Status Effects are conditions players and monsters find themselves in such as Frozen, Vulnerable or Immune. Most come via the use of skills or items, some are just a state of being such as Healthy (>80% health) or Injured (<35% health).
Name | Description |
---|---|
Barrier | A temporary additional barrier of protection that can be gained through certain skills and items worn. To boost your defense in combat and help with survivability, seek items or skills that provide additional Barrier protection. |
Berserk | Berserking grants 25% increased damage and 30% increased Movement Speed. This effect lasts up to 5 seconds. |
Bleed | Bleed inflicts physical damage as a percentage of weapon damage over time (dot). |
Blood Orb | Blood Orbs heal you (Necromancer) for 15% of your Maximum Life when picked up. |
Chill | Chilled enemies have reduced Movement Speed. Repeatedly Chilling an enemy will Freeze it. |
Crackling Energy | Crackling Energy periodically damages nearby enemies when picked up. |
Crushing Blow | Overpowering deals bonus damage based on the sum of your current Life and Fortified Life. |
Daze | Dazed enemies cannot attack or use skills but are still able to move. |
Fortify | Fortified characters take 10% reduced damage. You become Fortified when you have more Fortify than your current Life. |
Frozen | Frozen enemies cannot move or attack. Enemies can be Frozen by repeatedly Chilling them. |
Healthy | Healthy characters have more than 80% of their Life. |
Immune | Immune characters cannot be damaged and all negative effects are removed and prevented. |
Injured | Injured characters have less than 35% of their Life. |
Overpower | Overpowering deals bonus damage based on the sum of your current Life and Fortified Life. |
Stealth | Stealthed characters cannot be directly targeted by enemies. Using an attack or taking damage will instantly remove Stealth. |
Unstoppable | Unstoppable characters have all control impairing effects removed and prevented. |
Vulnerable | Vulnerable enemies take 20% increased damage. |