Status Effect

*You may be looking for Skills that apply status effects*.
*This article is about status effects. For skills that apply unique debuffs, see Debuff Skills.*

**Status Effects** can affect an enemy or character either negatively or positively. They will be displayed above their health bar, and below a Boss's health bar.
Ores can be affected by status effects, but other breakable structures cannot.

Enemies will be more resistant to  **Brittle**,  **Slow**,   **Paralysis**,  **Distracted**,  **Confused** and  **Stun** every Endless Cycle.

Each unique Negative Effect gives a +4% total damage with the Executioner Rune.

# Negative Effects

## Damaging

All flat damage scales with your Damage modifier, and is able to critically strike on application.

###   **Doom**

* Causes damage after 5 seconds. Damage is increased with new applications and duration refreshed. If   **Doom** accumulates more damage than the target has health, it will instantly execute the target.
* The execute threshold takes into account the total   **Doom** and   **Cursed** damage, the current armor of the enemy, and the current damage multiplier from status like  **Fragility**.

###   **Cursed**

* Causes damage after 5 seconds. Damage is increased with new applications and duration refreshed. If   **Cursed** accumulates more damage than the target has health, it will instantly execute the target. Whenever   **Cursed** causes damage, 50% of the total   **Cursed** damage is dealt in a small area around the target.
* The execute threshold takes into account the total   **Doom** and   **Cursed** damage, the current armor of the enemy, and the current damage multiplier from status like  **Fragility**.
* Considered as   **Doom** for Impending Doom.

###   **Burn**

* Deals damage over 8 seconds.
* Ticks every second, dealing 12.5% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 8.33% of the total damage per tick.

###  **Melting**

* Reduces armor by 1 per stack and deals damage over 8 seconds.
* Ticks every second, dealing 12.5% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 8.33% of the total damage per tick.
* Armor reduction has diminishing returns after 200 stacks; the asymptotic limit is -300 armor.
* Considered as   **Burn** for Thermal Shock.

###   **Bleed**

* Deals damage over 10 seconds.
* Ticks every second, dealing 10% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 6.67% of the total damage per tick.

###   **Hemorrhage**

* Deals damage over 10 seconds. For every meter the target moves, there is a 40% chance that the target will take an extra damage from   **Hemorrhage**.
* Ticks every second, dealing 10% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 6.67% of the total damage per tick.
* Considered as   **Bleed** for Poisonous Blood.

###   **Poison**

* Deals damage over 15 seconds. *(Bug: or 14)*
* Ticks every second, dealing 6.67% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 4.44% of the total damage per tick.

###  **Rot**

* Deals damage over 15 seconds. If the target dies, any remaining  **Rot** will spread to a nearby enemy.
* Ticks every second, dealing 6.67% of the total damage per tick.
	+ With Elemental Flow equipped, ticks every two thirds of a second instead, dealing 4.44% of the total damage per tick.
* Considered as   **Poison** for Debilitating Plague.

## Debuff

Each stack of a unique debuff has the same value written in the first point.

###  **Fragility**

* Increases all damage received by 3% per stack for 6 seconds.
* Diminishing returns after 66 stacks; the asymptotic limit is +300% damage.
* Damage of damaging status effects are increased by the *current* amount of  **Fragility**, not the amount at the instant of their application.

###  **Weakness**

* Increases all damage received by 3% per stack, and the damage received from negative effects by an extra 3% per stack for 6 seconds.
* Considered as  **Fragility** stacks when increasing all damage, stacking additively.
	+ Diminishing returns after 66 stacks; the asymptotic limit is +300% damage.
* The increased damage on damaging status effects is multiplicative with  **Fragility**.
	+ It also has the same diminishing returns, independent of  **Fragility**.
* Damage of damaging status effects are increased by the *current* amount of  **Weakness**, not the amount at the instant of their application.
* Considered as  **Fragility** for Gangrene.

###  **Stiff**

* Increases the target's skill cooldowns by 1% per stack for 5 seconds.
* Can currently only be applied by  **Random Powerful Negative Effect**.

###  **Brittle**

* Increases the target's skill cooldowns by 1% per stack and increases damage taken by a flat amount for 5 seconds.
* Triggered by all sources of damage, and from each tick of status effects (except  **Brittle**)
* Flat damage scales with Damage modifier, the damage modifier of the skill that procs it.
* Flat damage can crit on application and on proc, doubling the total crit amount.
* Doesn't count as "direct damage" for  **Exposed** and  **Vulnerable**, doesn't interact with them.

###  **Slow**

* Reduces movement speed by 5% per stack for 8 seconds.
* Maximum of -60% total movement speed.
* Can be applied on your character and allies by enemies.

###   **Paralysis**

* Reduces movement speed by 5% per stack and increases direct damage taken by 1% per stack for 8 seconds.
* Diminishing returns after 250 stacks; the asymptotic limit is +500% damage.
* Maximum of -60% total movement speed.
* Considered as  **Slow** for Hypothermia.

###  **Stun**

* Unable to perform any action for a few seconds.
* Does not stack.
* Automatically applied on dead units.
* Does not apply on Elites unless stated on the skill description.
* Does not apply on Lords of the Void.

###  **Dazed**

* Increases chance to receive critical strikes by 1% per stack for 8 seconds.
* Diminishing returns after 200 stacks; the asymptotic limit is +300% crit chance.

###  **Disoriented**

* Increases chance to receive critical strikes by 1% per stack and critical strike damage taken by 1% per stack for 8 seconds.
* Multiplicative with your own critical strike damage.
* Diminishing returns after 200 stacks; the asymptotic limit is +300% damage.
* Considered as  **Dazed** stacks when increasing crit chance.
	+ Diminishing returns after 200 total  **Dazed** stacks; the asymptotic limit is +300% crit chance.
* Considered as  **Dazed** for Desperation.

###  **Exposed**

* Increases direct damage taken by 10% per stack for 6 seconds.
* Bonus is proportional to the base damage (pre-damage modifier) caused by each attack.
	+ 50 or less damage: 0% of the Exposed bonus
	+ 1050 or more damage: 100% of the Exposed bonus
	+ Intermediate values scale linearly

* Diminishing returns after 80 stacks; the asymptotic limit is +1200% direct damage.

###  **Vulnerable**

* Increases direct damage taken by 10% per stack for 6 seconds.
* Bonus is proportional to the base damage (pre-damage modifier) caused by each attack, and is multiplied by 2.0 on critical strikes.
	+ 50 or less damage: 0% of the Vulnerable bonus
	+ 1050 or more damage: 100% of the Vulnerable bonus
	+ Intermediate values scale linearly

* Considered as  **Exposed** stacks on non critical strikes, and two  **Exposed** stacks on critical strikes.
	+ Diminishing returns after 80 total  **Exposed** stacks; the asymptotic limit is +1200% direct damage.

###  **Distracted**

* Reduces the target's chance to hit by 0.5% per stack for 5 seconds.

###  **Confused**

* Reduces the target's chance to hit by 0.5% per stack for 5 seconds, and whenever the target attacks, there is a 50% chance that they will take flat damage. Total damage is the sum of all stacks of  **Confused**.
* Flat damage scales with Damage modifier.

###  **Wound**

* Any time you apply Effects while  **Wound** is active, there is a 50% chance that they will be doubled. Lasts for 6 seconds.
* Does not stack.

###  **Random Negative Effect**

* Applies a random negative effect of the ones that can be applied on the target/enemy.
* The type of negative effects available are determined by the skill description.
	+ **Random Powerful Negative Effect**: any status effect on this page, including the Unknown ones listed below.
	+ **Random Damaging Negative Effect**: only the 4 basic damaging effects (  **Bleed**,   **Burn**,   **Poison**,   **Doom**).

## Chaos-only debuffs

These debuffs can currently only be applied with  **Random Powerful Negative Effect** skills, as there are no skills that can directly apply them.

###  **Light**

* Increases the effects of knockback on the target by X% for 6 seconds.

###  **Debilitated**

* Reduces all damage dealt by the target by X% for 5 seconds.

###  **Crippled**

* Reduces all damage dealt by the target by X% for 5 seconds, and the area of attacks from the target by Y%.
* This is the upgraded version of  **Debilitated**.

## Synergy Power-ups

*Main article: Passive skills § Effect Upgrades*
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