Project: Catalepsy
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  • ๐ŸŽฎProject: Catalepsy
  • ๐Ÿ”ฅEnter the Abyss โ€“ Play the Prototype
  • Game
    • ๐ŸŒUniverse
    • ๐ŸŽฎGameplay
    • โ˜ ๏ธPlayer
    • ๐ŸšชGate
    • ๐Ÿ”ฅInfernal Abyss
    • ๐ŸฉธSkills
    • โ‰๏ธResources
    • โ›“๏ธModifiers
    • ๐Ÿ€Amulets
  • Economy
    • ๐Ÿ’ฒObjectives
    • ๐ŸฌMarketplace
    • ๐ŸCompetition
    • ๐Ÿ’ปDevelopers
    • ๐Ÿ“‚Economic scheme
  • Pre-sales
    • ๐Ÿ’€Wall of the Fallen
  • Ecosystem
    • ๐Ÿš€Launcher
    • ๐Ÿ“šAbyssal Conclave
    • ๐Ÿ—บ๏ธRoadmap
    • โ“FAQ
    • ๐ŸŽญOfficial links
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  1. Game

Modifiers

During the exploration of the underworld levels, players have the opportunity to obtain a variety of resources that can be useful throughout their adventure.

Modifiers are mutations that alter and enhance the Lurkerโ€™s abilities, appearing exclusively within the Abyss. Their purpose is clear: to deepen strategy, force tough decisions, and make each descent a unique experience.

Each primary and secondary ability can receive up to three unique modifiers, capable of:

  • Increasing inflicted damage.

  • Reducing the plasma cost required to activate them.

  • Extending the range or duration of their effects.

  • Or completely altering their behavior to fit new tactical approaches.

Players will not always find modifiers for the abilities they have equipped, forcing them to improvise, shift strategies on the fly, and adapt to the Abyssโ€™s hostile ecosystem.

An enigmatic figure โ€” a merchant from the depths โ€” manages the Shop, where it is possible to:

  • Swap abilities if the found modifiers open new synergy opportunities.

  • Sell or transmute useless modifiers, keeping inventory clean and focus sharp.

This system rewards mental flexibility, penalizes rigidity, and establishes replayability as a core pillar of Catalepsy. In the Abyss, adapting is not an option: it is survival.

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Last updated 4 days ago

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