These tiles are on fire. Created by weapons with the π₯ Ignite X tag.
Effects
- Count every burning tile you enter during your turn. If you end your turn in a burning tile, add 1 to that count.
- At the end of your turn, gain π₯ Burn stacks equal to the count.
- One π END + π Survival Test resists the whole turnβs total, halving it (rounded down). You never test more than once per turn, however many tiles you crossed.
- These stacks are applied after any π₯ Burn damage you already resolve this turn β they first tick on your next turn.
- Being moved into a burning tile against your will β π Knockback, a β‘οΈ Push β counts as entering it.
- Moving through Burning Ground costs no extra β‘ AP.
The Fire Itself
- Burning Ground goes out at the start of the igniterβs turn, X rounds after it was lit, where X is the weaponβs π₯ Ignite X value.
- Fire does not stack. Re-igniting a burning tile refreshes its duration instead of doubling it.
- It does not spread to new tiles on its own. Cover Objects standing in it still catch fire normally and burn on their own terms.
- Burning tiles are lit β they do not conceal, and they end π₯ Hide for anyone standing in one.
- Water, heavy rain, and β Cryo damage put it out in the tiles they cover.
Related
- π₯ Ignite X β the weapon tag that creates Burning Ground
- π₯ Burn β the stacking damage-over-time effect it applies
- AoE Attacks β Line and blast areas, which is where Burning Ground gets its shape