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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.

Status-Inflicting Strife 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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

Other Strife Effects

These effects also work in strife and are useful in various other ways, but some are even dentrimental.

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.

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.

Randamage

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

Recoil

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.

Compound Hit

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

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.

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

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.

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