Status mechanics explained simply
🕒 Estimated reading time: 3 minutesIn Sidyq, status don't follow the usual recipe found in video games, where common effects include burn, freeze, or paralysis. Instead, the system chooses a more targeted and strategic approach, divided into two main categories:
1️⃣ Universal statuses: shared by all monsters
Certain statuses are shared by all monsters and can be applied by various spells or effects, whether they come from allies or enemies. They define a common base of understandable and recurring mechanics, such as:
- Cursed: reduces max life when a creature receives healing
- Exhausted: using movement points reduces action points
- Disabled: prevents the creature from dealing damage
- Uncurable: blocks healing on the target
- Invulnerable: temporarily immune to damage
- Rooted: locks down movements
These universal statuses have a significant impact on combat dynamics, forcing the player to adapt their choices.
2️⃣ Unique statuses: signatures of creatures
In addition to these generic effects, each monster can possess its own unique statuses, linked to their mechanics and identity.
Here are some iconic examples:
- Witch: applies green flames, a unique poison that accumulates through multiple attacks and can be consumed.
- Clemency: uses stacks of rage which increase power but also raise the cost in AP of spells.
- Greed: accumulates gold coins, a unique resource that boosts stats and changes the nature of attacks.
These specific statuses strengthen the tactical personality of each creature and encourage adaptive strategies.
3️⃣ Dealing with statuses?
If a creature is affected by a status, there are multiple options:
- Wait for it to expire, as a status is often temporary
- Use utility spells reducing the duration of applied statuses
It's also possible to exploit these statuses to adapt your gameplay:
- Root yourself to avoid being moved by a spell that would normally put you in danger
- Take advantage of the disabled state to perform a tour of buffs or healing
- Prefer mobility spells or use AP before moving if under exhausted status
The status system in Sidyq stands out for:
- Its clear division between universal effects easily understandable and applicable...
- ...and the unique mechanics specific to each monster, which create depth and variety
- A real and varied impact from both systems, a true enrichment vector of gameplay
This approach avoids the monotony of classic effects while providing a rich field for creature expression.