Difference between revisions of "Status Effects"

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=== Bleeding ===
 
=== Bleeding ===
 
{{Bleeding|Bleeding}} deals damage to a character or enemy equal to the bleed value every time an enemy takes an action or attacks. This will not activate if an enemy was {{Stun|stunned}} and skipped their attack. This is more effective against enemies who are using multiple attacks in a round.  
 
{{Bleeding|Bleeding}} deals damage to a character or enemy equal to the bleed value every time an enemy takes an action or attacks. This will not activate if an enemy was {{Stun|stunned}} and skipped their attack. This is more effective against enemies who are using multiple attacks in a round.  
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When applied to the [[leader]] or a [[companion]], the die gets a bleeding effect on the die associated with that character. Every time an affected die action is used or if the die is used to boost another die action, the afflicted character will take the amount of damage equal to the value of the bleed effect.
  
 
[[File:sicEm combatEffect.jpg|200px|thumb|right|Sic 'Em inflicts 6 base {{damage}}. This can be boosted to also apply +9 {{Bleeding}}.]]
 
[[File:sicEm combatEffect.jpg|200px|thumb|right|Sic 'Em inflicts 6 base {{damage}}. This can be boosted to also apply +9 {{Bleeding}}.]]
 
[[File:Bleeding combatEffectDescription.jpg|400px|thumb|left|In game description for bleeding.]]
 
[[File:Bleeding combatEffectDescription.jpg|400px|thumb|left|In game description for bleeding.]]
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
 
== Interactions ==
 
== Interactions ==

Revision as of 04:41, 18 March 2023

Obj icon shovel.png This page is under construction.


Status effects are combat effects that provide either a "buff", a positive effect, or a "debuff" with a negative effect to an enemy or character in combat. Most status effects last for one turn, and will state otherwise on the status effect description if not. Buffs provided by equipment or perks are permanent. Status effects can be applied through a number of means including certain actions on combat or equipment die, enemy attacks, and consumable combat items.

File:CombatStatusEffects ExampleCombat.png
Combat where both allies and enemies have status effects applied to them

Buffs

Strength

Strength Inline134.png increases all damage dealt by the affected ally or enemy by the listed percentage.

Stimulant Capsules provide +25% strength and up to +130% with boosts.
In game description for strength.






Armour

Armour Inline0200.png decreases all damage taken by the affected ally or enemy by the listed percentage.

Taunt

Taunt Inline155.png redirects all incoming enemy attacks to taunted character. Higher taunt values increase the number of turns.

Bait applies taunt Inline155.png 2 to target ally. For the next 2 turns, all enemy attacks will target selected ally.
In game description for taunt.








Counter Attack

Template:Counter Attack is a reactionary buff. It deals Damage Inline143.png equal to the counter attack damage to the next enemy that attacks one of your trek members.

The next time an enemy attacks, Protect the Master deals 11 Damage Inline143.png to that enemy. This can be boosted by +16 for a total of 27 counter attack damage.
In game description for taunt.









Debuffs

Stun

Stun Inline137.png prevents the next attack(s) that the enemy tries to take for one turn. Stunning an enemy multiple times can prevent multiple attacks if they were preparing more than one in a single turn.

Cracking wallop applies +20% vulnerable Inline165.png to an enemy. The effect can be increased by boosting up to +110% extra damage taken.
In game description for stun.









Vulnerable

Vulnerable Inline165.png increases the damage taken by affected ally or enemy by percentage listed.

Flash Powder has a base 25% chance to Stun Inline137.png 1 an enemy as well as do damage. The chance to stun and damage can be increased by boosting.
In game description for stun.











Burning

Burning Inline312.png deals damage at the end of the affected character or enemy's turn, dealing damage equal to it's value to them and then reducing the burning value by one. The target is no longer burning when the value reaches zero.

For example: The torch inflicts burning Inline312.png 5 to an enemy. At the end of the enemy's next turn, after they attack (or pass if stunned), they take 5 damage and the burning value reduces to 4. Then your next turn will occur and again, after the enemy takes their turn, they will then take 4 damage and the burning value will be 3. And so on...

Torch inflicts burning Inline312.png 5 on the enemy. This can be boosted up to a maximum of 32.
In game description for burning.










Bleeding

Bleeding Inline00.png deals damage to a character or enemy equal to the bleed value every time an enemy takes an action or attacks. This will not activate if an enemy was stunned Inline137.png and skipped their attack. This is more effective against enemies who are using multiple attacks in a round.

When applied to the leader or a companion, the die gets a bleeding effect on the die associated with that character. Every time an affected die action is used or if the die is used to boost another die action, the afflicted character will take the amount of damage equal to the value of the bleed effect.

Sic 'Em inflicts 6 base Damage Inline143.png. This can be boosted to also apply +9 bleeding Inline00.png.
In game description for bleeding.

Interactions