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