Most effects fall under one of three types: physical, mental or magical. The effect type is not related to method in which the effect was caused, but instead determines what type of saves and inscriptions are needed to resist or remove the effect.
Physical effects are generally the most common and debilitating type of effect. Mental effects can be situationally dangerous. Magical effects are rare, but can be very deadly at times.
Effects of the type "Other" are notable in that they cannot be removed by status effect cleanses and are also unaffected by various duration reducing or increasing talents, such as.
For the math behind whether a detrimental effect affects the target in the first place, see Saves and To-Hit.
- 1 Beneficial Effects
- 1.1 Magical
- 1.2 Physical
- 1.3 Other
- 2 Detrimental Effects
- 2.1 Cross-tier Effects
- 2.2 Magical
- 2.3 Mental
- 2.4 Physical
- 2.4.1 Acid Splash
- 2.4.2 Anguish
- 2.4.3 Bleeding
- 2.4.4 Blinded
- 2.4.5 Burning
- 2.4.6 Constricted
- 2.4.7 Corroded
- 2.4.8 Counterstrike
- 2.4.9 Cripple
- 2.4.10 Crushing Hold
- 2.4.11 Cursed Wound
- 2.4.12 Dazed
- 2.4.13 Deep Wound
- 2.4.14 Disable
- 2.4.15 Disarmed
- 2.4.16 Frozen
- 2.4.17 Frozen Feet
- 2.4.18 Grappled
- 2.4.19 Immobilized
- 2.4.20 Insidious Poison
- 2.4.21 Knockback
- 2.4.22 Lowered Resistance
- 2.4.23 Luminescence
- 2.4.24 Maimed
- 2.4.25 Off-balance
- 2.4.26 Off-guard
- 2.4.27 Paralyzed
- 2.4.28 Pinned
- 2.4.29 Poisoned
- 2.4.30 Ravage
- 2.4.31 Set Up
- 2.4.32 Slow
- 2.4.33 Slow movement
- 2.4.34 Spell Disruption
- 2.4.35 Strangle Hold
- 2.4.36 Stunned
- 2.4.37 Sunder Armour
- 2.4.38 Sunder Arms
- 2.4.39 Weakened
- 2.5 Other
The target is the epicenter of a terrible arcane storm. Gives arcane resistance.
Reduces physical damage received.
Elemental Surge: Lightning
When hit for the first time in the turn, you will not take damage but instead teleport to a random adjacent square. Using a lightning rune grants this effect for a short time, also doing over 300 points of critical lightning damage when possessing the Elemental Surge prodigy.
Increases global action speed and casting speed by a certain percentage, depending on the effect's power.
Improves/gives invisibility with a certain power, depending on the effect's power.
Increased maximum mana.
Regenerating mana per turn.
Reduces fire damage received.
Out of Phase
The target is out of phase with reality, increasing defense by X, resist all by X%, and the duration of all detrimental timed effects by X%.
Magically returns a percentage of any damage done to the attacker.
Can apply shield block value against the next physical attack - and if the shield provides the right resistance for it, also non-physical damage. It does not have to be a melee attack. If this completely negates damage, the attacker is set up for a Counterstrike (see under Detrimental Effects).
Essence of Bearness
The bear in you is awaken, you take 25% less damage. Given by the item Essence of Bearness
Grants a flat chance (depending on power) to completely negate melee attacks, independent of accuracy and defense.
While under the Heroism effect, your Life can go into the negatives, but you will not die. How far below zero you can go depends on the effect's power. Instead of your current negative Life rating, three question marks (???) are displayed. Being at negative Life when Heroism runs out or is dispelled is fatal. Heroism also boosts your three highest Stats.
Regain some Life each round.
Increases your resistance to all damage by the specified amount. Note that the increase in resistance is multiplicative, not additive, so it may show up as less on the character sheet if you already have resistancies. Also note that no resistance can be increased past its resistance cap, usually 70%. Typically this effect is granted by using a Wild Infusion.
Your movement speed is greatly increased (typically by a factor of five to ten). Any action other than moving (or opening doors and moving levers) will cancel the effect. Typically this is gained by Movement Infusions (which additionally grant Free Action when Wild Speed ends).
Wrath of the Eternals
Increases all damage dealt while at the same time increasing resistance to all damage. Thaloren racial talent.
Despite the dangerous sounding name this is actually a good thing, protecting you from Paradox magic to a small extent. Conversely, if your enemies get this, it is slightly annoying.
Fade From Time
Grants some resistance to all damage types and reduces the duration of negative effects at the price of lowered damage output. Usually provided by the talent Fade From Time of the Paradox Mage tree Paradox
Granted by the talent, this does not let your health drop below 0.
Granted by the prodigy,. The target is immune to all detrimental effects.
These effects are automatically conferred when an attacker greatly outmatches the defender in a specific comparison of attributes, depending on the kind of attack.
- Off-balance occurs when a physical talent hits, and the attacker's Physical Power is in a higher tier than the defender's Physical Save.
- Spellshocked occurs when a magical talent hits, and the attacker's Spellpower is in a higher tier than the defender's Magical Save.
- Brainlocked occurs when a mental talent hits, and the attacker's Mindpower is in a higher tier than the defender's Mental Save.
Cross-tier effects are removed on a "buy one get one free" basis by Wild Infusions of the appropriate type, when another effect is being removed. E.g. if a physical Wild Infusion is used to remove Stunned, and the target is also Off-balance, Off-balance will also be removed.
The target is infected by a disease, reducing its Dexterity and doing blight damage each turn.
The target is infected by a disease, reducing its Constitution and doing blight damage each turn. Reduced constitution also lowers maximum and effective life.
All damage resistance is reduced by a certain percentage, usually 20%.
The target is infected by a disease, reducing its Strength and doing blight damage each turn. If you were carrying close to your maximum encumberance, the weight of your possesions may now prevent you from moving.
The target has been turned to stone, making it subject to shattering but improving physical(+20%), fire(+80%) and acid(+50%) resistances.
Take an increasing amount of mental damage per turn.
Renders a random talent unavailable. No talents will cool down until the effect has worn off.
The target is confused, acting randomly (with a certain percentage chance) and unable to perform complex actions. Talents with "instant" activation as well as items can still be used reliably.
Does a constant amount of acid damage per turn. Accuracy and damage are lowered for the effect's duration.
Reduces Willpower and Cunning. If the target is not the player, it uses a simpler form of AI for the duration ("The target is in extreme anguish, preventing them from making tactical decisions").
Take a constant amount of physical damage per turn.
The target is blinded, unable to see anything (while blind your map screen is completely black). Blinded monsters move about at random and have 2/3rds of a chance to miss a weapon attack, and blinded spellcasters will fire spells in all directions. Note: This effect is often inflicted by Sun Infusions together with Luminescence (reduces stealth), and a Wild Infusion will randomly clear one, but not both.
Take a constant amount of fire damage each turn.
The target is constricted, preventing movement and making it suffocate (target loses 'air level' each turn).
Reduced Accuracy, Armour and Defense for the duration.
The next incoming melee attack will do double damage. Usually caused by being blocked (see Beneficial Effects: Blocking) by a shield-user.
Reduces the speed of combat actions, spells and mind powers. Basically everything except movement. In previous versions of the game, it reduced accuracy and physical power.
Take physical damage each turn. Usually applied together with Grapple and possibly Strangle Hold.
Reduced healing modifier. Multiple applications stack.
Unable to move, and halves all damage done, defense, saves, accuracy, spell, mind and physical power. Any damage taken will remove the daze.
Take a constant amount of physical damage each turn and suffer reduced healing efficiency.
Movement speed and physical power are reduced.
The target is maimed, unable to correctly wield a weapon.
The target is encased in ice. All damage done to you will be split, 40% absorbed by the ice and 60% by yourself. Your defense is nullified while in the ice and you may only attack the ice but you are also immune to any new detrimental status effects. The target can not teleport or heal while frozen. The iceblock has a number of hitpoints before it is destroyed.
A weaker form of Frozen that only prevents movement, same as being Pinned.
Unable to move (but teleportation is still possible) and suffer from reduced defense and accuracy.
Like Pinned, you are unable to move, this time the reason is telekinetics. Still a physical effect though.
Take some nature damage each turn and suffer reduced healing efficiency.
Pushes you a number of squares in a particular direction.
Resistance against a particular damage type is lowered by the specified amount. Negative resistances increase damage taken.
All damage dealt is reduced, in addition to a 30% penalty to global speed.
Global damage is reduced by 15%.
Attacker gains 10% critical chance and power.
The target is unable to act.
The target is pinned to the ground, unable to move. Teleportation is still an option, however.
Take some nature damage each turn.
More likely to be critically hit, and all saves are reduced.
Reduces global action speed by a certain percentage.
Movement speed is reduced by the specified amount, but other actions (melee attack, spells, etc.) are unaffected.
A chance to fail any spell it cast and a chance each turn to lose spell sustains.
Cannot cast any spells and also suffer physical damage each turn. Usually applied together with Grapple and Crushing Hold.
- all damage done is reduced by 60%
- movement speed is reduced by 50%
- up to three random talents are put on cooldown (instant use talents like shield runes or wild infusions are exempt from this)
- no talents come off cooldown for the duration
Armour value and saves are reduced for the duration.
Accuracy is reduced for the duration.
All damage reduced by the specified amount.
This effect increases the cooldown of your Infusions. It is caused by using Infusions and gets stronger if you use infusions while it is active. Ultimately it serves to limit how much you can use Infusions without taking a rest. This can be affected byand .
This effect increases the cooldown of your Runes. It is caused by using Runes and gets stronger if you use Runes while it is active. Ultimately it serves to limit how much you can use Runes without taking a rest. This can be affected by.
This effect increases the cooldown of your Taints, similarly to the saturation effects for Infusions and Runes.
Increases the cooldown for summoning talents.
Temporal Restoration Field
The bonus from having used a Time Shield. Restores 10% of the damage taken during the shield's duration as healing each turn.
The target is removed from the normal time stream, unable to act but unable to take any damage. Time does not pass for this creature.
Caused by the Doombringer talent, .
Caused by the prodigy,activating.