Status Effects

Status Effects are passively generated effects caused by the certain actions of creatures, particular attacks. Status Effects have different effects and different creatures have different status effects.

## Abyssal Darkness

Abyssal Darkness is a status effect that decreases the defense of those inflicted by it (Only towards Hadal Dragonfish), and also causes the screen to darken. This status effect stacks up to 8 times which, at max, causes the victim to take 40% more damage from a Hadal Dragonfish specifically, and causes the screen to become completely black. The higher the victim's stack of Abyssal Darkness, the higher any attack from them may "miss", dealing no damage to an attacking Hadal Dragonfish.

The following creatures inflict the "Abyssal Darkness" Status:

* Hadal Dragonfish

## Bastard's Toxin

Bastard's Toxin is a status effect which has different effects based on how many times it is inflicted within a time frame and the drag weight of the target. It primarily slows the target, with full paralysis occurring at its most extreme cases. The outline of how Bastard's Toxin works is as follows:

Under 150 drag weight, 3 hits of Bastard's Toxin completely paralyze the target, leaving it unable to move, staying in place.

At 150-300 drag weight, 6 hits of Basatrd's Toxin causes the movement speed of the target to decrease by 75%.

Over 300 drag weight, 10 hits of Basatrd's Toxin causes the movement speed of the target to decrease by 50%.

The effect of Bastard's Toxin decreases every 10 seconds unless another hit is inflicted.

The following creatures inflict the "Bastard's Toxin" Status:

* Snallygaster

## Blood Loss

Blood Loss is a status effect that effects the same creatures that are affected by bleed. Unlike with other status effects, Blood Loss is not inflicted immediately upon being hit by the attack. Instead, attacks that inflict Blood Loss build up on the target (indicated by visual bleeding) and, after reaching 100%, Blood Loss is inflicted.

What percent each blood loss hit inflicts depends on the target's drag weight.

<100 - After 3 hits, Blood Loss is inflicted.

100-550 - What percent each Blood Loss hit does is dependent the following Formula: (550/DragWeight)+1

For example, Carnotaurus has a drag weight of 250. So (550/250)+1= 3.2% per hit

>550 - 1% per hit

Blood Loss being inflicted, meaning the build-up has reached 100%, deals 100 damage onto the target, completely ignoring armor. This damage can be increased with the melee damage stat.

The Blood Loss buildup decreases by 5% every 10 seconds. If a Blood Loss hit isn't inflicted within 30 seconds, the buildup will dissipate entirely.

The following creatures inflict the "Blood Loss" Status:

* Gargoyleosaurus

## Cat Scratch

Cat Scratch is a status effect that causes the one inflicted to drain 15% of their stamina and 2% of their oxygen over the course of 5 seconds.

The following creatures inflict the "Cat Scratch" Status:

* Barbary Lion

## Cleave

Cleave is a status effect that causes the target to have 40% decreased defense for 60 seconds.

The following creatures inflict the "Cleave" Status:

* Carcharodontosaurus

## Corrosive Acid

Corrosive Acid is a status effect that makes the user 40% more vulnerable to damage for 35 seconds.

The following creatures possess the Corrosive Acid status effect:

* Concavenator
* Corrosion Wyvern

## Crushed

The "Crushed" Status Effect is a status effect that kills any creature instantly, regardless of level, health pool, or armor, so long as it is under a 250 drag weight limit cap. Downside to this for balance, however, is it grants no XP upon killing said creature.

The following creatures inflict the "Crushed" Status:

* Smok saurovindico

## Crush Grip

Crush Grip is a status effect that drains 40 hp/sec, and will not stop until either the entity is removed from the inflictor of the status or dies.

The following creatures inflict the "Crush Grip" Status:

* Primal Mammoth

## Frightened

The "Frightened" Status effect is a status which only affects creatures of the smaller weight classes. It causes unmounted creatures to flee and those inflicted will receive a 20% decrease to both attack and defense. Those inflicted will be immune to the debuff for a minute once it wears off.

The following creatures inflict the "Frightened" Status:

* Metriacanthosaurus
* Partridge Creek Beast
* Stygimoloch

## Hunted

"Hunted" is a status effect that decreases the HP of the one inflicted by 1% over the course of a minute. Within this period, the one inflicted is also insusceptible to most forms of healing.

The following creatures inflict the Hunted status:

* Dawnbreaker

## Intimidation

Those inflicted by the Intimidation Status (not to be confused with the Intimidation debuff) will have their attack and defense reduced by 60% for a short time. After this duration is over, those inflicted will be immune to intimidation for a period of time.

The following creatures inflict the Intimidation Status:

* Smok saurovindico

## Irregular Heartbeat

Those inflicted by Irregular Heartbeat will have their oxygen and stamina values decreased by 50% for its duration. The infliction lasts an extremely long time, up to 12 hours, and it permanently sticks to survivors; getting killed will not get rid of it.

The following creatures inflict the Irregular Heartbeat:

* Arapaima

## Kryptops Virus

Those inflicted by the Kryptops Virus lose 0.5 hp per second (scaling with kryptops melee), while also gaining a 10% increase in damage and a 10% decrease in defense for 10 seconds with each instance of it applied. This can be stacked 5 times. As a disease instead of a typical status effect, it can be healed with a lesser antidote.

The following creatures inflict the Kryptops Virus:

* Kryptops

## Numb

Numb is a status effect that makes the user 40% less resistant to damage for 35 seconds.

The following creatures inflict Numb:

* Thorned Dreadweaver

## Panic

"Panic" is a status effect that causes smaller unmounted creatures to flee, and reduces defense by 15% and damage by 10%.

The following creatures inflict panic:

* Shonisaurus

## Paranoia

The Paranoia Status Effect reduces the defense of those inflicted by 5%. No creatures inflict this debuff; it is a unique status effect that can be inflicted by the Freaky Friend.

## Rend

Rend is a status effect which lowers the defense of the target by 5% for 10 seconds. This status effect can be stacked up to 5 times.

The following creatures inflict Rend:

* Angaturama (Neutral)
* Broadtooth Mako Shark
* Carcharodontosaurus
* Vallibonavenatrix (with Gauntlets)

## Salt Burn

Salt Burn is a status effect that, when inflicted, causes 4-20 damage/s (depending on severity), reduces defense by 15%, and reduces 10 water/s for 16 seconds. Creatures that are currently swimming or immune to scald are immune to Salt Burn.

The following creatures inflict Salt Burn:

* Lake Van Monster

## Salt Spray

Salt Spray is a status effect that blinds those inflicted by it for 10 seconds.

The following creatures inflict the Salt Spray Status Effect:

* Phosphatodraco

## Second Degree Burn

This is a status effect that drains 3% of the target's total HP over the course of 25 seconds. In this period, it is also 5% more vulnerable to damage.

The following creatures inflict the Second Degree Burn Status Effect:

* Nigerien Firespitter

## Sulfur Spray

Sulfur Spray is a status effect that drains health at a similar rate to sulfur pools for 10 seconds.

The following creatures inflict the Sulfur Spray Status Effect:

* Phosphatodraco

## Venom

"Venom" is a status effect which inflicts 3-10 damage per tick (scaling with melee damage), along with a constant health drain, for 20 seconds. The tick damage effect can be stacked up to 10 times (thus multiplying the base bleed damage by 10). Venom has 2 different tiers of effectiveness, which vary in health drain effect and the creatures that are affected by it.

"Low-Tier Venom" affects creatures up to 550 drag weight, inflicts 1 damage per tick, and has a health drain effect of 1 hp/sec.

The following creatures inflict Low-Tier Venom:

* Anthracosaurus
* Herrerasaurus
* Psittacosaurus
* Viperwing

"High-Tier Venom" affects creatures up to 900 drag weight, inflicts 2.25 damage per tick, and has a health drain effect of 3 hp/sec.

The following creatures inflict High-Tier Venom:

* Chungkingosaurus
* Torvosaurus

## Wounded

"Wounded" is a status effect that decreases the HP of the one inflicted by 1% over the course of a minute. Within this period, the one inflicted is also insusceptible to most forms of healing.

The following creatures inflict the Wounded status:

* Kronosaurus

## Variants of Already-Existing Status Effects

Variants of status effects mean that it is a new status effect that has most of the same effects as the "parent" status effect, with creatures immune to the "parent" status also being immune to the new one. It does, however, come with a new add-on effect for those inflicted.

To start, **Bleed** is a status effect whose effects vary across many different creatures, both in base ARK and in Additional Creatures. The specific effects of each species's bleed are as follows:

* Cornusaurus, Dakosaurus, Partridge Creek Beast, and Ya-Te-Veo all use the standard type of bleed in base ARK, draining health over time and slowing those inflicted.
* Qianzhousaurus and Thorned Dreadweaver use what is called "Low Strength Bleed", acting akin to the bleed of deinonychus but dealing 15 tick damage over time (scaling with melee).
* Anteosaurus, Fasolasuchus, Hatzegopteryx, and Rhizodus use what is called "High Strength Bleed", acting akin to the bleed of deinonychus but dealing 45 damage per tick (scaling with melee).
* Brachauchenius, Cuero Chupacabra, Mothman, and Puerto Rican Chupacabra have a variant of bleed that deals 5% damage over time (damage caps at 5000 hp per application).
* Gigatitan uses its own type of "Rend" bleed (not to be confused with the unique status effect), which acts similar to the bleed of deinonychus, but deals 10 damage per tick (scaling with melee) along with inflicting Rend every time the bleed deals damage.
* Angaturama (Frenzied) have a bleed that does 5 damage per tick and can stack 5 times. This can be resisted by armor.
* The Saltwater Crocodile's parry attack inflicts a bleed that drains 8% of the target's HP over 30 seconds, with no cap on damage.
* The Eastmanosteus, Great White Shark, Hydrarchos, and male Walrus have a type of bleed that deals 45 damage per tick, acting similar to deinonychus's bleed, but cannot stack.
* The Goliath Tigerfish and Piraiba Catfish have a bleed that deals 5 damage per tick and stacks up to 3 times.
* The Tiger Shark has its own type of bleed that acts similar to deinonychus, dealing 15 damage per tick and cannot stack, but also drains stamina, with the amount being directly proportional to health lost. It also ignores armor.
* Chilantaisaurus has its own unique bleed type that drains 1 health per tick (increased with melee), and does not slow those inflicted. This bleed can be stacked up to 10 times. With each instance of bleed inflicted, there's a 5% chance to inflict the "Feebled" debuff, which reduces damage by 5% over 10 seconds.
* Epanterias has its own unique bleed called "Ruptured Bleed". This bleed decreases speed by 20% and deals 10 base damage per tick (scaling with melee and being affected by armor). However, if one is sprinting or flying while inflicted with this bleed, it causes an additional 5 damage per 0.1 seconds (that scales with melee and ignores armor).
* Susecdurus has its own bleed type which does half the attack's melee damage per tick (scaling with melee). It is affected by armor and resistances.
* Squalicorax has its own type of bleed called "Sharkbite Bleed". This bleed has two compoenents. One component drains 5 hp/s, scaling with melee damage and being affected by armor and resistances. The second component drains another 5 HP/s, along with 2 stam/s, unaffected by armor and resistances. This bleed lasts 10 seconds.

**Catfish Venom** is a variant of the venom debuff. This form of venom lasts 25 seconds, and can be stacked up to 5 times. This venom deals 1 base damage per tick (can be increased).

The following creatures in Additional Creatures inflict Catfish Venom:

* Goonch Catfish

**Deadly Venom** is a variant of the venom debuff. It has the same weight requirement as High-Tier Venom, but instead of the venom's typical effect, it deals 5 damage per tick with a health drain of 9 hp/sec.

The following creatures inflict Deadly Venom:

* Gigantophis

**Huntress's Venom** is a variant of the venom debuff. It has a drag weight requirement of 750 drag weight, and inflicts 22 damage per tick (scaling with melee) along with -5 hp/s for 20 seconds. It also partially ignores armor. With every damage tick this venom does, it has a 10% chance to give the target a "Weakness" debuff, which reduces attack by 10% and movement speed by 25% for 6 seconds.

The following creatures inflict Huntress's Venom:

* Dilophovenatrix

**Intimidation Display** is a variant of the intimidation debuff. Unlike base intimidation, this form of intimidation reduces attack and defense of those inflicted by 25%, while also scaring away creatures under 250 drag weight.

The following creatures inflict Intimidation Display:

* Torosaurus

**Sinotyrannus Venom** is a variant of the venom debuff. It has a drag weight requirement of 1000 drag weight, dealing 10 damage per second for 30 seconds, and is able to be stacked up to 10 times. It also has the ability to deal damage through invincibility states (Example given being the shield of the summoner). It also inflicts base 1 damage every 3 seconds, scaling with melee.

The following creatures inflict Sinotyrannus Venom:

* Sinotyrannus