Status Effects
Status Effects are various conditions that Pals can suffer from. Players and Pals can be afflicted with status effects caused by the environment, weapons, structures, and an enemy Pal's active skills.
A Pal inflicted with a status effect will have an increased capture rate. A Pal or player can be affected by more than one status effect at a time.
With the exception of Poison, which can stack independently of any other condition, no conditions can stack with one another. Inflicting a different condition on a target with an already existing condition will replace the former condition with the latter condition (i.e. A Blind Pal hit with a Water-elemental skill may lose its Blind condition and gain the Soak condition).
Negative Status Effects
Certain conditions can be inflicted in combat to players, human enemies, and Pals by various weapons or skills. While a Pal is afflicted by a condition, it becomes easier to catch.
Blind
Most Dark-elemental skills have a chance to blind targets. While blinded, a player's vision will be greatly dimmed (the screen is rendered with a dark vignette), and Pals' attack tracking will aim above the target's position, rather than at the target's position. Blind is represented visually by a dark cloud over the victim's eyes. Dark-elemental Pals are immune to this condition.
Burn
All Fire-elemental skills, all non-unique Dragon-elemental skills, a few Dark-elemental skills, all Implosion-related skills, and sources of fire like campfires, flamethrowers, and lava can set a target aflame. While on fire, the victim takes damage over time (dealing a percentage of the target's max HP as damage over 15 seconds), and Grass-elemental attacks deal half damage. Prevents passive health regeneration even if shield is not broken, but damage is dealt to the shield before dealing damage to the player's health. Additionally, the temperature for the victim increases, which may cause temperature damage due to heat, if the victim does not have the heat resistance for higher temperatures. Fire-elemental Pals are immune to this condition.
Weapons
Structures
Electrify
All Electric-elemental skills and electric weapons (such as the Stun Baton and Shock Grenade) can electrify targets, rendering it immobile for a short period of time then causing electricity to course around it for a short period of time. During these times, Water-elemental attacks deal double damage. Electric-elemental Pals and Ground-elemental Pals are immune to this condition.
Weapons
Structures
Freeze
All Ice-elemental skills can freeze a target solid, completely immobilizing them for a short period of time (about 3 seconds). The current channeling active skill or action is interrupted. During this time, the temperature for the victim decreases, which may cause temperature damage due to cold, if the victim does not have the cold resistance for lower temperatures. Ice-elemental Pals are immune to this condition.
Weapons
Structures
Ivy-Covered
All non-unique Grass-elemental skills can Ivy-Cover targets, entangling them with vines. While Ivy-Covered, the victim's movement is slowed, and Fire-elemental attacks deal double damage. Additionally, an entangled player cannot perform any action that requires stamina (dodge or jump). Fire-elemental Pals and Grass-elemental Pals are immune to this condition.
Muddy
All Ground-elemental skills can cover a victim in mud for a short time. During this time, the victim's movements are slowed, and Electric-elemental attacks deal half damage. Ground-elemental Pals and Grass-elemental Pals are immune to this condition.
Poison
Certain Dark-elemental skills such as Poison Blast and Poison Fog, and the poison weapons, can inflict poison on the victim. Poison deals damage over time (dealing a percentage of the target's max HP as damage over 17 seconds) and is the only combat condition that can occur concurrently with other combat conditions. Prevents passive health regeneration, and this damage is dealt directly to player's health bypassing shield. Performance differs if the inflicted target is a boss.
Target | Damage (% of Max Health) |
---|---|
Player | ~22.5% |
Boss Pals | ~8% |
Faction Leader Bosses | ~1.67% |
Weapons
Soak
All Water-elemental skills and being submerged in water can cause the target to become Soaked in water for a short period of time. During this time, the victim's movements are slowed; Electric-elemental attacks deal double damage; and Fire-elemental attacks deal half damage. Water-elemental Pals are immune to this condition.
Stun
Certain skills such as Stone Cannon and Penking's Emperor Slide, small Pals being trampled by larger ones, and shots from the Rocket Launcher can stun a target, causing it to ragdoll and be immobile for a short period of time. The current channeling active skill or action is interrupted. This is visually represented by a ring of stars revolving around the top of the victim. Players are immune to this condition.
Immunity
A Pal's elemental type appears to provide immunity to the corresponding status effect that its type most commonly inflicts.
- Fire immune to Burn and Ivy-Covered.
- Water immune to Soak.
- Grass immune to Ivy-Covered and Muddy.
- Electric immune to Electrify.
- Ice immune to Freeze.
- Dark immune to Blind.
- Ground immune to Electrify and Muddy.
Exceptions:
- Neutral and Dragon do not appear to have any immunities.
- Although the Poisoned status effect is correlated to Dark active skills, there is no elemental type that is immune to Poisoned.
- There appears to be a bug where wild Teafant or Surfent become Wet if they spawn within a body of water, effectively granting increased capture power against them. Their Wet immunity is still present, however they will remain Wet until they surface from the water and the effect expires.
The proc chance of a status effect appears to be modified based on the level difference between the attacker and the opponent.
History
- 0.2.0.6
- Negative Pal status will now be resolved after spending some time in the Pal Box.
- 0.1.2.0
- Introduced.