Status Effect

A **Status effect** is a special in-game effect that can be applied to almost every living entity (players and monsters, with exceptions of some bosses). They are usually applied with the usage of abilities, although certain monsters can inflict players with status effects as well.

After being inflicted by a status effect or when it runs out, you will be informed about it on chat. You will also see a bar at the top of your screen displaying the effect and its duration.

The player that applied this effect also will receive a message whether the status effect infliction was a success or not (**note:** some individual status effects have a **silent** modifier that doesn't show any kind of messages to anyone. For example abilities like First Aid, Protective Shield or Shadow Embrace don't inform you about the regeneration being applied to you, since it's already either said in one of the messages in chat already, or can be seen at the top of your screen).

## Multiple status effects

An entity is capable of being inflicted by multiple instances of the same effect (e.g. poison applied by two players). Depending on the effect type, the final result can differ - e.g. damaging effects will apply damage individually.

When you apply a status effect on an enemy that is already inflicted by this effect by you (e.g. Fireball followed by Meteor Strike), it will stack that effect. Stacking an effect combines the durations of both effects and in case of damaging effects or healing effects they will average out the damage throughout its new duration. (e.g. you ignited an enemy with one weapon and switched to another and set that entity on fire again. The duration will be combined and the damage will be calculated as follows:

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## Status Immunity vs Status Invincibility

Status Immunity prevents you from applying specific status effects at all on the entity, whereas Status Invincibility simply prevents the entity from taking damage from status effects' ticks.

## Types

The average weapon damage (AWD) refers to the average damage of the weapon, that the ability triggering a status effect was cast with.

{x} denotes a variable dependent on the effect's source (e.g. duration or heal amount).

### Bleed

Affected entity bleeds, taking 20% AWD every 1 second for a total of {x} seconds. The affected entity is also slowed down, having their movement speed decreased by 15%.

Abilities:

* Rend - 5 seconds
* Spiked Armor - 3 seconds
* Sharpened Blade - 3 seconds
* Force of Nature - 2 seconds

### Blindness

Affected entity is blinded for {x} seconds. Players have decreased field of view (like the blindness potion effect), where mobs have limited view range by 40-60% (melee mobs have it decreased by 60% and ranged mobs by 40%). Additionally, blinded ranged monsters have decreased accuracy. Blinded enemies can be spotted by smoke particle effects at their eye level.

Abilities:

* Smoke Bomb - 3 seconds
* Blinding Swap - 5 seconds
* Force of Nature - 2 seconds

### Cripple

Affected entity is unable to move, having their movement speed decreased by 100%. This means that it cannot jump or move by walking, sprinting or using abilities that propel you in one direction (but teleportation skills work, although you will still be crippled after you teleport). Crippled enemies can be spotted by looking at their feet - while under the effect, they will spawn purple particle effects.

Abilities:

* Focus - 5 seconds
* Force of Nature - 2 seconds

### Electrification

Affected entity is electrified, taking 10% AWD every 1 second for a total of {x} seconds. Additionally, all entities in 5 blocks radius will get damaged for the same amount (those in range will have a yellow particle line going from the affected entity to the entity in radius).

Abilities:

* Lightning - 4 seconds
* Arc Lightning - 5 seconds

### Freeze

Affected entity is frozen, having reduced movement speed by 30% and reduced attack speed by 20% for {x} seconds.
Frozen enemies will additionally spawn snow particles and snow sound every 1 second.

Abilities:

* Blizzard - 5 seconds
* Force of Nature - 2 seconds

### Ignite

Affected entity is set on fire, taking 15% AWD every 1 second for a total of {x} seconds.

Abilities:

* Fireball - 6 seconds
* Meteor Strike - 4 seconds

### Poison

Affected entity is poisoned, taking 17.5% AWD every 1 second for a total of {x} seconds. Additionally, affected entities will have their healing reduced by 25% from all sources.

Abilities:

* Poisoned Arrow - 5 seconds
* Poisoned Blade - 10 seconds

### Protection

Affected entity takes 25% less damage from all sources during its duration.

Abilities:

* Protective Shield - 6 seconds
* Protective Banner - up to 10-11 seconds
* Opening Protection - 5 seconds

### Regeneration

Affected entity is healed every 1 second for {x}% of their Max HP for a total of {x} seconds.

Abilities:

* First Aid
	+ Heal: 2.5% of max hp (15% of max hp during the whole duration)
	+ Duration: 6 seconds
* Shadow Embrace
	+ Heal: 2.5% of max hp
	+ Duration: n/a - depends on the invisibility's duration
* Protective Shield
	+ Heal: 5% of max hp
	+ Duration: 6 seconds

### Stun

While stunned, an entity cannot attack nor trigger any abilities.

## Ticks and Mini Ticks

An "effect tick" is a word used to describe when a status effect applies its effects. A tick happens every 1 second for every status effect, though not all effects take any action during the tick (e.g. cripple reduces the speed on the apply for the duration, it doesn't replenish it)

A "mini tick" is used to describe a quarter of a second in this instance. A status effect that applies damage every 1 second has 4 mini ticks between its ticks.