The Temperature of a Creature always has a default starting value of 0. It will decrease when taking Cold damage, slowing and eventually freezing the creature. It will increase when taking Heat damage, eventually setting the creature on fire.
Heat damage increases the temperature of a creature, but will not directly damage its health.
Cold Damage decreases the temperature of a creature, but will not directly damage its health either.
Fire damage and Frost damage have no effect at all on temperature.
While Heat damage is often seen in game alongside Fire damage , it is possible for an attack to do only Fire damage (e.g. Experimental Plasma Charger’s Thin Containment Field) or only Heat damage (e.g. Hover Boots).
The same is true for the Cold side: there is a few attacks with only Cold damage, but no Frost damage (e.g. Zhukov NUK17’s Cryo Minelets OC’s mines). As of Season 01, there are no attacks that only do Frost damage but no Cold damage.
When the temperature of a creature reach a threshold called Burn Temperature, that creature will ignite and start losing health while it is On Fire. If the temperature of a creature is positive but still lower than its Burn Temperature, nothing happens.
- On Fire (Status Effect): See On Fire.
- Burn Temperature: Upon reaching this temperature, a creature will be set On Fire.
- Maximum Temperature: This is the maximum temperature a creature can reach, it is a default value set to 100 for every creature. If a creature burn temperature is superior to its maximum temperature then the creature can’t be set on fire, but temperature shock can still apply if the target is frozen first.
- Douse Fire Temperature: Once a creature is On Fire, upon reaching this temperature, it will stop burning.
- Die if On Fire: Some creatures, such as Rival Tech, will die directly when they are set on fire, no matter the amount of damage dealt by the On Fire DoT. These creatures are the following: Deeptora Swarm, Deeptora Bough Wasp Swarm , Patrol Bot, Shredder, Robotic Appendage, Repulsion Turret, Burst Turret, Sniper Turret.
- Cooling Rate: This is how much Heat a creature loses per second when its temperature is positive. The loss of heat from the Cooling Rate will bring a creature’s temperature back to 0, but no lower than that.
- The Cooling Rate will always be active when a creature is above its normal temperature, no matter if the creature is On Fire or not. This effect is applied once per second for most creatures. Glyphid Bulk Detonator, Glyphid Crassus Detonator and Bulk Detonator Elite have their Cooling Rate applied at a more regular interval, each 0.25s instead. The amount of Heat they lose per second is still the same, the effect is just more granular: 25% of their Cooling Rate every 0.25s instead of 100% of their Cooling Rate every 1s.
- On Fire Heat Range: Most creatures act as a heat source when they are on fire, they deal 5 heat damage per second to any creature within a certain radius around them.
- Naedocyte Roe and all Rival Tech enemies don’t act as a heat source when on fire. As of Season 01, they are the only exception.
When the temperature of a creature reach a threshold called Freeze Temperature, that creature will be Frozen solid. If the temperature of a creature is negative but still higher than its Freeze Temperature, it will have its movement speed decreased, the lower its temperature, the lower its movement speed with a cap called Maximum Cold Slowdown reached at 66% of the Freeze Temperature.
- Frozen (Status Effect): See Frozen.
- Freeze Temperature: Upon reaching this temperature, a creature will be Frozen solid.
- Minimum Temperature: This is the minimum temperature a creature can reach, it is a default value that is equal to the creature’s Freeze temperature As of Season 01, all creatures use the default value.
- UnFreeze Temperature: Once a creature is Frozen, upon reaching this temperature it will thaw.
- Warming Rate: This is how much Cold a creature loses per second when its temperature is negative. The loss of cold from the Warming Rate will bring a creature’s temperature back to 0, but no higher than that.
- The Warming Rate is always active when a creature is Frozen. It can however be paused for a duration equal to the Warming Cooldown when a creature’s temperature is negative but the creature isn’t frozen yet. This effect is applied once per second for most creatures. Glyphid Bulk Detonator, Glyphid Crassus Detonator and Bulk Detonator Elite have their Warming Rate applied at a more regular interval, each 0.25s instead. The amount of Cold they lose per second is still the same, the effect is just more granular: 25% of their Cooling Rate every 0.25s instead of 100% of their Cooling Rate every 1s.
- Die If Frozen: Some creatures will die immediately when frozen. Most flying creatures and swarmer type enemies follow that rule.
- Maximum Cold Slowdown: When a creature’s temperature is negative, its movement speed is slowed.
- The lower the temperature, the slower the creature is, with the Maximum Slowdown reached at 66% of their Freeze Temperature, this is the Maximum Cold Slowdown value. The slowdown scales linearly between a temperature of 0 and 66% of the Freeze Temperature of the creature.
- Warming Cooldown: When a creature’s temperature is negative and the creature is not yet Frozen, each time that creature take any amount of Cold damage, the Warming Cooldown activates, which effectively pauses the Warming Rate for a few seconds. The default duration is 2s for most creatures, but some creatures like Dreadnoughts have a shorter duration of 1s.
- Frozen Damage Bonus Scale: By default all single target attacks that inflict damage directly (i.e. anything that isn’t a DoT, an AoE, Explosive Reload…) will do ×3 damage versus frozen targets, but all variants of the Dreadnoughts have a ×2.5 (3×0.833=2.499) multiplier instead. The Experimental Plasma Charger’s Flying Nightmare projectile is an exception to the rule as it is an AoE attack but it still benefits from the Frozen Damage Bonus.
- Update Time: The Update Time is how often the Warming Rate and Cooling Rate value actualize. No matter the Update Time value, the amount of Cold / Heat lost is still per second, the Update Time will just make the value update either once per second or update every 0.25s thus Warming / Cooling by a quarter of the Warming/Cooling Rate per tick.
- Temperature Change Scale: The Temperature Change Scale will multiply any Heat or Cold damage taken by the creature by a certain amount, this include any damage done by the player. This can be seen as some form of weakness to to Heat/Cold Damage if greater than 1 and a resistance if smaller than 1.
- Cooling Rate and Warming Rate already factor in the Temperature Change Scale.
- Burn Temperature, Douse Fire Temperature, Freeze Temperature and Unfreeze Temperature do not.
- Since the default multiplier is 1, in most case this variable doesn’t do anything. Glyphid Brood Nexus's and Glyphid Spawn's have a Temperature Change Scale of 4 and 3 respectively. Most Elites enemies and some Rival Tech robots have a Temperature Change Scale smaller than 1.
Temperature Shock is a status effect caused on a creature that was forced out of its Freeze or On Fire status directly by Heating or Cooling (before it happens naturally), it inflicts 200 Disintegrate Damage.
Effective Temperature is temperature with the Temperature Change Scale factored in.
In practice, the Cooling Rate or Warming Rate given by the game should be called Effective Cooling Rate and Effective Warming Rate since they already factor in the Temperature Change Scale, but Burn Temperature for example will have to be divided by the Temperature change Scale.