Enemy Debuffs / Spells

Own

Moderator
One of the great things about the Secret of Mana games was that the enemies had a lot of spells and as such, a ton of ways to debuff you if they weren't near enough to attack you. These didn't damage you, but they were a slight inconvenience.

I would be very interested to see enemies in SoG get debuff spells / attacks that they can rarely cast or use. Or things that are applied when an enemy deals damage, as an added status effect. These could double-purpose as permanent Candy challenges for Arcade. :) Things like:

Fatigued - Any skill/spell use will drain EP bar to 0, no matter the charge level.

Goopy - Shield is gooped up. After raising your shield, you're stuck holding it up for a whole second more, unless it results in a perfect block.

Rusted - Your weapon has an HP bar, like your shield. Use your weapon too much too quickly and it will temporarily break.

Rooted - A thorn pops out of the ground, tethering your character to it by a vine. You can't move outside of a certain radius around the vine until it's destroyed.

Chained - A magical ball-and-chain is attached to you. You can move around normally within a certain radius of the ball, but moving past that causes a large slowdown while you drag the ball behind you.

Taunted - +10% damage vs taunting enemy, -50% vs all other non-taunting enemies until they die or Taunted wears off.

Manablasted - Unable to use spells/skills except at their maximum current charge level.

Heavyhanded - Attack speed and melee skill charge speed is halved.

Sluggish - Magic spell charge speed is halved.

Brainfreeze - Casting a spell (and casting skills?) temporarily ice-slows your character. Casting while slowed can freeze you solid!

Hotfoot - Standing still for more than a second induces HP drain. Alternatively, you are compelled to constantly walk forward in the direction you're facing. #2 seems a lot more fun. :)

Hyper - Once you attack, you'll automatically attack 3 more times (or 1 more time with 2-handed) without being able to stop.

Cursed Chicken - An invincible black chicken appears and slowly follows the player around like a pet. Accidentally hitting it will turn it hostile, causing it to chase the player around and peck at them.

Targeted - Vastly wider aggro range for enemies against the target player. If it's nearby, it'll be pathfinding it's way to you to attack. (Perhaps replaces the player's visual hat with a face on a spring sticking it's tongue out, or facegear with a mask that looks like that.)

Haunted - Phantom enemies from the current area appear on your screen, looking, behaving and attacking like normal enemies. But you can't hurt them and they can't hurt you.

Manaburden - The fuller your EP bar is, the lower your movement speed is. EP regen is reduced.

Magnetized - Nearby enemies gradually gravitate towards you, like loot.

Bullseye - Enemy projectiles aimed specifically at you move towards you twice as fast.

Butcher Battery - EP does not regenerate. Kill enemies to regain # / % EP.

Wobbly - Walking in any direction gradually teeter-totters you side to side.

Bouncy Blade - Attacking enemies knocks YOU back, away from them.

Fluffy Blade - Weapon is debuffed into a 1-handed or 2-handed feather, based on what you're equipped with. 1 damage 90% of the time, deals triple your normal damage 10% of the time.

Lunging Blade - You swing your blade and your body follows, increasing the distance you move forward when attacking. (Like Teddy & Freddy swipes)

Butterfingers - Weapon skills have a 10% chance of failing, causing you to drop your weapon nearby, like Throw. Still uses the regular EP cost.

Backfire - Magic spells have a 10% chance of failing and creating a short-range explosion around you. Still uses the regular EP cost, doesn't harm you.

Misty Eyed - Small clouds drift by on the player's screen, obscuring any action going on underneath them.

Bruised Ego - Failing to land a strike (or connect with a skill?) causes a temporary -20% DEF debuff.

Bloodlust - The longer you take to kill something, the lower your DEF % drops. Restores to full when you kill an enemy, but then continues to drop.

Thirdwheel - Allies nearby you lose 10% in all stats. (Multiplayer only)

Glass Defense - Any attack on your shield that's not a perfect guard will break it.

Gil-ga-mash - For every digit of your gold total, enemies gain +5% damage on you.

Unlucky Seven - For every 7 digit of your gold total, enemies gain +10% damage on you.

Pet Peeve - Your pet runs away from the duration of this debuff, locking you out of the pet menu and depriving you of the stat buffs.

Man's Worst Friend - Your pet is temporarily turned against you, locking you out of the pet menu, depriving you of the buffs and your pet becomes an invincible chicken-like entity that attempts to attack you. It's damage is based on it's overall level.

Spin To Lose - With every swing of your weapon you turn to face a direction at random. (Before swing? After swing?)

Creeping Death - A shadowy figure appears at random on the screen, slowly floating towards your character at all times while debuff is active. If it touches your character, you're reduced to 1 HP.

Shadowfiend - Causes a shadowy doppelganger to split off from you... with half your current HP. Chase it down and kill it to get your HP back before the debuff wears off and it vanishes.

Brains For Brawn - ATK and MATK are swapped.

Distracted - Your concentration is abyssmal. Any damage or any movement while charging a spell/skill will cancel it.

Dire Defense - Your DEF is 0 unless you are actively shielding.

Blind Eye - You see enemies as no more than a shadow on the ground.

Inspirational Irritance - Your mere presence is enough randomly turn nearby enemies Elite. They drop rewards as normal enemies, if turned.

Death Spite - All enemies on death launch one bomb at you.

Selfless - You cannot see yourself, except as a shadow on the ground.

Miser - Every single coin picked up reduces your EP by the total amount of gold it has.

Unstable Shield - Shield loses HP over time while being held up.
 
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GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
Some of the HP based debuffs sound a little bit too hard to have during a whole run in Arcade Mode but maybe they could be added in challenge rooms. :p
 

Own

Moderator
Which HP debuffs? The only one I can see at a skim is the one that divides your HP in half and gives it back if you kill it quickly enough. Which probably wouldn't count as taking damage.

Creeping death seems easy to avoid if you aren't standing still for a long time.

Hotfoot's HP drain would be pretty terrible, though, which is why it would be much better as something that just gave you constant forward walking momentum like Pac Man. :)
 

GarlicJelly

Friendly Moderator (Formerly known as GoodStuff)
Which HP debuffs? The only one I can see at a skim is the one that divides your HP in half and gives it back if you kill it quickly enough. Which probably wouldn't count as taking damage.

Creeping death seems easy to avoid if you aren't standing still for a long time.

Hotfoot's HP drain would be pretty terrible, though, which is why it would be much better as something that just gave you constant forward walking momentum like Pac Man. :)
Would you be able to survive the Marino fight with those debuffs? ;)

Avoiding things that move when you're pinned down by a snowstorm seems hard.
 

Own

Moderator
No, I probably wouldn't, but that's why I wrote these as suggestions for enemy debuffs in story mode first and foremost and potential Candy brews as an afterthought. Not everything applicable to Story Mode should be relevant to Arcade Mode given the radically different playstyles and play areas.
 

Own

Moderator
It also occurs to me that plenty of these would make good 'Handicaps' if ever the Arena gets a Battle Arena system like Final Fantasy 7's Gold Saucer did. I sunk way, way too many hours in the Battle Arena with each character, getting a ridiculous number of points by getting my characters slapped around with all sorts of horrible debuffs and handicaps. :)
 
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