Effects

These are the types of injuries we can encounter in the shinobi world. Each produces a specific effect, either through field effects, techniques, or weapons. Each effect can be removed or transformed to create an even stronger effect. The strength of the effect depends on the charge level of the effect, which is a maximum of 100%. The effect reduces its strength by 5% every 5 seconds for shinobi, and by 5% every second for enemies.

**Field effects apply 10% of the effect every second by standing in the area of ​​the effect or walking through the effect.**

### Fire

The fire ignites the target, reducing armor by (Effect Power / 5)%, taking away (Effect Power / 50)% of maximum Health every second if the last attack was within the last 6 seconds, up to a maximum of 10% of maximum Health.

### Bleeding

Bleed causes the target to lose blood, taking (Effect Strength / 50)% of their maximum Health when damaged, up to a maximum of 10% of their maximum health.

### Poison

The poison debuffs the target, reducing damage by (Effect Power / 10)%, taking away (Effect Power / 50)% of their maximum Health every second if the last attack occurred within the last 6 seconds, up to a maximum of 10% of their maximum Health.

### Hypnosis

Hypnosis creates an illusion on the target, taking away (Effect Strength / 50)% of their maximum Health when attempting to deal damage, up to a maximum of 10% of their maximum health.

### Decay

Decay causes the body to disintegrate, having a (Effect Strength)% chance to lower a random limb's health by (Effect Strength / 10)% every second.

### Sand

Sand slows the target, reducing their Movement Speed ​​by (Effect Strength)%.

### Frost

Frost causes the target to slow down, reducing their Attack Speed ​​by (Effect Power)%.

Electricity paralyzes the body, having a (Strength)% chance to paralyze the target for 3 seconds every second.

### Moisture

Moisture reduces health, chakra, and energy regeneration by (Effect Strength)%.

## Tier II

Effects with this status are triggered by strong combinations of other effects.

### Amaterasu

Amaterasu ignites the target, reducing their armor by (Effect Power / 3)%, taking away (Effect Power / 30)% of their maximum Health every second if the last attack occurred within the last 6 seconds, up to a maximum of 10% of their maximum Health.

### Sleep

Sleep puts the target to sleep, having a (Strength)% chance to disable modes when attempting to deal damage.

### Excitement

Excitement causes the target's adrenaline to increase, having (Effect Strength / 2)% chance to avoid damage.

### Rot

Putrefaction disintegrates the body, reducing maximum health by (Effect Strength / 5)%.

### Lava

Lava melts the target, reducing armor by (Effect Power / 2)%, taking away (Effect Power / 30)% of their maximum Health every second if the last attack was within the last 6 seconds, up to a maximum of 10% of their maximum Health.

### Acid

The acid weakens the target, reducing damage by (Effect Power / 3)%, taking away (Effect Power / 30)% of their maximum Health every second if the last attack occurred within the last 6 seconds, up to a maximum of 10% of their maximum Health.

### Magnetism

Magnetism magnetizes the target, reducing Dodge Chance and Block by (Effect Strength).

### Overheating

Overheating causes an increase in body temperature, reducing maximum energy by (Effect Strength / 2)%.

### Crystallization

Crystallization splits the barrier, lowering its maximum amount by (Effect Strength)%.

### Nitrogen

Nitrogen freezes vital points, reducing maximum chakra by (Effect Strength / 2)%.

### Charm

Charm enchants the target, having a (Effect Strength)% chance to heal the target for the amount of damage.

### Oxygen

Oxygen allows you to breathe underwater. Accumulating the effect to full causes death.

### Radiation

Radiation splits health, reducing maximum health by (Effect Strength)%.

## Effects

Effects are mechanics that don't count as damage types, but also affect the target.