Mechanics
Notable Player Changes
- HP regenerates faster than base ToN.
- Some items can grant over 100 HP which is kept as overshield which will deplete overtime slowly for up to 200 HP.
- When a player has overshield/overheal, they will take 25% less damage.
- Damage reduction / Damage amplification now affects debuffs.
- Fall damage implemented; falling for too long & too fast will result in damage when hitting the ground.
Notable AI Changes
- Patrol terrors will always patrol towards players if they are too far away from them; when in range, they will swap to their normal behavior. There are a few specific terrors that do not do this.
- Reworked terror detection; now attempts to favor the closest player.
- Terrors with any fog VFX will be reduced significantly / removed entirely depending on the terror, as well as certain ones with post processing VFX that are unneeded.
- A few Terror abilities are also edited to reflect changes & mechanics in SotS.
- Terrors no longer have extra speed based on player count.
- Terrors now have a longer minimum chase time globally.
- Terror will not randomly teleport to players if they are over 400m away instead sending them to a random point on the map if trying.
- Terrors that can teleport directly to the player, such as Bliss or Astrum Aureus’s leap, will not be able warp if they are over 600m away; instead sending them to a random point on the map if trying.
Killer Difficulty
- Separated into tiers. The game is structured in two acts & the climax.
- INTRO = Wave 0 - 2 Easy, 1 Medium.
- (+1 Easy for every 5 players in the instance up to 6 total terrors spawned)
- ACT 1 = Wave 1-5 - 2 Easy, 3 Medium
- ACT 2 = Wave 6-9 - 2 Hard, 2 Very hard
- CLIMAX = Wave 10 - 1 Insane
Effect Notches
Indicator above health bar, it is used to track stat changes done by structures, consumable items, or other things.
- Turquoise // Host Idols
- Cyan // Speed
- Yellow // Luck
- Green // Health & Regen
- Blue // Damage Resistance & Protection
- Pink // Chaos Idol & Unhelpful things
- Orange // Cooldown Reduction
- White // Glitch effect
- Red // Laceration
- Dark Blue // Used for Concerto’s Guilt
- Dark Pink // Used for Angel’s Weight of Duty
- Dark Grey // Can see Wonderland Entities
- Dark Red // Spooper, Mousetrap Springlock, M-41-D curse
- Dark Orange // Melting.rbxm’s effect
Clashing
- New mechanic exclusive to all melee stun items.
- Certain stun-immune killers can now be clashed with, resulting in the player being knocked back from them when stunning them as well as granting any stun bonuses normally obtained from stunning without actually stunning the terror.
- The distance of knockback varies with the killer’s current speed with a little extra.
- This same behavior also happens if attempting to stun a killer that is already stunned, except knockback is based off the user’s speed instead.
- Killers with shields also will cause the clash behavior even if the stun is successful.
- Clashing reduces weapon cd by half; only exceptions being Corkscrews and Vanguard Shield.
Last Man Standing (LMS)
- New mechanic introduced in 0.5 patch.
- LMS requires 5 or more players to survive until Act 2.
- LMS triggers when 1 player is left in the round after Act 2 begins, indicated by a visual popup.
- LMS grants the final player a small speed bonus and “Host’s Protection”, a rechargeable shield similar to Holy Mantle.
Heavy Stuns
- New trait added to some stun weapons, similar to Holy.
- Allows stunning of larger terrors.
- Terrors that can be heavy stunned will instead clash against lesser weapons.
Luck
Luck is a hidden stat that players can increase very rarely through Clovers, structures, through Host statues or through the Lucky buff. Luck provides rare and minor benefits for players. All bonuses begin once the player has at least one. Players can get up to 10 luck.
- Players have a 5% chance for each Luck to evade damage entirely, granting immunity for 1.5s. This plays a small effect and sound when it happens.
- A very low chance is added for players to be cleared of any debuffs early.
- Reduces chance for certain chance-based status effects to be applied based on Luck amount.
- Reduces certain chance insta-kill damage rolls, such as Judgement Bird.
- Certain items focusing around RNG have better odds in the players favor, such as Slots or Chaos Coil based on Luck amount.
- Chance to pull rarer items; however, requires larger amounts of luck.
- Some perks benefit from luck, such as Mafia and Gambit.
- Negative luck can be obtained through a few methods; which can cause players to receive critical hits dealing more damage based on negative luck.
Armor
Armor is a stat that can be gained through certain items such as scrap.
- If the player has armor points, they will only take 1 damage from hits.
- An armor point is removed for each hit.
- A maximum of 10 armor points can be on the user at once. 20 if Stringmen, and 30 if Stringmen with birthright.
- Aura damage, status effects, and static damage are unaffected by armor. However, armor will prevent Paralysis from being inflicted.
- Most things that bypass Kat Charm Protection will also bypass armor. In niche cases like Parhelion and Neo Pilot beams that only slightly bypass, they will instead deal double armor damage.
- Armor will also not protect against hits dealing over 200 raw damage; instantly stripping the armor.
- Iron skin can prevent armor stripping from attacks. Stringmen with Lifeblood elixir will also prevent it.
- Armor will not break if the incoming raw damage was 3 or below.
- Armor does not protect against fall damage or alternative sources of damage, such as terror effects or items.
Laceration
A special rare type of bleed inflicted by certain terrors that causes the player to lose extra HP overtime when getting hit, appearing on the notch display as a red dot.
- It cannot kill players.
- It can only be removed by medkit healing, or by revival.
- Stringman nor Trickster’s Shade can get lacerations. Have Plush can be used to avoid getting it, but will not remove it.
Freezing
Being hit by certain attacks will slowly apply Freezing on the player. After enough is gained; a player will become Frozen.
- The player being locked in place and unable to use items.
- If a player is Frozen, they must wait the entire duration of their freeze to defrost naturally.
- A player can be freed from their Frozen state with a stun weapon of another player. Once free’d, both players gain swiftness.
- Frozen players take 50% reduced damage when frozen. Additionally, any damage dealt will remove freezing, speeding up the defrosting process unless it is dealt by a Freezing elite. The amount is based on the raw damage of the attack.
- Freezing can also be applied to terrors under rare circumstances. When a terror is Frozen, they will be unable to move and cannot attack and will defrost after an amount of time, similar to being Tased.
- Have Plush removes all freezing and makes players immune.
Status Effects
Here is a full list of all status effects present in the game.
| Name | Description |
|---|---|
| Regeneration | Each tick, health is restored by a flat value. Potency affects value. |
| Burn | Each tick's health is drained by a flat value. Capable of causing death. Potency affects value. Vampire takes extra damage from Burn. Damage resistance/weakness multipliers is applied to damage. |
| Poison | Each tick, health is drained by a percentage of the users remaining HP. Potency affects the percentage. Cannot kill. Vampire recovers HP instead. |
| Swiftness | Increase the users speed by a flat value. Potency affects value. |
| Slowness | Decrease the users speed by a flat value. Potency affects value. |
| Nightvision | Fades in and out. Causes players to see through fog completely. Potency does nothing. |
| Blindness | Fades in and out. Causes fog to be closed in. Potency does nothing. Glow items reduce amount of blindness. Vampire instead receives Nightvision. |
| NO HEALTH? | Sets the users HP to 1. Potency does nothing. |
| Teleportation | When the effect ends, the user is teleported. Potency does nothing. |
| Swooce | When the effect ends, flings the user in a random direction. Potency does nothing. |
| Curse | When activating any item, inflict damage upon the user and reset the curse timer. Capable of causing death. Potency affects damage taken. |
| Greed | Mafia gains extra money based on damage taken. |
| Loose Pockets | Mafia loses extra money based on damage taken. |
| Weakness | When taking damage, take extra damage based on the amount of damage taken. Potency affects the percentage of extra damage. |
| Strength | When taking damage, reduce damage taken based on the amount of damage taken. Potency affects percentage of resisted damage. Allows any item to heavy stun. |
| Blessed | When taking damage, reduce damage taken based on the amount of damage taken. Each tick, health is restored by a flat value. Potency affects percentage of resisted damage and regen value. Allows any item to holy stun. Vampires receiving Blessed will instead receive Brimstone Burn. |
| Ghost | Reduce the chances of a terror targeting the user. Prevents terrors from using (most) ranged attacks on users. Grants chance for damage to miss, similar to Luck. Potency only affects miss chance slightly. |
| Wrath | Reduce the cooldown of stun weapons when swung while the user has Wrath. Increases the user's speed by a flat value as well. Grants damage resistance. Potency affects resistance amount and cooldown reduction effectiveness. |
| Omnipotence | Marks all terrors through walls with pink orbs that only the user can see. Potency does nothing. |
| Brimstone Burn | Decrease the user's speed by a flat value. Each tick's health is drained by a flat value (5 dmg/s). Capable of causing death. Potency does nothing. Vampire takes extra damage from Brimstone Burn; taking 8 dmg/s Damage resistance/weakness multipliers is applied to damage. |
| Sin | Prevent HP regeneration. Causes any forms of ‘Judgement’ to deal enough to instantly kill. Potency does nothing. |
| Item Stolen | Steals the users item. Potency does nothing. |
| Bleed / Clotting | Prevents HP regeneration and slowly drains health by a flat value. When hit by attacks inflicting bleed, raise the potency. When the effect ends, deal damage to the user based on Bleed potency. Cannot kill. Vampire transforms the buff into Clotting. Vampires will not lose Blood while applied, but cannot regenerate HP. When the effect ends, recover Blood on top of taking damage. Damage resistance/weakness multipliers is applied to damage. When applied by Sanguine Soup, will override all other buffs and prevent any buff from overriding it, except for Hydrated. |
| Paralyzed | Prevents the user from moving. Potency does nothing. Regenerates item battery if item uses battery or if using Electrician. |
| Energy | Increases the user's speed significantly by a flat value. When the effect ends, inflict Crash. Potency affects value. |
| Crash | Decreases the user's speed significantly by a flat value. Potency affects value. |
| Iron Skin | Cause low tier damage to be blocked. Potency does nothing. Cannot lose armor while active. |
| Confusion | Caps the user's speed, causing them to become very slow. Potency does nothing. |
| Fear | Prevent the usage of items and all activation based perk abilities. Cannot be removed with medkit or similar items. Potency does nothing. Prevents Chef’s passive from affecting the effect timer. |
| Void | Exclusive to Void Elites, Dark Drakobloxxer, Abbadon, and Void. Steals the users item. Potency does nothing. |
| Lucky | Temporarily gives 5 Luck as well as permament 1 Luck. Potency does nothing. |
| Necrosis | Exclusive to Orb Piercer. Divides Max HP based on potency - 1 and prevents regeneration; indicated purple bar health. |
| Volatile | Exclusive to Volatile elites and The Aperture’s Gate, and Adult Eidolon Wyrm, causes players to emit explosions when taking damage which also inflict Volatile. Potency does nothing. |
| Panned | Exclusive to Fear the Frying Pan. Causes players to move in a specific direction relative to worldspace equal to their max speed; the direction is randomized when the effect is inflicted and re-randomized every time the player is hit by Fear the Frying Pan. Potency does nothing. |
| Trance | Exclusive to Hollow. Forces players to walk in the direction of Hollow when moving equal to their max speed. Potency does nothing. |
| ! Mark of Death ! | Exclusive to The Aperture’s Gravetender. If hit while this debuff is active, the player will instantly be killed. Potency does nothing. |
| Hydrated | Exclusive to Cup of Water and Water Fountain field structure. Grants health regeneration, swiftness and damage resistance. Prevents other buffs and debuffs from overriding while in effect, effectively granting debuff/buff immunity. Also causes infection to grow slower if infected. Potency does nothing. |
| Magic Bounce | Can only be inflicted by Chaos Idol during the Random Status Effect payload. Allows players to leap much higher than normal. Potency does nothing. |
| Lobotomized | Can only be inflicted by ??? Candy or Chaos Idol during the Random Status Effect payload. Every tick, there is a chance for the player to be Lobotomized. Brian gets this everytime they get hit. |
| ??? | Can only be inflicted by Chaos Idol. Does a random effect each tick. This effect is displayed when any out of bounds or non-existent status effect is inflicted. The text is a random color. |
| Hemorrhage | Exclusive to the Overseer. Combination of Bleed and Weakness; stopping HP regeneration, causing the player to take more damage based on potency, and dealing a burst of damage once it has run out based on the potency. Attacks inflicting Hemorrhage will increase potency of Hemorrhage. Additionally, potency will increase the duration of Hemorrhage and slow players down when a player gains Hemorrhage potency. At 100 Hemorrhage, players instantly die. Hemorrhage can be cleared / replaced with items or by other debuff, however, debuff-based elites will not override hemorrhage nor can certain types of attacks. Vampire takes extra less damage on hit. |
Elite Killers
Chance for a terror to spawn as an elite, giving it buffs and new traits. Affects some minions as well. Projectiles are unaffected by changes. Killer gains an aura to indicate they are elites. Some terrors cannot become elites.
| Name | Image | Description |
|---|---|---|
| Scorching | ![]() |
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| Lightning | ![]() |
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| Freezing | ![]() |
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| Toxic | ![]() |
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| Giga |
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| Little |
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| Volatile | ![]() |
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| Cursed | ![]() |
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| Annihilating | ![]() |
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| Glitched | ![]() |
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| Voided | ![]() |
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| Cracked | ![]() |
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| Infested | ![]() |
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| Chosen One |
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| Temporary |
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