Character Mechanics

== /// SUMMARY==
In Defend the Statue, there are a wide array of systems that are used during play so the game functions the way it does. These are called Character Mechanics and while some mechanics are more important than others, it's best to have a general idea of what each mechanic provides towards gameplay.
== // Statistics ==
Your Character Statistics (or just stats) will determine how much health, damage, critical chance, etc, you have. These stats can either be increased or decreased through buffs or debuffs.
The following are the stats that affect the player:
FACTORS 	FACTORS
Factor: 	Description:
Max Health 	‎‎ 
The maximum amount of health the user can have.
Max Mana 	‎ 
The maximum amount of mana the user can have.
Defense 	‎‎ 
[Not to be confused with Damage Resistance] Reduces the damage taken from attacks by a certain percentage.
Damage Resistance 	‎‎ 
[Not to be confused with Defense] Negates the damage taken from attacks by a certain percentage.
Speed Boost 	‎ 
Increases a weapon's bonus walkspeed. Note that Speed Boost DOES NOT increase your base walkspeed.
FireRate 	‎ 
Determines on how fast a ranged weapon fires.
Attack Speed 	‎ 
Determines how fast a weapon can swing. Mainly affects Melee class weapons and Repair Hammers.
ManaRegen 	‎ 
Determines how fast the user regenerates their mana. Mana regeneration is increased when standing still.
Special Chance 	‎ 
Determines how likely it is to activate the special effect of a weapon.
Pierce 	‎ 
Determines how many times a weapon can pierce through enemies.
Reload Time 	‎ 
Determines how fast a weapon reloads.
Headshot Multiplier	‎ 
Determines how much damage a headshot will deal.
Critical Chance 	‎ 
Determines the chance of a critical hit happening.
Critical Damage 	‎‎ 
Determines how much damage a critical hit will deal.
Charge Time 	‎ 
Determines how fast a weapon can charge for optimal damage.
Splash Range 	‎ 
Determines the range of area-of-effect attacks.
Accuracy 	‎‎ 
Determines the spread of a ranged weapon.
* Continuously shooting a ranged weapon will result in a bigger spread
* Standing still will result in a slightly smaller spread
* Better accuracy means a slightly longer time before becoming inaccurate and reduced maximum spread
Mainly affects Ranged class weapons.
Clip Size 	‎ 
Determines how many bullets the weapon has in its clip.
Max Ammo 	‎ 
Determines how much reserve bullets the weapon has.
Damage 	‎ 
Determines how much damage the player will deal.
Effect Duration 	‎ 
Determines how long a buff/debuff effect that the player applied will last.
Effect Damage 	‎ 
Determines how much damage a debuff effect will deal during its duration.
Mana Cost 	‎ 
Determines how much mana it will cost to cast something.
Overheal 	‎ 
A mechanic that allows the player to go above the Max Health without directly increasing it, indicated by a yellow health bar. Overheal passively drains and is only obtainable through specific weapons.
Equip Time 	‎ 
Determines how fast the user will fully draw out their weapon.
Lifesteal 	‎ 
Determines how much Lifesteal the user will receive. Mainly affects weapons with Lifesteal.
Knockback 	‎ 
Determines on how much the user will knock back the enemy.
===/ Buff Effects===
Buff effects provide positive effects to the user.
BUFF EFFECTS 	BUFF EFFECTS	BUFF EFFECTS
Name 	Description 	Stat Changes
CHAMBER OF PIZZA BRANDS	Obtained by consuming Pizza 
*Kill an enemy for 5% overheal up to 50% maximum
* Negate 40% of incoming Damage that is 20% greater of user's Max Health
*Increased multi-class and character-related stats	
* +15% CRIT CHANCE
* +15% ACCURACY
* +15% SPECIAL CHANCE
* +15% LIFESTEAL
* +15% KNOCKBACK
* +15% ATTACK SPEED
* +15% RELOAD TIME
* +15% EQUIP TIME
* +15% EFFECT DMG
* 15% EFFECT DURATION
* -15% MANA COST
* +15% SPEED BOOST
* +15% CHARGE TIME
* +15% FIRE RATE
* +1 PIERCE
* +15% MANA REGEN
* +15% DEFENSE
* +1 MINION SLOTS
* +50 MAX HP
* +50 MAX MANA
ALIEN CUISINE 	Obtained by consuming Space Sandwich
*Receive gradual overheal up to 25%
*Increased health regeneration and multi-class stats	
* +10 DAMAGE
* -10% RELOAD SPEED
* +10% SPEED BOOST
* -10% CHARGE TIME
* +10% FIRERATE
* +10% MANA REGEN
* +10% DEFEMSE
* +1 MINION SLOT
* +25 MAX HEALTH
* +25 MAX MANA
THANKSGIVING TURBULANCE	Obtained by consuming Turkey Leg
* Restore 2.5% of your HP upon killing enemies
*Increased health regeneration and multi-class stats	
* +5% DEFENSE
* +5% DAMAGE
* +5% MANA REGEN
* +5% ATTACK SPEED
* -5% EQUIP TIME
MARKSMANSHIP 	Obtained by consuming Ranger Class Potions
*Increased Ranger-class stats	
* +10% DAMAGE
* +10% FIRERATE
* +10% ACCURACY
* +10% FIRERATE
* -10% RELOAD TIME
* +1 PIERCE
BACKUP REINFORCEMENT 	Obtained by consuming Summoner Class Potions
*Increased Summoner-class stats	
* +10% DAMAGE
* +10% FIRERATE
* +10% DEFENSE
* +1 PIERCE
WARRIOR VENGEANCE 	Obtained by consuming Melee Class Potions
*Increased Melee-class stats	
* +10% DAMAGE
* +10% CRIT DAMAGE
* +10% SPEED BOOST
* -10% EQUIP TIME
* +10% CRIT CHANCE
* +10% DEFENSE
* +50 MAX HP
AUREUS BLESSING 	Obtained by getting buffed by Healing Staff
*Increased multi-class stats and health regeneration	
* +10% DAMAGE
* +10% FIRERATE
* -10% RELOAD TIME
* -10% EQUIP TIME
* +10% EFFECT DMG
* +10% SPEED BOOST
* +10% EFFECT DURATION
* -10% CHARGE TIME
* +10% MANA REGEN
* +10% DEFENSE
* +50 MAX HP
* +50 MAX MANA
* +1 MINION SLOTS
CELESTIAL SPELL 	Obtained by getting buffed by Celestial 
*Increased Mage-related stats along with passive mana regen	
* +10% DAMAGE
* -10% MANA COST
* +10% MANA REGEN
* +25 MAX MANA
RESTORATION SPELL 	Obtained by getting buffed by Restoration
*Provides increased health regeneration	N/A
BONFIRE LIT 	Obtained by standing near the bonfire via Building Tools
*Provides 50% Damage Negation along with increased Defense
*Increased health regeneration	
* +25% DEFENSE
* +(big number) ICE RESISTANCE
ENRAGEMENT 	Obtained by getting buffed by Offense Trinity, only for enemies
* Increased multi-stat but decreased Defense	
* +10% DAMAGE
* +10% ATTACK SPEED
* +10% FIRERATE
* -10% DEFENSE
BEWILDERED BEVERAGEF 	Obtained by drinking Witches Brew
*Restore Mana based on 1% Damage dealt that isn't Mage
*Receive Mage-related buffs, at the cost of speed-related, Max HP and Defense	
* -25% MANA COST
* +25% SPECIAL CHANCE
* +25% EFFECT DMG
* +25% EFFECT DURATION
* +10% RELOAD TIME
* +10% EQUIP TIME
* +10% CHARGE TIME
* -10% FIRERATE
* -10% ATTACK SPEED
* -10 MAX HP
* -10% DEFENSE
* +25% MANA REGEN
* +25 MAX MANA
ENCORE 	Obtained by Stratobloxxer
*Increases Melee-class stats	
* +25% SPEED BOOST
* +25% ATTACK SPEED
* +50% SUMMONER RESISTANCE
* +50% MAGE RESISTANCE
* +50% RANGED RESISTANCE
* +25% DEFENSE
* +50 MAX HP
AEROSMITH 	Obtained by Stratobloxxer
* Increases Ranged-class stats	
* -12.5% RELOAD TIME
* -12.5% CHARGE TIME
* +12.5% FIRE RATE
* +25% SPLASH RANGE
* +25% PROJECTILE VELOCITY
* +25% ACCURACY
* +25% CLIP SIZE
* +25% MAX AMMO
* +50% SUMMONER RESISTANCE
* +50% MAGE RESISTANCE
* +50% MELEE RESISTANCE
* +1 PIERCE
WORLD TOUR 	Obtained by Stratobloxxer
* Increases Summoner-class stats	
* +12.5% FIRE RATE
* +25% DAMAGE
* +25% ELEMENTAL RESISTANCES
* +50% MAGE RESISTANCE
* +50% MELEE RESISTANCE
* +50% RANGED RESISTANCE
* +25% DEFENSE
* +50 MAX HP
DECADES 	Obtained by Stratobloxxer
* Increases Mage stats	
* +12.5% EFFECT DURATION
* +12.5% EFFECT DAMAGE
* -25% MANA COST
* +25% ELEMENTALS DAMAGE
* +50% SUMMONER RESISTANCE
* +50% MELEE RESISTANCE
* +50% RANGED RESISTANCE
* +25% MANA REGENERATION
* +50 MAX MANA
VAN HALEN 	Obtained by Stratobloxxer
*Passive Mana + Health Regen
*Single-use death prevention
*Debuff Cleansing
*Increases majority of the stats	
* +10% DAMAGE
* +10% ACCURACY
* -10% RELOAD TIME
* +10% ATTACK SPEED
* -10% EQUIP TIME
* +10% EFFECT DAMAGE
* +10% EFFECT DURATION
* -10% MANA COST
* +10% SPEED BOOST
* -10% CHARGE TIME
* +10% FIRE RATE
* +50% CLASS RESISTANCE
* +1 PIERCE
* +10% MANA REGEN
* +10% DEFENSE
* +1 MINION SLOT
* +25 MAX MANA
* +25 MAX HP
=== / Debuff Effects ===
Debuff effects provide negative effects to the user.
NERF EFFECTS 	NERF EFFECTS	NERF EFFECTS
Name 	Description 	Effects
IDLE EXHAUSTION 	Obtained by idle repairing with Repair Hammer or Super Repair Hammer
* Major decrease to Damage and speed-related stats
* Removes consumable effects (i.e Thanksgiving Turbulence)	
* -50% DAMAGE
* +50% RELOAD TIME
* -50% FIRE RATE
* -50% ATTACK SPEED
* -50% CRIT DMG
* -50% SPEED BOOST
* +50% CHARGE TIME
* -50% MANA REGEN
HADAL DEALER 	Obtained by Stage 3 Armochyre from NF-2401
* Mana and Health cannot be regenerated by any means
* Continous drain of Mana and Health near allies or Statue	N/A
DOOMBRINGER 	Obtained by Stage 2 Armochyre from NF-2401
* Health will drain while idle	
* -20% CRIT DMG
* -20% CRIT CHANCE
* -20% SPECIAL CHANCE
ARMACHAOS 	Obtained by Stage 1 Armochyre from NF-2401
* Reduced character-related stats	
* -25 MAX HP
* -25 MAX MANA
* -1 MINION SLOTS
* -20% DEFENSE
* -20% MANA REGEN
VOLTAIC DISCHARGE 	Obtained by Voltaic Surge from NF-2401
* Reduced multi-class and speed-related stats	
* -20% DAMAGE
* +20% EQUIP TIME
* -20% FIRERATE
* -20% SPEED BOOST
* -20% ATTACK SPEED
* +20% RELOAD TIME
* +20% CHARGE TIME
* -20% DEFENSE
* -20% MANA REGEN
BROKEN GUARD 	Obtained by Miligard
* Disables Health Regen, deletes shields and disables inventory	N/A
SUBZERO BLIZZARD 	Obtained by Blizzard Spirit Noobs
* Decreases speed-related and character-related stats	
* -50% SPEED BOOST
* +50% EQUIP TIME
* +50% RELOAD TIME
* +50% CHARGE TIME
* -50% FIRERATE
* -25% DEFENSE
VOIDANT CURSE 	Obtained by Eternal Remnance
* Reduces character-related stats and multi-class stats	
* -50% ELEMENTAL RESISTANCE
* -25% DAMAGE
* -25% DEFENSE
* -25% CRIT DMG
DARKHEART DISSONANCE	Obtained by The Heights of Judgement
* Reduces character-related stats	
* -50% DARK RESISTANCE
* -20% DAMAGE
DISMAL DETENTE 	Obtained by The Heights of Judgement
* Reduces Defense	
SOAKED 	Obtained by Dualitist Ronin
* Reduces Elemental Resistance	
RONIN'S FROSTBITE 	Obtained by Dualitist Ronin
* Reduces multi-class stats	
* -100% ICE RESISTANCE
* +33% EQUIP TIME
* -33% FIRERATE
* +33% RELOAD TIME
* -33% ATTACK SPEED
* +33% CHARGE TIME
* -33% MANA REGEN
FATIGUED FELLER 	Obtained after Ethereal Fury buff runs out
* Reduced multi-class stats	
* +50% EQUIP TIME
* -50% FIRERATE
* +50% RELOAD TIME
* -50% ATTACK SPEED
* +50% CHARGE TIME
* -50% MANA REGEN
PURGED 	Obtained by Anarchist Watch 2 Solutist
* Decreased speed-related stats and Defense	
* +20% RELOAD SPEED
* -20% ATTACK SPEED
* -20% SPEED BOOST
* +20% CHARGE TIME
* -20% FIRERATE
* -10% DEFENSE
BLEEDING ARTERY 	Obtained by Solutist
* Cannot regenerate Health	N/A
LIFELESS DREAMER 	Obtained by Solutist
* Decreased Max Health	N/A
YOU PLAY LIKE A NOOB	Obtained by committing ByF on any boss in next boss fight
* Disabled perks, heavily reduced Damage and Defense	
* -200% DAMAGE
* -50% DEFENSE
ARCTIC BITE 	Obtained by Icedagger
* Reduced multi-class stats	
* -20% ICE RESISTANCE
* -25% CRIT DMG
* -25% DAMAGE
* -10% FIRERATE
* +10% RELOAD TIME
* -10% ATTACK SPEED
* -10% SPEED BOOST
* +10% CHARGE TIME
* -10% MANA REGEN
* -20% DEFENSE
==// Inventory==
During gameplay, players will store items that they have bought in their inventory. Players will have a maximum of 10 (1 -> 0 in keybinds) items to store in their inventory. Some specific items won't take up a slot unlike other items.
Players are able to sort their inventory through the green backpack icon at the top left corner. When clicked, the player can change the order of their items and upon their next respawn their inventory will be sorted. When a player sorts their inventory, the next preparation phase will immediately respawn the user when it starts. During a preparation phase, players can sort any time they want as they will be respawned immediately.
====/ Temporary Items====
Consuming certain items will remove them from the inventory temporarily. When these items are removed the user can buy new items on top of them, however, if the user respawns these items will appear back in the inventory. Here's a list of items that disappear temporarily from the inventory through specific events:
TEMPORARY ITEMS 	TEMPORARY ITEMS
Name 	Descriptrion
Pizza 	Consuming this item enough times will delete it from the inventory
Space Sandwich 	Consuming this item enough times will delete it from the inventory
Turkey Leg 	Consuming this item enough times will delete it from the inventory
Class Potions 	Consuming these items will delete it from the inventory
Bloxy Cola 	Consuming this item enough times will delete it from the inventory
Witches Brew 	Consuming this item enough times will delete it from the inventory
Gamma Ray Potion 	Consuming this item will delete it from the inventory
Shield Potion 	Consuming this item will delete it from the inventory
Super Shield Potion	Consuming this item will delete it from the inventory
Flamethrower 	Disappears from the inventory if Fuel Tank reaches 100%, in which case the Fuel Tank will explode, delete the weapon, then damage and stun the player
====/ Character Items====
Purchasing specific items will not include the items in the inventory. Instead, they will only appear on the bottom left corner as a UI and won't appear while sorting inventory. These items do not take up an inventory slot.
CHARACTER ITEMS 	CHARACTER ITEMS
Name 	Description
Ninja Blink 	Misc. item that will not take up an inventory slot
Touchstone 	Misc. item that will not take up an inventory slot
Federation Necklaces	Misc. items that will not take up an inventory slot
Arcane Coil 	Misc. item that will not take up an inventory slot
Speed Coil 	Misc. item that will not take up an inventory slot
Regen Coil 	Misc. item that will not take up an inventory slot
Andromeda Coil 	Misc. item that will not take up an inventory slot
Grapple Lash 	Misc. item that will not take up an inventory slot
Justified Ascension 	Exclusive Melee weapon that will not take up an inventory slot
==// Aggro==
Aggro, short for aggression or aggrevation, is a mechanic that determines distance and priority which entities will target and focus on certain another entities. Most enemies will target the closest entity or player, players have increased aggro range compared to the statue, generally players will be main target.
If there is no entity to aggro, enemies will either roam or wait until there's something to attack depending if they are vehicle or not.
Some enemies has ability to attack entities that aren't technically in their aggro with certain attacks, additionally some enemies have altered aggro mechanics rather than approaching the closest enemy. Most Melee enemies will try to get close to their target and start swinging their weapon if an entity gets near, and most Ranged enemies will try to keep distance away from their target, if the target is too far they will approach entities, these enemies will not run backwards if their target gets too close.
Weapons that rely off of summons or homing weapons will target closest enemy if applicable, additionally aiming right on the enemy helps with homing projectiles.
Enemies will completely break aggro if the entity they were targetting breaks line of sight, additionally, entities that are cloaked or undetectable will be unable to be aggro'd by enemies
STANDARD AGGRO	STANDARD AGGRO
Name 	Description
Common Noobs &
Armored Noobs &
Common Aliens &
Offense Trinity	Melee Noobs will approach closest entity, will start swing their weapon upon certain range
Giant Noobs will approach closest entity, can only swing in close range and will not be able to move while swinging
Ranged Noobs will approach closest entity, however, will stop upon meeting certain range
Feral Assassin &
Goro Noobjima	Melee Noobs will approach closest entity
Healer Noobs 	Healer Noobs will approach closest friendly, however, will stop upon meeting certain range
Spirit Noobs 	Melee Noobs will approach closest entity, will start swing their weapon upon certain range
Ranged Noobs will approach closest entity, however, will stop upon meeting certain range
Extremis &
Giant Armored Noob &
Insert Tool Noob	Melee Noob will approach closest entity, will start swing their weapon upon certain range
GAN will follow Giant Noob aggro rule aswell
ALTERED AGGRO 	ALTERED AGGRO
Name 	Description
Military Vehicles &
Noob Vehicles &
NF-2401 &
Aerial Nightmare &
Retro Nightmare	Vehicles will roam around the map instead of getting close to entity aggrovated, they will attack no matter what range as long as there are entity to aggro
Vehicles will continue to roam around the battlefield if there is no aggro
NX-1024 	NX-1024 unlike other vehicles will circle around the entity instead of freely roaming around the map
Unique Explosives & Subspace Explosive	Unique Bombs will target players and structures, instead of attacking closest entities, if there is a structure or player they will prioritize them as long as they are in accessible range, if the target is not in accessible range, then, switch targets.
Rocket Propelled and American Explosives will roam around the map like vehicles, however, American Explosive's and Subspace's movement is more unpredictable and active
Miligard &
Solutist &
Outlaw 	These enemies will roam around the map during while idle, in some instances their aggro will completely switch
=== / HONORBOUND ===
HONORBOUND is a mechanic on specific enemies that target certain type of enemies at all times, when a enemy is HONORBROUND, it means it will target one category of entities no matter how close or far they are, some enemies in this category are also able to switch targets at times
HONORBOUND ENEMIES 	HONORBOUND ENEMIES
Name 	Description
Devil Hunter, Dante 	Enemy will target players or structures top priority, will switch target from time to time, however, if there are players or structures in line of sight, then it will never target towards other entities outside that category.
Mass Destruction, V1	Enemy will target players or structures top priority, will switch target from time to time, however, if there are players or structures in line of sight, then it will never target towards other entities outside that category.
==// EXP & Levels==
While playing Defend the Statue, killing, supporting, donating and plathera other factors will provide the player with EXP (Experience), with enough EXP gained the user will Level up to the next Level, Levels have certain amount of EXP requirement and the EXP requirement increases with each passing level, however, the maximum amount of EXP required after certain point is 200,000 EXP
EXP gain is affected by several factors, these factors can impact EXP positively or negatively depending on the scenerio
Gaining EXP shares same methods as obtaining Cash, with one exception is donating and passing through waves
=== / Gaining EXP ===
There is alot of different ways to gain EXP with varying amount of results, here are the factors that impacts EXP gain
> Gamemodes
In certain gamemodes the user will receive more EXP than usual from killing enemies, however, in certain gamemodes the user will receive less EXP. for more elaboration visit the Gamemodes page
if the player has lower level than the gamemode's required Server Level Average then the user will receive even less EXP from the gamemode.
POSITIVE EXP MODIFIERS	POSITIVE EXP MODIFIERS
Gamemode 	Modifier
Legacy 	200%
Rush Hour 	133%
Default 	100%
ULTRADEFENDER 	100%
NEGATIVE EXP MODIFIERS	NEGATIVE EXP MODIFIERS
Gamemode 	Modifier
Casual 	20%
DEMONHUNTERS MUST DIE 	87.5%
HYPERSTYLE GLORY 	87.5%
CUSTOM 	0%
> Killing Enemies
When enemies are killed, they will provide the user EXP depending on the damage contribution, generally, enemies will provide the most amount of EXP obtainable with their high rewards, most if not all enemies' EXP values is half of their Cash reward.
When killing an enemy depending on the contribution the player will receive Contribution% of that EXP, Contribution is a mechanic that affects rewards solely on how much the user contributed to killing the enemy, if the player deals most amount of damage they will receive most amount of contribution, if a player deals the least they will get 25% contribution bonus no matter the damage as long as the total damage is above 1. For example, if a player deals 80% of the total damage done to the enemy they will receive 80% of the rewards
Weapons may have varying amount of base contribution, meaning while using a weapon that has 70% contribution, maximum amount of contribution available would be 70%, however in rare instances the user may get above.
> Supporting
Supporting allies with buffs and healing will provide EXP to the player, gaining EXP from this factor depends on the item or method used to support allies base EXP value. Repairing the Statue or structures are counted as Supporting 
Most items that provide EXP via supporting is affected by how many enemies are alive, lesser the enemies lesser rewards given.
Debuffing enemies can also give EXP and Cash, however, this method is very lackluster and inconsistent.
> Donating
Donating allies will provide EXP to the player dependant on how much money they have donated, more Cash donated will provide more EXP. Amount of EXP gained using donation method's are identical.
> Completing Tasks
Tasks is a mechanic that provides the player with EXP dependant on type of task, tasks are specific way of playing the game, tasks are unlocked at Level 25 and challenges are unlocked at Level 100, for more detailed and elaborative explanation on tasks are available in it's designated page Tasks
=== / Losing EXP ===
Losing EXP is rare occurrence while playing the game, playing the game normally will never result in losing EXP, however, there are still ways to lose EXP.
> Perks
The player can lose EXP via certain perks, such as Distinguished Honor, Dark Capitalist, etc. It is important to read the perk's description if you are unsure.
> Mods
Enabling certain mods will reduce the EXP gain throught gameplay.
MODS 	MODS
Mod 	Modifier
ULTRADEFENDER 	
REVENGEANCE 	
DEMOKNIGHT CERTIFIED 	
THE SOLACE OF DEFENDER	
=== / Level Factors ===
Levels affect some of the mechanics, Levels can have major impact on the game depending on specific scenerio, 
> Server Level Average
Server Level Average or SLA for short is a mechanic that impacts a big part of the gameplay, SLA is a mechanic that adds up all players levels and divide it by how many players are in the server. SLA impacts Gamemodes as they require certain SLA limit
* SLA impacts Gamemodes as they require certain SLA limit except for Casual and Default
* SLA impacts Bosses as they increase in health (excluded in Legacy) and give some bosses brand new abilities
* SLA impacts Undeniable and Unforgettable and Tale of Testament badges as they follow SLA deviation rule (meet Lv. [X] SLA * x0.8)
> Items
Some itemsare locked off of Level requirements, requiring certain amount of Level to unlock them, if the player meets Level requirement of the item in middle of the match, they will be unable to purchase the item but to rejoin
> Tasks
Tasks EXP rewards scale with task badges and Levels, increasing in value up to 100% max