These tiles are on fire. Created by weapons with the πŸ”₯ 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 πŸ”₯ Burn stacks equal to the count.
  • One 🏊 END + πŸ• Survival Test resists the whole turn’s total, halving it (rounded down). You never test more than once per turn, however many tiles you crossed.
  • These stacks are applied after any πŸ”₯ 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€” πŸ”™ Knockback, a ➑️ Push β€” counts as entering it.
  • Moving through Burning Ground costs no extra ⚑ AP.

The Fire Itself

  • Burning Ground goes out at the start of the igniter’s turn, X rounds after it was lit, where X is the weapon’s πŸ”₯ 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 πŸ‘₯ Hide for anyone standing in one.
  • Water, heavy rain, and ❄ Cryo damage put it out in the tiles they cover.
  • πŸ”₯ Ignite X β€” the weapon tag that creates Burning Ground
  • πŸ”₯ 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