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Status Effects
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Status effects are combat effects that provide either a "buff", a positive effect, or a "debuff" with a negative effect to an enemy or character in combat. Most status effects last for one turn, and will state otherwise on the status effect description if not. Buffs provided by equipment or perks are permanent. Status effects can be applied through a number of means including certain actions on [[combat]] or [[equipment]] die, enemy attacks, and consumable [[Combat Items|combat items]]. Any status effects on an enemy or ally can be viewed by hovering the mouse over them in combat. [[File:SatusEffectsGraphic.jpg|650px|thumb|right|Combat where both allies and enemies have status effects applied to them]] == Buffs == === Heal === {{Heal}} restores the [[health]] of the target(s) for the number listed. Healing from combat die cannot be used outside of combat. However, if you can eliminate all but one weak enemy that you can consistently either fully block with {{shield}} or can fully {{Stun|Stun}}, and as long as the [[Fighting Spirit]] is high enough that you don't lose {{sanity}} then it can be a good idea to stall combat for a few turns to heal up your trek members. === Revive === Revive will bring a character at 0 {{health}} back to the amount listed. [[File:AdrenalineSyringe combatEffect.jpg|200px|thumb|right|[[Adrenaline Syringe]] revives a character to 10 {{health}} and up to 70 {{health}} with boosts.]] === Shield === {{Shield|Shield}} sets up a shield for the whole trek. Every enemy attack first goes into the shield, only dealing damage and applying [[Status Effects#debuffs|debuffs]] to the trek members after the shield is depleted. Any extra damage over the shield value will break though and hit the intended target. For example: If you currently have 10 shield and an enemy attacks one of you allies for 15 {{damage}}, then 10 of it would be blocked and you ally would lose 5 {{health}}. [[File:ProtectiveTotem combatEffect.jpg|200px|thumb|right|[[Protective Totem]] provides +10 {{shield}} and up to +55 with boosts.]] [[File:Shield combatEffectDescription.jpg|400px|thumb|left|In game description for {{shield}}.]] === Strength === {{Strength}} increases all damage dealt by the affected ally or enemy by the listed percentage. [[File:StimulantCapsules combatEffect.jpg|200px|thumb|right|[[Stimulant Capsules]] provide +25% strength and up to +130% with boosts.]] [[File:Strength combatEffectDescription.jpg|400px|thumb|left|In game description for strength.]] === Armour === {{Armour}} decreases all damage taken by the affected ally or enemy by the listed percentage. [[File:Armour combatEffectDescription.jpg|400px|thumb|left|In game description for armour.]] === Taunt === {{Taunt|Taunt}} redirects all incoming enemy attacks to taunted character. Higher taunt values increase the number of turns. [[File:bait combatEffect.jpg|200px|thumb|right|[[Bait]] applies {{Taunt}} 2 to target ally. For the next 2 turns, all enemy attacks will target selected ally.]] [[File:Taunt combatEffectDescription.jpg|400px|thumb|left|In game description for taunt.]] === Untargetable === Untargetable makes the affected unit untargetable by enemy attacks for the listed number of rounds. [[File:SmokeSatchel combatEffect.jpg|200px|thumb|right|[[Smoke Satchel]] makes one ally untargetable for one round.]] [[File:Untargetable combatEffectDescription.jpg|400px|thumb|left|In game description for untargetable.]] === Counter Attack === Counter Attack is a reactionary buff. It deals {{damage}} equal to the counter attack damage to the next enemy that attacks one of your trek members. Will not trigger if all enemy attacks are skipped with {{Stun|stuns}} or the enemy cannot otherwise attack. It will still trigger if the attack is fully blocked with {{Shield}}. [[File:ProtectTheMaster combatEffect.jpg|200px|thumb|right|The next time an enemy attacks, Protect the Master deals 11 {{Damage}} to that enemy. This can be boosted by +16 for a total of 27 counter attack damage.]] [[File:CounterAttack combatEffectDescription.jpg|400px|thumb|left|In game description for counter attack.]] [[File:CounterAttack combatExample.jpg|400px|thumb|left|Counter attack triggering in response to an enemy attack.]] === Retaliation === Retaliation is a reactionary buff. Whenever the character or enemy with retaliation is attacked, they deal {{damage}} equal to the retaliation value back to that enemy. This works well with {{Taunt}} to guarantee the enemy targets the character with retaliation. [[File:plantSpear combatEffect.jpg|200px|thumb|right|In game description for retaliation.]] [[File:Retaliation combatEffectDescription.jpg|400px|thumb|left|In game description for retaliation.]] == Debuffs == === Stun === {{Stun}} prevents the next attack(s) that the enemy tries to take for one turn. Stunning an enemy multiple times can prevent multiple attacks if they were preparing more than one in a single turn. When applied to the [[leader]] or a [[companion]], one of that character's die get a stun effect applied to it. Stunned die cannot be used for one turn. [[File:CrackingWallop combatEffect.jpg|200px|thumb|right|Cracking wallop has a base 25% chance to {{Stun}} 1 an enemy as well as do {{damage}}. The chance to stun and damage can be increased by boosting.]] [[File:Stun combatEffectDescription.jpg|400px|thumb|left|In game description for stun.]] [[File:Stun combatEffectExamplePlayer.jpg|400px|thumb|left|Stunned die cannot be used for one turn.]] === Weakness === {{Weakness|Weakness}} decreased the damage dealt by the affected ally or enemy by the percentage listed. [[File:Weakness combatEffectDescription.jpg|400px|thumb|left|In game description for weakness.]] === Vulnerable === {{Vulnerable|Vulnerable}} increases the damage taken by affected ally or enemy by percentage listed. [[File:flashPowder combatEffect.jpg|200px|thumb|right|[[Flash Powder]] applies +20% {{Vulnerable}} to an enemy. The effect can be increased by boosting up to +110% extra damage taken.]] [[File:Vulnerable combatEffectDescription.jpg|400px|thumb|left|In game description for stun.]] [[File:Vulnerable combatEffectExample.jpg|400px|thumb|left|Two enemies affected by vulnerable in combat.]] === Burning === {{Burning|Burning}} deals damage at the end of the affected character or enemy's turn, dealing damage equal to it's value to them and then reducing the burning value by one. The target is no longer burning when the value reaches zero. For example: The torch inflicts {{Burning}} 5 to an enemy. At the end of the enemy's next turn, after they attack (or pass if stunned), they take 5 damage and the burning value reduces to 4. Then your next turn will occur and again, after the enemy takes their turn, they will then take 4 damage and the burning value will be 3. And so on... [[File:Torch combatEffect.jpg|200px|thumb|right|[[Torch]] inflicts {{Burning}} 5 on the enemy. This can be boosted up to a maximum of 32.]] [[File:Burning combatEffectDescription.jpg|400px|thumb|left|In game description for burning.]] === Bleeding === {{Bleeding|Bleeding}} deals damage to a character or enemy equal to the bleed value every time an enemy takes an action or attacks. This will not activate if an enemy was {{Stun|stunned}} and skipped their attack. This is more effective against enemies who are using multiple attacks in a round. When applied to the [[leader]] or a [[companion]], that character's die get a bleeding effect. Every time an affected die action is used or if the die is used to boost another die action, the afflicted character will take the amount of damage equal to the value of the bleed effect. [[File:sicEm combatEffect.jpg|200px|thumb|right|Sic 'Em inflicts 6 base {{damage}}. This can be boosted to also apply +9 {{Bleeding}}.]] [[File:Bleeding combatEffectDescription.jpg|400px|thumb|left|In game description for bleeding.]] === Poison === {{Poison|Poison}} deals damage at the end of the affected character or enemy's turn, dealing damage equal to it's value to them. The effect lasts until combat ends and additional poison stacks. [[File:Poison combatEffectDescription.jpg|400px|thumb|left|In game description for poison.]] == Interactions == In the case where a character who is buffed with bonus {{Strength}} is targeting an enemy who is {{Vulnerable}}, the bonuses stack multiplicatively. Take the below example: The [[Leaders|big game hunter]] is using a fully boosted Cracking Wallop for 40 base {{damage}}. They are dealing a bonus 16 {{damage}} from their +41% {{Strength}} damage bonus (the first green number next to the base damage). Then another bonus 8 {{damage}} by targeting the Guardian Wolf with +14% {{Vulnerable}}. [[File:WeakVulnerable_combatEffect.jpg|800px]]
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