Status

**Statuses** are a special type of effect that can be applied in Breach Wanderers.

# Statuses

There are three special effects known as Statuses. These are Frost, Shock, and Arcane. Instead of applying a fixed number of stacks, applying a status to a player or monster contributes to filling up their meter for that status.

When the bar is filled by the player or monster reaching their current maximum for a status, that status's effect will trigger. Afterwards, they will lose an amount of that status equal to their current maximum and the maximum will increase. If they have enough status left to reach the new maximum, it will trigger and reduce again. This repeats until they no longer have enough status left over to reach the new maximum.

For Shock and Arcane, the initial maximum status amount for all monster types and the player is 10, with each activation increasing the amount required to trigger the next activation by 2 up to 20. Frost's mechanics are slightly more complicated and will be discussed the in the appropriate section.

Each status decreases by 1 at the end of each turn. Some items such as Purifying Shard will increase the rate that status decreases for the player.

The player's and enemy's initial and final maximum can be increased by some Items and the Idol of Emptiness.

## Applying Status

Status can be applied in a few different ways. Some cards and monster attacks outright apply status. For example, Chill applies 12 Frost. Status applied in this way is increased if the entity applying the status has  Adept or  Powerful or if the target is  Vulnerable and reduced is the entity applying the status is  Weak or if the target is  Tough or  Plated and by each elemental barrier (such as  Frost Barrier) the target has.

Status applied by and to players can also be affected by various Items. Some Items will increase the amount of any status applied while others only affect a specific status. Other items will reduce the amount of status the player receives from monster attacks.

Currently there are no items or character passives that would allow for critical status application.

Cards that apply status to the player are not affected by any status effects or modifiers, whether positive or negative. For example, Shocking Focus will only apply 4 Shock to the player regardless of how many stacks of Powerful they have.

In addition to applying status directly, some buffs, debuffs, and items provide alternate ways of applying Status. For each status type, there is a corresponding Rune and Barrier buff that will help with applying status when attacking or defending respectively.

## Elemental Runes

There are three Elemental Rune buffs, one for each element ( Arcane Rune,  Shock Rune, and  Frost Rune for Arcane, Shock, and Frost respectively).

When a player or monster with an Elemental Rune buff hits something other than themselves, they apply 15% of the damage dealt as fixed status of the type appropriate to the rune,with the minimum being 1. If they have multiple different Runes active, they will apply 15% of the damage dealt as fixed status for each type. Attacks that hit multiple times will apply status for each hit of the attack.

Elemental Runes will always apply 15% damage as status per hit,or atleast 1 status, regardless of any buffs or debuffs (outside of Items that explicitly affect Rune effects). This means Elemental Runes can be used to apply status even to enemies that have multiple stacks of  Plated or who have one or more Elemental Barriers active, although of course hitting a monster with an Elemental Barrier will also result in the attacker gaining status.

If a multi-hit attack from an attacker with  Arcane Rune triggers an Arcane Detonation, the target's buffs will immediately be reduced. This may have an effect on any remaining hits in the attack if for example the target lost their only stack of  Tough.

Only hits will trigger Elemental Runes. This applies to all cards, but does not apply to damage dealt by non-card sources such as  Reflect, Drofis's level 7 Passive, or Items that deal damage when certain conditions are met.

## Elemental Barriers

There are three Elemental Barrier buffs, one for each element ( Arcane Barrier,  Shock Barrier, and  Frost Barrier for Arcane, Shock, and Frost respectively).

Whenever a player or monster with an Elemental Barrier is hit, they apply 2 status of that element to the attacker. If they have multiple Barriers, they will apply 2 status for each different barrier that is active.

Additionally, each active elemental barrier on a target will reduce the amount of Status of all types applied to it by 2 (up to a maximum of 6 if all three elemental barriers are active). This does not affect status the player might apply to themselves with a card or status that is applied by attackers with Elemental Runes or when attacking other entities with an Elemental Barrier.

If a multi-hit attack targeting a player or monster with  Arcane Barrier triggers an Arcane Detonation, all of the attacker's buff stacks will be immediately reduced. This might change how much damage is dealt by any remaining hits in the attack if it caused the attacker to lose a relevant buff such as  Powerful or an Elemental Rune.

If a multi-hit attack targeting a player or monster with  Frost Barrier causes the attacker to receive Frozen, they will immediately stop mid-action and their turn will end. This will not only skip any further hits they might have dealt, but will also skip any other actions that might have been done by the card or monster attack such as applying a debuff.

## Shock

Shock is the most straightforward status. Each Shock trigger results in the affected player or monster receiving one stack of the Shocked debuff. For more details, see the  Shocked debuff.

Shock is only checked at the end of a card or monster turn resolving. This means a monster that applies Shock and then deals damage in the same turn won't be able to deal extra damage from that Shock applying a stack of Shocked. Likewise, if a monster reaches their maximum Shock value midway through an attack (For example, if the player has  Shock Rune and is using a multi-hit attack) the attack will not benefit from or consume the Shocked debuff it applies.

## Arcane

Each time the Arcane bar is filled, the affected player or monster will suffer an Arcane Detonation. Arcane Detonations deal damage and reduce the stacks of all Buffs on the affected player or monster by 1. If they have any stacks of  Purity, only 1 Purity stack will be removed but they will still take the damage.

By default Arcane Detonations do 10 damage, with an additional 5 damage being dealt if the target has at least 1  Shocked stack and a further 5 damage being dealt if the target has at least 1  Frozen stack, for a total of 20 damage on a target that is both Shocked and Frozen.

Some Items will increase the damage dealt by Arcane Detonations. These items only affect Arcane Detonations on enemies. Detonations on the player (even if self-inflicted) will still do the regular amount of damage.

Arcane Detonation damage is not affected by status effects like  Vulnerable or  Tough or any other modifiers that would normally change how much damage is dealt to the target, only things that explicitly mention Arcane Detonations.

If the target has at least one stack of  Arcane Weakness when they suffer an Arcane Detonation, they will lose one stack of Arcane Weakness and the effects will be doubled, causing them to be dispeled twice and take twice as much damage. If they have at least one stack of  Purity they will still only lose one stack, but they'll still lose a stack of Arcane Weakness and take twice as much damage.

## Frost

When the Frost bar reaches maximum, the affected player or monster will receive 2 stacks of  Frozen. Unlike Arcane and Shock, their status bar will not be reduced and the maximum increased until they lose their last Frozen stack (unless they had a stack of  Purity to prevent the Frozen status from being applied at all).

Unlike shock and arcane,the maximum for frost can increase infinitely and not only up to 20

If a monster is Frozen at the start of their turn, they will skip that turn. Passive effects such as buffs and debuffs reducing will still happen, but the monster will otherwise be unable to take any actions. If a player becomes frozen,they can play a card to lose 1 frozen. The played card will not cost any mana and it won't do anything.

If a monster freezes themselves mid-turn (right now only possible if they're attacking a player with  Frost Barrier active) they will not only lose the rest of the turn but also their next turn as well.

The exception to this is if the player is frozen at the end of their turn by  Frostbite. Players who are frozen by Frostbite will be frozen their next turn as though they had been frozen by a monster attack.

The initial Frost maximum is higher for Elite and Boss enemies (starting at 12 and 15 respectively) and grows faster for all enemies than other statuses do.

On Depth 3 or higher, the rate at which the amount of Frost required to freeze a monster subsequent times is further increased.