Difference between revisions of "AQE:Traits"

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(Monster Traits)
 
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=== Wound ===
 
=== Wound ===
  
When the monster strikes the player, cut their HP and mana bars in half until the next time they level or consume a health/mana potion. Leftover HP and mana will be kept as overheal/overcharge.
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When the monster strikes the player, cut their HP and mana bars in half until the next time they level or consume a health/mana potion. Leftover HP and mana will be kept as overheal/overcharge, up to the overheal/overcharge cap (150%).
  
 
=== Inspire ===
 
=== Inspire ===

Latest revision as of 12:54, 3 July 2024

New traits in the Aqua Edition.

Monster Traits

Temptation

When taking damage from this monster or the monster dies (similar to Curse), get afflicted with Tempted. When Tempted, your damage is capped at 5 per level, and Tempted is lifted when killing a non-temptation monster. Note that under normal circumstances, it is only possible to have 1 stack at a time.

Hypnosis

The first time the monster drops below 50% HP (or dies, should that come first), afflict the player with X stacks of Hypnotized, which burdens the player with Slow Strike and causes all monsters to retaliate fireballs. Lose 1 stack for every strike/cast you make.

Terror

The first time the monster drops below 50% HP (or dies, should that come first), afflict the player with X stacks of Terrified and reshroud X nearby tiles, including the monster's own. Terrified players do not regen from revealing tiles, and lose 1 stack for each tile revealed.

Bubble

Negates player melee attacks X times. Glyph damage still goes through, and does not decrease the bubble counter.

Flaming

When damaged, afflict the player with X stacks of inflamed. Inflamed acts like temporary corrosion/frostbite, stacking unlimitedly high, but clear on exploring tiles at a rate of x stacks per level.

Radio Burst

When the monster dies, afflict the player with X% Radioactive. Radioactive increases all damage taken, like negative resistances, and can never be cured by any means.

Wound

When the monster strikes the player, cut their HP and mana bars in half until the next time they level or consume a health/mana potion. Leftover HP and mana will be kept as overheal/overcharge, up to the overheal/overcharge cap (150%).

Inspire

The first time the monster drops below 50% HP (or dies, should that come first), buff X number of nearby monsters with Inspire. They gain one stack of trait, and gain 5 HP per level (overhealing), and 1 damage per level.

Radioactive Strike

When the monster strikes the player, afflict them with X% Radioactive. Radioactive increases all damage taken, like negative resistances, and can never be cured by any means.

Last Strike

Enemy always goes last in a combat round.

Shambling

Enemy moves one tile closer to you every time you move yourself.

Ranged

The next time you move, the monster will shoot you for irreductable damage. One shot until it needs to reload, which happens when you attack the monster.