damage to the Attacker.
Underground — Is a plane change, Combat Units that are Underground can only be affected by Abilities that can Target the ground. (Pretty much nothing atm!).
Wound — Wound is a Condition that deals 1.25% of the Physical Damage of the Applying Attack/Omega as Physical Damage per second. It lasts for 8 seconds and can stack up to 5 times.
As always, thank you for reading my article! Follow me on Twitter (@Rhamphy) to keep up with the latest Illuvium news, leaks and more.
Everything I write is purely my opinion and should not be taken as financial advice.