GRGuildrunWiki · Demo 0.5.3
Guildrun database

Mechanics

Combat and economy mechanics linked to abilities, heroes, items, relics, events, and encounters.

16
entries
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Marks abilities that keep working while their Hero is in the Reserves.

Related categories
Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Backup abilities also work while their Hero is in the Reserves. Backup Only effects work only while the Hero is in the Reserves.

Rule source
Demo 0.5.3 in-game text

Rules

  • BackupThe ability works while the Hero is in the active party or the Reserves.Shipped demo 0.5.3 rule
  • Backup OnlyThe effect works only while the Hero is in the Reserves.Shipped demo 0.5.3 rule

Relationships

A damage-over-time debuff that deals damage every second, then decays by one.

Related categories
Active Abilities · Classes · Encounter Relics · Events · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Each second, a character takes damage equal to its current Burn, then loses one Burn. Status damage bypasses Defense but is removed from Shields before Health.

Rule source
Demo 0.5.3 in-game text

Rules

  • Damage timingBurn deals damage once per second.Shipped demo 0.5.3 rule
  • Damage amountEach tick deals damage equal to the character's current Burn.Shipped demo 0.5.3 rule
  • DecayAfter each damage tick, the character loses one Burn.Shipped demo 0.5.3 rule
  • Defense and ShieldsBurn damage bypasses Defense but damages Shields before Health.Shipped demo 0.5.3 rule
  • Stack capThe demo does not set a global Burn cap.Shipped demo 0.5.3 rule

Relationships

The chance for an auto attack or active ability to deal double damage.

Related categories
Active Abilities · Classes · Encounter Relics · Events · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stat Modifiers
Rule source
Demo 0.5.3 in-game text
Complete record

Crit is the percentage chance that an auto attack or active ability deals double damage. Each Crit above 100 increases Crit Damage by 1%.

Rule source
Demo 0.5.3 in-game text

Rules

  • At 100 CritAuto attacks and active abilities have a 100% chance to deal double damage.Shipped demo 0.5.3 rule
  • Above 100 CritEach additional point increases Crit Damage by 1%.Shipped demo 0.5.3 rule

Relationships

The shared status category for Poison, Frost, and Burn.

Related categories
Active Abilities · Classes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Poison, Frost, and Burn are Debuffs. Effects that remove or amplify Debuffs can therefore interact with all three.

Rule source
Demo 0.5.3 in-game text

Rules

  • Included statusesPoison, Frost, and Burn are Debuffs.Shipped demo 0.5.3 rule
  • Cross-mechanic effectsAn effect that names Debuffs can apply to any of those three statuses.Shipped demo 0.5.3 rule

Relationships

Reduces incoming damage with diminishing returns as the value rises.

Related categories
Active Abilities · Classes · Encounter Relics · Enemies · Events · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stat Modifiers
Rule source
Demo 0.5.3 in-game text
Complete record

The shipped stat tooltip gives these breakpoints: 100 Defense means half damage received, 200 means one-third, and 300 means one-quarter.

Rule source
Demo 0.5.3 in-game text

Rules

  • 100 DefenseReceive one-half of incoming damage.Shipped demo 0.5.3 rule
  • 200 DefenseReceive one-third of incoming damage.Shipped demo 0.5.3 rule
  • 300 DefenseReceive one-quarter of incoming damage.Shipped demo 0.5.3 rule

Relationships

A debuff that lowers Defense and Attack Speed, then decays over time.

Related categories
Active Abilities · Classes · Encounter Relics · Enemies · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stages
Rule source
Demo 0.5.3 in-game text
Complete record

For every two Frost, a character loses one Defense and one Attack Speed. Every two seconds, the character loses one Frost.

Rule source
Demo 0.5.3 in-game text

Rules

  • Stat penaltyEvery two Frost reduce Defense by one and Attack Speed by one.Shipped demo 0.5.3 rule
  • DecayThe character loses one Frost every two seconds.Shipped demo 0.5.3 rule
  • Stack capThe demo does not set a global Frost cap.Shipped demo 0.5.3 rule

Relationships

Restores lost Health through direct heals, HP/S, or damage-based Omnivamp.

Related categories
Active Abilities · Encounter Relics · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Healing effects restore Health. HP/S restores the listed amount each second; Omnivamp instead restores Health based on damage dealt.

Rule source
Demo 0.5.3 in-game text

Rules

  • Direct healingAbilities and effects can restore a stated amount of Health.Shipped demo 0.5.3 rule
  • HP/SA character restores Health equal to its HP/S each second.Shipped demo 0.5.3 rule
  • OmnivampDamage dealt can restore Health through the separate Omnivamp stat.Shipped demo 0.5.3 rule

Relationships

Restores Health based on damage dealt.

Related categories
Active Abilities · Events · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stat Modifiers
Rule source
Demo 0.5.3 in-game text
Complete record

One Omnivamp restores Health equal to 1% of damage dealt.

Rule source
Demo 0.5.3 in-game text

Rules

  • ConversionOne Omnivamp equals 1% healing from damage dealt.Shipped demo 0.5.3 rule
  • TriggerThe character must deal damage to restore Health through Omnivamp.Shipped demo 0.5.3 rule

Relationships

A damage-over-time debuff that deals its current value as damage every two seconds.

Related categories
Active Abilities · Classes · Encounter Relics · Enemies · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stages
Rule source
Demo 0.5.3 in-game text
Complete record

Every two seconds, a character takes damage equal to its current Poison. Status damage bypasses Defense but is removed from Shields before Health.

Rule source
Demo 0.5.3 in-game text

Rules

  • Damage timingPoison deals damage once every two seconds.Shipped demo 0.5.3 rule
  • Damage amountEach tick deals damage equal to the character's current Poison.Shipped demo 0.5.3 rule
  • Debuff familyPoison counts as a Debuff.Shipped demo 0.5.3 rule
  • Defense and ShieldsPoison damage bypasses Defense but damages Shields before Health.Shipped demo 0.5.3 rule
  • Stack capThe demo does not set a global Poison cap.Shipped demo 0.5.3 rule

Relationships

Returns a dead Hero to combat when an effect explicitly allows it.

Related categories
Active Abilities
Rule source
Demo 0.5.3 in-game text
Complete record

In demo 0.5.3, Salvation can target and resurrect dead Heroes after its Stall threshold.

Rule source
Demo 0.5.3 in-game text

Rules

  • Current sourceSalvation is the resurrection effect available in the demo data.Shipped demo 0.5.3 rule
  • ConditionSalvation can target a dead Hero after its listed Stall threshold.Shipped demo 0.5.3 rule

Relationships

An opening-combat effect that starts immediately and expires after its listed duration.

Related categories
Active Abilities · Classes · Encounter Relics · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Rush (X) triggers at the start of combat and expires after X seconds.

Rule source
Demo 0.5.3 in-game text

Rules

  • StartRush triggers at the start of combat.Shipped demo 0.5.3 rule
  • DurationRush (X) remains active for X seconds.Shipped demo 0.5.3 rule

Relationships

Guildrun's currency for buying upgrades and rerolling the shop.

Related categories
Active Abilities · Classes · Crossroads · Encounter Relics · Events · Fight Modes · Guilds · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations · Stages
Rule source
Demo 0.5.3 in-game text
Complete record

Shards purchase Heroes, items, relics, and shop rerolls. A Shard counts as generated when an ability, item, or relic creates it.

Rule source
Demo 0.5.3 in-game text

Rules

  • SpendUse Shards to purchase upgrades and reroll the shop.Shipped demo 0.5.3 rule
  • Generated ShardsA Shard is generated when a Hero ability, item, or relic creates it.Shipped demo 0.5.3 rule

Relationships

Absorb damage before Health and normally expire after 10 seconds.

Related categories
Active Abilities · Classes · Encounter Relics · Enemies · Events · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Damage is removed from Shields before Health. Shields last 10 seconds unless an effect says otherwise; Lasting Shields do not expire over time.

Rule source
Demo 0.5.3 in-game text

Rules

  • Damage orderIncoming damage is removed from Shields before Health.Shipped demo 0.5.3 rule
  • Normal durationShields expire after 10 seconds unless otherwise specified.Shipped demo 0.5.3 rule
  • LastingShields marked Lasting do not expire over time.Shipped demo 0.5.3 rule

Relationships

A delayed effect that activates after its listed combat time has elapsed.

Related categories
Active Abilities · Classes · Encounter Relics · Heroes · Items · Passive Abilities · Rank Modifiers · Relics · Reward Pools · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

Stall (X) activates after X seconds have elapsed in combat and remains active for the rest of that fight.

Rule source
Demo 0.5.3 in-game text

Rules

  • ActivationStall (X) activates after X seconds of combat.Shipped demo 0.5.3 rule
  • After activationThe effect stays active for the rest of the fight.Shipped demo 0.5.3 rule

Relationships

Prevents enemies from targeting the affected character.

Related categories
Classes · Encounter Relics · Items · Passive Abilities · Rank Modifiers · Relics · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

A character with Stealth cannot be targeted by enemies.

Rule source
Demo 0.5.3 in-game text

Rules

  • TargetingEnemies cannot target a character while that character has Stealth.Shipped demo 0.5.3 rule

Relationships

Stops the affected character from moving or taking actions.

Related categories
Active Abilities · Encounter Relics · Items · Relics · Specializations
Rule source
Demo 0.5.3 in-game text
Complete record

A Stunned character cannot move or take actions for the effect's listed duration.

Rule source
Demo 0.5.3 in-game text

Rules

  • Disabled actionsA Stunned character cannot move or take actions.Shipped demo 0.5.3 rule
  • DurationThe source that applies Stun states how long it lasts.Shipped demo 0.5.3 rule

Relationships

Search the linked catalogue

Try “Rush”, “Irini”, “Burn”, “Mushroom”, “shop price 15”, or “campfire”.