Quirks
Quirks occur from quirk pools and affect the abilities of a critter.
Moving quickly in circles around foes can make them
Dizzy
. Foes get dizzy faster if they also whiff attacks while being circled.
Weapon attacks deal twice as much damage and try any chances twice, but have a 5% + damage dealt to make the user
Sore
.
Buffs applied to them are also applied to all
Basics
in view. Duplicated buffs are weaker the further away the Basic is, as high as 100% when directly adjacent and diminishing to as low as 50% before being removed when any one Basic leaves view.
Every second of attacking has a 33% to improve reload by 2.5%, up to +50%.
Every second of attacking has a 66% to improve reload by 5%, up to +50%. Relative to total reload buff recieved, knockback is also improved by 50% that amount.
A speed boost accumulates passively, by 3% every 3 seconds. At +33%, its converted into a very brief defense boost for 5 seconds before resetting.
Every consecutive attack landed improves the next attacks power by 5%, up to 50%. Missing an attack penalizes them by converting the boost into a debuff to power, wearing off by 5% every second. Combos while penalized reduce the penalty faster.
Improves the power/defense of nearby allies by 1, 2, 3, 4, or 5% for each
Starter
,
Novice
,
Adept
,
Expert
, or
Master
Radical/Bonzer critter in view. Colorless critters always boost health by 10% regardless of rank.
For an amount equal to 5% of missing HPs%, incoming atacks can miss.
For an amount equal to 10% of missing HPs%, incoming atacks can miss. Each incoming attack that misses reduces opacity by 5% , up to -90%. Opacity slowly returns to normal at a rate of 1%/second.
Every physical attack deals 2x damage to obstacles and has a 1% to
Paralyze
the first critter struck. Hammer-based attacks instead deal 3x damage to obstacles and have a 3% to paralyze struck targets.
For each item held, boosts the power of nearby foes depending on the rarity of said items; 2, 4, 6, 8, and 10% for
Common
,
Rare
,
Epic
,
Legendary
, and
Mythic
items. If a
Limited
item is held, then the power buff to foes is raised by 50% while also providing a defense buff to them, the defense buff being equal to 80% the total outgoing power buff.
For each second aerial, boosts movement speed and glide by 5%, up to 50%.
For each second aerial, boosts movement speed and glide by 10%, up to 100%. Every 5 seconds of air time also converts into 1 damage when landing on a foe.
Improves reload by 10% of their barrel mass to total body mass%.
Improves reload and weight by 20/50% of their barrel mass to total body mass%. Barrels are now also immune to being destroyed/maimed, and can be used as weak melee weapons, dealing damage equal to 20% of power when swung at foes.
Improves vision by 2% and ram power by 4% for every point of max HPs.
Improves range by 2%, vision by 4%, and ram power by 6% for every point of max HPs. Once max HPs reaches 25 or more, grounded attacks become 50% less effective versus them.
Enables them to be struck by allies, provoking them to activate their primary whenever theyre hit! The chance to activate is equal to % of HPs missing * 2, cooldowns are also ignored.
For each Mega-X, Ultra-X, and Hyper-X ally in view, improves max HPs by 5, 10, and 20%, while also causing size to slowly increase by 1, 1.5, and 2% every second up to a 300% limit.
Boosts defense by 2 when not moving, but reduces it by 1 when moving.
Improves defense by 1 for each piece of gear worn.
Every 10 damage dealt/healed restores 1 HPs.
Spawned automaton have a 33% to be able to merge with other identical automaton. Merged automaton have their size, power, and vision is boosted 50% and health, weight, and defense boosted by 100%.
Running into an ally at full speed will make both them and that ally recover 1 HPs. Running into foes will make only them recover 1 HPs and deal extra knockback to that foe.
All incoming magical attacks have their damage reduced by 10%, and looking in the direction of an incoming magical attack has a 33% to make it deal no damage and deflect it towards the nearest critter. If a critter is hit by a deflected magic attack, they have a 1% to produce into an exact copy of themselves as a familiar!
Looking at foes has a 50% every second to reduce their power by 10% for 1 minute, stacking up to -50%.
Attacks deal 2x damage versus metallic foes, and 1.5x damage versus Radical/Bonzer foes if struck by a red or blue attack respectively. But, attacks only deal 80% their normal damage versus all other foes and only 10% their normal damage versus Colorless foes.
Makes dice from loot pools 10% more likely, and improves their final rolls by 1.
Makes dice from loot pools 33% more likely, and improves their final rolls by 2. Rolling the strongest side of any side boosts power by 5% if the roller is Bonzer and the dice is red, and defense by 5% for 10 seconds if the roller is Radical and the dice is blue. If the dice color matches the rollers' affiliation, boosts by 25% for 5 seconds instead. If the roller is Colorless, always boosts luck by 1% for 10 minutes, stacking up to +50%.
Makes memories 15% more likely from item pools, each grade of memory device having a 3% lower boost than the last.
Makes memories 30% more likely from item pools, each grade of memory device having a 2% lower boost than the last. Memories become twice as effective if theyre the same type as the user, and activate 25% faster. Drives also can now be thrown as large projectiles that deal 20 damage, instantly destroy obstacles, and
Electrify
allies; at a cost of destroying themselves when thrown.
Moving will gradually make them more and more transparent, by 5% every second as long as they dont attack. When they begin to attack again at full transparency, theyll produce a small wind burst that
Dusts
foes and knocks them and any of their projectiles back powerfully.
Depending on the genus of defeated foes, they can produce different tokens! Shades produce
Inspire Red
tokens, but Colorless Shades have a 10% to produce
Inspire
tokens instead. Capes produce
Inspire Blue
tokens, but Colorless Capes have a 10% to produce
Inspire
tokens instead. Shooters produce
Gunner
tokens, Expert Shooters having a 33% to produce
Gunner Plus
tokens instead. Dovers produce
Health Plus
tokens, Radical/Bonzer Dovers having a 50% to produce
Power Plus
/
Speed Plus
tokens instead. Casters produce
Token Plus
tokens, Adepts having a 10% to produce any other 'X Plus' token instead. Generic tanks/foes produce ability marks at random.
When damaged, the foe they hit last takes 1 damage as well.
All buffs default into power buffs, and are twice as effective at the cost of only lasting half as long.
When HPs drops below 10%, produces an
Inspire
token for each ally whose HP is below 66%. Allies produce 2 instead if below 33%, and 3 if below 5%.
Striking foes with melee attacks lengthens all their cooldowns evenly from a 5% pool. If the foe is in the first third of a wind-up, then their wind-up is cancelled.
For each automaton, boosts vision and range by 15% and 30%.
For each automaton, boosts vision and range by 20% and 40%. Projectiles also move faster relative to total range and vision buffs, at a rate of 25% the total of the buffs combined.
Poison
,
Infect
,
Gamma
, and
Psychosis
boost power by 1/2, speed by 2, and health by 3 respectively when applied. If any of said statuses are applied at the same time, boost their benefits from this quirk by 2x for each status.
Boosts critical chance by +3%, while also making all critical attacks sparkle brightly. Foes struck by these sparkly critical attacks become
Blind
.
Boosts critical chance by +12%, while also making all critical attacks sparkle brightly, allowing them to home in onto the closest foe aggressively. Foes struck by these sparkly critical attacks become
Blind
and
Stardust
ed.
For every second an ability isnt used, its radius/size is improved by 2%, up to 50%. Once the ability is used, its size returns to normal and it can accumulate size again.
Grabs have a 2x larger range while also behaving as a short leap. Leap distance is equal to 10% of total range buffs.
Grabs have a 3x larger range while also behaving as a considerable leap. Leap distance is equal to 25% of total range buffs. Grazing grabs also have a 10% to steal a random item from whomever they grazed.
Spinning around in circles will begin to form a wind current around them, which can drag weak projectiles off of their trajectory and spin them around. These projectiles become theirs, and when the spinning stops, they continue in a curved line outwards from them with a 5% to make struck foes
Dizzy
.
Getting struck by a projectile has a 2.5% to shoot a sparkle towards the nearest foe. Sparkles move quickly, pierce obstacles, and deal 1 damage each. Has a 5% when Colorless, and a 10% when its night time; colorless sparkles pierce 1 foe, and night sparkles are twice as large and have homing.
Getting struck by a projectile has a 5% to shoot a mega sparkle towards the nearest foe. Mega sparkles move across a distance instantly, pierce obstacles and foes, and deal 2 damage each. Has a 10% when Colorless, and a 25% when its night time; colorless mega sparkles
Drain
foes, and night mega sparkles are thrice as large and ricochet off of 1 foe along with having colorless mega sparkle's effects.
Short range attacks have a 50% to
Burn
, the chance reducing by an amount equal to their range.
For every ally of the same affiliation nearby, themselves and those allies get a boost; +5/2.5% regeneration if Radical, +5/2.5% speed if Bonzer, +20/10% vision and range if Colorless. If any ally also has the same type, then boosts are improved by +1/0.5%.
Boosts move speed by 1% for every projectiles' trajectory crossing with their current position. Limited to +20%.
Boosts move speed by 2% for every projectiles' trajectory crossing with their current position. Once reaching the boost limit of +40%, boosts power by 1 and enables them to use a dive, which throws them forward at a distance relative to their current move speed,
Flatten
ing foes they dive into.
Improves speed by 25% of the current wind speed when moving in the same direction as it. Also reduces wind resistance by 50%.
Improves speed by 50% of the current wind speed when moving in the same direction as it. Also reduces wind resistance by 80%. Projectiles can get blown around by wind, causing them to move around in all sorts of unpredictable directions, usually towards foes.
Natures
Natures are almost like quirks, but affect behaviors instead.
Immune to inducing and being struck by friendly fire, traps, and halves
Harmful
status runtime. Grants the first effect to their parent. Scrambles as soon as a foe attacks for longer than 10 seconds at a time.
Sometimes wanders off from their parent, having a 20% to come back with an item after theyve been out of view for at least 2 minutes. Has a high chance to return immediately when their parent is attacked, ambushing the aggressive foe with +1 speed.
Rubs against their parent's side while calm, restoring 1 HPs in the parent and themselves. Hides behind their parent while attacking at range, and scrambles when foes come too close. Will not melee.
+10 health, +2 defense, and -50% speed. Stays close to their parent at all times, getting in between them and any attackers. Becomes afflicted with
Exhaustion
after theyve been moving for too long.
Stays close to their parent, granting +3 health while within 25% of the parent's view. Attacks foes from range, their ranged attacks having a 5% to ricochet towards the foe closest to that foe.
Actively seeks out foes on its own, deviating from its parent. Becomes aggressive similar to
Robotic
, but knows to retreat only when its HPs drops below 10%. If its HPs drops below its retreat threshold 10 times within 5 minutes, boosts its own and its parent power by 1 for 2 minutes, but its parent becomes susceptible to its attacks for said time as well.
Faces towards the nearest foe in a range equal to 600% their parent's vision, staying close to them. If said foe is within that range but not directly in view for 10 seconds, nudges their parent and grants them with +5% critical chance for each foe detected for 1 minute. Becomes aggressive when foes are in view, staying near their parent and attacking at range.
Like
Cute
, but instead boosts all stats by 1 for 3 minutes instead of restoring HPs! They also wont scramble when foes come too close, instead lunging at them and dealing damage equal to their health, inflicting
Frozen
,
Burn
, or
Gamma
on themselves and the foe at random.
Trails behind their parent while not aggressive, having no other behaviors. Moves in a straight line towards foes, while using any abilities that can reach. Will not try to retreat, and will even try to run into foes.
Follows far behind their parent when stinky, attacking foes that come close to them rather than their parent. While stinky, foes that enter the 10% mark of their vision have a 33% every second to be afflicted with
Poison
. Becomes
Fresh
when soaked or... cleaned. But only for 5 minutes.
Will follow their parent in an area in front of them, having an aggression range equal to 200% of the parents' vision. Charges towards the nearest foe when aggressive, fighting at close quarters. Boosts defense by 1 while HPs is below 50%.