List of all status effects
Positive effects
:: Bolster
> Bleed and knockdown immunity
> 200 max defense
> 0 s defense regen delay
> 40 /s defense regeneration
-> 50% reduced speed and vitals restored from all sources
-> Disables optical camouflage
Supercharges your defense, making your skin gray
Overrides shell's passive defense regeneration
:: Hyper
> Full AUX and Aerial charges refill
> 100% reduced AUX drain
> 25% increased Core speed
Gotta go fast
:: Overcharge
> Disable immunity
> 10% increased ground speed and climb speed
> Disable enemy players, devices and projectiles within 4 m for 2 s
Overcharge is indicated by a 4m radius sphere of sparks and electricity
:: Overkill
> Melee attacks and body impacts bypass defense
> 100% increased body impact damage
> 100% reduced AUX drain from all soruces
> 100% reduced speed penalties and aux drain from all sources
> 50% increased dexterity
> Snare immunity
<B>> 0 - 100% increased direct damage recieved, scaling proportionally with duration active from 0 - 5 s
Definitely an Overkill
:: Reinforce
> Defense penetration immunity
> Deflects projectiles
> 50% reduced direct damage recieved
-> Disables optical camouflage
Mmm descriptiomn
:: Shroud
> Immunity to: radar, detections, thermals, locks
Shroud mutes your vision and gives off a sound when activated
Negative effects, re-applying base debuff re-applies the enhancement too
:: Bleed
-> Constant bleed damage, up to 20/s
:: Enhancement: Hemorrhage
-> Absorbs one bleed clear, downgrades to bleed
> 75% reduced bleed damage on downgrade
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
-> Constant fire damage and stat reduction
-> 50% decreased dexterity
-> Burn ticks don't deplete while moving over 8m/s
> 5 burn ticks removed on roll
:: Enhancement: Combust
-> 50% increased damage taken to defense
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
-> Constant chemical damage and both stat reduction
-> 100% reduced vitals restored from all sources
-> 10/s defense drain
:: Enhancement: Necrosis
-> 50% of attempted vitals restoration dealt back as chemical damage
-> Duration constantly refreshed while bleeding
Corrode always lasts 2s by default, corrode is indicated by a sound
:: Desync
-> Scrambles radar, detections and targeting systems
:: Enhancement: Feedback
-> 10 /s shock damage + stun while Core active
->25 shock damage + 4 s stun on relocation
In short: Desync makes the target switch teams, including their devices now targeting them
:: Disable
-> Disables: set augments/devices/projectiles, all forms of detections, nano-wire, terminals, defense regeneration
:: Enhancement: Stun
-> Visual and audio distortion
-> 100% increased weapon spread
-> 50% reduced turn speed
Classic EMP effect
:: Snare
-> 50% reduced ground speed
-> 20 /s AUX drain
:: Enhancement: Cripple
-> Removes all aerial charges, maneuvers and the ability to climb
-> Enviroment impacts deal damage
Slow