Difference between revisions of "Status Effects"

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[[Category:Condition|*]]
[[Category:Condition|*]]

Revision as of 13:33, 3 July 2021

Status Effects are buffs and debuffs that describe the state of your character. You have to manage your character's needs, wounds from combat and his psyche so that he can continue adventuring. Character that is unhurt, well fed and healthy will perform better than a character that is hurt, hungry and ill. Status Effects can have beneficial effects, detrimental effects or both.


Status Effect types

  • Physical - these affect your physical body and its functions, like Sturdy or Bleeding
    • Wound - a subcategory of physical Status Effects that only appears on Injuries
  • Magical - these are magical in nature and can have various effects, like Stone Skin or Cursed
  • Mental - these affect your mind and can also have various effects, like Vigorous or Sleep
  • State - these represent your current state of mind, like Optimism or Despair
  • Condition - these represent your vitals, like Satiety or Dehydration

Condition type is only important for certain effects, for example Coma prevents any Mental conditions from being applied.


Status Effect mechanics

  • Some Status Effects are tied to their corresponding Attributes which can change automatically each turn, like Hunger or Thirst.
  • Some Status Effects require certain criteria being met before appearing, like the Psyche Status Effects.
  • Some Status Effects will only appear as an extra result from another action. For example stepping into a burning tile can cause Burning.
  • Some Status Effects will heal themselves over time, like Injuries. Resting or sleeping in the Inn can speed up the process.
  • However, some Status Effects can also become worse on their own, namely Poison and Burning. The effect you already have will gain longer duration. If unlucky, a worsening Status Effect can lead to the death of your character, so it's important to cure bad Status Effects quickly by using Consumables.
  • Maladies are currently not in the game and will most likely be tied to the Immunity attribute.


Status Effect sources

Most Status Effects can only come from a limited amount of sources, therefore their sources are a good way to distinguish between different Status Effects. Possible Status Effect sources are listed in the table below:


Health system Skills Environment Consumables
Hunger Thirst Pain Injury Intoxication Psyche Maladies Player skills Enemy skills Rain Fire Altars Potions Medicine Ingredients

List of all Status Effects in the game

These are extracted from game files, but some were missing (for example Psyche Status Effects) so this list may be incomplete.


Hunger Status Effects Thirst Status Effects Pain Status Effects Intoxication Status Effects Psyche Status Effects Other health Status Effects Injury Status Effects
Satiety

Hunger

Terrible Hunger

Starvation

Light Dehydration

Dehydration

Deadly Dehydration

Pain

Strong Pain

Pain Shock

Intoxication

Severe Intoxication

Fatal Intoxication

Megalomania

Masochism

Frenzy

Sadism

Optimism

Heroism

Second Wind

Prudence

Hypochondria

Apathy

Anxiety

Despair

Bad Trip

Bleeding

Coma

Confusion

Coughing

Daze

Drunk

Leech Therapy

Nausea

Stagger

Stun

Vigorous

Mild Hand Injury

Hand Injury

Severe Hand Injury

Mild Leg Injury

Leg Injury

Severe Leg Injury

Mild Head Injury

Head Injury

Severe Head Injury

Mild Torso Injury

Torso Injury

Severe Torso Injury

Mild Hand Injury (Stabilized)

Hand Injury (Stabilized)

Severe Hand Injury (Stabilized)

Mild Leg Injury (Stabilized)

Leg Injury (Stabilized)

Severe Leg Injury (Stabilized)

Mild Head Injury (Stabilized)

Head Injury (Stabilized)

Severe Head Injury (Stabilized)

Mild Torso Injury (Stabilized)

Torso Injury (Stabilized)

Severe Torso Injury (Stabilized)

Player skill conditions Enemy skill conditions Environment conditions Potion effects Unused effects Unknown source
Defensive Stance

Massacre

Hammer and Anvil

Feast of Steel

Parry

Unwavering Stance

Taking Aim

Suppression

Painful Stabs

Hunter's Mark

Fencer's Stance

Stone Armor

Runic Empowerment

Petrification

Shield Raised

Weakness

Immobilization

Gaping Wound

Against The Odds

Adrenaline Rush

Defensive Tactic

Offensive Tactic

Thirst for Battle

Seized Initiative

Initiative Loss

Concentration

Pikeman's Stance

Maneuver

Slaughter

Rampage

Mighty Swing

Vampiric Blood

Cursed

Mark of the Feast

Sacrificial Blood

Blood Craze

Willing Sacrifice

Crimson Banner

Blood Vow

Poisoning

Netted

Wetness

Burning

Blessing

Unholy Blessing

Acid Bath

Covered in Alcohol

Covered in Oil

Receptive

Rapid Restoration

Stone Skin

Sturdy

Battle Rage

Elusiveness

Exceptional Precision

Life Drain

Energy Drain

Blind (negative)

Sleep (negative)

Clumsy (negative)

Frozen (negative)

Frail (negative)

//Golden Touch//

//Broken Armor//

//Tantrum//

//Agony//

Furious

Possession

Instability

True Sight

Clear Vision

Lightning Enchantment

Lightning Reflexes


Page last edited during patch: 0.6.1.10