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Status Effects Reference
Complete guide to all temporary status effects in Rogue Signal Protocol.
Status effects are temporary conditions that modify player or enemy behavior. They're displayed in the bottom status panel with remaining turn counters.
Key Features:
- Multiple effects can stack simultaneously
- Turn counters shown next to effect names
- Effects expire automatically after duration
- Some effects can be removed early with Antivirus exploit
- Effects persist across turns but not across level transitions
Beneficial status effects that enhance your capabilities.
Source: Traffic Masquerade exploit Duration: 5 turns RAM Cost: 2 | Heat Cost: 25
Effect:
- Complete invisibility to all enemies
- Walk past enemies without detection
- Enemies don't enter Alert or Hostile states
- Can move through enemy vision cones freely
Limitations:
- Attacking breaks invisibility immediately
- Using exploits doesn't break invisibility (except attacks)
- Movement and waiting are safe
- Look mode doesn't break invisibility
Strategic Uses:
- Bypass dense enemy clusters
- Reposition for ambushes
- Escape from pursuit
- Explore danger zones safely
Tips:
- Use before entering high-threat areas
- Combine with System Hop for maximum mobility
- Don't waste turns - move aggressively while active
- Plan ambush positions for when invisibility expires
Source: Code hack (randomized color) Duration: 3 turns Cost: Find and use yellow/gold code hack (random each run)
Effect:
- Two actions per turn instead of one
- Can move twice, attack twice, or move + attack
- Exploit usage counts as one action
- Waiting counts as one action (wastes potential)
Strategic Uses:
- Rapid repositioning
- Double damage output in combat
- Quick escapes from danger
- Explore large areas fast
Tips:
- Don't waste on waiting - stay active
- Best used in combat for double attacks
- Combine with high-damage exploits
- Great for speedrun attempts
Source: Code hack (randomized color) Duration: 5 turns Cost: Find and use purple/blue code hack (random each run)
Effect:
- +2 vision range added to player base vision (15 → 17 tiles)
- See enemies farther away
- Plan routes more effectively
- Spot threats before they spot you
Strategic Uses:
- Scouting ahead in unexplored areas
- Early enemy detection
- Better positioning for ambushes
- Safer navigation
Tips:
- Best used when exploring new areas
- Less useful in small rooms
- Combine with Threat Scan for maximum awareness
- Good for stealth-focused runs
Source: Code hack (randomized color) Duration: 8 turns Cost: Find and use orange/red code hack (random each run)
Effect:
- -40% heat cost for all exploits
- Rounded down (e.g., 25 heat → 15 heat)
- Applies to all exploits used during duration
- Passive cooling still works normally
Strategic Uses:
- Spam high-heat exploits (System Crash, Denial of Service, Logic Bomb)
- Combat-heavy approaches
- Rapid exploit chaining
- Heat management for long fights
Tips:
- Save high-heat exploits for when this is active
- Longest duration buff (8 turns) - use aggressively
- Great for Heat Master achievement (stay under 50 heat)
- Plan ahead: Activate before big fights
Harmful status effects that hinder player capabilities.
Source: Virus enemy contact Duration: 3-10 turns (random) Damage: 3 CPU per turn
Effect:
- Continuous CPU damage at start of each turn
- Damage can kill you if CPU reaches 0
- Duration randomized when applied
- Stacks with other sources of damage
Curing:
- Antivirus exploit removes immediately
- Time: Expires after duration
- Cannot be cured by CPU restoration
Strategic Response:
- Priority: Use Antivirus as soon as possible
- Math: 10 turns = 30 CPU damage (1/3 of base health!)
- Avoid: Stay away from Virus enemies (V symbol)
- Early game: More dangerous when CPU is lower
Enemy Behavior:
- Virus enemies (V) have 0 damage but apply virus on contact
- Contact = adjacent tile or same tile
- One touch can apply virus
- Virus enemies found on all 3 levels
Tips:
- Always equip Antivirus when Viruses are present
- Don't let virus stack with combat damage
- Avoid Virus enemies in tight corridors
- Use ranged attacks (Code Injection) to kill from safety
Source: Inhibitor enemy contact Duration: Until cured or combat ends Effect Type: Movement restriction
Effect:
- Move every 2nd turn only
- Turn 1: Can't move (can still use exploits, wait, inventory)
- Turn 2: Can move normally
- Pattern repeats until cured
- Exploit usage unaffected
Curing:
- Antivirus exploit removes immediately
- Killing Inhibitor that applied it may remove it
- Time: Persists until manually removed
Strategic Response:
- Immediate threat: Use Antivirus
- Alternative: Kill the Inhibitor enemy
- Workaround: Use System Hop (teleport isn't affected by slow)
- Combat: Can still attack even when can't move
Enemy Behavior:
- Inhibitor enemies (I) have 0 direct damage
- 30 CPU, 4 vision, random movement
- Applies slow on contact
- Found on all 3 levels
Tips:
- Slow is less dangerous than Virus (no damage)
- System Hop ignores movement restrictions
- Kite enemies even while slowed using exploit attacks
- Antivirus is lower priority than virus cure
Source: Denial of Service exploit (player uses on enemies) Duration: 5 turns Targets: Enemies in radius 1 of target point
Effect on Enemies:
- Cannot move or act for 5 turns
- Completely incapacitated
- Still visible and targetable
- Still counts toward enemy count
Strategic Uses:
- Crowd control for grouped enemies
- Create safe paths through enemy clusters
- Temporary removal of threats
- Buying time for positioning
Notes:
- Player cannot be disabled
- Exploit-only effect (no enemy can disable you)
- Duration fixed at 5 turns (generous)
Source: System Crash exploit (affects all in radius 3, including you!) Duration: 3 turns Targets: All entities (player AND enemies) in radius
Effect on Enemies:
- Cannot move or act for 3 turns
- Similar to Disabled but shorter
- Applied via AOE damage ability
Effect on Player:
- You also take 30 damage
- You are also stunned for 3 turns
- High risk, high reward
- Desperation move only
Strategic Uses:
- Last resort when surrounded
- Take multiple enemies out of combat
- Buy time when overwhelmed
- Emergency escape (enemies stunned while you can't act, but then you escape after)
Warning:
- Self-damage can kill you!
- System Crash Warning dialogue prevents accidents (can be disabled in settings)
- Only use when surrounded and out of options
Multiple Buffs:
- ✅ Can have multiple positive effects simultaneously
- Example: Invisibility + Speed Boost + Enhanced Vision all active
- No diminishing returns
Multiple Debuffs:
- ✅ Can have Virus + Slowed simultaneously
- Both effects apply independently
- Very dangerous situation
Buff + Debuff:
- ✅ Can have positive and negative effects together
- Example: Speed Boost while Virus is ticking
- Must manage both
Critical (Remove ASAP):
- Virus (deals damage over time)
- Stunned (can't act)
Important (Remove When Convenient): 3. Slowed (hinders movement)
Low Priority: 4. Disabled (enemy-only, working as intended)
What It Removes:
- ✅ Virus
- ✅ Movement Slowed
- ❌ Does NOT remove buffs (only debuffs)
- ❌ Does NOT remove Disabled/Stunned (those expire naturally)
Cost:
- RAM: 2
- Heat: 25
- Range: 0 (self-only)
- Targeting: None (instant cleanse)
When to Use:
- Virus active and ticking
- Movement Slowed hindering strategy
- Both debuffs active (panic situation)
When NOT to Use:
- No debuffs active (wastes turn and heat)
- Debuff about to expire naturally (1 turn left)
- Better options available (kill Inhibitor instead)
Location: Bottom of screen in UI panel
Format: Effect Name (X turns)
Examples:
-
Invisible (5)- Traffic Masquerade active for 5 more turns -
Virus (7)- Virus ticking for 7 more turns -
Speed Boost (2)- 2 turns of double actions left -
Slowed- Movement restriction active (no turn counter)
Multiple Effects: Effects listed on separate lines or in sequence.
Decrements:
- At end of each turn
- Visible countdown lets you plan ahead
Expiration:
- Effect removes when counter reaches 0
- No lingering effects after expiration
No Counter:
- Some effects (Slowed) don't show turn counter
- Must be manually removed
Speed Boost + High Damage:
- Speed Boost → Attack twice with Buffer Overflow
- 40 + 40 = 80 damage in one turn!
Invisibility + Ambush:
- Traffic Masquerade → Position in blind spot → Wait for expire → Ambush attack
- Combines invisibility safety with blind spot damage bonus (+10)
Exploit Efficiency + AOE Spam:
- Exploit Efficiency (-40% heat) → Logic Bomb spam
- Normally 35 heat → 21 heat with buff
- Can use multiple times
Invisibility + Speed Boost:
- Invisible → Move twice per turn
- Maximum escape potential
- Cover huge distance safely
Enhanced Vision + Threat Scan:
- See enemies farther (Enhanced Vision +2)
- See their vision cones (Threat Scan)
- Ultimate awareness
Invisibility + System Hop:
- Already invisible → Teleport for repositioning
- Extremely safe
Antivirus + CPU Node:
- Clear virus debuff → Restore CPU
- Stops damage + heals
- Priority when low health
Exploit Efficiency + Cooling Node:
- Use high-heat exploits cheaply → Cool down
- Maximum exploit usage
- Track durations - Plan around expiration times
- Use buffs aggressively - Don't waste turns
- Cure debuffs quickly - Don't let Virus tick for full duration
- Combine effects - Synergies are powerful
- Save Antivirus - Keep it equipped when Viruses present
- Speed Boost - Plan 2 actions before using
- Invisibility - Use for high-risk areas, not safe zones
- Enhanced Vision - Best for exploration, not combat
- Exploit Efficiency - Save high-heat exploits for this buff
- Avoid Virus enemies - Stay out of melee range
- Kill Inhibitors first - Remove slow source
- Carry Antivirus - Always available when needed
- Don't use System Crash - Unless truly desperate
- Buff before boss fights - Prepare with code hacks
- Debuff enemies - Disabled and Stunned are powerful
- Time buffs carefully - Don't activate too early
- Chain effects - Use multiple buffs in sequence
| Effect | Type | Duration | Source | Removable | Notes |
|---|---|---|---|---|---|
| Traffic Masquerade | Buff | 5 turns | Exploit | Expires | Breaks on attack |
| Speed Boost | Buff | 3 turns | Code hack | Expires | 2 actions/turn |
| Enhanced Vision | Buff | 5 turns | Code hack | Expires | +2 vision range |
| Exploit Efficiency | Buff | 8 turns | Code hack | Expires | -40% heat cost |
| Virus | Debuff | 3-10 turns | Enemy | Antivirus | 3 CPU/turn damage |
| Movement Slowed | Debuff | Until cured | Enemy | Antivirus | Move every 2nd turn |
| Disabled | Debuff | 5 turns | Player exploit | Expires | Enemy-only |
| Stunned | Debuff | 3 turns | System Crash | Expires | Affects player too! |
For exploit details, see Exploit Database For code hack system, see Code Hacks System For enemy behaviors, see Enemy Database