Status Effects

Players will now start with a default resistance of 20% to Blood Loss, Frostbite, Madness, and Sleep damage. Also updated a bunch of bosses and enemies to have less full immunities to statuses.

Adjusted status resistance scaling from player level and individual stats.

* *As the amount of status buildup enemies inflict never scales, the amount of status resistance the player has now barely scales with levels.*

Enemies will gain more resistance to status effects after being afflicted by one, like in vanilla. Bleed gains the most resistance per activation, and Poison gains the least. Increased the base status affliction of weapons and spells to make getting the first status activation off easier, but now the subsequent ones may be harder.

Bosses have had their resistances reworked across the board. For more information, use the in-game Codex.

Weapons will now display a stat requirement of at least 1 if they scale with that stat. For example, a weapon with 0 arcane requirement but arcane scaling *only* scales status with arcane. However, a weapon with an arcane requirement of 1 scales damage with it as well. This is a workaround for UI limitations.

**For further changes to weapons and how they deal status effects, see Weapons.**

## Blood Loss

Damage now scales depending on the enemy.

Damage Scale: 3% + 15 min up to 30% + 150 max

* *Blood Loss, Madness, and Frost will now deal different amounts of damage to different types of enemies. This change can make these statuses more useful against weaker enemies. While a regular mob can now take 30% damage from a bleed proc, a boss may only take 6% or so.*

## Death Blight

Death Blight now works against enemies, sapping their attack power and instantly killing them under the right conditions.

The first activation of the Death Blight status against a susceptible non-NPC enemy will permanently lower their attack power by 13%. Each activation of the status also causes enemies to be temporarily surrounded by a deathly haze and flies, signifying that their attack power is reduced by 33.271% instead. A subsequent activation of the status against an enemy in this stage will instantly kill them.

The haze stage of Death Blight lasts between 2 to 21 seconds on the first application, and 12 to 120 seconds on later applications, depending on the enemy. Note that this is a separate property from the enemy's Death Blight status resistance.

Enemies killed by the status yield 10% more runes. The player, and NPC enemies such as invaders still only require a single application to be killed instantly, as in the vanilla game.

Multiple enemies and bosses are vulnerable to Death Blight. Anything that can be considered alive is susceptible to Death, with a few exceptions like Dragons.

***NOTE: If you die of Death Blight, you permanently lose all your current runes.***

## Frostbite

Damage now scales depending on the enemy.

Damage Scale: 1% + 5 min up to 10% + 50 max

Duration: 30 seconds -> 50 seconds

Damage Taken Increase: 20% -> 10%

Multiple Frost effects can now be applied to one target at the same time. Subsequent Frost applications will *not* reset the duration, instead each application has its own duration. Fire damage will remove all Frostbite.

## Madness

Damage now scales depending on the enemy.

Damage Scale: 2% + 20 min up to 20% + 100 max

No longer induces FP loss.

Added 35 poise damage to Madness activation on enemies.

* *The activation of Madness will not stance break an enemy, even if it sets their poise to 0. Another hit from any attack is required to trigger a break.*

Adjusted multiple enemies to be vulnerable to Madness.

* *Previously most enemies were immune to Madness. The types of enemies now susceptible to Madness include anything that could be considering to have a mind, large beasts, and spirit type enemies.*

## Poison

Duration: 90 seconds -> 100 seconds

Now lowers enemies' resistances to status effects for its duration.

Resistance Reduction: -10% - 30 (-5% -30 for Death)

Multiple poison effects can now be applied to one target at the same time. Subsequent Poison applications will *not* reset the duration, instead each application has its own duration. Both the resistance reduction and damage over time stack.

Damage now scales depending on the enemy.

* *Poison and Scarlet Rot will now deal different amounts of damage to different types of enemies. This change can make these statuses more useful against weaker enemies, with weaker mobs taking more damage from each tick of poison than stronger enemies.*

Removed text references to "deadly/lethal poison" as this is no longer a mechanic in the game.

## Scarlet Rot

Duration: 90 seconds -> 40 seconds

Now lowers enemies' defenses for its duration.

Defense Reduction: -10% - 10

Damage now scales depending on the enemy.

Multiple Scarlet Rot effects can now be applied to one target at the same time. Subsequent Scarlet Rot applications will *not* reset the duration, instead each application has its own duration. Both the damage over time and defense reduction stack.

## Sleep

FP Loss: 10% + 30 -> 30% + 100

Players and enemies will continue to be in a **Drowsy** state for 30 seconds upon waking up from sleep. The Drowsy state lowers stamina regeneration and may effect enemy AI.

* *As this is an AI based effect, it needs to be implemented individually for each enemy. More enemies will gain Drowsy AI over time.*

## Black Flame

The damage over time effect from Black Flame has been adjusted, making it more effective against enemies with less HP, but less effective against enemies with more HP.

The damage over time varies depending on how resistant the enemy is to Black Flame.

* Vanilla: 0.1% + 1 damage every 0.1 seconds for 2 seconds
* Reforged, against lowest enemy resistance: 0.105% + 9 damage every 0.3 seconds for 3 seconds
* Reforged, against default enemy resistance: 0.07% + 6 damage every 0.3 seconds for 3 seconds
* Reforged, against highest enemy resistance: 0.035% + 3 damage every 0.3 seconds for 3 seconds

## Damage and effects against the player

#### Death Blight

* Now removes all runes from the player when activated.
	+ This does not occur if the player has a Sacrifical Twig equipped, or is under the effects of the Twiggy Cracked Tear.

#### Frostbite

* Damage: 10% + 30 -> 8% + 40
* Duration: 30 second -> 45 seconds
* Damage taken Increase: 1.2x -> 1.33x

#### Poison

* Slightly adjusted the damage per tick.
* Now lowers the player’s resistances to other effects for its duration.

#### Scarlet Rot

* Slightly adjusted the damage per tick.
* Now lowers the player’s defenses for its duration.