Character Traits & Weapons

A trait is a unique action performed by and only available to a specific character in-game. Similarly, a weapon is a unique damage-dealing action performed by and only available to a specific character in-game. Each of these special moves make up a portion of a character's 'kit'.

## Character Kits

Most character kits (with a few exceptions) follows the same basic structure: an passive, a weapon, a trait, and an ascension trait. Most common deviations from this structure include multiple or no weapons or traits, referred to as "primary weapon," "secondary weapon," "primary trait," "secondary trait," etc.

* **PASSIVE:** Available as soon as the game starts, passive traits passively affect a character for the entire match. A passive will affect the character without any specific input required on the player's part.
	+ Passives oftentime feature a unique mechanic that helps define a character's playstyle.
* **WEAPON:** Available as soon as the game starts and controlled by Minecraft attack controls, weapons are a constant source of melee or ranged damage for a character.
* **TRAIT:** Available as soon as the game starts and controlled in some facet by Minecraft controls, traits are unique abilities that further the definition of a character's play style. A trait is any item that is not specifically a weapon. Oftentimes, traits can have a limited use, referred to as a cool down cost. In this instance, a character must venture to their trait shop to purchase more in exchange for team nuggets.
* **ASCENSION:** Available in a character's trait shop for purchase in exchange for team nuggets, and controlled in some facet by Minecraft controls, ascension traits are considered a character's strongest, most characteristic, and most game-changing ability.

## Components

*Any given trait or weapon can possess one or more of the following components (combinations may vary)*

* **COOLDOWN COST:** Most abilities require the character to expend a resource cost (usually team nuggets) in order to purchase more of a desired trait
* **TOGGLE:** Continuously runs a trait so long as the item is located in a called-for location (player's main hand, off-hand, head, body, legs, feet, etc.)
	+ **SINGLE-USE TOGGLE:** Runs a trait as soon as the item is located in a called-for location. As soon as the trait is cast, the item is removed from inventory.
* **AURA:** Passively affects nearby units (allies, enemies, or both) within a certain range
* **SUMMON:** Characters can bring forth other entities to assist them

## Attributes

> *Main article: Attributes*
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Attributes refer to Minecraft-based buff and debuffs that are added onto entities as properties. Attributes also have modifiers that adjust the strength of their effect. There are many different types of attributes in *War of Champions*.

*Any given trait or weapon can possess one or more of the following attributes (combinations may vary)*

* **ARMOR:** Refers to a general protective effect that reduces most oncoming damage by a percentage
	+ All characters can have a maximum of 20 armor, making it fall off very quickly
	+ Armor does not defend against natural causes or status effect damage
* **ARMOR TOUGHNESS:** Due to the nature of how armor is calculated, armor toughness is introduced to protect characters from attacks that deal greater damage
	+ There is no maximum to the amount of armor toughness a character has, making it scale infinitely
	+ Armor toughness does not defend against natural causes or status effect damage
* **ATTACK DAMAGE:** Dealing 1 damage will remove 1 health from a character, which is equal to half a heart
	+ All characters have a starting base attack damage of 1. For example, if a weapon has +3 attack damage, it will deal 4 damage
* **ATTACK KNOCKBACK:** Refers to the distance a character will be shoved backwards if attacked
* **ATTACK SPEED:** Refers to the amount of time a player must wait between attacks in order to deal maximum damage
	+ All characters have a starting base attack speed of 4. For example, if a weapon has -2.4 attack speed, it will have an attack speed of 1.6
* **KNOCKBACK RESISTANCE:** The scale of horizontal knockback resisted from attacks and projectiles
* **MAX HEALTH:** Determines the total amount of damage that will kill a character, as well as the highest health a character can be healed to
	+ Most characters have a starting max health of 20
	+ 1 health is equal to half a heart

* **MOVEMENT SPEED:** The speed of a character's movement. This uses an unknown metric
	+ All characters have a starting base movement speed of 0.7

## Status Effects

> *Main article: Status Effects*
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Status effects refer to Minecraft-based buffs and debuffs that can be **applied** to ally characters (including one's self) or **inflicted** to monsters or enemy characters. There are many different types of status effects in *War of Champions*.

*Any given trait or weapon can possess one or more of the following status effects (combinations may vary)*

* **ABSORPTION:** Adds damage absorption (additional hearts that can't be regenerated), higher levels give more absorption
* **BLINDNESS:** Impairs vision and disables the ability to sprint and critical hit
* **FIRE RESISTANCE:** Prevents the affected entity from taking damage due to fire, lava and other sources of fire damage
* **GLOWING:** Outlines the affected entity (can be seen through blocks)
* **HASTE:** Increases attack speed, higher levels increase the player's attack speed
* **HEALTH BOOST:** Increases maximum health, higher levels give the affected entity more maximum health
* **INSTANT DAMAGE:** Damages living entities, heals undead, higher levels do more damage and heal more health
* **INSTANT HEALTH:** Heals living entities, damages undead, higher levels heal more health and do more damage
* **INVISIBILITY:** Grants invisibility, making the affected entity invisible (but not the item they hold or the armor they wear), and reduces other mobs' detection range for the affected entity, higher levels reduce other mobs' detection range more
* **JUMP BOOST:** Increases jump height and reduces fall damage, higher levels make the affected entity jump higher and reduces more fall damage
* **LEVITATION:** Floats the affected entity upward
* **MINING FATIGUE:** Decreases attack speed, higher levels decrease the player's attack speed
* **NAUSEA:** Wobbles and warps the screen
* **POISON:** Inflicts damage over time (but can't kill), higher levels do more damage per second, doesn't affect undead
* **REGENERATION:** Regenerates health over time, higher levels make health regenerate quicker
* **RESISTANCE:** Reduces damage, higher levels reduce more damage
* **SLOW FALLING:** Decreases falling speed
* **SLOWNESS:** Decreases walking speed; higher levels make the affected entity slower and decreases the player's field of view when affected
* **STRENGTH:** Increases melee damage, higher levels make the affected entity do more melee damage
* **SWIFTNESS:** Increases walking speed; higher levels make the affected entity faster and increases the player's field of view when affected
* **WATER BREATHING:** Prevents drowning and lets the affected entity breathe underwater
* **WEAKNESS:** Decreases melee damage, higher levels decrease more melee damage
* **WITHER:** Inflicts damage over time (can kill), higher levels do more damage per second

### Unique Status Effects

Some status effects have different reference names in War of Champions because they combine multiple status effects under one title.

*Any given trait or weapon can possess one or more of the following unique status effects (combinations may vary)*

* **IMMUNITY:** Entity is immune to all damage of any type.
	+ Includes Resistance X
* **STASIS:** Renders an entity unable to perform any actions, nor take any damage for 5 seconds.
	+ Includes Slowness X, Glowing I, Weakness V, and Mining Fatigue X, and Resistance X
* **STUN:** Entity is unable to move
	+ Includes Slowness X

## Enchantments

> *Main article: Enchantments*
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Enchantments refer to Minecraft-based buffs that can be added onto items, but most commonly weapons. Enchantment Books can be purchased in the Merchant Base to augment certain weapons by using an anvil and having the appropriate amount of experience levels to do so. Experience is gained by killing monsters.

*Any given trait or weapon can possess one or more of the following enchantments (combinations may vary)*

* **BANE OF ARTHROPODS:** Increases damage and applies Slowness IV to arthropod monsters
* **BLAST PROTECTION:** Reduces explosion damage and knockback
* **CURSE OF BINDING:** Items cannot be removed from armor slots
* **FIRE ASPECT:** Sets target on fire
* **FIRE PROTECTION:** Reduces fire damage and burn time
* **FLAME:** Arrows set the target on fire, and ignite TNT if hit
* **INFINITY:** Shooting consumes no regular arrows. Does not include Tipped Arrows or Spectral Arrows
* **KNOCKBACK:** Increases knockback
* **LOYALTY:** Trident returns after being thrown. Higher levels reduce return time
* **MULTISHOT:** Shoot 3 arrows in a spread at the cost of one; only one arrow can be recovered
* **PIERCING:** Arrows pass through multiple entities and Shields; arrows can be recovered after passing through entities
* **POWER:** Increases arrow damage
* **PROJECTILE PROTECTION:** Reduces projectile damage such as damage from arrows, thrown tridents, etc.
* **PROTECTION:** Reduces most types of damage by 4% for each level
* **PUNCH:** Increases arrow knockback
* **QUICK CHARGE:** Decreases crossbow charging time
* **RESPIRATION:** Extends underwater breathing time
* **RIPTIDE:** Trident launches player with itself when thrown. Functions only in water or rain
* **SHARPNESS:** Increases damage for melee weapons
* **SMITE:** Increases damage to undead mobs
* **SWEEPING EDGE:** Increases sweeping attack damage
* **THORNS:** Reflects some of the damage taken when hit