Status Effects

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See also: Enemies, Difficulties, Game Mechanics

Status Effects are modifiers which affect and determine the specific properties of enemies in ULTRAKILL. They can be caused by a number of external sources, such as arena conditions, weapons in the player's arsenal, and even other enemies. While some work to the advantage of the player, others may make enemies more dangerous to confront.

Listed below are each of the various Status Effects which can be applied to enemies and their respective traits/characteristics.

Effects

Enraged

An enraged Malicious Face.

Enrage is an effect applied through various enemy-specific means, but most commonly when an enemy's health is low enough. Not all enemies can be enraged, with some having enrages locked to higher difficulties. Enraged enemies gain unique behavioral effects which cause them to act more volatile or reckless. Though these are more often buffs, some effects can be at the detriment of the enemy. Some enrages are permanent and last until the enemy dies, while others naturally go away after some time.

Enraged enemies who move on the ground do not avoid charging off of ledges into environmental hazards when performing some of their attacks, allowing for an easy kill by luring them near one. Otherwise, strategies vary for dealing with enraged enemies due to the effect's enemy-specific nature.

Enraged enemies appear bright red, gaining various yellow accents, and a glowing, circular red aura with intermittent lightning effects.

Causing an enemy to enrage gives the player the + Enraged style bonus. There is currently only one exception to this- during V2's second encounter, punching them with the Knuckleblaster instead gives the player the + Stop Hitting Yourself style bonus.

Enemies with Enrage Conditions
Enemy Difficulty Enrage Condition Enrage Effects
Swordsmachine Swordsmachine

All Difficulties

Enrages when any of their sword-based attacks are parried.

Becomes faster and rushes at the player, losing access to their ranged attacks. Is temporary, and wears off after a short time.

V2 V2

All Difficulties

Enrages when the player keeps their distance from V2 for too long, indicated by a smaller bar below their healthbar.

Begins to move very quickly and aggressively, cancelling their slides to accurately chase the player, and has no cooldown on Piercer charge shots. Is temporary, and wears off after the player remains close to V2 for some time.

Mindflayer Mindflayer

Violent and higher

Enrages once reaching half health.

Begins to teleport significantly more often.

V2 (2nd) V2 (2nd)

All Difficulties

Enrages when the player keeps their distance from V2 for too long, indicated by a smaller bar below their healthbar, or if the player punches them with the Knuckleblaster Knuckleblaster.

Begins to move very quickly and aggressively, cancelling their slides to accurately chase the player, and has no cooldown on Piercer charge shots. Does not throw coins, and ignores any coins thrown by the player via the Marksman Revolver Marksman Revolver. Is temporary, and wears off after the player remains close to V2 for some time.

Gutterman Gutterman

Brutal and higher

Enrages when their shield is broken, or when parried.

Melee attack becomes unparriable. Is temporary, and wears off after 10 seconds.

Malicious Face Malicious Face

Violent and higher

Enrages once reaching half health.

Along with the existing increase in the chance that a Malicious Face will perform a beam attack based on its missing health, performs two beams in quick succession with no charge time between them.

Cerberus Cerberus

All Difficulties

Enrages when any other Cerberus in the level is killed while they are alive.

Begins to move much faster and more aggressively, and will dash off of ledges attempting to reach the player.

Hideous Mass Hideous Mass

All Difficulties

Enrages once they have reached 20% health as a boss, or 33% health in regular encounters.

Rolls onto their back, exposing both of their weakpoints on the stomach and tail. Begins to wildly flail and constantly shoot Hell Mortars in various directions.

Gabriel, Judge of Hell Gabriel, Judge of Hell

All Difficulties

Enrages once he has reached his second phase at half health.

Begins to move much more quickly and aggressively. Adds an extra hit to his spear combo, allows him to rethrow his greatsword if it misses or is parried, and adds teleports before certain finishers.

Virtue Virtue

Standard and higher

Enrages after firing five Divine Beams without dying, or after firing three on Violent and higher. Cannot enrage while blessed by an Idol Idol unless on Violent or higher.

Divine Beam insignias become bright red, and attempt to predict the player's movement once fired.

Gabriel, Apostate of Hate Gabriel, Apostate of Hate

All Difficulties

Enrages at the start of his fight.

More reckless movement, preventing him from using teleports mid-combo or from attacking with his swords without cancelling an existing sword throw projectile. Temporary, as he loses his enraged status upon reaching his second phase.

Mysterious Druid Knight (& Owl) Mysterious Druid Knight (& Owl)

All Difficulties

Enrages after entering their third phase at half health.

Moves faster and more erratically.

Sanded

A sanded Filth.

Sanded enemies do not bleed, meaning the player cannot use their blood to heal.

This effect is sometimes applied by default to certain enemies depending on the level, but is most commonly applied by Stalker Stalkers. Stalkers approach other enemies while preparing to self-detonate around nearby enemies, leaving behind a sand explosion that causes them to become sanded.

Although sanded enemies are incapable of bleeding, parries performed via the Feedbacker Feedbacker or Shotgun Shotgun can still allow the player to heal off of them, making parries a reliable method of countering sanded enemies.

Sanded enemies appear with a scrolling, golden sand texture over them, as well as dripping sand particles.

Blessed

An Idol and a Blessed Filth.

Blessed enemies cannot be damaged by any non-environmental factor.

This effect can only be applied by Idol Idols, who apply it to a single enemy at a time and cannot have the effect applied to themselves.

Players can counter blessed enemies by killing the Idol that is protecting the enemy or by having the enemy die from an environmental hazard. Falling Malicious Face Malicious Faces count as environmental hazards, making them a fantastic choice if an Idol is in an inconvenient position or protected.

Blessed enemies appear with a bright blue sheen, faint white circles over them, and a translucent beam of light connecting them to their Idol. Boss health bars of blessed enemies will turn blue.

Radiance

A radiant Filth.

Radiant enemies are granted additional strength in the form of multipliers to their damage, speed, and health (internally recognized as damage reduction) determined per-stat per-enemy, escalating their difficulty.

Damage, speed, and health can be edited to be higher or lower per enemy individually via the Spawner Arm Spawner Arm in the cheats menu, or all at once based on specific radiance "level" multipliers which go from 1x to 10x.

Radiant enemies naturally appear within The Cyber Grind and Encore levels. In The Cyber Grind, they spawn starting at Wave 25 and increase in quantity and possible enemy candidates as waves continue. Encores employ radiant enemies in their level design, appearing sparingly in certain encounters both on their own and alongside non-radiant enemies. Naturally spawned radiant enemies do not gain increased damage, and only appear with Tier 1 radiance.

Despite the increased speed and health, faster attacks mean more parry windows for healing, stamina recovery, and damage. Feedbacker Feedbacker melee parry damage bypasses the damage reduction given by Radiance, making enemies faster to kill depending on what attacks they have.

Radiant enemies spawn with a unique sound and rainbow visual effect. They appear with a scrolling rainbow texture over their bodies, as well as a scrolling rainbow outline.

Default Enemy Radiance Multipliers (WIP)
Enemy Health Damage Speed Additional Notes
Filth Filth 5x 1.5x 1.75x EHP: 2.5
Stray Stray 2.5x 1.5x 2x EHP: 3.75
Schism Schism 2.5x 1.5x 2x EHP: 12.5
Soldier Soldier 2x 1.5x 1.5x EHP: 5

Fire

A Swordsmachine inflamed using Gasoline.

Only a select number of enemies are flammable by default, consisting of Filth Filth, Stray Strays, Schism Schisms, Soldier Soldiers, and Sisyphean Insurrectionist Sisyphean Insurrectionists.

If an enemy is flammable, they take 150% damage while inflamed, excluding damage dealt by explosions and the burn damage itself. If an enemy that is not flammable is set on fire using Gasoline Gasoline, they do not receive this multiplier.

Each damage tick deals 0.2 damage. This does not get boosted by the burning multiplier as mentioned above, nor by the airborne multiplier on weak Husks. This passive damage cannot kill Insurrectionists.

Kills with fire damage give the player the + Fried style bonus. Killing enemies that are on fire gives the + Finished Off style bonus.

Duration

Burn duration is counted in ticks. Successfully igniting an enemy instantly inflicts the first tick of damage, with a 0.5 second delay between each subsequent tick.

When a new burn is applied, it overwrites the old duration only if the new duration is longer, instantly inflicting the first tick of the burn again.

Ignitable explosions set fire to flammable things for floor[enemy damage] * 4 + 1 ticks. This scales with coins and falloff but not enemy damage multipliers like those on red explosions and the Malicious Railcannon Malicious Railcannon.

Fire sources
5 ticks
(2s)
  • 1/1.3/1.5/1.7 modified damage explosions
    • Falloff of 2 base damage explosions (1.3 damage)
8 ticks
(3.5s)
9 ticks
(4s)
  • 2 base damage explosions
  • 2/2.3/2.5/2.7 modified damage explosions
    • Falloff of 3.5 base damage explosions (2.3 damage)
13 ticks
(6s)
16 ticks
(7.5s)
17 ticks
(8s)
  • 4/4.3/4.5/4.7 modified damage explosions
    • Falloff of 6 base damage explosions (4 damage)
    • Center of 3.5 base damage hitscan explosions with 1 coin (4.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 4-6 coins (4/4.3/4.7 damage)
    • Falloff of 5 base damage hitscan explosions with 1-3 coins (4/4.3/4.7 damage)
21 ticks
(10s)
  • 5 base damage explosions
  • 5/5.3/5.5/5.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 2-3 coins (5/5.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 7-9 coins (5/5.3/5.7 damage)
    • Falloff of 5 base damage hitscan explosions with 4-6 coins (5/5.3/5.7 damage)
25 ticks
(12s)
  • 6 base damage explosions
  • 6/6.3/6.5/6.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 4-5 coins (6/6.5 damage)
    • Center of 5 base damage hitscan explosions with 1-2 coins (6/6.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 10-12 coins (6/6.3/6.7 damage)
    • Falloff of 5 base damage hitscan explosions with 7-9 coins (6/6.3/6.7 damage)
29 ticks
(14s)
  • 7/7.3/7.5/7.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 6-7 coins (7/7.5 damage)
    • Center of 5 base damage hitscan explosions with 3-4 coins (7/7.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 13-15 coins (7/7.3/7.7 damage)
    • Falloff of 5 base damage hitscan explosions with 10-12 coins (7/7.3/7.7 damage)
33 ticks
(16s)
  • 8/8.3/8.5/8.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 8-9 coins (8/8.5 damage)
    • Center of 5 base damage hitscan explosions with 5-6 coins (8/8.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 16-18 coins (8/8.3/8.7 damage)
    • Falloff of 5 base damage hitscan explosions with 13-15 coins (8/8.3/8.7 damage)
37 ticks
(18s)
  • 9/9.3/9.5/9.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 10-11 coins (9/9.5 damage)
    • Center of 5 base damage hitscan explosions with 7-8 coins (9/9.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 19-21 coins (9/9.3/9.7 damage)
    • Falloff of 5 base damage hitscan explosions with 16-18 coins (9/9.3/9.7 damage)
41 ticks
(20s)
  • Virtue beams
  • 10/10.3/10.5/10.7 modified damage explosions
    • Center of 3.5 base damage hitscan explosions with 12-13 coins (10/10.5 damage)
    • Center of 5 base damage hitscan explosions with 9-10 coins (10/10.5 damage)
    • Falloff of 3.5 base damage hitscan explosions with 22-24 coins (10/10.3/10.7 damage)
    • Falloff of 5 base damage hitscan explosions with 19-21 coins (10/10.3/10.7 damage)
Flammable Enemies

Gasoline

A Swordsmachine partly covered in Gasoline.

Any enemy covered in Gasoline Gasoline can always be set on fire, regardless of if they are flammable or not. An enemy that is not flammable by default does not gain the usual 1.5x damage multiplier if set ablaze using gasoline.
Each drop of gasoline projected by the Firestarter Rocket Launcher Firestarter Rocket Launcher is equivalent to 0.1 Fuel. The maximum Fuel an enemy can have is 5. Every burn tick, a coated enemy's normal burn duration does not decrease, and instead consumes 0.175 Fuel. The enemy is also dealt 0.5 damage rather than 0.2. When an enemy's Fuel reaches 0, they resume consuming normal burn ticks as usual starting from the next tick. Non-flammable enemies that run out of Fuel stop receiving damage from burn ticks and have their flames slowly shrink. Unless the flames are completely put out, the enemy can be set on fire again during this time if Fuel is added back without any fire source.

Wet

A Wet filth.

When an enemy is in a body of water, they become wet, and are unable to be set on fire in any way. Wet enemies also conduct electricity.
After an enemy exits water, they stay wet for exactly 7 seconds. The effect is visibly indicated by water droplets occasionally appearing on the enemy.
Streetcleaner Streetcleaners immediately die under this effect, even if blessed by an Idol Idol, although in this case their body remains blessed due to a bug.

Puppet

A puppeted Stray

When an enemy is puppeted, they take on a very wobbly silhouette of their original body, and become completely composed of blood.

Any puppeted enemy takes 2× damage and has a 25% reduction to their speed. Additionally, if a puppeted enemy is to become sanded, they instantly die and cause a small cosmetic cloud of sand. Puppeted enemies do not increase level kill counts or style points in any form.

Puppet Puppets are always puppeted.

Puppeted enemies only spawn naturally in the level 7-3: NO SOUND, NO MEMORY, under large trees which act as locks to certain parts of the level. They spawn infinitely until their respective tree has been completely "filled" by blood from the surrounding area.

Media


Game Mechanics
Player
AssistsCheats (Debug Console) • Health (Hard Damage) • MovementParryingStyleWeapons
World
DifficultiesLevelsPointsRankingSeasonal EventsSound EffectsSoundtrackStatus Effects
Entities
Checkpoints CheckpointsEnemies EnemiesHeld ObjectsHookpoint HookpointsJump Pad Jump PadsSkull Keys Skull KeysSoul Orbs Soul OrbsTerminals TerminalsV1 V1
Easter Eggs Florp FlorpKITR KITR