Status Effects

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There is a great variety of **status effects** which have different effects and can be caused by multiple sources, including the Dwarves via their Equipment. The majority of them are negative to whoever is inflicted with them. For players, any status effect they have will be visible at the center-bottom of the screen with a corresponding icon (and sometimes, a HUD overlay); while enemies display their afflictions to the left of their health bar if it is visible (and very often also emit a visual/particle effect). Most negative status effects serve to inflict damage-over-time (DoT) to a target which will slowly chip away its health while they are in effect. There are perks and upgrades to equipment that mitigate effects from some of these status effects. For example, the Elemental Insulation perk is used to reduce damage taken by status effects by up to a maximum of 30%, and some unique upgrades allow them to resist most of the damage from certain Status Effects.

To better understand how status effects work, it may help to know what the terms involved mean:

* **Damage:** The figures listed for any damage dealt are displayed as their base values before Hazard Levels are applied. For more information, check the associated page of the status effect's source in question.
* **Interval:** How often the damage will be applied.
* **Duration:** How long the status effect lasts until it stops affecting the creature/player.
* **Radius**: The range where the status effect can be inflicted.

## On Fire

**On Fire** is a status effect that causes Fire DoT. Most creatures in the game (including Dwarves) have a burn temperature, and when their Heat reaches this value they will ignite. While a target is ignited it will take damage over time, but not while it is heating up. Most creatures act as a heat source for other creatures when they are on fire and apply heat damage over time to any creature within a certain radius around them. The burning enemies will not act as a heat source for themselves, but multiple burning creatures may apply heat to each other.

Sources of Cold will reduce the temperature of anything reaching the ignition heat value, preventing it from igniting.

The Driller can equip a Modification for his Armor Rig called Temperature Insulation, which reduces all Fire damage taken by 50%.

All types of Dreadnoughts, as well as the Caretaker, cannot be ignited. Igniting any Rival robot, aside from the Prospector Drone, will kill or disable it instantly.

The stats of **On Fire** are:

* Self DoT:
	+ Damage: 6 Fire
	+ Interval: 0.3 - 0.5s
	+ Duration: Variable
* Radial Heat:
	+ Damage: 5 Heat
	+ Heat Interval: 1s
	+ Heat Radius: 1.5m, 2.0m, or 2.5m depending on creature size.

### **On Fire Sources:**

**Driller**

* CRSPR Flamethrower
* Experimental Plasma Charger (with Plasma Burn)
* Corrosive Sludge Pump (From Ignited Puddles)

**Engineer**

* Deepcore 40mm PGL (with Incendiary Compound)
* Breach Cutter (with Inferno)
* Shard Diffractor

**Gunner**

* Incendiary Grenade
* "Lead Storm" Powered Minigun (with Aggressive Venting, Hot Bullets, or Burning Hell)
* "Hurricane" Guided Rocket System (With Napalm-Infused Rounds)
* Armskore Coil Gun (with Hellfire)

**Scout**

* Jury-Rigged Boomstick (with White Phosphorous Shells)
* Drak-25 Plasma Carbine (with Thermal Exhaust Feedback and Aggressive Venting)
* Nishanka Boltshark X-80 (with Fire Bolt)

**Enemy/Environmental**

* Magma Core environmental hazards (Lava Geysers and Hot Rocks)
* Glyphid Bulk Detonator and Glyphid Crassus Detonator (Hellfire attack)
* Glyphid Dreadnought Lacerator (Flame Breath attack)

## Frozen

**Frozen** is a status effect which is triggered similarly to On Fire. Most creatures in the game have a freezing temperature point, and when this point is reached the target will be frozen solid. As with Burning, applying Heat to a freezing player/creature will reverse the effects of the Cold and prevent Freezing. Frozen targets are unable to move or attack in any way, and will take triple (x2.5 for Dreadnoughts) damage from *direct* sources.

Direct damage is any damage from weapons being directly impacted onto a target. This excludes Area-of-effect (AoE) attacks such as the AoE from the "Thunderhead" Heavy Autocannon, DoT from other status effects, or internal damage sources such as the Subata 120 Overclock "Explosive Reload". For weapons which include both direct and AoE damage (such as the Autocannon and Impact Axe), only the parts of the weapon which deal direct damage are boosted, while the AoE damage remains unchanged. Melee damage varies; the Pickaxe Power Attack gains no damage boost while the Power Drills do. Regular pickaxe strikes consist of direct and area damage, so they will only be partially boosted.

Frozen enemies will also have their weak spots disabled, but targeting any part of their body with direct damage will cause the damage multiplier, even on armor plating.

Freezing Mactera and other flying enemies will instantly kill them, as well as Glyphid Swarmers.

All Rival robot enemies are immune to being frozen.

The duration of the Frozen status is highly variable.

If a frozen player is hit by another player with a pickaxe, the frozen player’s “unfreeze bar” will fill by approximately 25%, allowing them to unfreeze faster. This also allows for one player to completely unfreeze another, even if the other isn’t doing anything at all.

Enemies which die while being Frozen will disable unique effects which occur on death. This includes:

* A Glyphid Exploder's combustion (includes regional varieties)
* A Glyphid Praetorian's "Death Cloud" attack (includes regional varieties and the Glyphid Oppressor)
* A Glyphid Brood Nexus' "Swarmer Release" where it spawns many Swarmers on death
* A Mactera Goo Bomber's "Goo Barrage" attack (includes regional varieties)
* A Glyphid Bulk Detonator's "Final Blow" combustion (technically not disabled - Bulks which die while frozen release a large-radius shockwave which deals no damage but can easily propel Dwarves across extreme distances, where the fall damage will often be enough to kill them) (includes Crassus Detonator - frozen Crassus Detonators will *not* produce any gold upon death)
* Parasites

### Freezing Sources

* The Cryo Cannon - Applies damage and Freezing Power to any enemy it targets. Does not deal additional damage to frozen targets.
* The Zhukov NUK17 (with Cryo Minelets)
* Nishanka Boltshark X-80 (with Cryo Bolt)
* The Cryo Grenade - Throwable item which flash freezes almost every enemy in the game with a single blast.
* The APD-B317's Cryo Rocket modification
* Glacial Strata contains many elements of freezing:
	+ Praetorians and Goo Bomber variants in this biome can inflict Freezing with their attacks
	+ There are several natural elements of Freezing in the biome, such as the Blizzards and Cold Wind Vents

## Temperature Shock

**Temperature Shock** is a status effect that can only be applied on creatures, not Dwarves. It occurs when a creature takes enough cooling while On Fire to douse the flames directly, or enough heating while Frozen to unfreeze directly. The target must be fully ignited or frozen for Temperature shock to take effect - if a target is only midway approaching a temperature limit they will not be hit with Temperature Shock.

* **Damage**: 200 Disintegrate
* **Interval**: N/a (Only happens once)
* **Duration**: N/a (Damage is applied instantly)

## Corrosion

**Corrosion** is a status effect exclusive to the Driller's Corrosive Sludge Pump. It deals damage over time and slows enemies under its effects. The slowdown potency may vary wildly depending on perks taken, refer to this chart for more details. Corrosion does not affect dwarves in any way, but the projectile's instant direct damage can cause friendly fire.

When hit DIRECTLY, the enemy receives the following debuff:

* **Damage**: 8 Corrosive (+2 with Fluoroantimonic Acid, +0.5 with Hydrogen Ion Additive)
* **Duration**: 4 seconds
* **Tick interval**: 0.2-0.25s
* **Movement Speed**: x0.65 (35% Slowdown by default)

When hitting the GROUND, a Puddle is created, simillar to Sticky Goo; applying the following debuff to touching enemies. This effect ends when the enemy leaves the puddle's area of effect and it stacks with direct hit corrosion:

* **Damage**: 4 Corrosive (+1 with Fluoroantimonic Acid)
* **Puddle Lifespan**: 12 seconds
* **Tick interval**: 0.2-0.3s
* **Movement Speed**: x0.45 (55% Slowdown by default)

### Corrosion Sources

* The Corrosive Sludge Pump - Applies corrosion to any bug caught within the splash radius of one of the weapon's projectiles, and the puddle effect to any terrain hit within the same radius.

## Radiation

**Radiation** is a status effect that causes Radiation DoT. Radiation often appears in a radius, similar to the Death Clouds of poison gas left behind by dead Praetorians. The affected area will glow an intense bright green, visible even in pure darkness, and emit a humming noise the closer you get towards them. Standing inside the radius will cause damage to be taken, at a comparable speed to other status effects.

### Radiation Sources

Almost all sources of radioactivity are found exclusively in the Radioactive Exclusion Zone biome. Natural sources of radiation occur from the environment and from enemies.

**Volatile Uranium**

* **Damage**: 6 Radiation
* **Interval**: 0.5 - 1.0s
* **Duration**: As long as the target is within range

**Radioactive Praetorian** (Radiator)

* **Damage**: 6 Radiation
* **Interval**: 0.5 - 1.0s
* **Duration**: 7s
* **Radius**: 4m

(Death Cloud)

* **Damage**: 6 Radiation
* **Interval**: 0.5 - 1.0s
* **Duration**: 7s
* **Radius**: 2.75m

**Radioactive Exploder** (Cloud)

* **Damage**: 6 Radiation
* **Interval**: 0.5 - 1.0s
* **Duration**: 7s
* **Radius**: 2.75m

**40mm PGL with Fat Boy Overclock** (to Enemies)

* Damage: 25 Radiation
* Interval: 0.75 - 1.25s
* Duration: 15s (Field duration)
* Damage radius: 8m

(to Dwarves)

* Damage: 6 Radiation
* Interval: 0.5 - 1.0s
* Duration: 15s (Field duration)
* Damage radius: 8m

## Acid/Poison

**Acid** (also known as **Poison**) is a status effect that causes Poison DoT. Stats from Acid are not set at a fixed rate.

The Engineer can equip a modification for his Armor Rig called "Hazmat System", which reduces all Acid/Poison damage taken by 50%. This effect stacks with Elemental Insulation to resist up to 80% (x0.2) of all Acid/Poison damage.

### Acid Sources

**Glyphid Acidspitter** (Acid Spit)

* **Damage**: 2.5 Poison
* **Interval**: 0.5 - 1.0s
* **Duration**: 2s

**Glyphid Praetorian** (Acid Spray)

* **Damage**: 5 Poison
* **Interval**: 0.5 - 1.0s
* **Duration**: As long as the target is within range

(Death Cloud)

* **Damage**: 3 Poison
* **Interval**: 1.0 - 1.5s
* **Duration**: 10s (duration of the cloud)
* **Radius:** 5m

**Maggot (Fungus Bogs and Radioactive Exclusion Zone variants)** (Death Cloud)

* **Damage**: 2 - 3 Poison
* **Interval**: 0.5 - 0.8s
* **Duration**: 4s
* **Radius**: 2m

**Poison Spores Fungus**

* **Damage**: 3 Poison
* **Interval**: 1 - 1.5s
* **Duration**: ∝
* **Radius**: 0.4m

## Neurotoxin

* Damage and slow enemy down over a long period of time with various methods of delivery
* Is applied on a hit, not on damage being done, allowing for affecting hard to damage enemies.
	+ Some examples are shooting Oppressors and Glyphid Dreadnaughts in the front still activating the effect to deal damage.
	+ In this way, it can also be applied to invincible enemies, such as the Dreadnaught Hiveguard during its shield phase. Because they are invincible, it will have no damaging effect, but the slow still applies.

Neurotoxin effects:

* Duration: 30s (Neurotoxin Grenade) / 10s (Neurotoxin Coating, Contagion Transmitter's Neurotoxin & Neurotoxin Payload)
* Interval: 0.75 - 1.25s
* Damage: 12 Poison
* Movement Speed: x0.7 (30% Slowdown)
* The debuff effects do not stack with multiple procs but the duration will reset based off of the sources duration

### Neurotoxin sources

* Neurotoxin Grenade
* "Bulldog" Heavy Revolver (with Neurotoxin Coating)
* "Thunderhead" Heavy Autocannon (with the Neurotoxin Payload Overclock)
* Colette Wave Cooker (with Contagion Transmitter)

## Electrocution

* Electrocuted enemies take Electric DoT and are slowed.

Electrocution effects: (not up to date after season 3)

* Duration: 3s
	+ Breach Cutter Overclock "High Voltage Crossover" has an increased duration of 4s
	+ BRT7 Burst Fire Gun Overclock "Electro Minelets" has an increased duration of 6s
	+ Deepcore GK2 Overclock "Electrifying Reload" has an increased duration of 6s
	+ DRAK-25 Plasma Carbine Upgrade "Overcharged PCF" has an increased duration of 4s
	+ M1000 Classic Overclock "Electrocuting Focus Shots" has an increased duration of 4s
	+ The APD-B317's Overcharged Rounds modification
* Interval: 0.25s
* Damage per tick: 3 Electric
	+ Breach Cutter Overclock "High Voltage Crossover" has an increased damage of 4 Damage per tick
* Total damage: 36
	+ 64 for Breach Cutter Overclock "High Voltage Crossover"
	+ 72 for BRT7 Burst Fire Gun Overclock "Electro Minelets"
	+ 72 for Deepcore GK2 Overclock "Electrifying Reload"
	+ 64 for DRAK-25 Plasma Carbine Upgrade "Overcharged PCF"
	+ 48 for M1000 Classic Overclock "Electrocuting Focus Shots"
* Movement Speed: x0.2 (80% Slowdown)
* Stackable: No
* Can be refreshed: Yes
* Reduced by: Electric resistance (for both the damage and the slow)

### Electrocution sources

* "Stubby" Voltaic SMG
* Breach Cutter (with High Voltage Crossover overclock)
* LOK-1 Smart Rifle (With Electric Generator Mod)
* M1000 Classic (with Electrocuting Focus Shots overclock)
* DRAK-25 Plasma Carbine (with Overcharged PCF mod)
* Inhibitor-Field Generator (enemies are classified as electrocuted despite not taking any damage)
* Electrocrystals found within the Crystalline Caverns biome
* LMG Gun Platform (from "Stubby" Voltaic SMG Turret Arc overclock)
* Nishanka Boltshark X-80 (with Special Bolt: Taser mod)

## Stun

* Stunned enemies are unable to act or move
* Stunned dwarves can still move and act but their speed is significantly diminished
* The melee of a Glyphid Grunt Slasher can deal a stun
* Certain creatures with channeled attacks, such as Praetorian acid spit, will be interrupted by stuns
* The Pickaxe Power Attack stuns enemies briefly

List of Mobile Hostile Creatures **Immune** to Stun:

* Glyphid Bulk Detonator
* Glyphid Crassus Detonator
* Glyphid Dreadnought
* Glyphid Oppressor
* Naedocyte Breeder
* Nayaka Trawler
* Q'ronar Youngling
* Q'ronar Shellback
* Xynarch Charge-Sucker

## Rockpox Infection

**Rockpox Infection** is a status effect introduced in Season 03: Plaguefall. It combines the effects of **Frozen** and **Radiation**. A build-up upon exposure to Rockpox infestation would occur near a Rockpox-infected enemy or near a Lithophage meteorite, where it would continue to build-up to 100.

If no exposure has occurred for 1.5 seconds, infestation will naturally decay at a rate of 6 per second. Once Dwarves become fully infected, they become immobilized and take 10 damage every 0.5-2 seconds until they break free. Being completely infected grants a 3 second immunity to gaining further infection (but not from taking health damage from infested sources!).

### Rockpox Infection sources

* Rockpox Larvae's attack
* Bite attack (Rockpox Grunts and Rockpox Praetorians)
* Rockpox Infestation (Rockpox Grunts and Rockpox Praetorians)
* Infectious Vomit (Rockpox Praetorians)
* Death Spores (Rockpox Grunts and Rockpox Praetorians)
* Stepping on Rockpox Terrain
* Mining Rockpox Terrain (per broken piece)
* Holding Plagueheart

## Sticky Goo

Sticky Goo is a non-lethal status effect which harshly penalizes mobility. It is exclusive to enemies and the environment. It is triggered by standing in the eponymous Goo, which causes the status effect to occur.

Sticky Goo as an in-game entity appears in two ways: from Mactera Goo Bombers and naturally in the Fungus Bogs. In either instance it appears as a stodgy, dark green mushy liquid with thick consistency. Goo Bombers are able to spew it while flying, spraying it underneath themselves. Sticky Goo from Mactera Goo Bombers will eventually fade away on its own. As an environmental hazard in the Fungus Bogs, it will show up randomly on the ground, usually in tunnels connecting large rooms. The naturally-spawned variety will *not* fade over time, and can often prove to be a big hinderance to mission progression.

It applies a 70% slowdown effect (x0.3 Movement Speed) to any entity passing through it; this includes Dwarves, Glyphids, and flying enemies who happen to hover too low. A couple of enemies are exempt from it in certain conditions, such as a Q'Ronar Shellback in rolling form which gives it immunity to all slowdowns. Use of Dash and Unstoppable perks can help to mitigate the slowdown brought on by Sticky Goo. The latter provides a passive resistance against slowdown effects by up to 50%, while Dash provides a speed boost, which is slowed by the Goo, but only lasts for a couple of seconds.

While Sticky Goo can be problematic, it can also be used to a player's advantage as enemies are slowed by the Goo as well. This inhibits their ability to move as quickly, so this can be used to strategically slow down enemies to deal headshots more easily or slow down a large group of bugs.

## Webbed

An entity can grant this effect by being struck from Glyphid Web Spitter's range attack, or by going through cave-generated Environmental Sticky Webs. They slows down any entities that affected by it, and obscures player's HUD.

Environmental Sticky Webs naturally generates in caves, they will give the Webbed debuff when an entity go through the web, including any bugs crawl by, a sound effect will be played when they struck something. They will be instantly "destroyed" the moment when webs struck something, which means they only affect one entity at a time, excluding anything followed behind the webbed being. They can also be removed by means of fire damage, alternatively by destroying the surface they are attached to, or using weapon that has special properties or can have special properties via upgrades or Overclocks.

Weapons that can destroy sticky webs including but not limit to:

* Driller’s CRSPR Flamethrower (Flame Fire) & Corrosive Sludge Pump (Sludge) & Colette Wave Cooker (Fire damage) & Impact Axe & Satchel Charge (Throw through web);
* Engineer’s Deepcore 40mm PGL with Incendiary Compound & Breach Cutter (Fire damage) & Shard Diffractor (Fire damage);
* Gunner's BRT7 Burst Fire Gun plus Electro Minelets OC (by creating mines on the base of web) & ArmsKore Coilgun (Fire damage);
* Scout's DRAK-25 Plasma Carbine (Fire damage) & Jury-Rigged Boomstick with White Phosphorous Shells & Zhukov NUK17 plus Cryo Minelets OC (by creating mines on the base of web) & Nishanka Boltshark X-80 (Bolts).
* Alternative way to remove webs safely is to have Molly or Bosco move through them.

Webs that are destroyed with fire damage will burn down and disappear quickly, otherwise, webs that are destroyed with other means, including stick to an entity or created minelets, will visually lingering for a short duration.

Webbed Detailed effects:

* Duration: 4 / 8 s (Web Spitter / Sticky Web)
* Obscure vision
* Movement Speed: x0.5 (50% Slowdown)

## Fear

**Fear** is a Status effect that causes affected creatures to flee 10m away from the source.

When Fear Status Effect gets applied to ground-based enemies like Glyphids or Huuli Hoarders, they stop what they're doing and attempt to flee from the source of the Fear. This has a chance to interrupt some long-lasting attacks (Praetorian Spray attack or Radioactive Praetorian Radiator). If an enemy is running away from a source of Fear, they gain a "Flee" movespeed multiplier of x1.5 (with some exceptions, see main article) until they have moved 10m away from the source of Fear. Once the Fear Effect has ended, they resume normal behavior.

Similarly, applying the Fear Status Effect to Mactera enemies will cause them to cancel their current attack or move command and fly 10m away from the source of Fear at normal speed before resuming normal behavior. From observation, it appears that Fear isn't able to cancel Mactera Bombers' strafe attacks.

## Pheromones

* Creatures affected by pheromones allure nearby creatures, causing them to prioritize attacking the affected creature over the Dwarves. Afflicted enemies will attack non afflicted enemies after they have been attacked first.
* Sources: Pheromone Canister, Glyphid Dreadnought, Nishanka Boltshark X-80 (with Pheromone Dart)

## Berzerker

Reduction of recharge time for Pickaxe Power Attacks.

### Berzerker Sources

* Berzerker Perk
* Pickaxe Overcharge Sprinkler Machine Event

## Suffocation

Suffocation is a status effect that appears during the Low Oxygen Mutator, whenever the oxygen meter is depleted, causing Dwarves to directly lose 10 health per second, which can not be blocked.