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Legends Reborn: Age of Chance Cheats

Legends Reborn: Age of Chance

Cheat Codes:
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Submitted by: David K.

Status Effects Guide:
---------------------
In this quick guide you will find a description of all status 
effects (buffs / debuffs) in the game.

-=Buffs=-
Adrenaline	
- Drag Attacks cost 1 less Energy. Adrenaline is removed if this creature does 
  not attack this turn. Erases Cripple on application.

Auto Revive	
- After receiving fatal damage, this creature is automatically revived for a 
  percentage of its Max HP at end of turn. Stacks intensity.

Dealer
- This creature will draw an additional card when it attacks.

Defense Boost
- Increase DEF by 25%. Stacks turns. Erases Break Defense on application.

Dim Armor
- Becomes Radiant Armor at start of turn. Erases all other Armors on application.

Evasion
- Creature evades all non-critical physical or Hybrid damage. Evade is removed if 
  this creature attacks or receives damage. Erases Marked on application.

Flame Armor
- When this creature is hit, inflict 10% Burn on attacker. Erases Freeze on 
  application. Erases all other Armors on application.

Frost Armor
- When this creature is hit, inflict Freeze on attacker. Erases Burn on application. 
  Erases all other Armors on application.

Hybrid Counterattack 
- Next time this creature is hit, it will target the attacker with a Hybrid Attack.

Ignore Defense 
- This creature ignores enemy’s DEF on its next Physical attack.

Ignore Resistance
- This creature ignores enemy’s RES on its next Magic attack.

Immunity 
- Cancel the next negative status effect this creature would receive.

Magic Counterattack 
- Next time this creature is hit, it will target the attacker with a Magic Attack.

Magic Spike
- Increase MGC by a percentage on your next Magic attack. Stacks intensity.

Muster
- Becomes Taunt at start of turn.

Parasitic Armor
- When this creature is attacked, inflict Poison on enemy for 1 turn. Stacks turns.

Physical Attack Spike
- Increase ATK by a percentage on your next Physical Attack. Stacks intensity.

Physical Counterattack 
- Next time this creature is hit, it will target the attacker with a Physical Attack.

Pinpoint 
- This creature gains 70% chance to Critical Hit until next successful critical hit.

Radiant Armor 
- When this creature is hit, inflict Blind on the attacker. Becomes Dim Armor when 
  activated. Erases Paralyze on application. Erases all other Armors on application.

Regen
- Heal 10% HP at the start of turn. Erases Poison on application.

Resistance Boost
- Increase RES by 25%. Stacks turns. Erases Break Resistance on application.

Shield 
- Cancel all damage next time this creature would receive non-status damage, 
  except for Paralyze.

Siphon
- Steal some of the opponent’s Energy on this creature’s next successful attack. 
  Stacks intensity.

Taunt
- Only creatures with Taunt may be targeted. Becomes Muster when damaged.

Thawed
- Can not be frozen. Removed at start of turn.

Thorn Armor
- When this creature is hit, the attacker receives damage equal to 50% of its own 
  ATK, mitigated by its own DEF. Erases all other Armors on application.

Vampiric
- A percentage of damage done by this creature’s next successful attack will be 
  returned as HP. Stacks intensity.

Void Armor
- When this creature is hit, inflict Paralyze on attacker. 
  Erases all other Armors on application.


-=Debuffs=-
Berserk
- Creature will automatically trigger a Drag Attack at the beginning of the turn. 
  Stacks count.

Blind
- Next attack will miss a random target. Removed when receiving non-passive status 
  damage.

Break Defense
- DEF reduced to 0. Stacks turns.

Break Resistance
- RES reduced to 0. Stacks turns.

Burn
- Percentage of Max HP received as Damage on next attack. Stacks intensity. Erases 
  Frost Armor on application. Spreads to neighboring creatures at end of turn.

Card Block
- When the next card would be drawn from this creature deck, remove Card Block instead.

Confuse
- Non-Berserk Attacks will target random enemies. Removed when successfully striking 
  selected target or receiving non-passive status damage.

Cripple
- Drag Attacks cost 1 additional Energy. Removed at end of turn after performing at 
  least one drag attack. Erases Adrenaline on application.

Energy Bleed
- The owner of this creature will lose 1 Energy at the start of the turn. 
  Erases Siphon on application.

Freeze
- Increase DEF and RES by 50%. Cannot attack. Removed when damage is received or 
  at end of turn. Becomes Thawed when removed. Erases Flame Armor and Evasion on 
  application.

Marked
- Chance of being Critically Hit is doubled. Stacks turns. Erases Defense Boost and 
  Resistance Boost on application.

Mindless
- Owner may not play cards on this creature. Removed when receiving non-passive 
  status damage or when targeted by an opponent action card.

Nervous
- Critical Hit Chance decreased by 90%. Stacks turns. Erases Pinpoint on application.

Paralyze
- The next time this creature’s passive would activate, remove Paralyze instead and 
  take 10% Max HP damage.

Plague 
- At start of turn, this creature is damaged for a percentage of its Max HP. Stacks 
  intensity. Spreads to neighboring creatures on death.

Poison
- At start of turn, this creature is damaged for a percentage of its Max HP and 
  reduce intensity by 10%. Stacks intensity. Erases Regen on application.


-=Other=-
Area	
- Area cards affect a creature and its neighbors.

Double Team
- A Double Team Attack allows a creature and one neighboring creature to attack.

Expunge
- Remove a random Positive Effect from target creature.

Hybrid Attack
- Hybrid Attacks combine a creature’s ATK and MGC stats to do damage, and are 
  mitigated by both of the enemy’s DEF and RES stats.

Magic Attack
- Magic Attacks use a creature’s MGC stat to do damage, and are reduced by an enemy’s 
  RES stat.

Magic Boost
- Permanently increases MGC.

Physical Attack
- Physical Attacks use a creature’s ATK stat to do damage, and are reduced by an 
  enemy’s DEF stat.

Physical Attack Boost
- Permanently increases ATK.

Relief 
- Remove a random Negative Effect from target creature.

Triple Team
- A Triple Team Attack allows a creature and its neighbors to attack.

Weaken Magic
- Permanently decrease MGC.

Weaken Strength
- Permanently decrease ATK.
 
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