Secondary effect (no ontology)

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*<span style="color: red">Being on fire</span> is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.
*<span style="color: red">Being on fire</span> is caused by all SPECIAL-type damage inducing '''fire''' (Spec-Fire) and '''incendiary weapons''' in general. It causes extra damage per turn, at a rate of '''+5% [[Pain]] /turn, +1 [[Limb health|limb damage]] per turn on a random body part''', due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim '''attempts rolling on the ground''' to put off the fire. Attempting to put out the fire is possible; it takes one turn to '''stop, drop, and roll''', which will put it out immediately. It will however, waste the turn if it was done during combat.
 +
** When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by <span style="color: #00ffff">fire-retardant</span> clothing (see above), then that creature is set on fire.
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.
** NOTE: Being hit by a '''Spec-Aqua''' attack will put out the fire instantly as well. As will applying any substantial source of water.

Revision as of 17:34, 12 April 2019

A secondary effect is a temporary or semi-permanent effect, which may be positive (A buff), negative (an ailment), or neither (a neutral effect). It is the result of consuming certain foods, meds or drugs, while wearing specific clothes, or under other effects, such as a backpack overload.

This page will list the secondary effects available, and what they do.
Consuming multiple instances of the same source will extend the effects, while consuming different sources will instead stack together.

Examples:

  • Consuming multiple instances of a same source: Drinking two cups of black coffee, which increase Agility by 1 for 10 turns each, will result in simply extending the length of that effect to double its duration; in this case, Agility +1 for 20 turns.
  • Consuming different sources: Drinking a cup of green tea and then a cup of black coffee will actually activate two effects - the former increases Agility by 1 for 5 turns, and the latter increases Agility by 1 for 10 turns. This means that both effects stack rather than merge; for the first 5 turns, Agility will actually be increased by 2.

NOTE: A percentage chance in front of an effect (e.g. 25% Nausea) means that the effect has a 25% chance of being triggered. As such, a roll is required to check if the effect triggers.

Accuracy

Accuracy-related effects affect the ability to see, to fight accurately, with any weapon and land shots where needed, and eyesight in general.

  • Reduced accuracy causes the contestant to have a higher Failure Threshold value, each instance increasing the FT by 1 point.
  • Increased accuracy is the inverse, it causes the contestant to have a lower Failure Threshold value, each instance reducing the FT by 1 point.
  • Blindness occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through environmental blindness if there is no light in a Room) or permanently (if the eyes have been destroyed). When blind, FT is set to 10 and becomes unaffected by modifiers, until the effect dissipates, if it can. Inaccuracy range is not affected, only FT is.
    • A lesser effect is Perception Loss. If an encounter's eye is attacked and destroyed, but the encounter still has at least one functioning eye, then that encounter suffers from Perception Loss, with a Failure Threshold +2 effect. Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase Bionic eyes. Unlike with Blindness, FT modifiers can still be applied, even when afflicted with perception loss - since it is possible to improve the acuity of the still functioning eye or eyes, as opposed to having all eyes completely non-functional.
    • NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.
  • Indestructible eyes is as the effect suggests: any effect that would cause eyes to be destroyed is negated, in turn preventing the potential perception loss and/or blindness that would be caused by the loss of eyes.
  • Inaccuracy Range modifiers, which may either be decreased or increased, are effects which change the value of the Inaccuracy Range.
  • Night Vision causes the Contestant to be able to see correctly in dark environments. Night Vision has several effects:
    • Night Vision cancels environmental blindness induced by dark environments (e.g. dark rooms, as mentioned above), and allows the ability to see correctly in the dark.
    • Night Vision means greater sensitivity to strong light. If affected by the Dazzling effect of a weapon light, the normal effects are replaced with Blindness (Soft light: 2 turns - Normal light: 3 turns - Strong light: 4 turns), unless equipped with the Ocular Shield augmentation, which grants immunity to the effects of dazzling.
    • Night Vision means greater vulnerability to the effects of a flashbang. If affected by a flashbang, the effect duration of the flashbang is tripled (6 turns instead of 2), unless equipped with the Ocular Shield augmentation, which also grants immunity to the effects of flashbangs.

NOTE: Typically, "Increased accuracy" and "Reduced accuracy" effects are shortened and commonly written using the format FT-x or FT+x for the sake of convenience.
NOTE2: During FT calculation, if the final result were to be lower than 3 or higher than 10, then FT would be considered to be respectively 3 or 10.

Addictions

See this article: Addictions

Agility

Conditions related to the Agility statistic.

  • Extreme speed occurs when a creature's Agility stat reaches +4. At Agility +4, the creature benefits from an additional effect: the creature is so fast that it affects their combat performance, so they benefit from an Initiative Speed tier -1 effect on all of their attacks, making them much faster.
  • Extreme slowness occurs when a creature's Agility stat reaches -4. At Agility -4, the creature suffers from an additional effect: the creature is so slow that it impairs their combat performance, so they suffer from an Initiative Speed tier +1 effect on all of their attacks, making them much slower.

Body-affecting

Conditions affecting the body of the targeted in general.

  • Cyanide poisoning occurs when the Contestant (or any other target sensitive to poisoning) is hit by a weapon or an attack laced with cyanide. Cyanide poisoning starts a countdown of 5 turns, during which the sufferer must use the appropriate antidote (Hydroxocobalamin) or find a hospital room. If the countdown falls to 0, instant death occurs. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.
  • Nausea affects the contestant by making him/her feel sickly. At the beginning of every of the contestant's turns, he/she has a 20% chance of automatically throwing up, canceling any action planned at that point, as an automatic bodily response. This can be quite problematic during fights.
  • Alcohol poisoning is the condition the Contestant is afflicted with after reaching maximum Inebriation. When under this state, if the Contestant throws up, either intentionally or due to the effects of nausea, the Contestant will gain an amount of Pain equal to 10 times the amount of Inebriation points lost through vomiting.
  • Limping: If the victim is afflicted with a condition that would impair their ability to move normally. The victim suffers from Agility -1.
    • Crippled is a more severe variant of Limping: If the victim is afflicted with a condition that would severely impair their ability to move normally. The victim now suffers from Agility -2, and Initiative Speed tier +1
    • NOTE: It is impossible to be both Limping and Crippled. Crippled is considered an evolution of the Limping status; if Crippled is acquired while already Limping, Crippled replaces Limping.
  • Anti-Oni syndrome: Obtained by consuming certain Mushrooms. While under the effects of the syndrome, if the affected creature attempts consuming alcohol (any food item which causes Inebriation), they will suffer from 4 turns of Nausea and 3 turns of Reduced accuracy (FT+1) multiplied by the amount of alcohol parts taken (Example: drinking 2 parts from a bottle of red wine = 2 * 4 = 8 turns of Nausea and 2 * 3 = 6 turns of FT+1). One glass or one shot of an alcoholic drink from a bar counts as one part. All Inebriation from alcohol consumed while under the effects of Anti-Oni syndrome is also completely negated.
  • Forced wakefulness is an effect caused by certain meds. Not only does it grant immunity to sleep, it will also force awake and cancel out any active forced sleep effect, and it will prevent creatures from going into blackout. While under this effect, all attempts to rest will automatically fail, direct Lorazepam injections will have no effect, and tranq ammunition, such as Tranq darts, will also be ineffective.
    • Forced wakefulness overrides forced sleep ; creatures that were already in a state of forced sleep will be forced awake.
    • Forced wakefulness also overrides blacking out ; if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, overriding the normal effects and preventing them to black out, until whatever is causing them to normally be in black out is remedied, or until the forced wakefulness effect ends.
  • Forced sleep is a special state of sleep. It is generally an effect, such as from Lorazepam injections or tranquilizer ammunition, and it is always temporary. Creatures under a state of forced sleep are considered to be resting for as long as the effect lasts, with appropriate effects, and will as such be rendered helpless while sleeping ; which means damage cannot wake them up from the sleep state until the effect dissipates, or until they are afflicted with something causing Forced wakefulness ; which overrides forced sleep.

Clothing

Clothing-related effects are related to clothing.

  • Ballistic protective headgear mitigates the effects of shots to the head. When a Bullet-type attack is aimed at the body group(s) of a target wearing ballistic protective headgear, if it hits, then the incoming Pain and Limb Damage is halved. All ballistic protective armor generally protect only the head, but there are certain models that can protect facial weak points such as the eyes ; see Face Concealment.
  • Immunity to gases allows the wearer of appropriate clothes to be unaffected by cloud hazards.
  • Indecent exposure occurs when a human is not wearing clothing to cover their lower body (and in the case of females, upper body as well), resulting in the relevant body parts being unprotected and naked. Indecent exposure is a minor offense.
  • Fire-retardant clothing prevents the wearer from being set on fire if hit by Spec-Fire attacks on body parts protected by this effect. The effect does not reduce Pain or Limb damage.
  • Explosion-proof clothing allows the wearer to benefits from 0.5x Pain and Limb damage from Explosion-type damage, on all body parts protected by this effect.
  • Clothing with the Half melee damage effect causes the wearer to suffer only 0.5x the Pain they would normally receive from Blunt-type, Sharp-type and Piercing-type hits, provided the hit lands on a body part that the affected clothing protects.
  • Classiness is a flavor effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel. Other characters may sometimes comment upon the clothing choices.
  • Headgear capable of providing face concealment have the simple but notable effect of preventing the wearer from being targeted in the eyes. Eyes are usually considered to be WEAK POINTS. Attackers can simply not aim at the eyes anymore; they can merely aim at the head instead.
  • Certain clothing can be cut into rags. In order to craft rags, the Contestant must use any weapon capable of dealing Sharp-type damage (natural attacks do count), and apply it on suitable clothing (RagOK tag on the clothing and armor lists). It results in obtaining 1d4 Rags, with certain modifying factors:
    • If a multiplier is listed next to the RagOK tag, roll 1d4 then multiply by the indicated number. Round up the result if needed.
    • Cutting 1 piece of clothing into rags takes 1 turn.

Elemental

  • Being on fire is caused by all SPECIAL-type damage inducing fire (Spec-Fire) and incendiary weapons in general. It causes extra damage per turn, at a rate of +5% Pain /turn, +1 limb damage per turn on a random body part, due to persistent fire burning on the skin or the body of the target. Fire never times out unless the victim attempts rolling on the ground to put off the fire. Attempting to put out the fire is possible; it takes one turn to stop, drop, and roll, which will put it out immediately. It will however, waste the turn if it was done during combat.
    • When using incendiary weapons that cannot be aimed on an individual body part, a @bodyaim is rolled for each creature affected. If the creature isn't entirely immune to fire, and if the body part rolled isn't protected by fire-retardant clothing (see above), then that creature is set on fire.
    • NOTE: Being hit by a Spec-Aqua attack will put out the fire instantly as well. As will applying any substantial source of water.
  • Stunning happens when the victim is affected by an attack or weapon which causes stunning. Stunning causes an effect similar to a temporary paralysis, and locks the victim in place where it is until the end of the turn, canceling their current action (attacking, etc), which may be used to buy time. Stunning attacks can be repeated over and over so long as they are successful, though it can cause a phenomenon known as "stun lock".
  • Frost damage are caused by all SPECIAL-type damage inducing cold (Spec-Ice). They induce Agility -1 and Initiative Speed tier +1 for 1d6 turns per successful hit.
  • After-shock can be caused by all SPECIAL-type damage inducing electricity (Spec-Elec). When the victim is hit by an electric shock or similar attack, they are affected by after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a Strength -20% and IS tier +1 effect for 1d6 turns. In addition, when sustaining after-shock, the victim has a 20% chance to be stunned for 1 turn.
  • Water-soaked can be caused by all SPECIAL-type damage inducing water (Spec-Aqua). When the victim is in a water-soaked state, no immediate harmful effects are active, however the following effects apply:
  • If previously on fire, the effect is immediately removed (the fire is extinguished)
  • For as long as the effect is active, the victim will take double damage from Spec-Elec attacks, the Taser X26c, and the Stun Baton in stun mode.
  • Acid degradation can be caused by all SPECIAL-type damage incuding acid (Spec-Acid). When the victim is hit by an acid attack, the affected piece of clothing or armor loses 1.5 units of damage instead of only 1. Additionally, one random weapon the victim carries will lose 1d12*500 Durability points, if applicable.
    • NOTE: If the affected weapon has a bayonet, an UGL or an USG mounted, they may also suffer from durability loss - a separate roll is made for each.

Fatigue

Effects related to Fatigue.

  • Accelerated fatigue is a group of effects which causes the Contestant's Fatigue to increase at a fixed rate every turn.
    • Accelerated fatigue: Fatigue +0.1% per turn
    • Intense accelerated fatigue: Fatigue +0.2% per turn
    • Extreme accelerated fatigue: Fatigue +0.4% per turn

Healing

Effects related to healing, particularly FAKs and FSKs.

  • Limb healing is an effect triggered by either the First Aid Kit (FAK) or the Field Surgery Kit (FSK).
    • When triggered by the FAK, it is referred to as Light limb healing. The healing limb recovers 1 HP per turn, until the limb is healed or after 7 turns, whichever comes first. Light limb healing cannot heal disabled limbs.
    • When triggered by the FSK, it is referred to as Strong limb healing. The healing limb recovers 3 HP instantaneously, then 1 HP per turn, until the limb is healed or after 12 turns, whichever comes first. Strong limb healing CAN heal disabled limbs.
    • The Healing skill may affect the effectiveness of Light and Strong limb healing. The above described effects assume a default Lv1 (Unskilled) skill level.
    • Either type of limb healing triggers depletion of Nutrition and Fatigue, at a rate of 50 ntri and 0.4% Fatigue per 1 HP healed (note: the instantaneous +3 HP procured by the Strong version does not deplete 150 ntri). Light and Strong are treated as different effects, so the two may overlap (and potentially deplete large quantities of nutrition at the cost of faster healing).
    • Neither type of limb healing is useful for the treatment of severed limbs, as there is nothing left to treat at this point.
  • Increased Pain Regeneration Rate is an effect triggered by Cannabis and certain Augmentations. It directly modifies the rate at which Pain is naturally healed over time, by the amount specified next to the effect (generally +1%).
    • Example: With a +1% effect and no other modifiers, the natural rate would become -3% Pain/turn.
  • Increased Blood Regeneration Rate is an effect triggered by certain Augmentations. It directly modifies the rate at which Blood is healed over time with no open Wounds, by the amount specified next to the effect (generally +0.1).
    • Example: With a +0.1 effect and no other modifiers, the natural rate would become +0.2 Blood/turn.
  • Addiction resistance is an effect triggered in rare circumstances. As long as the effect is active, Addiction chances for all substances is halved (rounded up), making it more difficult to become addicted.
  • Disabled natural healing is an effect triggered from very low Nutrition (Famished or Starving). As long as this effect is active:
    • Natural Pain healing is disabled; any Pain above 0% is not healed
    • Natural Blood healing is disabled; any Blood under the maximum amount is not healed even with zero wounds
    • All imb healing effects (see above) effectively heal 0 HP per turn.
  • Self-deterioration is an effect triggered from extremely low Nutrition (Starving). As long as this effect is active, 1 Torso HP (or 1 BODY HP) is lost every turn, until the effect is disabled or until death occurs.

Hydration

Effects related to Hydration and thirst.

  • Accelerated thirst is a group of effects which causes the Contestant's Hydration to decrease at a fixed rate every turn.
    • Mild accelerated thirst: -5 wtr per turn
    • Accelerated thirst: -10 wtr per turn
    • Intense accelerated thirst: -25 wtr per turn

Mind and psyche

Mind-related effects affect the mental and inner senses of the contestant.

  • Increased alertness has the contestant's attention span heightened greatly, putting him/her into a temporary, constant state of alert.
    • In normal conditions, at the start of a turn during combat, the Contestant is generally not made aware ahead of time what the NPCs will do, unless informed ahead of time (e.g. by allies).
    • While under a state of increased alertness, at the start of every turn, the Contestant gets a description of what other encounters will attempt BEFORE being asked what to do, allowing the Contestant to use the information and react ahead of time. This description includes attack, fire mode, intended amount of shots/hits, point of aim, and Initiative Speed.
  • Hallucinations has the contestant's sight and perception of things heavily distorted and deformed. While in this state, the contestant will start seeing different things, in lieu of who or what they are really. Hallucinations are usually coupled with a heavy loss in accuracy, though in the strict sense, it is different from an accuracy ailment.
  • Rage occurs when the Contestant is affected by rage-inducing substances or effects, such as when consuming steroids. It causes the user to be uncontrollably angry and violent, with matching brutality and recklessness when fighting. While under the effects of Rage, the Contestant will treat all surrounding encounters (including any friendlies) as hostile, and cannot leave Combat until all hostiles have either left or been defeated. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant @critwin effects may occur.
    • Controlled Fury is an all-positive version of the above. When in Controlled Fury, all successful hits are treated as critical hits, but without the negative effects of Rage.

Nutrition

Effects related to Nutrition and hunger.

  • Suppressed hunger is an effect triggered by certain meds. It deals the following effects:
    • All Pain, Blood and Limb Damage healing rates do not consume Nutrition or increase Fatigue for as long as the effect is active.
  • Accelerated hunger is a group of effects which causes the Contestant's Nutrition to decrease at a fixed rate every turn.
    • Mild accelerated hunger: -5 ntri per turn.
    • Accelerated hunger: -10 ntri per turn.
    • Intense accelerated hunger: -25 ntri per turn.

IMPORTANT NOTES:

  • Hunger suppression take priority over hunger acceleration. Meaning that if both accelerated hunger and suppressed hunger effects are active, then suppressed hunger takes precedence over (and thus negates) the other effects.
  • Accelerated hunger and Intense accelerated hunger are separate effects. If someone suffers from both, the effects stack. Beware!

Pain sensitivity

Pain sensitivity is, as the name implies, related to the contestant's ability to withstand Pain.

  • Increased Pain sensitivity causes the contestant to be more sensitive to damage received; it increases by 10% the Pain Sensitivity statistic.
  • Decreased Pain sensitivity causes the contestant to be less sensitive to damage received; it decreases by 10% the Pain Sensitivity statistic.
  • Negated Pain sensitivity causes the contestant to be immune to Pain, often for a short period of time; Pain Sensitivity statistic is set to 0% for as long as the effect is active.
  • Attacks that ignore Pain sensitivity treat Pain Sensitivity as though it was the creature's natural, default value (by default, 100%), effectively ignoring any effects modifying Pain Sensitivity.

Strength

Strength-related effects affect the ability to fight in melee, as well as mobility. More often than not is it related to muscular performance. Strength serves as a multiplier of melee damage. Strength 100% = 1.0x damage with melee weapons, attacks, or techniques.

  • Reduced strength causes the contestant to become weaker, and lose 10% of Strength.
  • Increased strength causes the contestant to become stronger, and gain 10% of Strength.

Stress

All effects related to Stress.

  • Stress Tolerance is an effect triggered by being in a state of Moderate Stress or higher. When under the effect of Stress Tolerance, or simply Tolerance, all Stress-increasing effects, whether one-time or per turn, are halved (to a minimum of +0.1%/turn). This means that while under the effect of Tolerance, anything increasing Stress is, in practice, half as effective as normal.
  • Anxiety is a group of effects which causes the Contestant's Stress to increase over time, for as long as the effect is active. It is declined in multiple subvariants:
    • Mild anxiety: +0.2% per turn (+0.1 with Stress Tolerance)
    • Moderate anxiety: +0.4% per turn (+0.2 with Stress Tolerance)
    • Intense anxiety: +0.8% per turn (+0.4 with Stress Tolerance)
    • Severe anxiety: +1.6% per turn (+0.8 with Stress Tolerance)
  • Relaxation is the inverse of Anxiety. It causes the Contestant's Stress to decrease over time, at a rate of -0.2% per turn for as long as the effect lasts.
  • Intense relaxation causes the Contestant's Stress to decrease over time, at a rate of -0.4% per turn for as long as the effect lasts.
  • Euphoria Rush: All effects that would increase the Contestant's Stress are completely negated, as long as the effect is active.
  • Decompensation is an effect triggered by being in the most advanced state of Stress. Upon reaching mental breakdown, the body of the sufferer effectively stops being able to self-regulate correctly, and begins functionally deteriorating. For every turn spent while this effect is active, the Contestant will lose 1 HP on a random body part, until the effect is disabled or death ensues.
    • It is possible to artificially compensate for the damage caused by this effect through limb healing, however it is not adequate and should only be done to remain alive while seeking a long-term solution (namely, reduction of Stress).

Weapon

Weapon-related effects which often give special properties to certain weapons.

  • Multiple wound weapons are weapons that are capable of inflicting more than one wound in a single hit. Weapons with this effect have either a fixed or rolled value which determines how many wounds may be blown open if that weapon successfully hits a target.
    • Can inflict 1d2 wounds per hit: Meat fork, Scissors, War fork
    • Can inflict 1d3 wounds per hit: Broken bottle, Trident
    • Can inflict 1d4 wounds per hit: Shuriken, Barbed nine-tails, Barbed Lucille
    • Can inflict 2d2 wounds per hit: Spiked chain whip, Long spiked chain whip

Clouds

  • Smoke clouds are produced by smoke weapons, such as the M18 grenade. Smoke clouds cause the following effects:
    • The smoke cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+2, until the smoke dissipates. (Having a source of immunity to gases, such as a Gas mask, DOES NOT negate this effect. Just because you have a gas mask doesn't mean the smoke stops being obfuscating.)
    • All encounters OUTSIDE the cloud trying to attack the clouded side suffer from Inaccuracy Range +2, until the smoke dissipates.
  • Tear gas clouds are produced by tear gas weapons, such as the M7A3 grenade. Tear gas clouds cause the following effects:
    • The tear gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (Having a source of immunity to gases negates this effect, such as a Gas mask)
  • Chlorine gas clouds are produced by the Chlorine bomb. Chlorine gas clouds cause the following effects:
    • The chlorine gas cloud will engulf an entire Side of the battlespace, and all encounters on that Side.
    • All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to one random body part, until the gas dissipates (Having a source of immunity to gases negates this effect, such as a Gas mask).
    • All encounters with eyes inside the cloud have a 25% chance every turn (including the first) to have all of their eyes destroyed from exposure to chlorine gas. (Having a source of immunity to gases negates this effect, such as a Gas mask. Alternatively, having indestructible eyes may also prevent the eye-destruction effect from happening in the first place.)

Special

Other effects which cannot be categorized anywhere else.

  • Unbreakable limb: This effect renders the relevant limb impossible to break or fracture, negating any effect that would cause such fractures.
  • Mushroom corruption: Certain Mushrooms are tagged with this special effect. Has no effect upon being consumed, but if carried in a load-bearing item where other mushrooms are found (in other words, if placed in a bag/etc. with mushrooms inside), it will "corrupt" those other mushrooms, and negate all nutritional value (it becomes 0) and all other effects, turning them into dead weight.

See also