Stats
Stats are different values used for the Librarians, Guests, Combat Pages, Key Pages, and other parts that have different effects and functions in the game, but mostly in the Reception. There are various examples, like health, power, and defenses. Knowing the type of Stats and their influence over different aspects help in taking the most optimal decisions during battles and preparations.
Characters / Key Pages
Characters (Librarians/Guests) have a variety of Stats. These are dependent on the Key Pages they have equipped. Non-Librarians might have individual stats different from the Key Pages that they equip.
Librarians can benefit from Battle Symbols that increase and boost certain Stats or Rolls.
Health
Health, HP, and Max HP is the amount of Damage that the character can take before reaching zero. When this gauge is depleted, the character is Defeated. The initial value is their Max HP. Damage taken from attacks will first be modified by the multiplier of the user's Damage Resistances before being subtracted to the HP. Effect Damage is not affected by Resistances.
Characters can recover Health up to their maximum by using effects. A character who defeats a target during an attack will generate 1
Light. When all the members of one team (Guests/Librarians) have been defeated, the Act will end.
- If the Librarians win the Act: The Reception will advance to the next Act, and if all Acts were completed, the Reception will end in Victory.
- If the Guests win the Act: The Reception will stay in the same Act. If there are no more Floors available for Reception, then the Reception will end in Defeat.
The HP of the characters will be preserved between Acts until the Reception ends.
Stagger Resistance
Stagger Resistance, STG, and Max Stagger is the amount of Stagger Damage that the character can take before reaching zero. When this gauge is depleted, the character is Staggered, unable to act until the end of the next Scene/Turn. Stagger Damage is the
Damage value (before Resistances) of attacks, and Stagger Damage taken is modified by the multiplier of the user's Stagger Resistances before being subtracted. Effect Damage and Stagger Damage against
Block Clashes are not affected by Resistances.
Staggered characters discard all their remaining Dice and Combat Pages that they were going to use, they cannot draw pages in their next turn, neither generate
Lights or use pages, and all their Resistances are set to Fatal (x2.0) until the end of the Scene. They will recover all their Stagger Resistance at the start of the next Scene.
Characters can recover Stagger up to their maximum by winning Clashes with an
Evade Dice. A character who
Staggers a target during an attack will recover 1
Light.
Emotion Level
Emotion Level is a Stat that determines the characters' heightened emotions during combat. In a Reception, it starts at Level 0 and will be able to increase to a Maximum Level that depends of the Floor Level (Librarians) or Chapter Rank (Guests), up to 5. To increase the Emotion Level of a character, they must gain a number of Emotion Points to fill their Emotion Gauge. They are obtained by winning/losing Clashes or rolling Maximum or Minimum results of the Dice range. They will obtain Positive /
Negative Points respectively.
Clashing ( Win/Draw on Offensive Dice/
Lose) gives 1 Point, rolling the
Maximum/
Minimum gives 1 Point, and defeating a target will grant 3
Positive Points, as well an ally dying grants 3
Negative Points. If the maximum range is equal to the minimum, the roll doesn't give Points per max/min roll, neither if the draw is against a Defensive Dice.
Evade vs
Evade don't grant Points on any form of clashing.
The number of Emotion Points required to reach the next Level varies, in a base of 3 + 2 per Level past Level 1 (3 coins at Level 0 and 1, 5 at Level 2, and on). Only the first Emotion Points gained will be considered for the bar to be filled, with any additional ones being discarded.
Characters gain bonuses depending of their current Emotion Level. When gaining a Level in a Reception, the character gains 1 Max Light and restore all
Light, able to gain up to 5
Max Light. At Level 4, they gain an additional
Speed Dice. At Level 5, using 2+ Combat Pages will make the user draw 1 additional page at the start of the next Scene.
The team has their own Team Emotion Level, which is equal the sum of the Emotion Levels of the team divided by the number of units. For the Librarians, reaching a new Team Emotion Level will prompt the player to pick an Abnormality Page of a certain Tier at the end of the Scene, and if needed, select a character to apply it to. The ratio of Positive/Negative Points influence in getting Awakening or
Breakdown Abnormality Pages, but they don't restrict it (You can still pick
Breakdown pages if you only have
Positive Points if there is less than 3 Awakening pages). If the Floor was fully realized, then at Team Emotion Level 3 to 5, the player will be able to pick 1 EGO Page from the Floor Pool. If the Team Emotion Level increases more than 1 Level, multiple Abnormality and EGO Pages will be prompt for the player to pick for each level.
The Emotion Level of the characters, as well Team Level; are preserved between Acts of a Reception and all Lights will be filled at the start of a new Act. If a Team Emotion Level was reached and more Librarians are added/removed in the next Act, the Team Emotion Level will adjust to reach its next one under the new changes, but it will not decrease its current level.
Guests receive the same benefits from Emotion Level, at Urban Nightmare and higher ranks they can gain 2 Abnormality Pages (Gain 1 Strength, Gain 1
Endurance), and have a higher bonus chance to drop rare books upon death if their Emotion Level is high.
Light
Light are the resources used to pay the Costs of Combat Pages. Key Pages tend to have 3/4 Max Light. At the start of a new Act, all Light are restored to their maximum amount. Some characters might start with Light that doesn't match their maximum amount. At the start of each Scene, the character will recover 1 Light, unless it is Staggered.
A character can restore 1 Light by Killing / Staggering another character (Can stack). They can also restore Light by effects, like from Combat Pages or Passives.
Gaining Emotion Levels will increase the Max Light by 1 for that Reception only.
Dice Slots / Speed Dice
Dice Slots or Speed Dice are the number of Combat Pages that a Character can use per Scene. Each slot is rolled individually, giving out different Speeds according to the Key Page's range. Combat Pages must target the Dice Slots of one of the opponents and those who target each other enter into a Clash.
More Dice Slots can be added by Passive Abilities or through other effects (Emotion Level, Combat Pages).
Speed
Speed is the value and range of the Dice Slots speed order when rolled during the Reception. Those with higher speed will move/react faster to attack their target. The order of the Speed Dice in a character will be from the highest speed to lowest, and from left to right when equal. Characters with higher Speed can bypass the attacks of the target or retained Defensive Dice that it would be played.
If a Librarian targets an opponent with less Speed than the Dice Slot being used to attack, then any attack being performed by the
Dice Slot targeted will be redirected to the Librarian's attacking page and will Clash. If undone, the redirected target will return to its original target. Multiple attacks can be redirect the same target dice, but still only one will clash against it. Clicking on a target dice which has more than 1 redirected attack targeting, can be switched between the available redirects (TAB in PC).
Mass Attack Pages will always play before any other Combat Page types, with priority for the Librarians attacks over Guests; and
Ranged Pages will play before
Melee Pages.
The Speed Dice can be altered by Status Effects like Haste (increase) and
Bind (decrease), modifying the value by 1 per stack.


Damage /
Stagger Damage
Damage is the number of points that are subtracted from the target's HP or
Stagger Resistance, made by attacks of Combat Pages' Offensive Dice. The Damage dealt is equal to the roll of an Offensive Dice. There are 3 Damage Types:
Slash,
Pierce,
Blunt. An Attack will deal both Damage and Stagger Damage, treated per separated of that Damage Type. Any reduction or base modifiers will occur before Resistances are applied. Effect Damage, like from Status Effects, is not affected by Resistances.
Base Damage can be altered by Passive Abilities to increase/decrease their Damage/Stagger Damage (Pre-Resistances Value). A target will also take less/more pre-resistances Damage if afflicted with the Status Effect
Protection (reduce) and
Fragile (increase) respectively, modifying the value by 1 per stack.
Resistances
Resistances are the base defenses of each Key Page and will modify the taken Damage from attacks by a multiplier. There is a Resistance for each Damage Type, including the Stagger Damage, giving a total of 6 Resistances and they will only affect Damage taken with a Damage Type. Effect Damage is not affected by Resistances. There are 5 types of Resistances, divided by their Multiplier.
Combat Pages / Dice
Combat Pages are the cards of the game, acting as actions and attacks. They use a Dice System to perform their rolls which are within a range given by the Dice, divided into two types: Offensive and Defensive Dice. A Combat Page can have both Offensive and Defensive Dice.
Dice Roll / Power
All Dices of the Combat Pages roll a Dice that determines the Power of the roll, which is the end result including modifiers. The values are within a base range shown in their Dice, and the roll will be a random value within that range. The original range of a dice is considered the Natural Range and its Natural Roll is the result without Power modifiers.
Natural Roll + Power Modfiers = Final Roll
All Dice Types are affected by Power modifiers or Range modifiers, which modify their Roll Range by increasing/decreasing it or adding/decreasing value to the roll. This can be caused by Combat Pages' effects, Passive Abilities, and Abnormality Pages, and Status Effect like
Paralysis, which reduces the Max Range by 3 to a random single dice per stack.
Offensive Dice
Offensive Dice are the types of Dice that deal Damage and possess a Damage Type. The Damage they deal is equal to the value of the dice's roll on hit. In a Clash, the highest roll will deal Damage and against a
Block Dice, the Damage dealt will be reduced by the roll of the
Block. When a
Melee Offensive Dice clash against a
Ranged Offensive Dice, if the Melee Dice rolls higher than the Ranged, the other Dice will be blocked and the user's dice will be retained for the current dice queue.
The Roll of an Offensive Dice can be altered by effects that modify the Power of the Roll Range, and by Status Effects like Strength (increase) and
Feeble (decrease), modifying the Roll Range by 1 per stack (Cannot be below 1). Additionally, the
Bleed Status Effect will trigger Damage each time the user rolls an Offensive Dice, dealing 1 Damage per stack.
Defensive Dice
Defensive Dice are the types of Dice that are focused on defense and prevent damage. There are two types of Defensive Dice: Block Dice and
Evade Dice. Both Dice rolls act the same but they have different effects on Clashes. When they are on one-sided Attacks, they will be retained for later use in the Scene.
Block Dice reduce incoming Damage by the roll result and deal
Stagger Damage to the foe equal the difference of the rolls against an Offensive Dice. When against another Defensive Dice, if they win the Clash, it will deal
Stagger Damage to the foe equal the value of the roll.
Evade Dice ignore Damage completely if the roll result is equal or higher than the opponent's Offensive Dice roll. If higher than the foe's roll, then it will recover
Stagger equal the roll and the Dice will be retained for an additional action, but cannot be used for another Clash. Against a
Block Dice, if they win a Clash, it will recover
Stagger equal the roll, but no longer be retained, and if tied, both dice are negated. When against another
Evade Dice, both Dice are negated regardless of the result.
The Roll of a Defensive Dice can be altered by effects that modify the Power of the Roll Range,, which can affect individually the Block Dice or
Evade Dice; and ones which can affect both Dice, like the Status Effect
Endurance (increase) and
Disarm (decrease), modifying the Roll Range by 1 per stack (Cannot be below 1).