Effects
From Megaman Mush Wiki
Available effects are Area, Drain, Homing, Stun, Inefficient, Trick, Rebound, Enervate, and Weaken.
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Area
Allows you to attack more than one target in a single turn. This effect is used in weapons such as minefields, earthquakes, or scatter-blasters. High-level areas are rare. Use +areas to see the WE cost of area attacks, per target. Use +areas #, where # is an integer, to see the area cost of # number of targets.
Drain
Allows you to suck energy from the target, by adding a certain percentage of the damage dealt into your endurance. Drain will not heal you above your maximum endurance. This effect is very rare, and used in weapons such as Shade Man's bite or Launch Octopus' constriction. Most characters will not have any drain attacks.
Homing
Allows for increased accuracy, at a slightly increased fuel cost. Found in homing and high-accuracy attacks and in some saturation area attacks. Activate homing with +homing/on; disable with +homing/off.
Stun
Stuns the target, making him or her unable to dodge the next attack. Timestoppers, blinding weapons, and paralyzing weapons have this. Distraction type attacks do not typically justify stuns. Don't app a stun based on power-posing your opponent with fear or another emotional reaction, only things that would physically stun them. Stun attacks come with a slightly higher WE cost.
Inefficient
The attack uses slightly more fuel.
Rebound
Damages you as well as the target. Appropriate for "self destruct" or unstable types of attack.
Trick
Functions similarly to an Area type attack, except that it attacks as a chain; if you strike the first person in the chain, the second person in the sequence has an opportunity to get hit; if that person dodges, however, the third person will not take damage. Trick attacks are generally justified as attacks that bounce off other objects (such as Gemini Man's Gemini Laser) or throwing one target into another in some way. Trick attacks, unlike areas or other effects, do not have any additional WE cost attached to them.
Enervate
Enervate is an effect that saps WE from the target in an amount equal to the damage you deal. For example, if the attack you use has the Enervate effect and deals 20 points of damage, the target will also lose 20 points of WE. Enervate is incapable reducing the target's WE below 0. Attacks that have Enervate will cost more WE to use. Enervate is not appable by players at this time; its effects are still documented, however. Even if/when it becomes open for application, most characters will not have any Enervate attacks as they are very rare.
Weaken
This is a ghetto stun. When the attack successfully hits the target, the next attack at level 4 or above that the target uses will have its damage reduced by 25%. This effect can be described as being strong enough to slow the target down, but not powerful enough to actually stun it. Attacks with this effect cost 2 WE more to use reguardless of level. Thus a level 3 weaken will give +1 WE when used, not +3 as normal.
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