Chips

Chips

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While in combat, entities (leeks and bulbs) can use chips. These act like "spells" on other games, enabling the entity to inflict damage, heal, shield up, gain various buffs,...

Unlike weapons, you only need to have a chip in your inventory to use it, there is not equivalent to setWeapon as long as chips are concerned. As long as you actually have a chip in your inventory, you can use it with the useChip and useChipOnCell functions (a few exceptions : bulbs are invocated with summon, entities are resurrected with the Resurrection chip and the resurrect function).

Another difference with weapons is that (most) chips have a cooldown : you will need to wait a few turns before you can reuse a chip (e.g. you can cast Pebble only once every turn, as its cooldown is 1 turn). You can get a chip's cooldown with getChipCooldown, and you can get its "current" cooldown (i.e. the number of turn you actuallay have to wait at any given point in combat) with getCooldown.

Some weapons have restrictions on the cells they can reach depending on your leek's position : for example, some can only be used on a cell that is on the same line (you can check that with the getChipLaunchType function). In that case, you'll have to check if you can use it with canUseChip, canUseChipOnCell or isOnSameLine. Beware : these functions only refer to your position and that of the target cell or entity, it won't check for cooldown or TP.

Chips can either affect a single cell or have an area of effect (centered on the cell you targeted) : see AoE.

Maximum number of chips in inventory

As of version 2.09, a leek can have at most 20 chips in its inventory. That number depends of the leek's level :

Level Max number of chips

1+ 12

50+ 13

75+ 14

100+ 15

125+ 16

150+ 17

200+ 18

250+ 19

300+ 20

Chip list

Damage and max HP reduction

The red background on a chip indicates that it deals damage, increased by Strength. The teal background indicates that the chip affects max HP (contrarily to damage, that affects only current HP). It can be increased with Science. The pink background on Punishment denotes an unique kind of chip : it deals damage based on the user HP, but is not increased by strength.

Shock Level 2

Pebble Level 4

Ice Cube Level 9

Rock Level 13

Spark Level 19

Flash Level 24

Flame Level 29

Stalactite Level 51

Alteration Level 53

Rockfall Level 77

Iceberg Level 101

Punishment Level 147

Meteorite Level 160

Devil Strike Level 171

Lightning Level 180

Burning Level 209

Disintegration Level 223

Plasma Level 291

Healing

The green background denotes healing chips, increased by Wisdom, as well as the unique effect Resurrection. The teal background denotes chips that increase max HP without actually healing.

Bandage Level 3

Cure Level 21

Drip Level 56

Armoring Level 68

Vaccine Level 80

Mutation Level 83

Loam Level 111

Regeneration Level 122

Remission Level 169

Vampirization Level 177

Serum Level 199

Fertilizer Level 205

Elevation Level 228

Transmutation Level 252

Therapy Level 260

Resurrection Level 301

Damage return

These chips give you the ability to reflect damage to any entity attacking you (it doesn't reduce damage taken, just hurts the attacker). Doesn't return Poison damage.

Thorn Level 132

Mirror Level 246

Bramble Level 278

Protection

These chips provide protection against damage (but not against Poison). Their effect is increased by Resistance.

Helmet Level 11

Wall Level 18

Shield Level 35

Armor Level 74

Rampart Level 117

Carapace Level 141

Fortress Level 194

Dome Level 243

Boosts

These chips boost a stat. Some of their effects are increased by Science, others can't be changed.

Protein Level 6

Motivation Level 14

Stretching Level 17

Leather Boots Level 22

Knowledge Level 32

Prism Level 92

Solidification Level 42

Ferocity Level 107

Whip Level 119

Warm Up Level 127

Steroid Level 134

Covetousness Level 139

Acceleration Level 143

Adrenaline Level 156

Wizardry Level 166

Winged Boots Level 175

Collar Level 182

Precipitation Level 192

Reflexes Level 197

Seven League Boots Level 203

Doping Level 207

Rage Level 226

Bark Level 234

Poisons

Poison is damage over time. It is increased by Magic and can't be blocked by shields.

Venom Level 62

Toxin Level 125

Plague Level 210

Covid-19 Level 219

Arsenic Level 285

Hindrances

These chips inflict negative effects on an opponent, usually a reduction of some of their stats. Their effect is increased by Magic. See Hindrances for more info.

Tranquilizer Level 65

Slow Down Level 98

Soporific Level 145

Crushing Level 158

Ball and Chain Level 184

Fracture Level 240

Brainwashing Level 240

Bulbs

These chips summon entites to help you. See Bulbs for more info.

Puny Bulb Level 48

Rocky Bulb Level 105

Iced Bulb Level 129

Healer Bulb Level 174

Fire Bulb Level 190

Wizard Bulb Level 215

Metallic Bulb Level 231

Savant Bulb Level 250

Tactician Bulb Level 270

Lightning Bulb Level 280

Tactical chips

Finally, some chips that have unique effects couldn't be classified in any other category : here they are!

Liberation Level 59

Jump Level 71

Antidote Level 114

Grapple Level 120

Boxing Glove Level 140

Manumission Level 149

Inversion Level 150

Repotting Level 163

Teleportation Level 200