Status Effects

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24 entries

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24 entries

  • Apply Force

    State & Revival

    This state is exclusive to Fistmage.

    • PlayerFistmage only.
  • Bleeding

    Damage

    You will receive bleeding damage every 0.8 seconds.

    • PlayerYou receive bleeding damage every 0.8 seconds.
    Element
    ⚔️ Physical
    Tick interval
    0.8s
  • Breached

    Attack & Defense Modifier

    This is a condition where the damage received is increased more than normal.

    • PlayerDamage received becomes 175% of normal damage.
    • EnemyDamage received is reduced to 125% of normal damage.
  • Burning

    Damage

    You will receive fire damage every 0.5 seconds.

    • PlayerReceives fire damage every 0.5 seconds.
    Element
    🔥 Fire
    Tick interval
    0.5s
  • Collapse

    Damage

    You will receive damage equal to 10% of your maximum HP every 0.1 seconds, and it will be reapplied indefinitely.

    • PlayerReceive damage equal to 10% of maximum HP every 0.1 seconds. Can be reapplied indefinitely.
    Tick interval
    0.1s
  • Dead

    State & Revival

    You will be unable to fight, but you can be revived. A death curse will be applied upon resurrection.

    • PlayerYou will be unable to fight, but you can be revived. A death curse will be applied upon resurrection.
  • Decayed

    Attack & Defense Modifier

    While the effect is active, the amount of recovery received will be 0%.

    • PlayerWhile the effect is active, the amount of recovery received will be reduced to 0%.
  • Empowered

    Attack & Defense Modifier

    This is a state where the damage dealt increases.

    • PlayerDamage dealt increases by 25%.
    • EnemyDamage dealt increases by 50%.
  • Enforced

    Defense / Protection

    The damage received is reduced by 50%.

    • PlayerDamage received is reduced by 50%.
  • Frozen

    Crowd Control

    This is a condition where movement speed and utility skill cooldown progression speed are significantly reduced.

    • PlayerMovement speed becomes 25% of normal speed. Utility skill cooldown progression speed is reduced to 1/10th the normal rate.
  • Frenzied

    Attack & Defense Modifier

    Attack speed is 150% of normal.

    • PlayerAttack speed becomes 150% of normal.
  • Haste

    Mobility Modifier

    The movement speed is 150% of normal.

    • PlayerMovement speed becomes 150% of normal speed.
  • Heavy

    Crowd Control

    The jump height is 0%.

    • PlayerJump height becomes 0%.
  • Invincible

    Defense / Protection

    A state in which you will not receive damage for a certain period of time.

    • PlayerYou will not receive damage for a certain period of time.
  • Mortal Curse

    State & Revival

    Thaumaturge: A state in which you cannot be revived after death, except for eternal life.

    • PlayerThaumaturge: Can no longer be revived after death, except for eternal life.
  • Paralyzed

    Crowd Control

    While the effect is active, you will not be able to move.

    • PlayerWhile in effect, you will not be able to move.
  • Poisoned

    Damage

    You will receive poison damage every 0.75 seconds.

    • PlayerReceive poison damage every 0.75 seconds.
    Element
    ☠️ Poison
    Tick interval
    0.75s
  • Resilience

    Defense / Protection

    This status negates damage once and consumes all stacks. The more stacks you have, the longer the effect will last.

    • PlayerNullifies damage once and consumes all stacks. The more stacks there are, the longer the effect lasts.
  • Revive Protection

    Defense / Protection

    After being revived, you gain damage resistance for 2 to 5 seconds.

    • PlayerAfter being revived, gain damage resistance for 2-5 seconds.
  • Sticky

    Mobility Modifier

    Movement speed and jump height are reduced to 25% of normal.

    • PlayerMovement speed and jump height are reduced to 25% of normal.
  • Stop and Go

    State & Revival

    This is a state in which the STOP state and GO state are periodically switched. Please refer to the Road Traffic Act for details.

    • PlayerThe STOP state and GO state are switched periodically. See Upgrade for details.
  • Vital

    State & Revival

    Indicates whether Healthy Guard can be activated.

    • PlayerIndicates whether Healthy Guard can be activated.
  • Volatile

    Defense / Protection

    Even if you receive fatal damage when you are not in a dying state, you will not die and only 1 HP will remain.

    • PlayerEven if you receive fatal damage when you are not in a dying state, you will not die and will remain with 1 HP.
  • Weakened

    Attack & Defense Modifier

    This is a state where the damage dealt is reduced.

    • PlayerDamage dealt becomes 25% of normal damage.
    • EnemyDamage dealt becomes 75% of normal damage.