Spis treści

Effects

List of all status effects

Buffs

Positive effects

Bolster

:: 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

:: Hyper

> Full AUX and Aerial charges refill

> 100% reduced AUX drain

> 25% increased Core speed

Gotta go fast

Overcharge

:: 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

:: 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

:: Reinforce

> Defense penetration immunity

> Deflects projectiles

> 50% reduced direct damage recieved

-> Disables optical camouflage

Mmm descriptiomn

Shroud

:: Shroud

> Immunity to: radar, detections, thermals, locks

Shroud mutes your vision and gives off a sound when activated

Debuffs

Negative effects, re-applying base debuff re-applies the enhancement too

Bleed

:: 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

:: 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

:: 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

:: 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

:: 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

:: 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