Introduction
Project Neural Cloud's roguelike gameplay revolves around the random generation and allocation of Function Cards during your map playthroughs. For players who couldn't play but want to know what's going on, this page will act as a temporary index of all 72 known Function Cards!
This article will be updated when new cards become available in the Closed Beta Test (CBT), so stay tuned!
Note that while Function Cards are listed up to level 8 in this page, most cards have no level cap and only a very small number of cards have a limit on the number of times they can be upgraded. The game is also still very early in beta testing, so there may be a lot of downstream balance improvements made to these cards.
Thanks to Ceia for providing the raw footage! The function card list is translated from NGA.
Function Card Basics
Function Cards are earned during stages and grant various buffs for your team. Their acquisition details were covered in Part 1 - this page will focus on a compilation of their functionality.
- On battle start, function cards that apply to characters will flash over their heads briefly.
- During the fight, function card procs will light up the card's icon at the top of the screen.
- Some cards may flash over your characters' heads on a proc as well.
Orange cards (special level function cards) generally have stronger effects than purple cards (high level function cards). Nevertheless, the usefulness of any specific card depends highly on your character roster - adapt to the situation!
Function Card Compilation
Without further ado, let's get to the full card compilation! Once card icons are datamined, they'll be uploaded here.
All translations are tentative until an official EN release is announced. Numbers are absolutely not final and you should expect:
- Significant changes to the set of that are available in the final game
- Numerical re-balancing of any Function Cards that do survive
- Card viability to change dramatically based on available unit roster
Sniper Cards
Hunting Signal
Mark an enemy and deal 120(+80)% more damage on the next hit.
Chain Hunting
When dealing damage to a new target, guarantee a critical hit and increase crit damage multiplier by 50(+25)% for that hit.
Offense Strategy
Increase attack by 20(+10)% for 4 seconds after using an Active Skill.
Sacrificial Blow
After using an Active Skill, the next regular attack will sacrifice 15% HP and add 2(+0.6)x the lost HP as extra damage.
Ticket to Victory
For 5 seconds after battle starts, gain 30(+10) attack speed.
Chain Shot
Each regular attack has a 40% chance to deal an extra instance of ability damage for 50(+30)% attack.
Inverse Reaction
On critical hit, heal for 40(+20)% of the damage dealt.
Charged Marker
When an attack does not crit, increase self crit rate by 20(+5)%. Stacks reset on critical hit.
Loaded Shot
Decrease attack speed by 15%, but increase damage by 15(+5)%.
Incremental Injury
Increase crit multiplier by 20(+5)% each time ability damage is dealt to an enemy.
Long-Distance Shot
Increase attack speed by 30(+10) for each tile between this unit and the player's home column.
Special (Control) Cards
Drifting Shot
Whenever any allied unit dodges an enemy attack, this unit attacks the enemy whose attack was dodged for 80(+40)% damage.
Fierce Onslaught
For each debuff on the current target, gain 60(+20) attack speed.
Efficient Rationing
Upon applying a debuff to an enemy, heal the allied unit with lowest % health for 3(+2)% of their max HP.
Exploit Patching
On active skill activation, add 6(+6)% dodge chance to the unit with the least amount of HP, can stack up to 80% max.
Rapid Preparations
Whenever any allied unit dodges an enemy attack, reduce this unit's next skill cooldown by 5(+3)% up to a maximum of 35(+15)%.
Assassin's Instinct
Each regular attack has a 12(+6)% chance to increase self dodge chance by 5%, up to a maximum of 50%.
Improved Cooling
Each time this unit moves, decrease active skill cooldown by 5(+3)%, up to a maximum of 50%.
Entropy Accumulation
Increase attack by 12(+4)% after each attack, but the stacks reset after active skill usage.
Operational Reset
Reset active skill cooldown the first time this unit's HP drops below 40(+15)% of the maximum.
Suppression And Deterrence
Add additional true damage to regular attacks equal to 4(+3)% attack times the number of debuff stacks on the target.
Thorough Restraint
When debuffing an enemy, additionally deal true damage equal to 20(+10)% attack.
Entangled Propagation
When this unit's active skill deals damage, chain the current target with another random enemy for 4 seconds. During this time, whenever the initial unit receives damage, the chained enemy loses HP equal to 20(+10)% of the damage inflicted.
Effect Proliferation
When inflicting a debuff, there is a 20(+5)% chance to add an additional stack.
Warrior Cards
Quick Assault
Remove Initial Cooldown for this unit and increase attack speed by 50(+20) for 7 seconds after battle starts.
Stressful Tactics
Gain % attack based on the percentage of HP lost, up to a maximum of 60(+40)%.
Damage Buffer
After every 3 regular attacks, synchronize with the allied unit that has the least % of HP and reduce their damage taken by 20(+15)% for 4 seconds.
Berserk Strike
Whenever an allied unit takes damage, this unit has a 10(+5)% chance to double attack on its next hit. The chance is doubled when this unit takes damage.
Damage Overclocking
Each regular attack increases this unit's attack by 4(+2)%.
Silencing Blade
Each regular attack has a 12(+6)% chance to silence the target for 2 seconds.
Incremental Pursuit
Whenever this unit deals damage, add additional true damage equal to 6(+3)% attack.
Last Resort
When receiving lethal damage, this unit will not die for at least 5(+1)s; if unit HP at the end of effect duration is above 1, then this unit will not die. May trigger a maximum of one time per battle.
Double Compilation
Restore HP equal to 18(+4)% of damage dealt by this unit. Effect is tripled for any true damage dealt.
Medic Cards
Quick Reset
Each regular attack has a 16(+7)% chance to reset active skill cooldown for this unit.
Allergic Reaction
When healing a unit, enemies in a radius of 1 tile from the target receive damage equal to 30(+20)% of this unit's attack.
Live-saving Service
Once per battle, whenever any allied unit receives lethal damage, reser active skill cooldown and increase healing effectiveness by 30(+10)%.
Extra Benefits
When healing a unit, 40% chance to increase target's attack by 5(+3)%.
Stacked Healing
When healing a unit, 40% chance to increase healing effectiveness by 100(+40)% for 5 seconds.
Rapid Operation
On active skill activation, increase attack speed by 50(+30) for 4 seconds.
Emergency Allocation
Healing becomes more effective based on the percentage of HP lost by the target, up to a maximum of 35(+25)% increase in effectiveness.
Bidirectional Restoration
When healing allied units, this unit also heals for 40(+30)% of the HP restored.
Efficiency Upgrade
Decrease healing effectiveness by 10(+5)% but decrease skill cooldown by 20(+5)%.
Defender Cards
Bidirectional Erosion
After every 2 regular attacks, the next regular attack will sacrifice 15% HP to add 100(+30)% of the lost HP as extra true damage.
Strained Repair
Whenever this unit receives damage, there is a 12% chance for this unit to heal for 3(+1.5)% of this unit's max HP.
Data Congestion
Decrease attack of all enemies within 2 tiles by 20% and add 10(+10)% of the attack reduction value to this unit's defense.
Mass-Energy Conversion
Increase attack by 25(+5)% of this unit's defense.
Structural Reinforcement
Gain 2(+1)% defense every time this unit is healed.
Hedgehog Effect
Gain 5(+3)% damage reflection every time this unit deals effect damage to an enemy.
Coordinated Defense
When battle starts, increase max HP and defense of this unit and all allied units within 1 tile by 5(+2.5)%.
Crisis Response
The first time this unit's HP drops below 40(+15)%, increase the damage of allied units within 1 tile by 10% and this unit's damage reflection by 8%.
Critical Counter
Increase damage reflection by 0.5(+0.3)% for every 1% of HP this unit is missing.
General Use Cards
Attack Increase
Increase attack of all units by 16(+5)%.
Test Cards
These cards were labeled as "TEST" and were added halfway through the first Closed Beta Test.
It is unknown whether any of them would make it into the next few beta tests or the final game.
Counter-shock
Whenever an allied unit receives damage, the attacker has a 25(+15)% chance of being stunned.
Damage Feedback
Whenever an allied unit is attacked in melee range, the attacker receives damage equal to 23(+12)% of their attack.
Contingency Plans
Once per battle, medics will launch a healing mist at any allied unit whose maximum HP drops below 4%, healing allies in range by 20% of their max HP every second for 4(+2)s.
Probabilistic Self-restoration
Allied units have a 10(+5)% chance to self-heal when they attack, restoring 14% max HP.
Ultimate Charge
After using any LIMIT skill (ultimate), recover limit gauge equal to 30(+10)% of the amount spent. May trigger a maximum of one time per battle. (This Function Card may only be leveled up to Level 3.)
Specular Aggregation
Melee units will nullify the first 2(+1) instances of damage they receive and reflect 50% of its attack.
Spray Shot
Once per battle, 12 seconds after battle starts, allied ranged units will fire a regular attack at all enemies dealing 66.7(+40)% damage.
Dizziness
Allied units will recover 3(+2)% max HP when attacking stunned enemies.
Burnt Fuse
When Defenders receive damage exceeding 17(-3)% of their max HP and this damage is at least 5% of their current HP, the excess amount of damage taken is converted to a heal instead.
Stun Chance
Regular attacks from any allied unit will have a 15(+7)% chance to stun their target for 0.6 seconds.
Assault
12 seconds after battle starts, allied ranged units will raise their crit rate to max for 10(+5)s.
Positive Link
Special (Control) units gain 6(+6)% attack every time healing occurs in battle. This effect has a cooldown of 1 second.
Positive Link
Special (Control) units gain 6(+6)% attack every time healing occurs in battle. This effect has a cooldown of 1 second.
Self-defense
Gain % defense based on the percentage of HP lost, up to a maximum of 100(+70)%.
Gradual Restoration
All allied units recover 0.5(+0.3)% of their max HP every second.
Pursuit Attack
Each time a unit dies in this battle, allied snipers gain 14(+6)% attack.
Salvage
Each time an allied unit is exhausted(?), allied Special (Control) units gain 10(+5)% cooldown reduction.
Additional Attack
Regular attacks are accompanied by another instance of damage dealing 25(+15)% attack to another enemy within range.
Debuff Resistance
All allied units negate the first 3(+1) debuff instances applied to them.
Addendum
If anyone is able to supply the APK and other downloaded assets from Project: Neural Cloud, we may be able to implement a native resolution Live2D viewer and give a much higher resolution!
Please leave a comment either below or on the forums if you are able to help!
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