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Pacifism

Systemic 1-2 Turns

Enforced non-aggression that prevents hostile actions. Target cannot attack or use offensive abilities, forcing alternative strategies.

Source: Mentalist (Peace of Mind)

Mechanics

How It Works

  • Target cannot attack or use damage abilities
  • Can still move, defend, and use support abilities
  • Doesn't prevent counter-attacks (reactive)
  • Target maintains full control otherwise

Duration & Stacking

  • Lasts 1-2 turns depending on ability level
  • Does not stack - reapplication refreshes duration
  • Duration reduces at end of affected unit's turn

Strategic Uses

  • Threat neutralization: Disable enemy damage dealer
  • Safe engagement: Approach dangerous enemy safely
  • Time buying: Delay enemy assault

Interactions

Strong Against

  • Pure damage dealers: Berserker, Pyromancer become useless
  • Single-threat teams: Pacify the carry, kill the rest
  • Low AP units: Waste entire turn doing nothing useful

Counters

  • Support units: Bard, Paladin can still buff/heal
  • Purifying Light: Removes Pacifism debuff
  • Positioning: Can still move into better position