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Items can have a variety of different effects applied to them. The following is a list of all possible effects and their, erm, effects.
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A variety of''' Status Effects''' can be caused by the player or their enemies. The following is a list of all possible effects and their, erm, effects.
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==Status-Inflicting Strife Effects==
 
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==Applied Effects==
All of these effects work in strife against one or more enemies. Note that status conditions associated with a particular aspect will be resisted by enemies that resist said aspect.
 
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The following list of effects can be applied on a target.
 
===Timestop===
 
===Timestop===
Format is '''TIMESTOP:X'''. The weapon has an X% chance of attempting to stop an enemy in time. A timestopped enemy will be unable to move for a few turns until they roll out of it. Associated with the Time aspect.
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A timestopped strifer will be unable to move for two turns (including the turn it was inflicted). Associated with the Time aspect.
 
===Watery Gel===
 
===Watery Gel===
Format is '''WATERYGEL:X'''. The weapon has an X% chance of attempting to water down enemy Health Gel. An enemy with Waterygel will take increased damage per hit. Associated with the Life aspect.
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A strifer with Waterygel will take 10% increased damage per hit. Associated with the Life aspect.
 
===Poison===
 
===Poison===
Format is '''POISON:X:Y'''. The weapon has an X% chance of attempting to inflict poison on an enemy. The poison will take away Y% of the enemy's health each turn. Associated with the Doom aspect.
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The poison will take away Y% of the strifer's health each turn. Associated with the Doom aspect.
 
===Shrunk===
 
===Shrunk===
Format is '''SHRUNK:X'''. The weapon has an X% chance of attempting to shrink an enemy. A shrunken enemy will deal less damage to the player per round. Associated with the Space aspect.
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A shrunken strifer will deal less damage per round. Associated with the Space aspect.
===Misfortune===
 
Format is '''MISFORTUNE:X'''. The weapon has an X% chance of attempting to inflict misfortune on enemies. An unfortunate enemy has a chance per round to succumb to some form of accident, ranging from taking damage to losing power to turning into a pinata. Associated with the Light aspect.
 
 
===Bleeding===
 
===Bleeding===
Format is '''BLEEDING:X:Y'''. The weapon has an X% chance to inflict bleeding on an enemy for Y rounds. An enemy that is bleeding will lose some health and power every turn. Associated with the Blood aspect.
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A strifer that is bleeding will lose 1% of their health and power every turn. Associated with the Blood aspect.
 
===Hopeless===
 
===Hopeless===
Format is '''HOPELESS:X'''. The weapon has an X% chance of causing an enemy to lose hope. A hopeless enemy will occasionally not attack. The status has a chance of lifting when the enemy inflicts damage successfully. Associated with the Hope aspect.
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A hopeless strifer has a 50% chance to not attack. The status has a chance of lifting (equal to the percentage dealt to the enemy times 2, up to 66%) when the strifer inflicts damage successfully. Associated with the Hope aspect.
 
===Disoriented===
 
===Disoriented===
Format is '''DISORIENTED:X:Y'''. The weapon has an X% chance to disorient an enemy for Y rounds. A disoriented enemy will be unable to fight with its allies effectively, reducing the overall power of encounters. Associated with the Mind aspect.
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A disoriented strifer will be unable to fight with its allies effectively, nullifying the boost it would normally get from being in a group with other strifers as well as its effect on the boost of other strifers. Associated with the Mind aspect.
 
===Distracted===
 
===Distracted===
Format is '''DISTRACTED:X'''. The weapon has an X% chance to distract an enemy for one round, doubling the damage it takes. Associated with the Mind aspect.
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The strifer is distracted for one round, losing a turn. Associated with the Mind aspect.
 
===Enraged===
 
===Enraged===
Format is '''ENRAGED:X'''. The weapon has an X% chance of making the target angry. While enraged, an enemy defends poorly and takes more damage. Associated with the Rage aspect. Cancelled out by Mellow.
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While enraged, the strifer defends poorly and damage dealt to it is increased by 10% of its current power level. Associated with the Rage aspect. Cancelled out by Mellow.
 
===Mellow===
 
===Mellow===
Format is '''MELLOW:X'''. The weapon has an X% chance of making the target mellow out. While mellowed, an enemy cares less about the battle and deals less damage. Associated with the Rage aspect. Cancelled out by Enraged.
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While mellowed, the strifer cares less about the battle and damage it deals is reduced by 10% of its current power level. Associated with the Rage aspect. Cancelled out by Enraged.
 
===Glitched===
 
===Glitched===
Format is '''GLITCHED:X'''. The weapon has an X% chance of glitching an enemy out, occasionally preventing them from attacking. This effect lasts the entire battle. Associated with the Void aspect.
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The enemy has a chance to fail to attack each round. Associated with the Void aspect.
===Knockdown===
 
Format is '''KNOCKDOWN:X'''. If the damage is large enough compared to the target's maximum health, they will be knocked down for one round and unable to attack. The damage is multiplied by X% for the purposes of this calculation. Associated with the Breath aspect.
 
 
===Burning===
 
===Burning===
Format is '''BURNING:X:Y'''. The weapon has an X% chance to set an enemy on fire. The fire deals a static Y damage every round until it is put out. Fire also has a (relatively small) chance to inflict Distracted on an enemy, depending on how much damage it is doing. Associated with the Rage aspect. Cancelled out by Freezing.
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The fire of Burning deals static damage every round until it is put out. It also has a (relatively small) chance to inflict Distracted, depending on how much damage it is doing. Associated with the Rage aspect. Cancelled out by Freezing.
===Freezing===
 
Format is '''FREEZING:X'''. The weapon has an X% chance to freeze an enemy. A frozen enemy will be unable to act until it breaks out of the ice. Damaging an enemy increases its chance of breaking out, and the chance is further tweaked if the enemy has been weakened or empowered. Associated with the Void aspect. Cancelled out by Burning.
 
===Lockdown===
 
Format is '''LOCKDOWN:X:Y'''. The weapon has an X% chance of attempting to lock down an enemy, which completely nullifies all of its special abilities for Y turns. Applying Lockdown to an enemy that is already locked down will retain only the longest remaining timer. Associated with the Heart aspect.
 
 
===Charmed===
 
===Charmed===
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The strifer switches sides. Associated with the Heart aspect.
Format is '''CHARMED:X'''. The weapon has an X% chance of attempting to charm an enemy, causing them to contribute their power level to your attacks until the effect wears off. The chance of wearing off increases if the enemy is struck by your attack. Associated with the Heart aspect.
 
 
===Resistance Modifier===
 
===Resistance Modifier===
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This status applies additional resistance to a strifer.
Format is '''RESIST:X:Y:Z'''. The weapon has a Z% chance to modify the enemy's resistance to the Y aspect, changing it to X%. X can be negative to make the enemy weak to that aspect, and the aspect doesn't necessarily have to be a conventional one. The higher the enemy's current resistance to aspect Y, the harder it will be to inflict this status.
 
   
==Other Strife Effects==
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==Weapon Effects==
These effects also work in strife and are useful in various other ways, but some are even dentrimental.
 
 
===Affinity===
 
===Affinity===
Format is '''AFFINITY:X:Y'''. The item has Y% increased elemental effectiveness of aspect X. If the user's aspect matches the item's affinity, the effectiveness is further increased. Some enemies resist specific aspects. The aspect does not have to be a selectable one; an obscure affinity cannot be resisted by enemies, but it cannot be boosted by players.
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Format is '''AFFINITY:X:Y'''. A weapon with this tag has Y% increased elemental effectiveness of aspect X. If the user's aspect matches the item's affinity, the effectiveness is further increased. Some strifers resist specific aspects. The aspect does not have to be a selectable one; an obscure affinity cannot be resisted by strifers, but it cannot be boosted by players. Affinity can be placed on WEARABLES to produce resistance to aspect-related effects as well.
 
===Life Steal===
 
===Life Steal===
Format is '''LIFESTEAL:X:Y'''. The weapon has an X% chance to heal the user by Y% of the damage dealt to an enemy. The amount healed is reduced if the enemy has Blood resistance, and enemies with greater than 100% Blood resistance will damage the player with this effect instead.
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Format is '''LIFESTEAL:X:Y'''. The weapon has a X% chance to heal the user by Y% of the damage dealt to a strifer. The amount healed is reduced if the strifer has Blood resistance, and strifers with greater than 100% Blood resistance will damage the player with this effect instead.
===Soul Steal===
 
Format is '''SOULSTEAL:X:Y'''. Similar to Life Steal, the weapon has an X% chance to recover the user's Aspect Vial by Y% of the damage dealt to an enemy. The amount restored is reduced if the enemy has Heart resistance, and enemies with greater than 100% Heart resistance will drain the player's aspect with this effect instead.
 
 
===Randamage===
 
===Randamage===
Format is '''RANDAMAGE:X'''. The weapon's damage output will vary by +/- X%. Used for luck-based or inconsistent weapons.
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Format is '''RANDAMAGE:X'''. The weapon's damage output will vary by +/- X%. Used for luck-based or inconsistent weapons.
===Recoil===
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===Knockdown===
Format is '''RECOIL:X:Y'''. The weapon has an X% chance of inflicting recoil damage to the wielder equal to Y% of the damage dealt. This recoil damage will not kill the player, instead leaving them with 1 health if it would kill them.
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Format is '''KNOCKDOWN:X'''. The weapon has a chance to knock strifers down and make them skip a turn. The chance is equal to four times the percentage of the strifer's max health that the attack did, multiplied by X.
===Compound Hit===
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===Apply Status Effect===
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This effect has a change to apply a specific Applied Status Effect on the target.
Format is '''COMPOUNDHIT:X'''. Damage dealt is first multiplied by X, then by an additional amount that increases with each enemy hit that round. This effect can make a weapon effectively weaker than most others of its power level against small groups, or turn it into a devastating crowd controller. Or both!
 
===Payday===
 
Format is '''PAYDAY:X'''. Causes enemies to drop an amount of boondollars equal to X% of its power level on defeat in addition to their normal drops.
 
===Piercing===
 
Format is '''PIERCING:X'''. Causes a weapon to always inflict an amount of damage equal to X% of its power level on enemies, even if they would normally block all damage. Allows you to damage and even kill enemies of power levels that you cannot hope to damage with normal weapons. This can be resisted by enemies with Breath resistance, however.
 
===Ammo===
 
Format is '''AMMO:X:Y:Z'''. This weapon requires Y amount of X to function. This is a very versatile tag for the following reasons: X can be any quantifiable player field, meaning it could be grist, boondollars, power boosts, Echeladder rung, the maximum health of the enemy in slot 5, you name it. Y can also be negative, meaning the weapon will generate X per trigger (but only when damage is dealt). Z is the frequency; if 0, the ammo is consumed/generated for every enemy targeted, but if 1, it's only triggered once per round. If ammo runs out, all damage dealt will be reduced to 0, but defending will still be at full power.
 
===Smite===
 
Format is '''SMITE:X'''. This weapon deals X% extra damage against the undead, give or take depending on the enemy's power. This includes Liches and the Lich Queen, as well as any other skeletal enemies you may encounter.
 
   
 
==Passive/Non-Strife Effects==
 
==Passive/Non-Strife Effects==
 
Some items have effects that have nothing to do with strife, as they may be passive or involve special properties.
 
Some items have effects that have nothing to do with strife, as they may be passive or involve special properties.
 
===Storage Effect===
 
===Storage Effect===
Format is '''STORAGE:X'''. When placed in storage, this item provides certain effects based on X keyword(s). Storage effects will be listed elsewhere eventually.
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Format is '''STORAGE:X'''. When placed in storage, this item provides certain effects based on X keyword(s). Storage effects will be listed elsewhere eventually.
===Shunt Effect===
 
Format is '''SHUNT:X[:Y]'''. When a card punched with this item's code is inserted into a Punch Card Shunt, it provides the upgrades listed in X. The optional parameter Y is a description of the changes made to the Alchemiter with this upgrade that is printed in place of the ordinary description for its effect. Note that if Y is present, X can be blank for a simply cosmetic upgrade.
 
 
===Codeholder===
 
===Codeholder===
Format is '''CODEHOLDER'''. Used for Captcha Cards and Cruxite Dowels, which can hold a code.
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Format is '''CODEHOLDER'''. Used for Captcha Cards and Cruxite Dowels, which can hold a code.
 
===Deployable===
 
===Deployable===
Format is '''DEPLOYABLE[:X:Y]'''. This item can be deployed by a server into their client's storage. This includes the canon alchemy machinery (Cruxtruder, Punch Designix, etc). X/Y are optional parameters that can determine cost from the Deploy menu, or maximum allowed in storage.
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Format is '''DEPLOYABLE[:X:Y]'''. This item can be deployed by a server into their client's storage. This includes the canon alchemy machinery (Cruxtruder, Punch Designix, etc). X/Y are optional parameters that can determine cost from the Deploy menu, or maximum allowed in storage.
 
===Obscured===
 
===Obscured===
Format is '''OBSCURED'''. This item's code cannot be read by the naked eye, and requires an Intellibeam Laserstation to add the code to the Atheneum or use in alchemy.
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Format is '''OBSCURED'''. This item's code cannot be read by the naked eye, and requires an Intellibeam Laserstation to add the code to the Atheneum or use in alchemy.
 
===Ghost Image Creator===
 
===Ghost Image Creator===
Format is '''GHOSTER'''. When in the inventory, the holder will automatically create a ghost image of any item they encounter but cannot captchalogue. This ghost image contains the code of the item, but cannot be physically used or stored.
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Format is '''GHOSTER'''. When in the inventory, the holder will automatically create a ghost image of any item they encounter but cannot captchalogue. This ghost image contains the code of the item, but cannot be physically used or stored.
===Luck===
 
Format is '''LUCK:X'''. While equipped, the item passively grants X luck. Maximum luck value is 100, minimum is -100.
 
 
===Grant===
 
===Grant===
Format is '''GRANT:(status)'''. While equipped, you are treated as having the given status effect(s). Any form of status can be granted in this way, including temporary roletechs and imbuements of other effects.
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Format is '''GRANT:(status)'''. While equipped, you are treated as having the given status effect(s). Any form of status can be granted in this way, including temporary roletechs and imbuements of other effects.
 
===Readable===
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Format is '''READ:(X)'''. Allows the player to read the item from their [[Inventory]].

Latest revision as of 05:08, 4 July 2016

A variety of Status Effects can be caused by the player or their enemies. The following is a list of all possible effects and their, erm, effects.

Applied Effects[]

The following list of effects can be applied on a target.

Timestop[]

A timestopped strifer will be unable to move for two turns (including the turn it was inflicted). Associated with the Time aspect.

Watery Gel[]

A strifer with Waterygel will take 10% increased damage per hit. Associated with the Life aspect.

Poison[]

The poison will take away Y% of the strifer's health each turn. Associated with the Doom aspect.

Shrunk[]

A shrunken strifer will deal less damage per round. Associated with the Space aspect.

Bleeding[]

A strifer that is bleeding will lose 1% of their health and power every turn. Associated with the Blood aspect.

Hopeless[]

A hopeless strifer has a 50% chance to not attack. The status has a chance of lifting (equal to the percentage dealt to the enemy times 2, up to 66%) when the strifer inflicts damage successfully. Associated with the Hope aspect.

Disoriented[]

A disoriented strifer will be unable to fight with its allies effectively, nullifying the boost it would normally get from being in a group with other strifers as well as its effect on the boost of other strifers. Associated with the Mind aspect.

Distracted[]

The strifer is distracted for one round, losing a turn. Associated with the Mind aspect.

Enraged[]

While enraged, the strifer defends poorly and damage dealt to it is increased by 10% of its current power level. Associated with the Rage aspect. Cancelled out by Mellow.

Mellow[]

While mellowed, the strifer cares less about the battle and damage it deals is reduced by 10% of its current power level. Associated with the Rage aspect. Cancelled out by Enraged.

Glitched[]

The enemy has a chance to fail to attack each round. Associated with the Void aspect.

Burning[]

The fire of Burning deals static damage every round until it is put out. It also has a (relatively small) chance to inflict Distracted, depending on how much damage it is doing. Associated with the Rage aspect. Cancelled out by Freezing.

Charmed[]

The strifer switches sides. Associated with the Heart aspect.

Resistance Modifier[]

This status applies additional resistance to a strifer.

Weapon Effects[]

Affinity[]

Format is AFFINITY:X:Y. A weapon with this tag has Y% increased elemental effectiveness of aspect X. If the user's aspect matches the item's affinity, the effectiveness is further increased. Some strifers resist specific aspects. The aspect does not have to be a selectable one; an obscure affinity cannot be resisted by strifers, but it cannot be boosted by players. Affinity can be placed on WEARABLES to produce resistance to aspect-related effects as well.

Life Steal[]

Format is LIFESTEAL:X:Y. The weapon has a X% chance to heal the user by Y% of the damage dealt to a strifer. The amount healed is reduced if the strifer has Blood resistance, and strifers with greater than 100% Blood resistance will damage the player with this effect instead.

Randamage[]

Format is RANDAMAGE:X. The weapon's damage output will vary by +/- X%. Used for luck-based or inconsistent weapons.

Knockdown[]

Format is KNOCKDOWN:X. The weapon has a chance to knock strifers down and make them skip a turn. The chance is equal to four times the percentage of the strifer's max health that the attack did, multiplied by X.

Apply Status Effect[]

This effect has a change to apply a specific Applied Status Effect on the target.

Passive/Non-Strife Effects[]

Some items have effects that have nothing to do with strife, as they may be passive or involve special properties.

Storage Effect[]

Format is STORAGE:X. When placed in storage, this item provides certain effects based on X keyword(s). Storage effects will be listed elsewhere eventually.

Codeholder[]

Format is CODEHOLDER. Used for Captcha Cards and Cruxite Dowels, which can hold a code.

Deployable[]

Format is DEPLOYABLE[:X:Y]. This item can be deployed by a server into their client's storage. This includes the canon alchemy machinery (Cruxtruder, Punch Designix, etc). X/Y are optional parameters that can determine cost from the Deploy menu, or maximum allowed in storage.

Obscured[]

Format is OBSCURED. This item's code cannot be read by the naked eye, and requires an Intellibeam Laserstation to add the code to the Atheneum or use in alchemy.

Ghost Image Creator[]

Format is GHOSTER. When in the inventory, the holder will automatically create a ghost image of any item they encounter but cannot captchalogue. This ghost image contains the code of the item, but cannot be physically used or stored.

Grant[]

Format is GRANT:(status). While equipped, you are treated as having the given status effect(s). Any form of status can be granted in this way, including temporary roletechs and imbuements of other effects.

Readable[]

Format is READ:(X). Allows the player to read the item from their Inventory.