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'''Status effects''' are making a return in Grounded 2 and are likely to be even more diverse. These effects are temporary buffs and debuffs that alter your character's damage output, resistances, speed, or other crucial stats. They can originate from both enemies and the environment. Understanding and managing these effects will be critical for survival in the larger and more perilous backyard, especially during combat and exploration. We can certainly expect new and unexpected status effects to accompany the new creatures and biomes.
Status effects are making a return in Grounded 2 and are likely to be even more diverse. These effects are temporary buffs and debuffs that alter your character's damage output, resistances, speed, or other crucial stats. They can originate from both enemies and the environment. Understanding and managing these effects will be critical for survival in the larger and more perilous backyard, especially during combat and exploration. We can certainly expect new and unexpected status effects to accompany the new creatures and biomes.
 
----
Given that there's no official information about Grounded 2, it's tough to say for sure which status effects from the first game will make it into a potential sequel. However, here's a table of status effects from Grounded 1 that were pretty core to the gameplay experience, so there's a good chance they'd carry over.
{| class="wikitable"
 
!'''Status Effect'''
---
!'''Effect'''
Given that there's no official information about Grounded 2, it's tough to say for sure which status effects from the first game will make it into a potential sequel. However, here's a table of status effects from Grounded 1 that were pretty core to the gameplay experience, so there's a good chance they'd carry over.
|-
 
|'''Poison'''
---
|Causes the character or enemy to take damage over time. Often applied by spiders or venomous plants.
 
|-
## Possible Status Effects in Grounded 2 (from Grounded 1)
|'''Bleed'''
 
|Causes damage over time. Similar to poison but from different sources (e.g., weapons, Mantis) and may bypass poison immunity.
| Status Effect Name | Effect |
|-
|---|---|
|'''Hunger'''
| **Poison** | Causes the character or enemy to take damage over time. Often applied by spiders or venomous plants. |
|Indicates hunger level. Low hunger causes reduced health and stamina regeneration.
| **Bleed** | Causes the character or enemy to take damage over time. Similar to poison but typically comes from different sources (e.g., some weapons or creatures like the Mantis) and might not be resisted by poison immunity. |
|-
| **Hunger** | Indicates the character's hunger level. Negative effects begin when hunger is too low (e.g., reduced health and stamina regeneration). |
|'''Thirst'''
| **Thirst** | Indicates the character's thirst level. Negative effects begin when thirst is too low (e.g., reduced health and stamina regeneration). |
|Indicates thirst level. Low thirst causes reduced health and stamina regeneration.
| **Gas Hazard** | A damage-over-time effect applied when exposed to gas fumes. Can typically be countered with items like the Gas Mask. |
|-
| **Sweaty** | Appears in certain hot areas (e.g., Sandbox) or situations, causing the thirst level to drop faster. |
|'''Gas Hazard'''
| **Exhaustion** | Occurs when the character runs out of stamina after continuous actions. Slows down stamina regeneration. |
|Damage-over-time effect from gas exposure. Can be countered with Gas Mask.
| **Stun** | Causes the character or enemy to be unable to move for a short duration. Usually triggered by heavy attacks or specific creature abilities. |
|-
| **Crit Chance Up** | A temporary buff that increases the chance of landing a critical hit. Can be gained through certain mutations or items. |
|'''Sweaty'''
| **Damage Resist Up** | A temporary buff that reduces incoming damage. Can be obtained from armor or certain mutations. |
|Found in hot areas (e.g., Sandbox), causes thirst to deplete faster.
| **Quickness** | A temporary buff that increases movement speed. Can be gained through certain mutations or items. |
|-
| **Healing** | An effect that restores the character's health over time or instantly. Can come from food, drinks, or bandages. |
|'''Exhaustion'''
| **Slime** | Applied by some creatures (e.g., Orb Weaver Jrs.), reducing movement speed. |
|Triggered by running out of stamina; slows down stamina regeneration.
| **Drenched** | Occurs after being in water, potentially affecting movement speed or cold resistance. |
|-
| **Burning** | Causes the character or enemy to take fire damage over time. Applied by fire-based attacks or environmental hazards. |
|'''Stun'''
| **Webbed** | Applied by some spiders, trapping the player in webs and restricting movement. |
|Temporarily disables movement. Caused by heavy attacks or certain creatures.
| **Defense Down** | Reduces the character's or enemy's defensive capabilities, causing them to take more damage. |
|-
| **Attack Up** | Increases the character's or enemy's attack power, causing them to deal more damage. |
|'''Crit Chance Up'''
 
|Temporary buff increasing the chance of critical hits. Gained from mutations or items.
---
|-
 
|'''Damage Resist Up'''
These are just educated guesses based on the first game's mechanics. What other status effects do you think would be cool to see in a potential Grounded 2?
|Temporary buff reducing incoming damage. Gained from armor or mutations.
|-
|'''Quickness'''
|Temporary buff increasing movement speed. Gained from mutations or items.
|-
|'''Healing'''
|Restores health over time or instantly. Comes from food, drinks, or bandages.
|-
|'''Slime'''
|Slows movement speed. Applied by creatures like Orb Weaver Jrs.
|-
|'''Drenched'''
|Triggered after being in water; may affect movement speed or cold resistance.
|-
|'''Burning'''
|Causes fire damage over time. Comes from fire-based attacks or environments.
|-
|'''Webbed'''
|Traps the player in webs, restricting movement. Applied by some spiders.
|-
|'''Defense Down'''
|Reduces defense, increasing damage taken.
|-
|'''Attack Up'''
|Increases attack power, enhancing damage dealt.
|}

Latest revision as of 16:58, 24 June 2025

Status effects are making a return in Grounded 2 and are likely to be even more diverse. These effects are temporary buffs and debuffs that alter your character's damage output, resistances, speed, or other crucial stats. They can originate from both enemies and the environment. Understanding and managing these effects will be critical for survival in the larger and more perilous backyard, especially during combat and exploration. We can certainly expect new and unexpected status effects to accompany the new creatures and biomes.


Status Effect Effect
Poison Causes the character or enemy to take damage over time. Often applied by spiders or venomous plants.
Bleed Causes damage over time. Similar to poison but from different sources (e.g., weapons, Mantis) and may bypass poison immunity.
Hunger Indicates hunger level. Low hunger causes reduced health and stamina regeneration.
Thirst Indicates thirst level. Low thirst causes reduced health and stamina regeneration.
Gas Hazard Damage-over-time effect from gas exposure. Can be countered with Gas Mask.
Sweaty Found in hot areas (e.g., Sandbox), causes thirst to deplete faster.
Exhaustion Triggered by running out of stamina; slows down stamina regeneration.
Stun Temporarily disables movement. Caused by heavy attacks or certain creatures.
Crit Chance Up Temporary buff increasing the chance of critical hits. Gained from mutations or items.
Damage Resist Up Temporary buff reducing incoming damage. Gained from armor or mutations.
Quickness Temporary buff increasing movement speed. Gained from mutations or items.
Healing Restores health over time or instantly. Comes from food, drinks, or bandages.
Slime Slows movement speed. Applied by creatures like Orb Weaver Jrs.
Drenched Triggered after being in water; may affect movement speed or cold resistance.
Burning Causes fire damage over time. Comes from fire-based attacks or environments.
Webbed Traps the player in webs, restricting movement. Applied by some spiders.
Defense Down Reduces defense, increasing damage taken.
Attack Up Increases attack power, enhancing damage dealt.