Difference between revisions of "User:Ríomhaire/Status effects"

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! When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
 
! When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
 
|-
 
|-
! {{Icon class|Demoman}} <br /> [[Demoman]]
+
! rowspan="2"| {{Icon class|Demoman}} <br /> [[Demoman]]
 
! {{item icon|Eyelander|100px}}<br />'''[[Eyelander]]'''
 
! {{item icon|Eyelander|100px}}<br />'''[[Eyelander]]'''
 
! If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
 
! If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
 
|-
 
|-
! {{Icon class|Demoman}} <br /> [[Demoman]]
 
 
! {{item icon|Horseless Headless Horsemann's Headtaker|100px}}<br />'''[[Horseless Headless Horsemann's Headtaker]]'''
 
! {{item icon|Horseless Headless Horsemann's Headtaker|100px}}<br />'''[[Horseless Headless Horsemann's Headtaker]]'''
 
! If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
 
! If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
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! {{item icon|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]]'''
 
! {{item icon|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]]'''
 
! When the Heavy drinks eats the bar he does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
 
! When the Heavy drinks eats the bar he does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
 +
|-
 +
! {{Icon class|Spy}} <br /> [[Spy]]
 +
! {{item icon|Conniver's Kunai|100px}}<br />'''[[Conniver's Kunai]]'''
 +
! When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65.
 
|}
 
|}
  
 
==Negative==
 
==Negative==

Revision as of 23:42, 1 April 2011

Status effects are temporary weapon-induced conditions that alter the player's properties and stats.


Beneficial

Beneficial status effects aid the player in some way. Positive status effects can be self-created or due to a teammate's action.

ÜberCharge

An ÜberCharged player is invulnerable to all forms of damage other than environmental hazards such as trains and falling into deep pits. ÜberCharged players can be identified by their bright team-colored shimmer and glowing eyes.

Class Duration Notes
Leaderboard class medic.png
Medic
Medigun
Medigun
8 s Applied to Medic and patient.

Crit boost

All attacks from a player under the effects of a Crit boost result in Critical hits. The weapons of such a player glow with team-color electricity. Weapons that do not ordinarily have critical shots, such as the Eyelander, will do so when the weilder is under the effects of a crit boost.

Class Duration Notes
Leaderboard class medic.png
Medic
Kritzkrieg
Kritzkrieg
8 s Applied to Medic and patient.
Leaderboard class heavy.png
Heavy
Killing Gloves of Boxing
Killing Gloves of Boxing
5 s When the Heavy scores a killing blow with the KGB the effect is applied to all weapons for 5 seconds.
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Given to melee weapons on a successful long range charge.
Leaderboard class engineer.png
Engineer
Frontier Justice
Frontier Justice
When the Engineer's Sentry Gun is destroyed he gets a crit boost that lasts for a number of shots determined by the number of kills and kill assists that the Sentry had achieved.
All classes Intel red idle.png
Intelligence Capture
10 s On capturing the briefcase all members of a team will receive a 10 second crit boost.


First Blood


5 s On achieving the first kill of an Arena match the player will be rewarded with a 5 second crit boost.
Pumpkin.png
Pumpkit
3.2 s Dropped by dead players during the annual Halloween event. Players receive a short crit boost on pickup. Unique to the Harvest Event and Mann Manor maps.


Humiliation


15 s During Humiliation all players on the winning team receive a crit boost to allow them to easily hunt down and kill helpless defeated enemies.

Mini-Crit boost

All attacks from a player under the effects of a mini-crit boost result in mini-crits. The weapons of player under a mini-crit boost glow a mint-green if the player is on BLU or a gold-orange colour for RED.

Class Duration Notes
Leaderboard class scout.png
Scout
Crit-a-Cola
Crit-a-Cola
6 s When the Scout drinks a can of Crit-a-Cola he deals and receives all damage in mini-crits while the effect lasts. Weapons glows as if under a full crit boost.
Leaderboard class soldier.png
Solder
Buff Banner
Buff Banner
10 s When activated the Solider grants himself and all nearby allies a mini-crit boosts.
Leaderboard class demoman.png
Demoman
Chargin' Targe
Chargin' Targe
N/A Given to melee weapons on a successful medium range charge.
Leaderboard class heavy.png
Heavy
Buffalo Steak Sandvich
Buffalo Steak Sandvich
15 s When the Heavy eats the steak he deals and receives all damage in mini-crits while the effect lasts and is locked to using melee weapons. Weapons glows as if under a full crit boost.


Overheal

An overhealed player's health is above 100% (limited to 150%). Overhealed players produce health icon-shaped, team-colored particles. Overhealed players' health decays back to 100% over time if not continuously healed.

Class Notes
Leaderboard class medic.png
Medic
Medi Gun
Medi Gun
The Medic can overheal his patient simply by continuously healing them.
Kritzkrieg
Kritzkrieg
The Medic can overheal his patient simply by continuously healing them.
Leaderboard class pyro.png
Pyro
Powerjack
Powerjack
When the Pyro strikes a killing blow with the Powerjack he receives a +75 health boost that can overheal him.
Leaderboard class demoman.png
Demoman
Eyelander
Eyelander
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
Horseless Headless Horsemann's Headtaker
Horseless Headless Horsemann's Headtaker
If the Demoman has already collected four heads then he cannot use the sword to increase his permanent health and any subsequent kills with heal the Demoman +15 health that can overheal.
Leaderboard class heavy.png
Heavy
Dalokohs Bar
Dalokohs Bar
When the Heavy drinks eats the bar he does not techically overheal the Heavy but gives him +50 maximum health for 30 seconds. This does not increase him maximum overheal.
Leaderboard class spy.png
Spy
Conniver's Kunai
Conniver's Kunai
When the Spy backstabs an enemy with this weapon he absorbs their health to a maximum overheal of 300% but overheal by other means is limited to the normal 150%. The kunai also reduces the Spy's maximum health by 65.

Negative