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| <nowiki>##</nowiki> Possible Status Effects in Grounded 2 (from Grounded 1)
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| | Status Effect Name | Effect |
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| | **Poison** | Causes the character or enemy to take damage over time. Often applied by spiders or venomous plants. |
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| | **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. |
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| | **Hunger** | Indicates the character's hunger level. Negative effects begin when hunger is too low (e.g., reduced health and stamina regeneration). |
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| | **Thirst** | Indicates the character's thirst level. Negative effects begin when thirst is too low (e.g., reduced health and stamina regeneration). |
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| | **Gas Hazard** | A damage-over-time effect applied when exposed to gas fumes. Can typically be countered with items like the Gas Mask. |
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| | **Sweaty** | Appears in certain hot areas (e.g., Sandbox) or situations, causing the thirst level to drop faster. |
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| | **Exhaustion** | Occurs when the character runs out of stamina after continuous actions. Slows down stamina regeneration. |
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| | **Stun** | Causes the character or enemy to be unable to move for a short duration. Usually triggered by heavy attacks or specific creature abilities. |
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| | **Crit Chance Up** | A temporary buff that increases the chance of landing a critical hit. Can be gained through certain mutations or items. |
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| | **Damage Resist Up** | A temporary buff that reduces incoming damage. Can be obtained from armor or certain mutations. |
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| | **Quickness** | A temporary buff that increases movement speed. Can be gained through certain mutations or items. |
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| | **Healing** | An effect that restores the character's health over time or instantly. Can come from food, drinks, or bandages. |
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| | **Slime** | Applied by some creatures (e.g., Orb Weaver Jrs.), reducing movement speed. |
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| | **Drenched** | Occurs after being in water, potentially affecting movement speed or cold resistance. |
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| | **Burning** | Causes the character or enemy to take fire damage over time. Applied by fire-based attacks or environmental hazards. |
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| | **Webbed** | Applied by some spiders, trapping the player in webs and restricting movement. |
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| | **Defense Down** | Reduces the character's or enemy's defensive capabilities, causing them to take more damage. |
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| | **Attack Up** | Increases the character's or enemy's attack power, causing them to deal more damage. |
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| 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?
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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.
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.
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