Basic Systems
Turns and enemy awareness
Turns
- Each time Lily acts once, the enemies act once.
- Actions that take a turn: moving one tile, placing a trap, waiting in place, picking up a trap (one in front of you that has not triggered yet).
- Actions that take no turn: turning, looking around the map.
- Enemies differ in speed: some are slow, some normal, some fast (see "Speed" in the Enemies pages).
- Every trap that triggers in the same turn counts as part of a "COMBO".
The order of a turn:
- Lily acts
- Traps Lily stepped on are resolved
- Timed traps count down
- Enemies act (traps they step on are resolved too)
- The remaining turns of status effects go down
- If every enemy is defeated, the goal opens
Enemy awareness
- Until an enemy notices Lily, it wanders around.
- Once it notices her, it chases her by the shortest path. If it loses her, it goes to where it last saw her and then goes back to wandering.
- The usual sight range is 6 tiles. It differs by enemy; an enemy spots Lily when she is in the same room or on a straight line not blocked by walls.
- On some floors the "chasing" enemies know where Lily is from the start and come at once. The "Noticing" column of each floor's enemy table tells you.
- On some floors, fleeing enemies (rabbits and the like), stationary guards and bosses notice by sight.
- An enemy blinded by a smoke bomb or similar sees nothing.
- When there is a lure trap (clapper, feast bag and so on), enemies go for the trap first. The priority is: status effect > lure or feast > decoy > Lily.
- Enemies normally do not avoid traps. Enemies that can spot traps do avoid the ones nearby.
- Status effects such as sleep and bind last only 50% as long on bosses.
Enemy level
- Each enemy level adds 18% to its HP.
- How hard an enemy hits does not change with level. It is set per floor.
Lily's HP
- Her max HP is the starting 120 plus whatever the armor you wear adds.
- HP does not recover over time. Heal with ads or armor skills.
Terrain
Maps have rock walls, low walls and puddles. Ordinary traps cannot be placed on any of them.
| Terrain | Lily | Walking enemies | Flying enemies | Line of sight |
|---|---|---|---|---|
| Rock wall | Cannot pass | Cannot pass | Cannot pass | Blocks it. Stops straight-line traps and sweeping attacks too |
| Low wall | Cannot pass | Cannot pass (jumping enemies cross it) | Cross it | Does not block |
| Puddle | Cannot pass | Cannot enter (enemies that move through water, and jumpers, can) | Can enter | Does not block |
- Rock wall: nobody can pass. You can also hide behind it.
- Low wall: it stops only walking enemies. Enemies that cross it: Timid Rabbit, Ratling, Hopping Frog.
- Puddle: enemies that can move through water: Glow Slime, Hopping Frog.
- Some armor skills let Lily wade through water or climb over low walls.
- Some traps can only be placed on water.
COMBO and CHAIN
Two mechanics produce big damage: COMBO and CHAIN. They can trigger at the same time.
COMBO (traps in the same turn)
- It is the number of traps that triggered within one turn: the first, the second, the third and so on.
- An element reaction (fire on oil, lightning on wet, physical on frozen) adds to the COMBO.
- The second trap and later deal more damage. See the table below.
- Every trap that triggers that turn counts, whether Lily placed it or an enemy stepped on it.
CHAIN (consecutive turns)
- A single enemy caught by traps again on the next turn, without a break, builds a CHAIN.
- The first turn is 1; if it is caught again next turn it is 2, then 3 and so on.
- Turns when the enemy is held by a trap and cannot act (bind, frozen, paralysis, sleep, stun and so on) do not break the CHAIN, but the number does not rise.
- A single turn without a trap hit resets it to 1.
- It is counted per enemy.
Damage multiplier tables
COMBO multiplier (which trap of the turn it is):
| COMBO | Multiplier |
|---|---|
| 1 | x1 |
| 2 | x1.5 |
| 3 | x2 |
| 4 | x2.5 |
| 5 | x3 |
| 6 | x3 |
From 5 COMBO on, the multiplier stays at x3 (the cap).
CHAIN multiplier (how many turns in a row):
| CHAIN | Multiplier |
|---|---|
| 1 | x1 |
| 2 | x1.2 |
| 3 | x1.4 |
| 4 | x1.6 |
| 5 | x2 |
| 6 | x2 |
From 5 CHAIN on, the multiplier stays at x2 (the cap).
- Some armor skills add to the COMBO multiplier (up to +0.2).
- COMBO and CHAIN apply only to trap damage, not to burning and similar damage.
Damage formula
Damage of one trap = trap power x element multiplier x COMBO multiplier x CHAIN multiplier (rounded)
- Trap power comes in four basic tiers: small 20, medium 48, large 100, huge 200.
- The rarity of the trap multiplies it: N x1, R x1.1, SR x1.3, SSR x1.5, UR x1.8.
- Each level adds about 5% more (see the Upgrade Tables).
- Element multipliers: fire on an oiled enemy x2 (and burning for 3 turns), lightning on a wet enemy x1.5 (1 turn of paralysis), physical on a frozen enemy x1.5. Burning does 3 damage per turn.
Worked example
Say 3 traps of rarity N, medium power, Lv1 hit one enemy in the same turn. That enemy was also caught by a trap the turn before (CHAIN 2). Element reactions and armor skills are ignored.
- Trap power: 48 (medium) x 1 (N) = 48
- CHAIN is 2, so x1.2
| Order | COMBO | Calculation | Damage |
|---|---|---|---|
| Trap 1 | 1 | 48 × 1 × 1.2 = 57.6 | 58 |
| Trap 2 | 2 | 48 × 1.5 × 1.2 = 86.4 | 86 |
| Trap 3 | 3 | 48 × 2 × 1.2 = 115.2 | 115 |
The total is 259. With no CHAIN or COMBO, the same trap would deal 48 once. Chained together, the same traps do 5 times as much or more.
On screen
- Two lines appear in the middle of the screen: "n COMBO" (gold) on top and "n CHAIN" (light blue) below. If only one applies, only that line shows.
- On a turn when several traps triggered, "TOTAL" and the trap damage of that turn appear under the enemy.
- The mission "deal N damage in one combo" counts the total damage dealt to the same enemy in that combo (a turn with only a CHAIN counts too).