Change Log

  • References to “taunt” have been replaced with “stun”.

Status effects are temporary effects applied to Units (not Entities). They impose some kind of buff or debuff onto the unit, generally lasting longer or getting stronger the more stacks of that effect the unit has.

A subsystem of the Battle System. Also pay mind to Proc Sources.

Duration

Unless specified otherwise, each status effect loses one stack at the end of the unit’s turn. This is so that the effect has a chance to do literally anything to the unit before it goes away.

Buffs

Damage Up

This unit deals 10% increased damage per stack.

Speed Up

This unit can move 1 tile further per stack.

Luck Up

This unit has a 10% higher chance to crit per stack.

Defense Up

This unit takes 10% less damage per stack

Evade Up

This unit has an 20% higher chance to avoid an attack.

Health Regen

This unit heals 10% of their maximum health at the start of their turn. One stack is removed at the start of each turn, right after healing.

Invisible

The unit cannot be seen by units of the other team. Their health and statuses are also hidden.

Edge cases:

  • If a unit enters or occupies a cell adjacent to an opposing invisible unit, that unit will be visible to their team. Their health and statuses will be visible.
  • If a unit attempts to enter a cell, but there ends up being an opposing invisible unit there, they will bounce back to the previous cell and that movement will be cancelled. (See |movement specifics).
  • The unit cannot be specifically targeted by abilities from enemy units. Can still be damaged (from stuff like AOE attacks or cell states).

Invincible

The unit cannot take damage.

Supercharge

The unit’s next hit on an opposing unit deals 15% extra damage per stack. As soon as the damage is dealt, all stacks are removed. Does not deplete each turn.

Barrier

If this unit is hit (by an ability or item that would proc “on hit” effects), one stack of Barrier is removed and that entire hit is nullified. No effects are procced off it. Does not deplete over time.

Counterattack

If this unit is hit (by an ability or item that would proc “on hit” effects), all damage is reflected back to the entity (Unit/Cover).

Debuffs

Burn

The unit takes 10 damage per stack at the start of its turn. One burn stack is removed at the start of each turn, right after taking damage.

Shock

The unit takes 10 damage every time they enter a new cell.

Slow

The unit’s movement speed is reduced by 1 per stack. If the resulting speed would be less than 0, the unit is unable to use its movement action.

Expose

The unit takes 15% extra damage per stack from the next hit it takes. As soon as the damage is taken, all stacks are removed.

Volatile

When this unit has a 5 Volatile stacks, an explosion occurs, dealing 30 damage to all entities within 2 cells of this unit. This clear all stacks.

Corrupt

This unit’s abilities have increased cooldowns (1 turn per stack). If the unit has greater than 3 stacks, the unit cannot use abilities at all.

Terminate

At the end of a unit’s turn, 1 stack of Terminate is removed. When a unit that has Terminate loses all stacks of the status effect, the unit instantly dies (kills themself).

Edge cases:

  • Bosses and Elite enemies lose a third of their max health instead of dying instantly.
  • Attempting to apply additional Terminate stacks to a unit already affected by Terminate does nothing.

Stunned

Stunned units cannot use any actions. They can’t move and they can’t use abilities. Units cannot have more than 1 stack of Stunned.