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Cards: Abilities

Abilities are the main way you accomplish things in the world of Empty Earth. As you progress, you will have the opportunity to gain dozens of Abilities that you can equip in order to play to the style that suits you. This section covers the elements of an Ability card, as well as some common icons you'll see on Ability cards.

Armor

Each Player Character can equip one Armor card in the Armor slot on their Character Sheet. Your Armor card contains information about your defenses in combat, as well as an option for boosting your defenses with a blue Tactics cube.

1) Armor Name and Type: The name of the Armor and the Light, Medium, or Heavy Armor keyword. Light Armors tend to improve your odds of avoiding being hit, while Heavy Armors tend to mitigate damage. Medium Armors do a little bit of both.

 

2) Scrap Cost: The cost to purchase a piece of equipment from the Market at the Farm. Also used to calculate the salvage values of equipment.

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3) Defenses: Every armor card has an indicator for Physical Defense (defic), Essential Defense (edefic), and Damage Resistance (dric).

  • Physical Defense is the number an attacker must exceed on a Physical Attack roll to land a hit. It is typically based on your Tactics Attribute, with better Attribute scaling for lighter Armors.

  • Essential Defense is the number an attacker must exceed on an Essential Attack roll to land a hit. It is typically based on your Intuition Attribute.

  • Damage Resistance is a flat value that is deducted from the total when damage against you is resolved.

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4) Armor Feature: Most Armor cards have a passive feature that is always in effect, listed here.

5) Active Effect: You can spend 1 Tactics cube (cubeblueic) to activate an extra defensive effect on your Armor until the start of your next turn. On Light Armors, this typically allows you multiple Dodge (dodgeic) reactions. On Heavy Armors, it usually increases your Damage Resistance. Medium Armors may do either or both.

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