Star Renegades – Elemental & Status Effects

Simple list of what elemental status effects do as it isn’t conveniently shown in-game.

I got fed up with the lack of information available in game so I made a little guide for myself on what the Elemental and Status effects do.

Elemental & Status Effects

Pyro (Burning)

Effects:

  1. Adds +25% Armour Penetration on Crit.
  2. Adds a (3*lvl) DoT effect on Crit (Stacks with Flurry).
Level:              I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Damage per Round:  -7 | -8 | -9 |-10 |-12 |-14 |-16 |-18 |-21 |-24 |

Pulse (Ionized)

Effects:

  1. Adds +25% Damage vs Shields.
  2. Ionized: (5*lvl)% Defence Reduction vs Shield Damage.
Level:            I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Shield Defense:  -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |

Concussion (Rattled)

Effects:

  1. Adds 10 Seconds to stagger time.
  2. Rattled: (10*lvl)% Increased Stagger delay.
Level:                    I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Increase Stagger Delay:  10%| 20%| 30%| 40%| 50%| 60%| 70%| 80%| 90%|100%|

Laser (Irradiated)

Effects:

  1. Adds +25% Dmg bonus vs Health.
  2. Irradiated: (5*lvl)% Defence reduction against health damage.
Level:               I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Defense Reduction:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |

Antimatter (Disintegrate)

Effects:

  1. Adds 10 Seconds to stagger time.
  2. Disintegrate: – lvl armour per round.
Level:                   I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Armour Strip per Turn:   1 |  2 |  3 | 4  |  5 |  6 |  7 |  8 |  9 | 10 |

Nitro (Chilled)

Effects:

  1. Adds +25% Armour Penetration on Crit.
  2. Chilled: Slows attacks by (5*lvl) seconds.
Level:            I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Attacks Slowed:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |

Phasma (Vulnerable)

Effects:

  1. Adds +25% Armour Penetration & Shield Penetration on Crit.
  2. Vulnerable: Reduces Defense vs Crit Damage by (5*lvl)%
Level:             I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Defense vs Crit:  -5 |-10 |-15 |-20 |-25 |-30 |-35 |-40 |-45 |-50 |
Duration:          2 Turns

Corruption (Corrupted)

Effects:

  1. Adds 25% Armour Penetration.
  2. Adds +25% Damage to Health.
  3. Corrupted: -(5*lvl) Damage Dealt & (1.8*lvl) DoT damage.
Level:                  I | II | III| IV | V  | VI | VII|VIII| IX |  X |
DoT:                    5 |  6 |  7 |  8 |  9 | 10 | 12 | 14 | 16 | 18 |
Reduced Damage Dealt:   5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
Duration:               3 Turns

Marked

Effects:

  1. 25% Reduced Defense vs Crit Damage.
  2. Cannot Stealth.

Note: Several abilities gain a damage boost against targets that are marked.

Bleeding

Effects:

  1. Adds a (10+1.25*lvl) DoT effect on Crit (Stacks with Flurry).
Level:              I | II | III| IV | V  | VI | VII|VIII| IX |  X |
Damage per Round:  10 | 12 | 13 | 15 | 17 | 20 | 23 | 27 | 31 | 35 |

Weaken Damage

Effects:

  1. Reduce Damage output by n%.
  2. Reduce Armour Damage output by n%.

Weaken Defense

Effects:

  1. Reduce Shield Defense by n%.
Volodymyr Azimoff
About Volodymyr Azimoff 7936 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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