Status Effects Reference
Browse 23 buffs, debuffs, and conditions.
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Bleed
Causes health degeneration and completely blocks all health regeneration from sharp weapon wounds
Note: Completely blocks all health regeneration for duration and causes continuous health loss
Contexts
Range Types
Ignite
Causes health degeneration from fire damage and blocks health regeneration
Note: Blocks all health regeneration and causes continuous health loss; can spread to nearby targets
Contexts
Range Types
Burn
Reduces target's damage output; caused by prolonged Ignite exposure
Note: Until cured; 3rd degree causes backlash damage on offensive physical actions
Contexts
Poison
Causes health degeneration from poison damage and blocks health regeneration
Note: Blocks all health regeneration and causes continuous health loss; repeated applications can escalate severity
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Range Types
Weaken
Reduces target's strength attribute
Note: Directly affects strength attribute calculations
Contexts
Zombie
Makes the afflicted susceptible to holy damage
Note: Holy damage deals twice as much damage; permanent until defeated or released
Contexts
Stun
Puts all skills on cooldown and prevents movement
Note: Repeated applications can escalate severity
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Range Types
Blind
Vision obscured, reducing focus attribute and ability to concentrate
Note: Reduces focus attribute by percentage, affecting concentration and accuracy
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Range Types
Silence
Speech muted, limiting ability to use vocal skills and spells
Note: Affects war cries and magic spells requiring vocalizations
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Range Types
Cripple
Target is temporarily immobilized to varying degrees
Note: Repeated applications can escalate severity
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Range Types
Haste
Speed-enhanced with faster actions and reduced costs
Note: Higher levels provide greater benefits and longer duration
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Range Types
Slow
Speed-debuffed with slower actions and increased costs
Note: Higher levels provide greater penalties and longer duration
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Range Types
Boost
Temporarily enhances specific stats based on boost type
Note: Boost type determines which stats are affected. Default is 'all' if not specified.
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Range Types
Unconscious
Target is knocked unconscious and motionless until revived
Note: Until revived or safe rest; susceptible to mortal wounds
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Range Types
Mortally Wounded
Must receive emergency medical treatment or suffer death
Note: Requires immediate medical attention; susceptible to death
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Range Types
Recovering
Recovering from mortal wounds with reduced stats
Note: Recovering I: 80% stat penalty, Recovering II: 50% stat penalty, Recovering III: 30% stat penalty. Degrees improve with rest and healing.
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Range Types
Death
Character has left the mortal plane of existence
Note: Reversible through Raise Dead or Divine Resurrection
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Range Types
Invulnerable
Unable to take damage and immune to negative status effects
Note: Typically has tradeoffs like post-effect exhaustion
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Range Types
Petrify
Target is unable to move or use any skills and cannot block or evade attacks, making them highly vulnerable
Note: Can manifest as fear-based paralysis, physical immobilization, or magical petrification
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Range Types
Exhaustion
Character has reduced stamina recovery and has reduced agility from stamina depletion
Note: Applied when stamina reaches 0. Repeated exhaustion escalates severity with longer duration, greater agility penalty, and post-battle stamina recovery penalties
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Range Types
Stealth
Character is harder for enemies to see or detect, with varying degrees of visibility
Note: Until revealed; using skills temporarily reveals character but stealth can be resumed
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Range Types
Regeneration Boost
Temporarily increases regeneration rates for health, stamina, and/or mana resources
Note: Provides flat bonus to regeneration rates independent of stats; can stack with multiple applications
Contexts
Range Types
Suffocation
Target is submerged underwater and cannot breathe, causing escalating damage over time
Note: Escalating DoT with 8 degrees of severity. Degree 1 (0-5s): no damage, Degree 2 (5-10s): 5/sec, Degree 3 (10-20s): 10/sec, Degree 4 (20-30s): 20/sec, Degree 5 (30-40s): 40/sec, Degree 6 (40-50s): 80/sec, Degree 7 (50-60s): 160/sec, Degree 8 (60s+): 320/sec. Blocks all health regeneration. Only applies when target's head is submerged in water.
