Status Effects - Orhu/Summer2023Project GitHub Wiki

Overview

Status effects are effects that can be applied to entities by attacks and abilities. They last for a set period of time and expire at the end of a set duration. Status effects may also be stackable, increasing its effects in various ways for each stack applied.

For the sake of design, each "element" (a system used for organizing cards of similar nature) has one positive and one negative status effect tied to it (not all elements have both positive and negative status effects tied to them though, and some don't have any status effects tied to them). Additionally, some status effects are used by other elements (i.e., stunned is used by shield bash despite not being an earth card). If a status effect has [???] next to it, that means it's effect has not yet been designed.

The duration limits on different status effects can be negated by various cards, which allow a status effect to be applied some set amount of time, such as until end of encounter (current room is cleared), until another status effect is suffered, etc..

Status Effects Numbers Spreadsheet

List of Status Effects

Normal Status Effects

  • Burning: Burning entities suffer ticking damage. Burn can be put out by being soaked or cleansed.
  • Cursed: Cursed entities take double damage. Each stack of curse extends the duration of the status effect by 1s up to 5s.
  • Flowing: Flowing entities have +0.5 tiles/s of movement speed. Each stack increases the entity's speed by an additional 0.5 tiles/s (0.5 -> 1 -> 1.5 -> ...).
  • Focused: Cooldown recovery speeds are doubled while focused (i.e., every 1 second that passes counts as 2 seconds passing for the cooldown).
  • Freezing: Reduces movement speed. (Shatter is a modifier that causes entities with this status effect to instantly die on hit)
  • Panicked: (enemies only, no bosses) Panicked enemies will try to run away from the player (essentially, this just means they will move the opposite direction they normally want to).
  • Poisoned: Poisoned entities suffer ticking damage that increases for every stack applied.
  • Purified: Purified entities cannot suffer any status effects. Each stack increases the duration of the effect by 2s up to 10s.
  • Rooted: Rooted entities cannot move. (this is also used as a way to lock the player in place while certain spells are being cast)
  • Silenced: Silenced entities cannot play cards or attack.
  • Soaked: Soaked entities automatically receive 2x stacks of a status effect when inflicted. Each stack increases the duration of the effect by 2s up to 10s.
  • Stunned: Stunned entities cannot move and are unable to attack/play cards (rooted and silenced).
  • Thorns: Entities with thorns deal 1 dmg to any entities that damage them with on touch attacks (not projectiles). Each stack of thorns increases the damage dealt by 1 dmg.
  • Toxic: A semi-permanent status effect that deals damage over time until the affected entity is cleansed or killed.

Special Status Effects

  • Exhausted: Exhausted entities become cursed, rooted, and silenced. (only applied to self via actions)
  • Intangible: Intangible entities cannot be hit by attacks or damaged. (only applied to self via actions)

Status Effects Not Currently Used By the Player

  • Bleeding: Bleeding enemies suffer ticking damage. Bleeding is automatically removed whenever the player is healed, but cannot be removed by being cleansed. Bleeding can be inflicted on purified entities.
  • Charged: Entities that pass within a tile of charged entities take 1 HP of damage every second. With each stack, the range of this area increases by 1 tile and the damage rate is halved (1s -> 0.5s -> 0.25s). (Note: The Thunder Beast spawns with three permanent stacks of this status effect) (not used by player)
  • Charmed: (enemies only, no bosses) Charmed enemies will attack other enemies instead of the player.
  • Chilling: Chilling entities slow any other entity within 1 tile of them. Each stack of chilling expands this region by 1 tile. (not used by player)
  • Electrified: Electrified entities are slowed dramatically until they make contact with another entity, at which point 2 DMG is dealt to both entities. (not used by player)
  • Fortified: Fortified entities take half damage when hit, rounded down. Attacks that deal 1 HP instead deal 0 HP. Each stack increases the duration of the effect by 2s up to a maximum of 10s.
  • Regeneration: Regenerating entities heal 1 HP every 0.5s. Each stack of regen increases the amount of HP healed per tick by 1.
  • Sturdy: Sturdy entities cannot be knocked back by attacks.