Secondary effect (no ontology)

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*Clothing with the <span style="color: #00ffff">Half melee damage</span> 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.
*Clothing with the <span style="color: #00ffff">Half melee damage</span> 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.
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*<span style="color: #00ffff">Classiness</span> increase the Contestant's credibility. The Contestant has better chances to be respected by NPCs in most occasions.
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*<span style="color: #00ffff">Classiness</span> is an useless effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel.
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** This effect will occur when: Wear Classy clothing.
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*<span style="color: red">Anti-classiness / Unclassiness</span> DECREASE the contestant's credibility. The Contestant has less chances to be respected by NPCs in most occasions.
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**This effect will occur when: Not wearing enough clothing ([[Wanted level|indecent exposure]]), bad smell (can occur as an effect of taking a shower), bad breath (a certain [[Mushrooms|mushroom]] can cause this effect).
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*The contestant is able to obtain a <span style="color: #00ffff">Vital Heads-Up Display</span> when wearing a [[HEV Suit]], [[HEV Helmet]] or both. It allows the contestant to have detailed information about all of his/her [[Statistics|statistics]], including equipment, instead on having to rely on feelings. It is unable to [[Identification|identify]] unknown [[Medical aid|meds, drugs]] or [[Valuable|gems]], however.
*The contestant is able to obtain a <span style="color: #00ffff">Vital Heads-Up Display</span> when wearing a [[HEV Suit]], [[HEV Helmet]] or both. It allows the contestant to have detailed information about all of his/her [[Statistics|statistics]], including equipment, instead on having to rely on feelings. It is unable to [[Identification|identify]] unknown [[Medical aid|meds, drugs]] or [[Valuable|gems]], however.

Revision as of 05:29, 30 March 2016

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.
Similar effects coming from the same source will extend in length, while similar effects coming from different sources will overlap.

  • For example, consuming two cups of green tea, which increase Strength by 10% for 5 turns, will result in Strength +10% for 10 turns.
  • Consuming a cup of green tea and a cup of black tea, the latter of which increases Strength by 10% but for 8 turns, will result in Strength+20% for the 5 first turns, and +10% for the following three, as the effects of both will be active and those of green tea will expire first.

Accuracy

Accuracy-related effects affect the ability to fight with any weapon and land shots where needed. It involves the Failure threshold.

  • Reduced accuracy causes the contestant to have a greater failure threshold, each instance increasing the FT by 1 point.
  • Increased accuracy is the inverse, it causes the contestant to have a smaller failure threshold, each instance reducing the FT by 1 point.
  • Inaccuracy is an effect which causes the contestant's regular hits (not Critical Hits) to all be considered Inaccurate, for as long as the effect lasts. This effect overrides any other effect affecting Inaccuracy range.
  • Blindness occurs when the eyes of the contestant have been disabled, either temporarily (e.g., through environmental blindness like in black rooms) or permanently (if the eyes have been destroyed). Combat becomes near-impossible as the FT is permanently set 10 and is unmodifiable until the effect dissipates, if it can.
    • A lesser effect is perception loss. When an encounter's eye is attacked, the eye is destroyed (unless specifically immune to damage). The loss of an eye causes the victim to suffer from twice reduced accuracy (FT+2) malus, per eye lost, unless all eyes have been destroyed - in which case this becomes Blindness (as above). Eyes cannot be healed once destroyed. For the Contestant's case, the only way to recover from eye destruction is to purchase Bionic eyes.
    • If an encounter has more than two eyes, a maximum of two instances of this effect can be applied, even if it has lost more than two eyes with still at least one functioning. (Example: If an encounter with 6 eyes such as the Giant scorpion loses the use of three of its eyes, it will only be affected twice by the effects of perception loss, meaning it suffers the maximum of FT+4, severely reducing its accuracy.)
    • Naturally, if an encounter loses the use of its last eye, then all "perception loss" effects are removed and it is then afflicted with "Blindness".
    • NOTE: Certain encounters may have no eyes (or none that can be destroyed); but they may not be considered naturally blind unless explicitly specified.

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 on top of greatly improved chances of taking cover and escaping: 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 on top of greatly reduced chances of taking cover and escaping: 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, or die instantly. Cyanide poisoning is an extremely harsh condition; it is advised to keep Hydroxocobalamin syringes for such cases.
    • Note that the Amulet of Genbu will add 5 turns to the countdown, and that certain Bionics can further increase the countdown length and improve potential survivability of cyanide poisoning.
  • 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. This state decreases strength (-10%) and accuracy (FT+1).
  • Laxative foods are food items which have a chance to cause bowel pains. For each Laxative food item eaten, there is a 40% chance (roll 1d5, effect is triggered on a 1 or 2) to be afflicted with bowel pains for 2d6 turns. While suffering bowel pains, the Contestant (or the sufferer in general) may find themselves with increased Pain sensitivity (+10%) and decreased Strength (-10%), until the pains end.
  • 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 multiplied by the amount of portions taken. It will also negate all inebriation from the consumed portions.
  • 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.
    • Furthermore, if the sufferer's Pain level would normally cause them to be in the Blackout threshold, forced wakefulness will keep the sufferer awake, considered to be in Agony, overriding the normal effects and preventing them to black out, until the effect dissipates or the Pain level changes.
  • 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 will 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 protects the user from potentially deadly headshots. 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, and by proxy, clothing damage is also halved as it is calculated directly from total limb damage received. All ballistic protective armor protects the head, but there also exists some models that can protect the face ; see Face Concealment.
  • Immunity to gases allows the wearer of appropriate clothes to be unaffected by gas-based hazards: Smoke clouds, Tear gas clouds, Chlorine gas clouds, and all gas traps.
  • Fire-retardant clothing allows the affected clothes to be immune to damage from Spec-Fire attacks and prevents the wearer from being set on fire. If the wearer is set on fire from another way, then such clothes are immune to damage due to the fire. It will not prevent Pain or Limb damage from the attack itself.
  • Bullet-proof clothing makes the affected piece of clothing to not suffer damage from Bullet-type attacks.
    • It must be noted that projectile types belonging to the armor-piercing category (AP, API, APX) ignore the bullet-proof trait, allowing such ammunition to damage bullet-proof clothing. Flechette in shotgun shells is also considered to be an armor-piercing projectile type, and will bypass bullet-proof clothing as well.
  • Explosion-proof clothing makes the affected piece of clothing suffer 0.1 damage instead of 1 damage per hit from Explosion-type attacks. In addition, the wearer also benefits from 0.5x Pain and Limb damage, for additional protection and safety.
  • 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 an useless effect, which merely serves to indicate that the Contestant is wearing some pretty dapper apparel.
  • The contestant is able to obtain a Vital Heads-Up Display when wearing a HEV Suit, HEV Helmet or both. It allows the contestant to have detailed information about all of his/her statistics, including equipment, instead on having to rely on feelings. It is unable to identify unknown meds, drugs or gems, however.
  • Headgear capable of providing face concealment have the simple but notable effect of preventing the wearer from being targeted in the eyes. Eyes are considered to be WEAK POINTS, and sustaining damage there is usually fatal, and should it not be, the loss of an eye is a dire consequence. 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, and apply it on suitable clothing (CR tag on the clothing and armor lists). Rag crafting depends on several factors, besides suitability:
    • The condition of the clothing, and a multiplier (listed alongside the tag), which is either x0.5 or x2. The absence of a multiplier is treated as being x1.
    • Every 1 unit of clothing condition can yield 1 rag. This functions on the minimum requirement system; 0.9 condition and below will not yield rags, and 1.9 condition will yield only 1, and not 2.
    • The multiplier affects the total number of rags that are yielded, and is applied after calculating from condition. If the result would still be a decimal number, it is rounded up. (E.g.: a Bandana, which has a CR-0.5x tag, with 3.4 condition will yield 2 rags ; 3.4 condition => 3 rags => 3 x 0.5 = 1.5, rounded up to 2.)

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 and 0.5 damage /turn on all non-fireproof clothes, 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.
    • 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 "taze lock".
  • Frost attacks are caused by all SPECIAL-type damage inducing cold (Spec-Ice). They induce an Agility -1 effect for 1d6 turns per successful hit, and may cause various kinds of damage to the victim's equipment, particularly the weapons. When the victim is hit by a frostblast or similar attack, a d100 is rolled:
    • 1 to 10: Nothing happens.
    • 11 to 40: If applicable, the victim's weapon in hands loses 1d4*250 Durability points.
    • 41 to 70: If applicable, the victim's weapon in hands loses 1d6*250 Durability points, and becomes covered in ice and frost, which renders the weapon impossible to fire until the ice melts. Frost lasts for 1d3 turns (unless a source of fire is applied to the weapon; in which case it melts away immediately.)
    • 71 to 90: Same as 41-70, but the weapon in hands loses 2d7*250 Durability points and frost lasts 1d6 turns.
    • 91 to 100: Same as 41-70, but the weapon in hands loses 2d9*250 Durability points and frost lasts 1d6+2 turns.
      • NOTE: If the affected weapon has an UGL or USG mounted, they may also suffer from durability loss - a separate roll is made for them.
  • 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, there is a 20% chance to suffer from after-shock. After-shock causes the victim to be covered in electric arcs, causing its muscles to undergo partial fibrillation and causing a FT +2 effect for 1d6 turns.
  • Water-fill can be caused by all SPECIAL-type damage inducing water (Spec-Aqua). When the victim is hit by a scalding blast or another attack involving water, the last weapon used by the victim will be completely soaked in water as well.
    • If this weapon is a firearm, waterfill lasts for 1d4 turns which causes DV/RV lost per shot to be multiplied by 8. Beware: it stacks with other multipliers, such as those of overpressure ammunition.
    • If the weapon is a Molotov cocktail and the attack hits before the cocktail is thrown, the molotov cocktail is turned off and rendered harmless.
  • 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, if the victim was carrying a firearm during the turn they were hit by this attack, said firearm loses 1d12*500 Durability points.
    • 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 them.

Fatigue

Effects related to Fatigue.

  • Accelerated fatigue is a group of effects which causes the Contestant's Fatigue to increase faster than it naturally would, for as long as the effect is active. It is declined in multiple subvariants:
    • Accelerated fatigue: +0.1% per turn
    • Intense accelerated fatigue: +0.2% per turn
    • Extreme accelerated fatigue: +0.4% per turn
  • Exhausted systems is an effect triggered by being in the most advanced state of Fatigue: Exhaustion. The most characteristic effect of exhaustion is that the Contestant's body's capability to heal naturally is severely impaired ; in most normal situations, exhausted systems completely disable the ability to heal Pain and Blood naturally. The effects are as follows:
    • Pain Regeneration Rate -2%/turn (in normal conditions, it effectively drops regen rate to 0% Pain/turn)
    • Blood Regeneration Rate -0.1/turn (in normal conditions, it effectively drops regen rate to 0.0 blood/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 limbsh.
    • Either type of limb healing triggers a nutrition depleting effect, at a rate of 100 ntri per 1 HP healed (note: the instantaneous +3 HP procured by the Strong version does not deplete 300 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.

Hydration

Effects related to Hydration and hunger.

  • Natural thirst is 1 wtr/turn, as stated by the Hydration article.
  • Suppressed thirst is an effect triggered by certain meds. It deals the following effects:
    • Natural thirst rate is set to 0 wtr/turn as long as the effect is active.
  • Accelerated thirst is a group of effects which causes the Contestant's Hydration to decrease faster than it naturally would, for as long as the effect is active. It is declined in multiple subvariants:
    • Accelerated thirst is an effect triggered by certain meds. It accelerates natural thirst by 4 wtr per turn.
    • Intense accelerated thirst is an effect triggered by certain meds. It accelerates natural hunger by 9 wtr per turn.

IMPORTANT NOTES:

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

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.
  • 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 as hostile. In addition, all successful hits with melee attacks are treated as critical hits and as such, relevant @critwin effects may occur.

Nutrition

Effects related to Nutrition and hunger.

  • Natural hunger is normally 1 ntri/turn, as stated by the Nutrition article, but it can be affected by Startgame changes.
    • If the Athletic constitution is chosen during Startgame, natural hunger becomes 2 ntri/turn.
    • If the Muscular constitution is chosen during Startgame, natural hunger becomes 4 ntri/turn.
  • Suppressed hunger is an effect triggered by certain meds. It deals the following effects:
    • Natural hunger rate is set to 0 ntri/turn as long as the effect is active.
    • All Pain, Blood and Limb Damage healing rates do not consume nutrition for as long as the effect is active.
  • Accelerated hunger is a group of effects which causes the Contestant's Nutrition to decrease faster than it naturally would, for as long as the effect is active. It is declined in multiple subvariants:
    • Mild accelerated hunger: Natural hunger is increased by 4 ntri per turn.
    • Accelerated hunger: Natural hunger is increased by 9 ntri per turn.
    • Intense accelerated hunger: Natural hunger is increased by 24 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 cancels out) 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% all Pain received.
  • Decreased Pain sensitivity causes the contestant to be less sensitive to damage received; it decreases by 10% all Pain received.
  • Negated Pain sensitivity causes the contestant to be immune to Pain, often for a short period of time; it decreases by 100% all Pain received.
  • Attacks that ignore Pain sensitivity are especially dangerous for contestants relying on lowered sensitivity to increase their resistance to damage - such attacks will always strike as though the victim's sensitivity was 100%.

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.

  • Reduced strength causes the contestant to deal 10% less damage with melee attacks; this affects both Pain and limb damage.
  • Increased strength causes the contestant to deal 10% more damage with melee attacks; this affects both Pain and limb damage.

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, Stress effects are, 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: +0.1% per turn
    • Moderate anxiety: +0.2% per turn
    • Intense anxiety: +0.4% per turn
    • Severe anxiety: +0.8% per turn
  • Relaxation is the inverse of Anxiety. It causes the Contestant's Stress to decrease over time, at a rate of -0.1% per turn for as long as the effect lasts.
  • Intense relaxation causes the Contestant's Stress to decrease over time, at a rate of -0.2% 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.
  • Tolerance override is an effect triggered by being in the most advanced state of Fatigue. This effect's sole purpose is to negate Stress Tolerance, therefore effectively eliminating the halving of Stress increasing effects and thus serving to rapidly increase Stress if left untreated too long.

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 per 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
    • Can inflict 1d3 wounds per hit: Broken bottle, Ngombe throwing knife, Sai
    • Can inflict 1d4 wounds per hit: Shuriken
    • Can inflict 2d2 wounds per hit: Tekko-kagi
  • Smoke clouds are produced by smoke weapons, such as the M18 grenade. Smoke clouds cause the following effects:
    • The smoke cloud engulfs all encounters on the side it is present on.
    • All encounters inside the cloud suffer from FT+2, until the smoke dissipates (gas masks or other sources of immunity to gases negate this effect).
    • All encounters OUTSIDE the cloud trying to attack the smoked side suffer from Inaccuracy, 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 engulfs all encounters on the side it is present on.
    • All encounters inside the cloud suffer from FT+1 and +7% Pain/turn (regardless of Pain sensitivity), until the gas dissipates (gas masks or other sources of immunity to gases negate this effect).
    • All encounters OUTSIDE the cloud trying to attack the smoked side suffer from Inaccuracy, until the smoke dissipates.
  • Chlorine gas clouds are produced by the Chlorine bomb. Chlorine gas clouds cause the following effects:
    • The chlorine gas cloud engulfs all encounters on the side it is present on.
    • All encounters inside the cloud suffer from FT+2, +9% Pain/turn (regardless of Pain sensitivity) and -1 HP/turn to all body parts (for non-human creatures, -5% of their max Meat Worth/turn), until the gas dissipates (gas masks or other sources of immunity to gases negate this effect).
    • 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. (Again, a gas mask or another source of immunity to gases may negate this effect)

Special

Other effects which cannot be categorized anywhere else.

  • 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