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* Positive status effects are effects that strengthen the damage, defensive, or even movement capabilities of the player or enemies in some way. |
* Positive status effects are effects that strengthen the damage, defensive, or even movement capabilities of the player or enemies in some way. |
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+ | * Negative status effects are effects that hurt or weaken enemies or the player in some way, either directly, or indirectly. |
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− | |||
+ | ** [[Weapons]] and [[skills]] can have [[affixes]] that increase damage dealt to an enemy suffering from a specific negative status effect. This only includes specific effects. Other negative effects do not have such a affix. |
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− | * Negative status effects are effects that either hurt or weaken enemies or the player in some way. Most either or restrict enemy action, or deal damage-over-time. <span style="color:#E5822B">Oil</span> does not directly affect enemies, and instead boosts the damage of fire in the form of <span style="color:#E5822B">burning oil</span>. Other effects that increase incoming damage also do not actively harm enemies or the player. |
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− | ** [[Weapons]] and [[skills]] can have [[Affixes|modifiers]] that increase damage dealt to an enemy suffering from a specific negative status effect. This only includes effects that hurt enemies or restrict their movement. Other negative effects do not have such a modifier. |
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== Negative Effects == |
== Negative Effects == |
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Negative effects are all grouped together because of their nature of harming their target in some way, whether that be the player, or enemies. |
Negative effects are all grouped together because of their nature of harming their target in some way, whether that be the player, or enemies. |
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− | Stun, |
+ | Stun, {{Color|root}}, {{Color|freeze}}, and {{Color|slow}} all restrict enemy movement or attack in some way. Inflicting one of these effects multiple times on an enemy will simply refresh the duration of the effect. |
− | + | {{Color|Fire}}, {{Color|poison}}, {{Color|bleed}} and {{Color|shock}} all deal damage-over-time. They can be stacked on top of one another as well as themselves to increase damage dealt. Weapons that inflict these effects display the elemental DPS as '''per mark''' of the effect. However, they each have unique mechanics involving how their effects are applied to enemies. {{Color|Oil}} does not inherently damage enemies but instead boosts the damage and duration of {{Color|fire}}. |
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Effects that increase damage taken are also listed here, though their exact mechanics often vary greatly depending on their source. |
Effects that increase damage taken are also listed here, though their exact mechanics often vary greatly depending on their source. |
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+ | Note that negative status effects, when inflicted on [[Bosses]] and [[Enemies#Elite Enemies|Elites]], expire 20% faster than normal. Additionally, elite enemies and bosses will grow a resistance to 'crowd control' effects, like {{Color|freeze}} and {{Color|root}}, if they repeatedly receive these effects in a short period of time, but their resistance will eventually return to normal. Certain bosses and enemies are also completely resistant to some effects and they cannot be inflicted at all on them. |
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− | === Stun [[File:Stun Effect.gif|frameless|link=]] === |
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+ | |||
+ | === Stun === |
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+ | [[File:Stun Effect.gif|link=|right|72x68px]] |
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'''Stun''' incapacitates a target briefly and continues regardless of damage taken. Stun also cancels most enemy attacks and attack combos. |
'''Stun''' incapacitates a target briefly and continues regardless of damage taken. Stun also cancels most enemy attacks and attack combos. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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* Most weapons can briefly stun enemies after dealing enough damage, in the form of [[Mechanics#Breach|Breach]], but there are a few items that will inherently inflict the stun effect. |
* Most weapons can briefly stun enemies after dealing enough damage, in the form of [[Mechanics#Breach|Breach]], but there are a few items that will inherently inflict the stun effect. |
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− | * The player can also be stunned by certain enemy attacks and from falling large distances. |
+ | * The player can also be stunned by certain enemy attacks and from falling large distances without dive-slamming. |
+ | '''The following items/affixes inflict stun:''' {{Item|Toothpick}}, {{Item|Cudgel}}, {{Item|Thunder Shield}}, {{Item|Heavy Turret}}, {{Item|Crusher}}, {{Item|Emergency Door}}, {{Item|Stun Grenade}}, {{Item|Grappling Hook}}, {{Item|Throwable Objects}}, {{Item|Cocoon}}, {{Item|Scavenged Bombard}} Heavy Stun affix, Mario Jump affix |
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− | |||
− | === Root [[File:Root Effect.png|frameless|link=]] === |
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− | '''<span style="color:#82A082">Root</span>''' prevents an enemy from moving, though the enemy may still perform actions and attacks. This effect also prevents most enemies from turning, making them inoffensive if you attack them from behind. Some enemies are able to root the player using certain attacks. |
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− | * <span style="color:#82A082">Root</span> often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it. |
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+ | === Root === |
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− | === Freeze [[File:Ice Effect.png|frameless|link=]] === |
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+ | [[File:Root Effect.png|link=|right|60px]] |
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− | '''<span style="color:#91D5FB">Freeze</span>''' incapacitates a target for a few seconds but will be removed if the target is hit again. Enemies that have <span style="color:#91D5FB">thawed</span> will have <span style="color:#91D5FB">slowed</span> movement and attacks for a brief period. |
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+ | '''{{Color|Root}}''' prevents an enemy from moving and turning, though they can perform actions otherwise. Some enemies are able to root the player using certain attacks, but the player can still use most weapons and skills. Enemies that are rooted will have visible roots or chains connected to them from the ground. |
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− | * Certain enemies have a chance to resist <span style="color:#91D5FB">freeze</span>, although they may still be slowed even if they resist the initial effect. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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− | * <span style="color:#E5822B">Fire</span> will nullify the effect of <span style="color:#91D5FB">freeze</span> with each tick of damage. |
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+ | * {{Color|Root}} often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it, such as with the {{Item|Repeater Crossbow}} or the {{Item|Wolf Trap}}. |
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− | ** Unlike the <span style="color:#91D5FB">freeze</span> effect, <span style="color:#91D5FB">slow</span> is not removed by fire based attacks. |
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− | * |
+ | * {{Color|Ice}} based items can freeze water sources, which will cause enemies that are in the affected water source to be {{Color|root|rooted}} and {{Color|slow|slowed}} briefly until the water unfreezes. |
+ | '''The following items/affixes inflict root:''' {{Item|Seismic Strike}}, {{Item|Quiver of Bolts}}, {{Item|The Boy's Axe}}, {{Item|Wolf Trap}}, {{Item|Root Grenade}}, {{Item|Phaser}}, {{Item|Heavy Crossbow}}, {{Item|Maw of the Deep}} |
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+ | === Freeze === |
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− | ==== Slow [[File:Ice Effect.png|frameless|link=]] ==== |
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+ | [[File:Ice Effect.png|link=|right|60px]] |
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− | '''<span style="color:#91D5FB">Slow</span>''' reduces enemy movement and attack speed to around half of what it would normally be, making enemies easier to engage as they will not be able to attack as quickly. |
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+ | '''{{Color|Freeze}}''' incapacitates a target who will thaw out when they're damaged again or after several seconds. Enemies that have {{Color|thaw|thawed}} will have {{Color|slow|slowed}} movement and attacks for a brief period. Enemies that are {{Color|frozen}} will be visibly covered in ice until they {{Color|thaw}}. |
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− | * <span style="color:#91D5FB">Slow</span> is most commonly inflicted after a <span style="color:#91D5FB">frozen</span> enemy thaws, meaning that all <span style="color:#91D5FB">ice</span> based items will always inflict <span style="color:#91D5FB">slow</span>. There are however a few mutations, items, and affixes which simply inflict <span style="color:#91D5FB">slow</span> itself. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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− | ** The ranged weapon [[File:Ice Shards Icon.png|frameless|20 px]] [[Ice Shards]] is one of the only <span style="color:#91D5FB">ice</span> based item to inflict <span style="color:#91D5FB">slow</span> without first <span style="color:#91D5FB">freezing</span> the enemy. |
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+ | * This effect does not have an icon, but instead makes the enemy visibly covered in ice. |
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− | * Attacks from enemies that are <span style="color:#91D5FB">slowed down</span> will still give a yellow indicator relative to when the hit is about to land, making it easier to be able to parry or dodge attacks from <span style="color:#91D5FB">slowed</span> enemies without messing up the timing. |
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+ | * Certain enemies have a chance to resist {{Color|freeze}}, although they may still be slowed even if they resist the initial effect. |
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− | * The [[File:Frostbite Mutation Icon.png|frameless|20 px]] [[Mutations#Survival Mutations|Frostbite]] mutation will transform <span style="color:#91D5FB">slow</span> into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal. |
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+ | * {{Color|Fire}} will nullify the effect of {{Color|freeze}} with each tick of damage. |
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+ | ** Unlike the {{Color|freeze}} effect, {{Color|slow}} is not removed by fire based attacks. |
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+ | * {{Color|bleed|Bleeding}} and {{Color|poison|poisoning}} inflicted beforehand cannot thaw enemies on their own. |
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+ | * The player can be inflicted with Freeze when hit by their projectile the Queen redirects. |
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+ | '''The following items/affixes inflict freeze:''' {{Item|Ice Bow}}, {{Item|Ice Crossbow}}, {{Item|Frost Blast}}, {{Item|Ice Shield}}, {{Item|Ice Grenade}}, {{Item|Ice Armor}}, {{Mutation|Ygdar Orus Li Ox}}, Frost Shield affix, Death Freeze affix, Ice on Stop affix, Ice Skin affix |
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+ | === Slow === |
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− | === Fire [[File:Fire Effect.png|frameless|link=]] === |
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+ | [[File:Slow Effect.png|link=|right|42x60px]] |
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− | '''<span style="color:#E5822B">Fire</span>''' is a short lasting effect that damages enemies over the course of its duration. It is inflicted on enemies by <span style="color:#E5822B">fire</span> based attacks as well as any patches of <span style="color:#E5822B">burning</span> ground. |
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+ | '''{{Color|Slow}}''' reduces enemy movement and attack speed to around half of what it would normally be, making enemies easier to engage as they will not be able to attack as quickly. |
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− | * <span style="color:#E5822B">Fire</span> based attacks cover the ground with fire, allowing for fire effects to stack repeatedly with single attacks. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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− | * <span style="color:#E5822B">Fire</span> and any enemy inflicted by a <span style="color:#E5822B">burning</span> attack is affected by water. The status is removed when entering water and will resist the effect entirely if standing in water. Any weapons or skills that leave fire will not do so over water, making <span style="color:#E5822B">burning</span> weapons and skills significantly weaker against enemies in water. |
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+ | * {{Color|Slow}} is most commonly inflicted after a {{Color|freeze|frozen}} enemy {{Color|thaw|thaws}}, meaning that all {{Color|ice}} based items will always inflict {{Color|slow}}. There are however a few mutations, items, and affixes which simply inflict {{Color|slow}} itself. |
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+ | ** The ranged weapon {{Item|Ice Shards}} is one of the only {{Color|ice}} based items to inflict {{Color|slow}} without first {{Color|freeze|freezing}} the enemy. |
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+ | * Attacks from enemies that are {{Color|slow|slowed down}} will still give a yellow indicator relative to when the hit is about to land, making it easier to be able to parry or dodge attacks from {{Color|slow|slowed}} enemies without messing up the timing. |
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+ | * The {{Mutation|Frostbite}} mutation will transform {{Color|slow}} into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal as {{Color|slow}} effects cannot stack. |
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+ | * {{Color|Ice}} based items can freeze water sources, which will cause enemies that are in the affected water source to be {{Color|root|rooted}} and {{Color|slow|slowed}} briefly until the water unfreezes. |
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+ | * Some enemies, such as the Hand of the King and the Giant, are immune to slow. |
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+ | '''The following items/affixes inflict slow:''' {{Item|Ice Shards}}, {{Item|Crusher}}, {{Mutation|Melee}}, {{Mutation|Crow's Foot}}, {{Mutation|Tactical Retreat}}, Heavy Death Thaw affix |
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+ | === Fire === |
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− | ==== Oil [[File:Oil Effect.png|frameless|link=]] and Burning Oil [[File:Blue Fire Effect.png|frameless|link=]] ==== |
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+ | [[File:Fire Effect.png|link=|right|60px]] |
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− | '''<span style="color:#E5822B">Oil</span>''' is an effect that increases the damage of <span style="color:#E5822B">fire</span> and turns it into a separate effect referred to as '''<span style="color:#E5822B">Burning Oil</span>'''. |
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+ | '''{{Color|Fire}}''' is a short lasting effect that damages enemies over the course of its duration. It is inflicted on enemies by {{Color|fire}} based attacks as well as any patches of {{Color|burn|burning}} ground. Enemies that are {{Color|burn|burning}} will have a visible flame effect emanating from them. |
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− | * Enemies which are affected by <span style="color:#E5822B">oil</span> take 12% more damage from each <span style="color:#E5822B">burn</span> effect they have received. The player can tell an enemy is taking increased <span style="color:#E5822B">burn</span> damage from oil (as of ''v1.9'') as the fire icons above the enemy will be blue fire instead of the usual orange fire icon. |
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+ | * '''Stacking Capability:''' No stacking limits. |
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− | * <span style="color:#E5822B">Oil</span> based attacks can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground. These slicks do not inherently have any negative impact on enemies, except inflicting the <span style="color:#E5822B">oil</span> effect on them. Creating pools of <span style="color:#E5822B">fire</span> on these oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which still inflict the normal orange <span style="color:#E5822B">fire</span> effect, but last for longer than normal red flames. |
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+ | * {{Color|Fire}} based attacks cover the ground with fire, allowing for fire effects to stack repeatedly with single attacks. |
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− | * Enemies drenched in <span style="color:#E5822B">oil</span> will normally keep the effect for a long period of time, but when they receive the <span style="color:#E5822B">burn</span> effect the <span style="color:#E5822B">oil</span> will be removed much more quickly. |
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+ | * {{Color|Fire}} and any enemy inflicted by a {{Color|burn|burning}} attack is affected by water. The status is removed when entering water and will resist the effect entirely if standing in water. Any weapons or skills that leave fire will not do so over water, making {{Color|burn|burning}} weapons and skills significantly weaker against enemies in water. |
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− | * The <span style="color:#E5822B">burning oil</span> and normal <span style="color:#E5822B">burn</span> effects cannot technically both be inflicted upon an enemy at the same time as any <span style="color:#E5822B">burning oil</span> effects an enemy receives while drenched in oil are automatically turned back into normal <span style="color:#E5822B">burn</span> effects when the oil is used up. |
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+ | * Some enemies, such as the [[Demon]], are immune to {{Color|fire}} damage. |
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− | * Spreading oil on enemies in water makes them susceptible to <span style="color:#E5822B">burn</span> damage. |
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+ | '''The following items/affixes inflict fire:''' {{Item|Torch}}, {{Item|Flint}} (when igniting an oil trail), {{Item|Firebrands}}, {{Item|Pyrotechnics}}, {{Item|Fire Blast}}, {{Item|Flamethrower Turret}}, {{Item|Fire Grenade}}, Fire Shield affix, Death Fire affix, Dive Attack Fire affix, Fire on Use affix, Fire on Destroy affix, Fire on Stop affix, Fire Bullet affix, Fire Feet affix, Fire Dodge affix |
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+ | ==== Blue Fire ==== |
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+ | [[File:Oiled Fire Icon Small.png|link=|right|60px]] |
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+ | '''{{Color|Burning Oil|Blue Fire}}''', or '''{{Color|Burning Oil}}''', is a version of the {{Color|fire}} effect that occurs while an enemy is covered in {{Color|oil}}. {{Color|Burning Oil}} deals 12% extra damage over its regular counterpart and lasts longer as well. |
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+ | * '''Stacking Capability:''' No stacking limits. |
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+ | * When an {{Color|oil}} effect runs out on enemy, any {{Color|burning oil}} effects are turned back into regular {{Color|fire}} effects. |
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+ | === Oil === |
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+ | [[File:Oiled Icon Small.png|link=|right|60px]] |
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+ | '''{{Color|Oil}}''' is an effect that increases the damage and duration of {{Color|fire}} and turns it into '''{{Color|Burning Oil}}'''. Enemies that are covered in {{Color|oil}} will be visibly covered in oil droplets. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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+ | * {{Color|Oil}} based attacks can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground. These slicks do not inherently have any negative impact on enemies, except inflicting the {{Color|oil}} effect on them. Creating pools of {{Color|fire}} on these oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which still inflict the normal orange {{Color|fire}} effect, but last for longer than normal red flames. |
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+ | * Enemies drenched in {{Color|oil}} will normally keep the effect for a long period of time, but when they receive the {{Color|burn}} effect the {{Color|oil}} will be removed much more quickly. |
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+ | * Enemies standing in water can be burned if {{Color|oil|oiled}}. |
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* Oil explosions, whenever they occur, deal 16 base damage. |
* Oil explosions, whenever they occur, deal 16 base damage. |
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+ | '''The following items/affixes inflict oil:''' {{Item|Oiled Sword}}, {{Item|Oil Grenade}}, Oil Deploy affix, Dive Attack Oil affix, Oil on Use affix, Oil affix <br> |
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+ | '''The following items/affixes inflict burning oil:''' Oil and Fire on Use affix, Oil and Fire on Destroy affix |
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− | === |
+ | === Poison === |
+ | [[File:Poison Effect.png|link=|right|60px]] |
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− | '''<span style="color:#75DC2C">Poison</span>''' causes enemies to take damage over an extended period of time. When an enemy is killed by <span style="color:#75DC2C">poison</span> while there are other enemies nearby, the enemy explodes into a toxic cloud that inflicts more <span style="color:#75DC2C">poison</span>, but with reduced damage and only for the remainder of the duration of the original instance of <span style="color:#75DC2C">poison</span>. |
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+ | '''{{Color|Poison}}''' causes enemies to take damage over an extended period of time. When an enemy is killed while {{Color|poisoned}} while there are other enemies nearby, the enemy explodes into a toxic cloud that inflicts more {{Color|poison}}, but with reduced damage and only for the remainder of the duration of the original instance of {{Color|poison}}. Enemies that are {{Color|poisoned}} will be visibly emanating green gas clouds. |
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− | * <span style="color:#75DC2C">Poison</span> is most often inflicted by <span style="color:#75DC2C">poisonous</span> gas clouds, which are usually created by <span style="color:#75DC2C">poison</span>-based abilities and weapons. |
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+ | * '''Stacking Capability:''' No stacking limits. |
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− | * <span style="color:#75DC2C">Poison</span> is affected by water, enemies covered in water have a 0.21 second delay on getting <span style="color:#75DC2C">poisoned</span>. |
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+ | * {{Color|Poison}} is most often inflicted by {{Color|poison|poisonous}} gas clouds, which are usually created by {{Color|poison}}-based abilities and weapons. |
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− | * The player may also be inflicted with <span style="color:#75DC2C">poison</span>, albeit rarely, from certain enemies, as well as toxic pools of sludge in the [[Toxic Sewers]] and [[Ancient Sewers]]. |
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+ | * {{Color|Poison}} is affected by water. Enemies covered in water have a 0.21 second delay on getting {{Color|poison|poisoned}}. |
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+ | * The player may also be inflicted with {{Color|poison}}, albeit rarely, from certain enemies, as well as toxic pools of water in the [[Toxic Sewers]] and [[Ancient Sewers]]. |
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+ | * Enemies will not spread {{Color|poison}} if not poisoned prior to the killing blow. |
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+ | '''The following items/affixes inflict poison:''' {{Item|Snake Fangs}}, {{Item|Alchemic Carbine}}, {{Item|Blowgun}}, {{Item|Corrosive Cloud}}, Poison Skin affix, Poison Skin affix, Poison Shield affix, Poison Deploy affix, Poison on Use affix, Poison on Stop affix, Poison on Hit affix, Poison Bullet affix, Poison Cloud on Hit affix, Poison Dodge affix, Bleed Poison affix |
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− | === |
+ | === Bleed === |
+ | [[File:Bleed Effect.png|link=|right|32x54px]] |
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− | '''<span style="color:#E03E35">Bleed</span>''' effects |
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− | cause enemies to take small amounts of damage over the course of their duration. If 5 |
+ | '''{{Color|Bleed}}''' effects cause enemies to take small amounts of damage over the course of their duration. If 5 {{Color|bleed}} effects are inflicted upon an enemy, all of the damage they would have inflicted over the course of their duration is dealt all at once. Enemies that are {{Color|bleed|bleeding}} will be visibly squirting blood. |
+ | * '''Stacking Capability:''' Only 5 effects can stack at a time in total, but they can be from any source. |
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− | * <span style="color:#E03E35">Bleed</span> is almost exclusively inflicted by direct hits from weapons that cause <span style="color:#E03E35">Bleeding</span>, with few exceptions. |
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+ | * {{Color|Bleed}} is almost exclusively inflicted by direct hits from weapons that cause {{Color|bleed|Bleeding}}, with few exceptions. |
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− | * <span style="color:#E03E35">Bleed</span> usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often. |
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+ | * {{Color|Bleed}} usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often. |
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+ | '''The following items/affixes inflict bleed:''' {{Item|Blood Sword}}, {{Item|Hemorrhage}}, {{Item|Throwing Knife}}, {{Item|Bloodthirsty Shield}}, {{Item|Sinew Slicer}}, {{Item|Cleaver (Skill)|title=Cleaver}}, {{Item|Knife Dance}}, {{Item|Corrosive Cloud}}, {{Mutation|Open Wounds}}, {{Item|Maw of the Deep}}, {{Item|Leghugger}}, Bleed Shield affix, Ice Bleed affix, Bleed on Stop affix, Bleed on Hit affix |
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− | === Shock |
+ | === Shock === |
+ | [[File:Shock Effect.png|link=|right|36x63px]] |
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− | '''<span style="color:#37A2D7">Shock</span>''' is a special effect that will deal damage-over-time to the enemy that it was inflicted upon, as well as any enemies around it (with reduced damage), somewhat similarly to <span style="color:#75DC2C">poison's</span> propagation ability. |
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+ | '''{{Color|Shock}}''' is a special effect that will deal damage-over-time to the enemy that it was inflicted upon, as well as any enemies around it (with reduced damage) by shooting lightning bolts out of the afflicted enemy. |
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− | * <span style="color:#37A2D7">Shocked</span> enemies can only be <span style="color:#37A2D7">shocked</span> once at a time, unlike other damage-over-time effects, which can stack multiple times on a single enemy. When a new shock effect is inflicted, it will simply replace the original one. |
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+ | * '''Stacking Capability:''' Only one effect at a time. |
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− | * <span style="color:#37A2D7">Shock</span> is mainly inflicted directly by <span style="color:#37A2D7">electricity</span> based items, such as the [[File:Electric Whip Icon.png|frameless|20 px]] [[Electric Whip]]. |
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+ | ** Applying {{Color|electric|electricity}} on electrified enemies resets {{Color|electric|electricity}} and applies it again, updating damage value if hit with a different weapon. |
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− | ** However, other effects can still be stacked alongside it, and it will simply be replaced by a new instance of <span style="color:#37A2D7">shock</span> if the enemy is <span style="color:#37A2D7">shocked</span> again. |
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+ | * {{Color|Shock}} is mainly inflicted directly by {{Color|electric|electricity}} based items, such as the {{Item|Electric Whip}}. |
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− | * <span style="color:#37A2D7">Electricity</span> based attacks will cause water to become electrified, dealing <span style="color:#37A2D7">electric</span> damage to enemies within the water. |
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+ | * {{Color|electric|Electricity}} based attacks will cause water to become electrified, dealing {{Color|critical}} damage to enemies within the water. |
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+ | * The player cannot be inflicted with this effect. |
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+ | '''The following items/affixes inflict shock:''' {{Item|Electric Whip}}, {{Item|Lightning Bolt}}, {{Item|Thunder Shield}}, {{Item|Tesla Coil}}, {{Item|Magnetic Grenade}}, {{Item|Wings of the Crow}}, {{Item|Lightning Rods}} |
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− | === |
+ | === Extra Damage Taken === |
+ | [[File:Damage Up Effect.png|link=|right|60px]] |
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Effects that '''Increase Damage Taken''' are a group of effects that all increase the amount of damage received from incoming attacks by enemies or the player. This is either in the form of an increased damage percentage, or a flat amount of extra damage added with each hit. These effects can last over a period of time or with a single hit, and some are indefinite. |
Effects that '''Increase Damage Taken''' are a group of effects that all increase the amount of damage received from incoming attacks by enemies or the player. This is either in the form of an increased damage percentage, or a flat amount of extra damage added with each hit. These effects can last over a period of time or with a single hit, and some are indefinite. |
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+ | * '''Stacking Capability:''' Only one effect per source. |
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* When one of these effects are inflicted on the player it’s usually as a tradeoff for some other ability, whereas for enemies it’s only used to simply kill them more quickly. |
* When one of these effects are inflicted on the player it’s usually as a tradeoff for some other ability, whereas for enemies it’s only used to simply kill them more quickly. |
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* Some increased damage effects do not use the [[File:Damage Up Effect.png|frameless|link=]] icon, however they still fall under this category of effects. |
* Some increased damage effects do not use the [[File:Damage Up Effect.png|frameless|link=]] icon, however they still fall under this category of effects. |
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* There is an affix for turrets that boosts the damage the player deals when they are near the affixed turret, which uses the [[File:Damage Up Effect.png|frameless|link=]] icon. This is slightly contradictory as the effect increases outgoing damage instead of incoming damage, while the effect icon is normally used to indicate the afflicted individual will take increased damage, not the other way around. |
* There is an affix for turrets that boosts the damage the player deals when they are near the affixed turret, which uses the [[File:Damage Up Effect.png|frameless|link=]] icon. This is slightly contradictory as the effect increases outgoing damage instead of incoming damage, while the effect icon is normally used to indicate the afflicted individual will take increased damage, not the other way around. |
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+ | * Percentage-based effects are additive, meaning if you have more than one active, the total percentage is added from each effect. For example, if the player takes 30% more damage because of {{Item|Corrupted Power}}, and a [[File:Double Damage Effect.png|20px]] double damage affix on one of their weapons, they will take 130% more damage from enemy attacks. |
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− | |||
+ | '''The following items/affixes inflict increased damage taken:''' {{Item|Wolf Trap}} |
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− | ==== Hokuto's Mark [[File:Hokuto Effect.png|frameless|link=]] ==== |
||
− | '''Hokuto's Mark''' is a unique effect applied by the [[File:Hokuto's Bow Icon.png|frameless|20 px]] [[Hokuto's Bow]]. It causes enemies to take extra damage from your attacks. Unlike other similar effects, this effect causes enemies that are killed while marked to spread the effect to other nearby enemies. |
||
− | * The extra damage applied to each hit can only be added at most every 0.3 seconds. |
||
== Positive Effects == |
== Positive Effects == |
||
− | These are effects that directly benefit the player or enemies, by increasing their defensive or offensive capabilities in some way, such as by reducing incoming damage, invincibility, or some other similar effects. |
+ | These are effects that directly benefit the player or enemies, by increasing their defensive or offensive capabilities in some way, such as by reducing incoming damage, invincibility, or some other similar effects. |
+ | |||
+ | Most of these effects are used primarily by the player, and enemies are rarely ever able to receive most of them. |
||
+ | === Damage Resistance === |
||
− | === Damage Reduction [[File:Damage Reduction Effect.png|frameless|link=]] === |
||
+ | [[File:Damage Reduction Effect.png|link=|right|41x45px]] |
||
− | '''Damage Reduction''' reduces the damage of incoming hits by a percentage depending on the source. Damage reduction, as a status effect, is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player. |
||
+ | '''Damage Resistance''' reduces the damage of incoming hits by a percentage. It is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player. |
||
− | * Currently the only ways for enemies to receive this buff is when they are nearby [[Legendary Altar|legendary altars]], which will grant them this buff until they move far enough away, and [[Defender]]s, which will receive it when shielding another enemy. |
||
+ | * '''Stacking Capability:''' Only one effect per source. |
||
− | * This effect cannot be stacked multiple times if it comes from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are giving the effect, one can have multiple of it active at the same time. |
||
+ | * This effect cannot be stacked multiple times from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are providing the effect, the damage reduction effects will stack. |
||
+ | * The affix that gives the player damage reduction when nearby a turret uses a slightly different [[File:Damage Reduction Traps Effect.png|frameless|link=]] golden icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect. |
||
+ | '''The following items/affixes provide damage reduction:''' {{Item|Tonic}}, {{Mutation|Vengeance}}, {{Mutation|Berserker}}, Deployed Resist affix |
||
− | === Damage |
+ | === Damage buffs === |
+ | [[File:DPS Buff Effect Gif.gif|link=|right|45x60px]] |
||
'''Damage Buffs''' are a group of effects that temporarily increase the amount of damage the player deals. They are mostly only given by [[Mutations]]. They can work as a percent increase or just a flat amount of added damage, and can last for a single hit, over a period of time, or even only while certain conditions are met. |
'''Damage Buffs''' are a group of effects that temporarily increase the amount of damage the player deals. They are mostly only given by [[Mutations]]. They can work as a percent increase or just a flat amount of added damage, and can last for a single hit, over a period of time, or even only while certain conditions are met. |
||
+ | * '''Stacking Capability:''' Only one effect per source. |
||
* The number of active damage buffs the player currently has is represented using a counter, which takes the form of a number next to a sword icon. When there is no active buffs the icon disappears. |
* The number of active damage buffs the player currently has is represented using a counter, which takes the form of a number next to a sword icon. When there is no active buffs the icon disappears. |
||
− | ** Some damage buffs, such as the |
+ | ** Some damage buffs, such as the {{Mutation|Spite}} mutation, do not add to the counter, as they are always active, or are only applied to enemies who are under certain conditions, as it is with the {{Mutation|Ripper}} mutation. The counter only takes into account abilities that increase the players total damage to all enemies, and don’t last indefinitely. |
− | ** The turret affix that increases your damage when near a turret does not add to the counter but instead uses a different yellow [[File:Damage Up Effect.png|frameless|link=]] icon. However, it is mechanically identical to the buff provided by the |
+ | ** The turret affix that increases your damage when near a turret does not add to the counter but instead uses a different yellow [[File:Damage Up Effect.png|frameless|link=]] icon. However, it is mechanically identical to the buff provided by the {{Mutation|Support}} mutation as well as the one given by the {{Item|Heavy Turret}}, which both add to the damage buff counter, so this distinction is odd. |
− | ** The |
+ | ** The {{Item|Corrupted Power}} skill does not increase the counter, even though it would make sense for it to do so. Instead, it makes the players head glow purple to indicate that it is active. |
* Percent based damage increases are additive, so having multiple will simply add to the total increased damage percentage. |
* Percent based damage increases are additive, so having multiple will simply add to the total increased damage percentage. |
||
+ | '''The following items/affixes provide damage buffs:''' {{Item|Front Line Shield}}, {{Item|Heavy Turret}}, {{Item|Corrupted Power}}, {{Mutation|Combo}}, {{Mutation|Vengeance}}, {{Mutation|Tainted Flask}}, {{Mutation|Scheme}}, {{Mutation|Initiative}}, {{Mutation|Support}}, {{Mutation|Tranquility}}, {{Mutation|Ranger's Gear}}, {{Mutation|Point Blank}}, {{Mutation|Counterattack}}, {{Mutation|Spite}}, {{Mutation|Extended Healing}}, {{Mutation|Gastronomy}}, Relentless aspect, Damned aspect, Gotta Go Fast aspect, Menagerie aspect, Deployed Damage affix, Counter Attack (affix), |
||
=== Force Field === |
=== Force Field === |
||
− | '''Force |
+ | '''Force Field''' is an effect that provides nearly total invincibility for the subject of the effect. |
+ | * '''Stacking Capability:''' Only one effect at a time. |
||
* There are a number of items, affixes, and mutations that will create force fields for the player. |
* There are a number of items, affixes, and mutations that will create force fields for the player. |
||
+ | * Damaging status effects already active on the subject won't be interrupted by a force field and can continue to damage them. |
||
* Certain enemies will generate force fields for other nearby enemies. |
* Certain enemies will generate force fields for other nearby enemies. |
||
− | * Having any [[Shields|shield]] equipped will grant 0. |
+ | * Having any [[Shields|shield]] equipped will grant a force field for 0.65 seconds after taking damage. |
* Bosses will often use force fields during phase changes to prevent them from being interrupted during the change. |
* Bosses will often use force fields during phase changes to prevent them from being interrupted during the change. |
||
* Force fields always appear as pink-ish, see-through domes that encapsulate the target of the effect. |
* Force fields always appear as pink-ish, see-through domes that encapsulate the target of the effect. |
||
− | * Active force fields reduce the health recovery when dealing damage from the [[Mechanics# |
+ | * Active force fields reduce the health recovery when dealing damage from the [[Mechanics#Recovery|recovery mechanic]] by 65%. |
+ | '''The following items/affixes provide force fields:''' {{Item|Force Shield}}, {{Item|Vampirism}}, {{Item|Tonic}}, {{Mutation|Ygdar Orus Li Ox}}, {{Mutation|Disengagement}} |
||
=== Invisibility === |
=== Invisibility === |
||
− | '''Invisibility''' is an effect that makes the player undetectable |
+ | '''Invisibility''' is an effect that makes the subject of the effect invisible. For enemies, this makes them extremely difficult for the player to see, but makes the player undetectable to enemies if they are the subject of the effect. |
+ | * '''Stacking Capability:''' Only one effect at a time. |
||
* Some enemies can also have invisibility, making them much harder for the player to see. |
* Some enemies can also have invisibility, making them much harder for the player to see. |
||
* If the player takes damage while invisible, the effect is removed. This is a good thing to keep in mind as enemies can still hit you while invisible if you gained the effect when an enemy was attacking you. |
* If the player takes damage while invisible, the effect is removed. This is a good thing to keep in mind as enemies can still hit you while invisible if you gained the effect when an enemy was attacking you. |
||
* [[Masker]]s can make large amounts of enemies invisible with the use of thick fog, making areas much more dangerous to traverse due to the risk of a surprise attack at any moment. |
* [[Masker]]s can make large amounts of enemies invisible with the use of thick fog, making areas much more dangerous to traverse due to the risk of a surprise attack at any moment. |
||
+ | * [[Bosses]] cannot be fooled by invisibility. |
||
− | * [[Bosses]] ignore this effect entirely and will attack the player regardless of whether it is active or not. |
||
+ | '''The following items/affixes provide invisibility:''' {{Item|Explosive Decoy}}, {{Item|Smoke Bomb}}, {{Mutation|Predator}}, Invisibility affix |
||
+ | === Health Regeneration === |
||
− | === Malaise Immunity [[File:Malaise Resistance Effect.png|frameless|link=]] === |
||
+ | [[File:Health Regen Effect.png|link=|right|45px]] |
||
− | '''Malaise Immunity''' is an effect that makes the player immune to the [[Malaise]] until the effect ends. Enemies cannot get this effect as the Malaise is not something that affects them. |
||
− | * Certain mutations can make affected enemies incapable of inflicting the malaise, however the player still isn’t immune, as unaffected enemies could still potentially inflict Malaise. |
||
− | * The Malaise immunity effect is mostly only used by a few mutations, but is also used by one singular skill, that being the [[File:Tonic Icon.png|frameless|20 px]] [[Tonic]]. |
||
− | |||
− | === Health Regeneration [[File:Health Regen Effect.png|frameless|link=]] === |
||
'''Health Regeneration''' is an effect that restores a percentage of the players health bar over a short period of time, which is usually within the span of a second or less. |
'''Health Regeneration''' is an effect that restores a percentage of the players health bar over a short period of time, which is usually within the span of a second or less. |
||
+ | * '''Stacking Capability:''' No stacking limits. |
||
− | * This effect can be can be obtained through eating food, drinking a health potion, certain rare affixes, or activating the effects of some healing [[Mutations]]. Currently enemies have no way of receiving health regeneration (except for one particular foe in a certain [[The Collector (5 BSC)|Spoiler Boss Fight]]). |
||
+ | * This effect can be can be obtained through eating food, drinking a health potion, certain rare affixes, or activating the effects of some healing [[Mutations]]. Currently enemies have no way of receiving health regeneration (except for one particular foe in a certain [[The Collector (5 BSC)|spoiler boss fight]]). |
||
** There is however, an unused enemy in the games files which could heal other enemies. |
** There is however, an unused enemy in the games files which could heal other enemies. |
||
+ | '''The following items/affixes provide the health regeneration effect:''' [[Health Flask]], [[Food]], {{Mutation|Adrenaline}}, {{Mutation|Alienation}}, {{Mutation|Frenzy}}, {{Mutation|What Doesn't Kill Me}}, {{Mutation|Necromancy}}, Toxin Lover aspect, Blood Drinker aspect, Leech affix, Heal Mid Life affix |
||
+ | === Health Leech === |
||
− | === Life Leech [[File:Damage Health Regen Effect.png |frameless|link=]] === |
||
+ | [[File:Damage Health Regen Effect.png|link=|right|54x63px]] |
||
− | '''Life Leech''' is given to the player by the [[File:Frenzy Mutation Icon.png|frameless|link=Mutations#Brutality Mutations|20px]] [[Mutations#Brutality Mutations|Frenzy]] and [[File:Adrenalin Mutation Icon.png|frameless|link=Mutations#Brutality Mutations|20px]] [[Mutations#Brutality Mutations|Adrenalin]] mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks. |
||
+ | '''Health Leech''' is given to the player by the {{Mutation|Frenzy}} and {{Mutation|Adrenaline}} mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks. |
||
+ | * '''Stacking Capability:''' Only one effect per source. |
||
* The amount of health restored is determined by the base damage of the weapon you used. |
* The amount of health restored is determined by the base damage of the weapon you used. |
||
* There are a few affixes that provide a similar ability, however they restore a flat 1% of your health bar with each hit and are not restricted to melee attacks. They also don’t use any icon as they are constantly active while the weapon they are affixed to is equipped. |
* There are a few affixes that provide a similar ability, however they restore a flat 1% of your health bar with each hit and are not restricted to melee attacks. They also don’t use any icon as they are constantly active while the weapon they are affixed to is equipped. |
||
+ | |||
+ | === Speed boost === |
||
+ | [[File:Speed Boost Effect.png|link=|right|36x32px]] |
||
+ | '''Speed buffs''' increase the movement speed of the player. |
||
+ | * '''Stacking Capability:''' Only one effect per source, but multiple speed buffs stack. |
||
+ | * The player character will be visibly running when a speed boost is active. |
||
+ | '''The following items/affixes provide speed buffs:''' {{Item|Vampirism}}, {{Mutation|Masochist}}, {{Item|Wings of the Crow}}, Run Speed on Use affix, Run Speed on Crit affix, Run Speed on Kill affix, [[Mechanics#Kill Combo|Kill Combo]] mechanic |
||
=== Bonus Health === |
=== Bonus Health === |
||
− | ''' |
+ | '''{{Color|Bonus Health}}''' is a temporary amount of extra health based on the current health remaining in their health bar and the tonic's scaling on player stats. It is represented by a separate, blue chunk of health taking up the health bar. |
+ | * '''Stacking Capability:''' N/A |
||
− | * Take note that <span style="color:#3983B2">bonus health</span> does not protect from [[Curse|curses]], or stop the player's killstreak from resetting. |
||
+ | * Take note that {{Color|bonus health}} does not protect from [[curses]], or stop the player's killstreak from resetting. |
||
− | * If the player is at maximum health capacity, they cannot receive more <span style="color:#3983B2">bonus health</span>. |
||
+ | * If the player is at maximum health capacity, they cannot receive more {{Color|bonus health}}. However, bonus health is not removed if the player drinks a potion. |
||
+ | '''The following items/affixes provide {{Color|bonus health}}:''' {{Item|Tonic}}, [[File:DiverseDeck Barricade Icon.png|20px]] [[Diverse Deck]], Overshield on {{Color|Crit}} affix |
||
+ | == Item Exclusive Effects == |
||
− | ===Speed Boost [[File:Speed Boost Effect.png|frameless|link=]]=== |
||
+ | Effects that are inflicted exclusively by one item, usually as it's main mechanic. |
||
− | '''Speed Boost''' increases the players movement speed after killing multiple enemies over a small period of time. |
||
− | * By killing 4 enemies in a short amount of time, your movement speed is buffed slightly for 10 seconds. Killing 8 enemies increases your speed even more, boosting running speed by 40%, rolling speed by 12%, and climbing speed by 50%. |
||
− | **Killing more enemies resets its duration. |
||
− | ** This effect lasts for 30 seconds instead of 10 with the [[File:Velocity Mutation Icon.png|frameless|link=Mutations#Colorless Mutations|20px]] [[Mutations#Colorless Mutations|Velocity]] mutation. |
||
− | *When the effect is about to end, its icon will rapidly blink red to indicate this to the player. |
||
− | * Certain skills and affixes also provide increased movement speed, such as the [[Tonic]]. |
||
− | == |
+ | === Hokuto's Bow Mark === |
+ | [[File:Hokuto Effect.png|link=|right|60px]] |
||
− | These effects do not fit into any of the other categories listed above, and so they are put here. |
||
+ | '''Hokuto's Mark''' is a unique effect applied by the {{Item|Hokuto's Bow}}. It causes enemies to take extra damage from your attacks, and if a marked enemy dies it spreads to all nearby foes. |
||
+ | * '''Stacking Capability:''' Only one effect at a time. |
||
+ | ** if enemy has more than one, only highest damaging mark actually works. |
||
+ | * The extra damage applied to a hit can only be added at most every 0.3 seconds. |
||
+ | === Doom === |
||
− | === Multiplied Damage [[File:Double Damage Effect.png|frameless|link=]] [[File:Quad Damage Effect.png|frameless|link=]] === |
||
+ | [[File:Doom Effect.png|link=|right|60px]] |
||
− | This effect is applied to the player by a few special [[Modifiers|affixes]] that adds a percent increase to the damage they take in return for multiplied damage dealt for the weapon it’s affixed to or some similar bonus. |
||
+ | '''Doom''' is a status effect that is exclusive to the {{Item|Tombstone}}. It deals a singular chunk of damage when the effect ends, and the effect spreads to nearby enemies if it kills the target, but only up to 3 times. |
||
− | * The affixes can either increase received damage by 100%, or 300%. |
||
+ | * '''Stacking Capability:''' No stacking limits, but damage gets reduced with each time the effect spreads. |
||
− | * The increased damage effects are additive, meaning if you have more than one active, the total amount of increased damage taken will be added up from each effect. For example, if the player takes 30% more damage because of [[Corrupted Power]], and a 100% extra damage affix on one of their weapons, they will take 130% more damage from enemy attacks. |
||
− | == |
+ | === Hard Light Mark === |
+ | [[File:Hard Light Effect.png|link=|right|60px]] |
||
− | These effects are unused in the current build of the game and are not available in normal gameplay. |
||
+ | '''Hard Light Marks''' are an effect inflicted by the {{Item|Hard Light Gun}}. They make the {{Item|Hard Light Sword}} deal critical damage to marked enemies. The critical damage amount depends on how many marks the target has. |
||
+ | * '''Stacking Capability:''' Up to 6 marks per enemy. |
||
+ | * Marks usually only last 4 seconds, but inflicting another mark on an enemy refreshes the duration of all other marks on the enemy. |
||
+ | === Serenade's Marks === |
||
− | === Slowed Time [[File:Slowed Time Effect.png|frameless|link=]] === |
||
+ | [[File:Serenade mark blue.png|link=|right|60px]][[File:Serenade mark red.png|link=|right|60px]] |
||
− | '''Slowed Time''' was inflicted by the unused skill [[File:Temporal Distortion Icon.png|frameless|20 px]] [[Temporal Distortion]]. It would greatly slow down the movement of enemies, far more than the current slow effect given by ice items, and even slowed their falling speed. |
||
+ | '''Serenade's Marks''' are a status effect that is unique to {{Item|Serenade}}. Red marks are inflicted by its flying state, and blue marks are inflicted by the weapon state, and each enables the opposite state of the item to deal {{Color|critical}} damage. |
||
− | * This effect could also uniquely be given to projectiles, which would receive similar reduced speed effects. |
||
+ | * '''Stacking Capability:''' No stacking limits. |
||
− | * As this effect was only inflicted by Temporal Distortion, which is no longer available in the current build of the game, this effect is not obtainable. |
||
+ | * Every time a mark is used to deal {{Color|critical}} damage, that mark is removed from the enemy. |
||
− | * This effect could not be inflicted on the player because Temporal Distortion only affected enemies. |
||
+ | |||
+ | === Taunted === |
||
+ | ''Taunted'' is a special effect inflicted by the {{Item|Taunt}} skill, which enrages enemies and makes them take 75% extra damage. |
||
+ | * '''Stacking Capability:''' Only one effect at a time. |
||
+ | |||
+ | == Removed Effects == |
||
+ | These effects are unused in the current version of the game and are not available in normal gameplay. |
||
+ | |||
+ | === Max Infection === |
||
+ | [[File:Malaise max.png|link=|right|60px]] |
||
+ | This was a status effect applied to the player when their [[Malaise]] infection level was full. It lowered the player's health to 10% of their max health and prevented them from healing past that cap until their infection level was reduced. |
||
+ | * '''Stacking Capability:''' N/A |
||
+ | * This effect was removed due to the complete rework of the Malaise in [[Version 2.1]]. |
||
+ | * The icon for this effect will still appear if the Malaise bar fills completely, but it does nothing. |
||
+ | |||
+ | === Malaise Immunity === |
||
+ | [[File:Malaise Resistance Effect.png|link=|right|60px]] |
||
+ | '''Malaise Immunity''' was an effect that makes the player immune to receiving [[Malaise]] from enemies until the effect ends. As of [[Version 2.1]], all abilities that granted this status effect have had that functionality removed, and as such, it is no longer available. |
||
+ | * '''Stacking Capability:''' Only one effect per source. |
||
+ | * Enemies could not get this effect as the Malaise was not something that affected them. |
||
+ | * Certain mutations (Namely {{Mutation|Melee}} and {{Mutation|Tactical Retreat}}) can make affected enemies incapable of inflicting the malaise, however the player still isn’t immune, as unaffected enemies could still potentially inflict Malaise. |
||
+ | * The Malaise immunity effect was mostly only used by a few mutations and the skill {{Item|Tonic}}. |
||
+ | '''The following items used to provide malaise immunity:''' {{Item|Tonic}}, {{Mutation|Soldier's Resistance}}, {{Mutation|Berserker}} |
||
+ | |||
+ | === Flawless Indicator === |
||
+ | [[File:Flawless Status Icon.png|link=|right|60px]] |
||
+ | An effect used by the {{Item|Flawless}} to indicate that the player can't currently deal {{Color|critical}} damage due to taking a hit within the last 15 seconds. |
||
+ | * '''Stacking Capability:''' Only one effect at a time. Its duration refreshes if the player takes damage again. |
||
+ | * This is technically still in the game, but the icon has been replaced by a glowing indicator on the Flawless's sprite icon when the player hasn't taken damage. |
||
+ | |||
+ | === Slowed Time === |
||
+ | [[File:Slowed Time Effect.png|link=|right|60px]] |
||
+ | '''Slowed Time''' was inflicted by the unused skill {{Item|Temporal Distortion}}. It would greatly slow down all enemies including falling, attacking and other action. |
||
+ | * '''Stacking Capability:''' Only one effect at a time. |
||
+ | * This effect had the unique capability of being able to be inflicted upon projectiles. |
||
+ | * This effect is not obtainable as the only item that inflicts it has been removed. |
||
+ | * No enemies could inflict this effect to the player. |
||
== Notes == |
== Notes == |
||
* Status effects, in this case, mostly refer to any temporary effect that shows an icon above an enemy or the player. There are exceptions to this, such as with force fields, invisibility, or freeze. |
* Status effects, in this case, mostly refer to any temporary effect that shows an icon above an enemy or the player. There are exceptions to this, such as with force fields, invisibility, or freeze. |
||
− | ** Some icons |
+ | ** Some icons are not used for status effects, but instead indicators to represent something else. Examples include the star icon used by enemies that are carrying [[Pickups#Scrolls|Scrolls]], and the icon used by elite enemies. |
− | * The rare affix that gives the player damage reduction when nearby a turret uses a slightly different [[File:Damage Reduction Traps Effect.png|frameless|link=]] golden icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect. |
||
== See Also == |
== See Also == |
||
Other mechanics that are similar to status effects. |
Other mechanics that are similar to status effects. |
||
− | * [[Malaise |
+ | * [[Malaise] |
* [[Curse]] |
* [[Curse]] |
||
− | * [[Mechanics# |
+ | * [[Mechanics#Recovery|Recovery]] |
− | * [[Mechanics#Breach|Breach]] |
+ | * [[Mechanics#Breach|Breach Damage]] |
* [[Forgotten Sepulcher#The Darkness|The Darkness]] |
* [[Forgotten Sepulcher#The Darkness|The Darkness]] |
||
+ | * [[Slumbering Sanctuary#Awakening the Sanctuary|Sanctuary Statues]] |
||
+ | |||
{{Nav}} |
{{Nav}} |
Latest revision as of 22:26, 13 January 2024
Status effects are temporary buffs and debuffs that benefit or hurt enemies and the player in a variety of unique ways. They can be broken down into two main groups: Positive effects and Negative effects. Most positive effects are more often given to the player, while negative ones are usually only inflicted on enemies.
- Positive status effects are effects that strengthen the damage, defensive, or even movement capabilities of the player or enemies in some way.
- Negative status effects are effects that hurt or weaken enemies or the player in some way, either directly, or indirectly.
Negative Effects
Negative effects are all grouped together because of their nature of harming their target in some way, whether that be the player, or enemies.
Stun, root, freeze, and slow all restrict enemy movement or attack in some way. Inflicting one of these effects multiple times on an enemy will simply refresh the duration of the effect.
Fire, poison, bleed and shock all deal damage-over-time. They can be stacked on top of one another as well as themselves to increase damage dealt. Weapons that inflict these effects display the elemental DPS as per mark of the effect. However, they each have unique mechanics involving how their effects are applied to enemies. Oil does not inherently damage enemies but instead boosts the damage and duration of fire.
Effects that increase damage taken are also listed here, though their exact mechanics often vary greatly depending on their source.
Note that negative status effects, when inflicted on Bosses and Elites, expire 20% faster than normal. Additionally, elite enemies and bosses will grow a resistance to 'crowd control' effects, like freeze and root, if they repeatedly receive these effects in a short period of time, but their resistance will eventually return to normal. Certain bosses and enemies are also completely resistant to some effects and they cannot be inflicted at all on them.
Stun
Stun incapacitates a target briefly and continues regardless of damage taken. Stun also cancels most enemy attacks and attack combos.
- Stacking Capability: Only one effect at a time.
- Most weapons can briefly stun enemies after dealing enough damage, in the form of Breach, but there are a few items that will inherently inflict the stun effect.
- The player can also be stunned by certain enemy attacks and from falling large distances without dive-slamming.
The following items/affixes inflict stun:
, , , , , , , , , , Heavy Stun affix, Mario Jump affixRoot
Root prevents an enemy from moving and turning, though they can perform actions otherwise. Some enemies are able to root the player using certain attacks, but the player can still use most weapons and skills. Enemies that are rooted will have visible roots or chains connected to them from the ground.
- Stacking Capability: Only one effect at a time.
- Root often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it, such as with the or the .
- Ice based items can freeze water sources, which will cause enemies that are in the affected water source to be rooted and slowed briefly until the water unfreezes.
The following items/affixes inflict root:
, , , , , , ,Freeze
Freeze incapacitates a target who will thaw out when they're damaged again or after several seconds. Enemies that have thawed will have slowed movement and attacks for a brief period. Enemies that are frozen will be visibly covered in ice until they thaw.
- Stacking Capability: Only one effect at a time.
- This effect does not have an icon, but instead makes the enemy visibly covered in ice.
- Certain enemies have a chance to resist freeze, although they may still be slowed even if they resist the initial effect.
- Fire will nullify the effect of freeze with each tick of damage.
- Unlike the freeze effect, slow is not removed by fire based attacks.
- Bleeding and poisoning inflicted beforehand cannot thaw enemies on their own.
- The player can be inflicted with Freeze when hit by their projectile the Queen redirects.
The following items/affixes inflict freeze:
, , , , , , , Frost Shield affix, Death Freeze affix, Ice on Stop affix, Ice Skin affixSlow
Slow reduces enemy movement and attack speed to around half of what it would normally be, making enemies easier to engage as they will not be able to attack as quickly.
- Stacking Capability: Only one effect at a time.
- Slow is most commonly inflicted after a frozen enemy thaws, meaning that all ice based items will always inflict slow. There are however a few mutations, items, and affixes which simply inflict slow itself.
- The ranged weapon ice based items to inflict slow without first freezing the enemy. is one of the only
- Attacks from enemies that are slowed down will still give a yellow indicator relative to when the hit is about to land, making it easier to be able to parry or dodge attacks from slowed enemies without messing up the timing.
- The slow into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal as slow effects cannot stack. mutation will transform
- Ice based items can freeze water sources, which will cause enemies that are in the affected water source to be rooted and slowed briefly until the water unfreezes.
- Some enemies, such as the Hand of the King and the Giant, are immune to slow.
The following items/affixes inflict slow:
, , , , , Heavy Death Thaw affixFire
Fire is a short lasting effect that damages enemies over the course of its duration. It is inflicted on enemies by fire based attacks as well as any patches of burning ground. Enemies that are burning will have a visible flame effect emanating from them.
- Stacking Capability: No stacking limits.
- Fire based attacks cover the ground with fire, allowing for fire effects to stack repeatedly with single attacks.
- Fire and any enemy inflicted by a burning attack is affected by water. The status is removed when entering water and will resist the effect entirely if standing in water. Any weapons or skills that leave fire will not do so over water, making burning weapons and skills significantly weaker against enemies in water.
- Some enemies, such as the Demon, are immune to fire damage.
The following items/affixes inflict fire:
, (when igniting an oil trail), , , , , , Fire Shield affix, Death Fire affix, Dive Attack Fire affix, Fire on Use affix, Fire on Destroy affix, Fire on Stop affix, Fire Bullet affix, Fire Feet affix, Fire Dodge affixBlue Fire
Blue Fire, or Burning Oil, is a version of the fire effect that occurs while an enemy is covered in oil. Burning Oil deals 12% extra damage over its regular counterpart and lasts longer as well.
- Stacking Capability: No stacking limits.
- When an oil effect runs out on enemy, any burning oil effects are turned back into regular fire effects.
Oil
Oil is an effect that increases the damage and duration of fire and turns it into Burning Oil. Enemies that are covered in oil will be visibly covered in oil droplets.
- Stacking Capability: Only one effect at a time.
- Oil based attacks can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground. These slicks do not inherently have any negative impact on enemies, except inflicting the oil effect on them. Creating pools of fire on these oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which still inflict the normal orange fire effect, but last for longer than normal red flames.
- Enemies drenched in oil will normally keep the effect for a long period of time, but when they receive the burn effect the oil will be removed much more quickly.
- Enemies standing in water can be burned if oiled.
- Oil explosions, whenever they occur, deal 16 base damage.
The following items/affixes inflict oil:
The following items/affixes inflict burning oil: Oil and Fire on Use affix, Oil and Fire on Destroy affix
Poison
Poison causes enemies to take damage over an extended period of time. When an enemy is killed while poisoned while there are other enemies nearby, the enemy explodes into a toxic cloud that inflicts more poison, but with reduced damage and only for the remainder of the duration of the original instance of poison. Enemies that are poisoned will be visibly emanating green gas clouds.
- Stacking Capability: No stacking limits.
- Poison is most often inflicted by poisonous gas clouds, which are usually created by poison-based abilities and weapons.
- Poison is affected by water. Enemies covered in water have a 0.21 second delay on getting poisoned.
- The player may also be inflicted with poison, albeit rarely, from certain enemies, as well as toxic pools of water in the Toxic Sewers and Ancient Sewers.
- Enemies will not spread poison if not poisoned prior to the killing blow.
The following items/affixes inflict poison:
, , , , Poison Skin affix, Poison Skin affix, Poison Shield affix, Poison Deploy affix, Poison on Use affix, Poison on Stop affix, Poison on Hit affix, Poison Bullet affix, Poison Cloud on Hit affix, Poison Dodge affix, Bleed Poison affixBleed
Bleed effects cause enemies to take small amounts of damage over the course of their duration. If 5 bleed effects are inflicted upon an enemy, all of the damage they would have inflicted over the course of their duration is dealt all at once. Enemies that are bleeding will be visibly squirting blood.
- Stacking Capability: Only 5 effects can stack at a time in total, but they can be from any source.
- Bleed is almost exclusively inflicted by direct hits from weapons that cause Bleeding, with few exceptions.
- Bleed usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often.
The following items/affixes inflict bleed:
, , , , , , , , , , , Bleed Shield affix, Ice Bleed affix, Bleed on Stop affix, Bleed on Hit affixShock
Shock is a special effect that will deal damage-over-time to the enemy that it was inflicted upon, as well as any enemies around it (with reduced damage) by shooting lightning bolts out of the afflicted enemy.
- Stacking Capability: Only one effect at a time.
- Applying electricity on electrified enemies resets electricity and applies it again, updating damage value if hit with a different weapon.
- Shock is mainly inflicted directly by electricity based items, such as the .
- Electricity based attacks will cause water to become electrified, dealing critical damage to enemies within the water.
- The player cannot be inflicted with this effect.
The following items/affixes inflict shock:
, , , , , ,Extra Damage Taken
Effects that Increase Damage Taken are a group of effects that all increase the amount of damage received from incoming attacks by enemies or the player. This is either in the form of an increased damage percentage, or a flat amount of extra damage added with each hit. These effects can last over a period of time or with a single hit, and some are indefinite.
- Stacking Capability: Only one effect per source.
- When one of these effects are inflicted on the player it’s usually as a tradeoff for some other ability, whereas for enemies it’s only used to simply kill them more quickly.
- Some increased damage effects do not use the icon, however they still fall under this category of effects.
- There is an affix for turrets that boosts the damage the player deals when they are near the affixed turret, which uses the icon. This is slightly contradictory as the effect increases outgoing damage instead of incoming damage, while the effect icon is normally used to indicate the afflicted individual will take increased damage, not the other way around.
- Percentage-based effects are additive, meaning if you have more than one active, the total percentage is added from each effect. For example, if the player takes 30% more damage because of double damage affix on one of their weapons, they will take 130% more damage from enemy attacks. , and a
The following items/affixes inflict increased damage taken:
Positive Effects
These are effects that directly benefit the player or enemies, by increasing their defensive or offensive capabilities in some way, such as by reducing incoming damage, invincibility, or some other similar effects.
Most of these effects are used primarily by the player, and enemies are rarely ever able to receive most of them.
Damage Resistance
Damage Resistance reduces the damage of incoming hits by a percentage. It is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player.
- Stacking Capability: Only one effect per source.
- This effect cannot be stacked multiple times from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are providing the effect, the damage reduction effects will stack.
- The affix that gives the player damage reduction when nearby a turret uses a slightly different golden icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect.
The following items/affixes provide damage reduction:
, , , Deployed Resist affixDamage buffs
Damage Buffs are a group of effects that temporarily increase the amount of damage the player deals. They are mostly only given by Mutations. They can work as a percent increase or just a flat amount of added damage, and can last for a single hit, over a period of time, or even only while certain conditions are met.
- Stacking Capability: Only one effect per source.
- The number of active damage buffs the player currently has is represented using a counter, which takes the form of a number next to a sword icon. When there is no active buffs the icon disappears.
- Some damage buffs, such as the mutation, do not add to the counter, as they are always active, or are only applied to enemies who are under certain conditions, as it is with the mutation. The counter only takes into account abilities that increase the players total damage to all enemies, and don’t last indefinitely.
- The turret affix that increases your damage when near a turret does not add to the counter but instead uses a different yellow icon. However, it is mechanically identical to the buff provided by the mutation as well as the one given by the , which both add to the damage buff counter, so this distinction is odd.
- The skill does not increase the counter, even though it would make sense for it to do so. Instead, it makes the players head glow purple to indicate that it is active.
- Percent based damage increases are additive, so having multiple will simply add to the total increased damage percentage.
The following items/affixes provide damage buffs:
, , , , , , , , , , , , , , , , Relentless aspect, Damned aspect, Gotta Go Fast aspect, Menagerie aspect, Deployed Damage affix, Counter Attack (affix),Force Field
Force Field is an effect that provides nearly total invincibility for the subject of the effect.
- Stacking Capability: Only one effect at a time.
- There are a number of items, affixes, and mutations that will create force fields for the player.
- Damaging status effects already active on the subject won't be interrupted by a force field and can continue to damage them.
- Certain enemies will generate force fields for other nearby enemies.
- Having any shield equipped will grant a force field for 0.65 seconds after taking damage.
- Bosses will often use force fields during phase changes to prevent them from being interrupted during the change.
- Force fields always appear as pink-ish, see-through domes that encapsulate the target of the effect.
- Active force fields reduce the health recovery when dealing damage from the recovery mechanic by 65%.
The following items/affixes provide force fields:
, , , ,Invisibility
Invisibility is an effect that makes the subject of the effect invisible. For enemies, this makes them extremely difficult for the player to see, but makes the player undetectable to enemies if they are the subject of the effect.
- Stacking Capability: Only one effect at a time.
- Some enemies can also have invisibility, making them much harder for the player to see.
- If the player takes damage while invisible, the effect is removed. This is a good thing to keep in mind as enemies can still hit you while invisible if you gained the effect when an enemy was attacking you.
- Maskers can make large amounts of enemies invisible with the use of thick fog, making areas much more dangerous to traverse due to the risk of a surprise attack at any moment.
- Bosses cannot be fooled by invisibility.
The following items/affixes provide invisibility:
, , , Invisibility affixHealth Regeneration
Health Regeneration is an effect that restores a percentage of the players health bar over a short period of time, which is usually within the span of a second or less.
- Stacking Capability: No stacking limits.
- This effect can be can be obtained through eating food, drinking a health potion, certain rare affixes, or activating the effects of some healing Mutations. Currently enemies have no way of receiving health regeneration (except for one particular foe in a certain spoiler boss fight).
- There is however, an unused enemy in the games files which could heal other enemies.
The following items/affixes provide the health regeneration effect: Health Flask, Food, , , , , , Toxin Lover aspect, Blood Drinker aspect, Leech affix, Heal Mid Life affix
Health Leech
Health Leech is given to the player by the
and mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks.- Stacking Capability: Only one effect per source.
- The amount of health restored is determined by the base damage of the weapon you used.
- There are a few affixes that provide a similar ability, however they restore a flat 1% of your health bar with each hit and are not restricted to melee attacks. They also don’t use any icon as they are constantly active while the weapon they are affixed to is equipped.
Speed boost
Speed buffs increase the movement speed of the player.
- Stacking Capability: Only one effect per source, but multiple speed buffs stack.
- The player character will be visibly running when a speed boost is active.
The following items/affixes provide speed buffs: Kill Combo mechanic
, , , Run Speed on Use affix, Run Speed on Crit affix, Run Speed on Kill affix,Bonus Health
Bonus Health is a temporary amount of extra health based on the current health remaining in their health bar and the tonic's scaling on player stats. It is represented by a separate, blue chunk of health taking up the health bar.
- Stacking Capability: N/A
- Take note that bonus health does not protect from curses, or stop the player's killstreak from resetting.
- If the player is at maximum health capacity, they cannot receive more bonus health. However, bonus health is not removed if the player drinks a potion.
The following items/affixes provide bonus health: , Diverse Deck, Overshield on Crit affix
Item Exclusive Effects
Effects that are inflicted exclusively by one item, usually as it's main mechanic.
Hokuto's Bow Mark
Hokuto's Mark is a unique effect applied by the
. It causes enemies to take extra damage from your attacks, and if a marked enemy dies it spreads to all nearby foes.- Stacking Capability: Only one effect at a time.
- if enemy has more than one, only highest damaging mark actually works.
- The extra damage applied to a hit can only be added at most every 0.3 seconds.
Doom
Doom is a status effect that is exclusive to the
. It deals a singular chunk of damage when the effect ends, and the effect spreads to nearby enemies if it kills the target, but only up to 3 times.- Stacking Capability: No stacking limits, but damage gets reduced with each time the effect spreads.
Hard Light Mark
Hard Light Marks are an effect inflicted by the
. They make the deal critical damage to marked enemies. The critical damage amount depends on how many marks the target has.- Stacking Capability: Up to 6 marks per enemy.
- Marks usually only last 4 seconds, but inflicting another mark on an enemy refreshes the duration of all other marks on the enemy.
Serenade's Marks
Serenade's Marks are a status effect that is unique to critical damage.
. Red marks are inflicted by its flying state, and blue marks are inflicted by the weapon state, and each enables the opposite state of the item to deal- Stacking Capability: No stacking limits.
- Every time a mark is used to deal critical damage, that mark is removed from the enemy.
Taunted
Taunted is a special effect inflicted by the
skill, which enrages enemies and makes them take 75% extra damage.- Stacking Capability: Only one effect at a time.
Removed Effects
These effects are unused in the current version of the game and are not available in normal gameplay.
Max Infection
This was a status effect applied to the player when their Malaise infection level was full. It lowered the player's health to 10% of their max health and prevented them from healing past that cap until their infection level was reduced.
- Stacking Capability: N/A
- This effect was removed due to the complete rework of the Malaise in Version 2.1.
- The icon for this effect will still appear if the Malaise bar fills completely, but it does nothing.
Malaise Immunity
Malaise Immunity was an effect that makes the player immune to receiving Malaise from enemies until the effect ends. As of Version 2.1, all abilities that granted this status effect have had that functionality removed, and as such, it is no longer available.
- Stacking Capability: Only one effect per source.
- Enemies could not get this effect as the Malaise was not something that affected them.
- Certain mutations (Namely and ) can make affected enemies incapable of inflicting the malaise, however the player still isn’t immune, as unaffected enemies could still potentially inflict Malaise.
- The Malaise immunity effect was mostly only used by a few mutations and the skill .
The following items used to provide malaise immunity:
, ,Flawless Indicator
An effect used by the critical damage due to taking a hit within the last 15 seconds.
to indicate that the player can't currently deal- Stacking Capability: Only one effect at a time. Its duration refreshes if the player takes damage again.
- This is technically still in the game, but the icon has been replaced by a glowing indicator on the Flawless's sprite icon when the player hasn't taken damage.
Slowed Time
Slowed Time was inflicted by the unused skill
. It would greatly slow down all enemies including falling, attacking and other action.- Stacking Capability: Only one effect at a time.
- This effect had the unique capability of being able to be inflicted upon projectiles.
- This effect is not obtainable as the only item that inflicts it has been removed.
- No enemies could inflict this effect to the player.
Notes
- Status effects, in this case, mostly refer to any temporary effect that shows an icon above an enemy or the player. There are exceptions to this, such as with force fields, invisibility, or freeze.
- Some icons are not used for status effects, but instead indicators to represent something else. Examples include the star icon used by enemies that are carrying Scrolls, and the icon used by elite enemies.
See Also
Other mechanics that are similar to status effects.
- [[Malaise]
- Curse
- Recovery
- Breach Damage
- The Darkness
- Sanctuary Statues
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