We are currently performing an upgrade to our software. This upgrade will bring MediaWiki from version 1.31 to 1.33. While the upgrade is being performed on your wiki it will be in read-only mode. For more information check here.

Status effects

From Deep Sky Derelicts Wiki
Jump to: navigation, search

Status effects are temporary effects that are applied to characters and enemies that modify their stats and abilities in combat. Most effects end after a certain number of turns, and all generally end with the completion of combat.

Purge will remove positive and/or negative effects from the unit (rather than let them expire normally).

Positive Effects[edit | edit source]

Ability Lock - Prevents the use of randomly selected cards.

Block - Negates all the damage from an attack.

Counter - "Counter X%": The unit retaliates against all melee attackers with X% weapon damage.

Cover - Protection against ranged attacks. Once cover is destroyed or expires the protection ends.

Energize - Extra card(s) can be played during a single turn.

Fast Deployment - Unit with Fast Deployment can act on the same turn it is summoned.

Invisibility - Unit affected by invisibility becomes untargetable. Attacks break invisibility and gain a damage bonus.

Protect - X% of damage targeted at the directed unit is redirected to the Protector.

Reaction - "Reaction X%": Unit fires at melee attackers before their attacks, dealing X% weapon damage.

Reflect - Reflects ranged attacks to a random enemy.

Repulsion - "Repulsion X%": When attacked in melee, applies any tied effects and deals X% of the attack damage to the attacker.

Taunt - Units with Taunt force enemies to target them.

Negative Effects[edit | edit source]

Bleed - A Health damage-over-time effect that deals X% weapon damage each turn. Usually only applied when dealing damage to the Health of the unit.

Burn - "Burn X%": Deals X% weapon damage-over-time.

Confuse - Confused units either do nothing or play a random card on any unit.

Controlled - The unit affected by the controlled effect temporarily switches side for the given duration.

Critical Failure "Misfire" / "Fumble": 25-50% Weapon damage to self and waste the card that was being used.

Cryo - Unit's Initiative is decreased by "Cryo X" for 3 turns. If unit's Initiative is 0 or less, Cryo attacks deal 50% extra damage.

Disruption - Prevents use of specific card type(s).

Fear - Unit either skips the turn or uses an attack card against a random opponent with a small miss chance.

Focus - Each consecutive attack against the same target increases the user's damage against that target.

Interrupt - Prevents a card from coming into effect and it is discarded immediately.

Knockback - Unit's turn is delayed, up to the end of the current round.

Lethal - Unit is instantly killed.

Overload - Affected unit cannot draw cards until effect expires.

Plague - A stacking damage-over-time effect that only gets removed at the end of combat or by a Purge. Affected units are dealt extra 2 damage for each stack applied on them when attacked by Plague attacks.

Poison - A Health damage-over-time effect that deals X% damage each turn. Usually only applied when dealing damage to the Health of a unit.

Radiation - Prevents unit from healing or restoring shields.

Rooted - Affected unit loses its Evasion, takes 25% more melee damage and cannot use melee cards.

Shock - "Shock X" / "Shock X%: A damage over time effect that does X fixed damage or X% weapon damage to shields each turn.

Stun - Stunned unit skips the turn.

Stats[edit | edit source]

Many cards can directly increase or decrease stats without the use of Buffs or Debuffs. The most commonly-affected stats are Shield and Health. Changes to Shield and/or Health (not Temporary) tend to last outside combat, but other stats that can change during combat tend to revert once combat is over.

Armor - A flat reduction to all damage received.

Damage Resistance - A percentage reduction to all damage received.

Evasion - Chance for the unit to dodge attacks.

Initiative - Changing the Initiative of unit(s) changes the turn order. The unit with the highest Initiative acts first.