====== Effects ====== List of all status effects ===== General Buffs ===== Positive effects ==== Bolster ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% %$effect.tooltip.4% %$effect.tooltip.5% Supercharges your defense, making your skin gray Overrides shell's passive defense regeneration, max defense regeneration for duration, max defense reductions go back to where they were when duration ends ==== Hyper ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% Gotta go fast ==== Overcharge ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% Overcharge is indicated by a 3m radius sphere of sparks and electricity ==== Overkill ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% %$effect.tooltip.4% %$effect.tooltip.5% %$effect.tooltip.6% Definitely an Overkill ==== Reinforce ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% Makes your skin gray ==== Shroud ==== :: %$effect.name% %$effect.tooltip.0% Shroud mutes your vision and gives off a sound when activated ===== Immunities ===== Immunities prevent both the base debuff and the enhancement * Bleed Immunity * Burn Immunity * Corrode Immunity * Desync Immunity * Disable Immunity * Snare Immunity ===== Specific Buffs ===== Many augments have buffs specific to them List: * [[Augments#Addict]] * [[Augments#Adrenaline Rush]] * [[Augments#Auxiliary Vitals]] * [[Augments#Bloodsport]] * [[Bison#Specializations | Combat Focus]] * [[Dragon#Specializations | Crossfeed]] * [[Augments#Professional | Dispatch]] * [[Augments#Exploit Weakness]] * [[Augments#Failsafe]] * [[Augments#Hardened]] * [[Augments#Hot Swap| Hotmag]] * [[Augments#Perpetual Motion]] * [[Augments#Potent Stimulants]] * [[Hydra#Specializations | Post-kill Clarity]] * [[Rhino#Specializations | Power Relay]] * [[Ghost#Specializations | Safety Measure]] * [[Augments#Specialist]] * [[Ghost | Surge]] ===== Debuffs ===== Negative effects, re-applying base debuff re-applies the enhancement too ==== Bleed ==== :: %$effect.name% %$effect.tooltip.0% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Bleed has one tick per 0.5s, 5% of the damage dealt to the vitals converts to bleed damage per tick, by default max damage per tick is 5 ==== Burn ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% %$effect.tooltip.2% %$effect.tooltip.3% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% Burn has 10 ticks, one tick per 0.5s, combust changes the color of the flames to blue, max damage per tick is 10 ==== Corrode ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Corrode always lasts 2s by default, corrode is indicated by a sound ==== Desync ==== :: %$effect.name% %$effect.tooltip.0% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% In short: Desync makes the target switch teams, including their devices now targeting them ==== Disable ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% %$effect.enh_tooltip.2% Classic EMP effect ==== Snare ==== :: %$effect.name% %$effect.tooltip.0% %$effect.tooltip.1% ---- :: Enhancement: %$effect.enhancement% %$effect.enh_tooltip.0% %$effect.enh_tooltip.1% Slow