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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.
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
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
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
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
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
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
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
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
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
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
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