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Gilded Honor
  • Game Overview
    • Champions
      • Stats
      • Archtype
      • Abilities
      • Star Rating
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    • Inventory
    • Status Effects
    • Competitive Play
      • League Battle
      • Tournament Packs - Phase 2
    • Battle System
    • Map and Formation
      • Destructibles
      • Obstacles
      • Runes
  • Gameplay Experience
    • Account Progression
    • Quest/Missions
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    • Gacha/Champion Summon
    • PVP
    • PVE Gameplay -WIP- Phase 2
      • Story Missions -WIP- Phase 2
      • Seasonal/Bi-Weekly Events -WIP- Phase 2
      • Mission Achievements -WIP- Phase 2
  • AI and Behaviors
    • Champion AI
    • AI Intelligence Tree
    • Equipment AI
  • Art + Sound
    • Factions Design
      • Crimson Machina
        • Scarlet
        • Elora
        • Caspian
        • Pine
        • Arabella
      • The Neon Belt
        • Nyx
        • Cipher (CyberMage)
        • Daven
        • Ava
        • Kairo
        • Nightshade (Phase 2)
      • Celestial/Noble
        • Empress
        • Moon Hare
        • Dragon Heir
        • Fan Blade Dancer
        • Drunk Traveler
      • Aridoria Kingdom -WIP-
        • Druid
        • Fionn
        • Soraya
        • Dastan
        • Zarathos
      • Quantum Armada -WIP-
        • Queen
        • Lili
    • Sound -WIP-
    • UI/UX
      • Premium Shop
      • Main Menu
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      • Summon Champion WIP
      • Formation WIP
      • Game Replay
      • Mail
      • Versus Pre-Match Screen
    • Map Objects
    • Runes
  • Development Cheat sheet
    • Copy of Status Effects
    • Copy of Stats
    • Test Characters
    • Equipment Card (Fables) Rules/Examples -WIP-
    • AI Tree implementation
  • Extra
    • Designer Specs
      • Champion Design Guideline
    • Social Systems -WIP- Phase 2
    • Faction Castles -WIP- Phase 2
    • Tower Challenge
  • archive
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  1. Game Overview

Status Effects

Ability Status Effects

Characters' abilities and attacks can perform various status effects to themselves, allies, or their enemies via through use of their abilities. The following should be true:

  • Unique application of status effects will stack.

  • Status effects names and application is unique per ability.

  • Designers have the right to break former rules if a reason arises.

Status Effects should be presented to the user so they are easily identifiable via the following.

  • Art Effects

  • Character Animation

  • Floating Text upon activation

  • Character menu when the battle is paused with nested tooltip for each effect. (Low Priority)

List of Status Effects considered for implementation.

Stun:

  • Prevents enemy attacks and movement.

  • Duration: Varies (usually short).

  • Visual Cue: Character animation frozen or dazed.

Bleed:

  • Inflicts damage over time.

  • Duration: Varies (typically several seconds).

  • Visual Cue: Red particles or blood drops around the affected character.

Bunker:

  • Reduces damage taken.

  • Duration: Varies (usually temporary).

  • Visual Cue: Shield icon or protective barrier animation.

Might:

  • Increases damage dealt.

  • Duration: Varies (temporary).

  • Visual Cue: Red/Orange aura or lightning sparks.

Slow:

  • Reduces attack speed.

  • Duration: Varies (temporary).

  • Visual Cue: The character moves sluggishly or dark glow.

Regeneration:

  • Heals over time.

  • Duration: Varies (usually continuous).

  • Visual Cue: Green sparkles or gentle glow around the character.

Poison:

  • Inflicts damage over time.

  • Duration: Varies (typically several seconds).

  • Visual Cue: Green or purple haze around the affected character.

Curse:

  • Reduces received healing.

  • Duration: Varies (temporary).

  • Visual Cue: Dark cloud or broken heart icon.

Haste:

  • Increases attack speed.

  • Duration: Varies (temporary).

  • Visual Cue: The character moves faster or leaves a wind trail.

LifeSteal:

  • Heals based on damage dealt.

  • Duration: Varies (usually continuous during attacks).

  • Visual Cue: Red particles flow from the target to the attacker.

Burn:

  • Inflicts damage over time.

  • Duration: Varies (typically several seconds).

  • Visual Cue: Flames or scorch marks on the affected character.

Weaken:

  • Reduces damage dealt.

  • Duration: Varies (temporary).

  • Visual Cue: The character appears tired or weakened.

Freeze:

  • Prevents abilities/movement.

  • Duration: Varies (usually short).

  • Visual Cue: Character encased in ice or frozen animation.

Shock:

  • Periodic damage prevents abilities.

  • Duration: Varies (usually short).

  • Visual Cue: Sparks around effected character.

Snared:

  • Prevents movement.

  • Duration: Varies (usually short).

  • Visual Cue: Unique to ability.

Blind:

  • Reduces Basic attack damage.

  • Duration: Varies (usually short).

  • Visual Cue: Dark haze around head or eyes of characters.

Shield:

  • Shields provide an additional life bar that absorbs damage before characters regular life bar.

  • Duration: Varies (depends on source)

  • When shielded from multiple sources, damage taken is mitigated by the shield that will expire the earliest.

  • Damage to shields considers characters defensive stats and other mitigation resulting from abilities or other status's (e.g. Bunker)

Additional Notes:

  • Some effects in the game are stackable, while others are not. For instance, consider a champion with a passive ability where their basic attack inflicts poison over time. In this case, the poison effect does not stack; instead, the timer for the poison duration resets with each basic attack. The stacking behavior of effects will depend on the specific champion’s ability or the properties of an item. For the purpose of this explanation, assume that effects from the same source do not stack.

  • When timer-based damage is applied to a champion, the following details should be included:

    • Duration: The total time that the effect will last.

    • Damage Tick Time: The interval between consecutive instances of damage.

    • Damage Per Tick: The amount of damage dealt on each tick.

    • Damage Type: The nature of the damage (E.g., Burn, Poison).

    • Damage Source: The origin of the damage (Ability or item name).

Remember to color-code the floating text for clarity: green for beneficial effects and red for detrimental effects. Adjust as needed for localization.

Example: Unicorn Overlord

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Last updated 8 months ago