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Game systems

Common & Uncommon Status

This guide comes from the old wiki and is being reviewed; some details may be out of date. The Codex always shows the current game data.

Introduction

While you are playing on the server, you may see some particular effects. They belong to two types of status:

  • Common Status
  • Uncommon Status

Common Status list

Damage over Time

Note: the Poison / Venom / Deep Poison / Burning / Toxin status effects were changed in order to make them viable.

If you kill a monster using DoT damage, items will not be autolooted and benedictions will never appear if you are not within 36 cells of the monster. 36 cells is approximately 2 screens.

Note that the success rate of inflicting DoTs is affected by the LUK of both the target and the caster:

  • Caster's LUK will increase the chance to inflict the status effect to a target by 0.2% per point of LUK.
  • Target's LUK will increase the chance to resist to the status effect by 0.2% per point of LUK.

All the effects listed below affect all DoT effects:

  • All DoTs deal damage every second.
  • DoT ticks can be critical, and critical ticks add 50% damage ignoring all race resistances.
  • DoTs like Venom, Poison, Deep Poison, Bleeding, Burning and Toxin can't last less than 7 seconds.
  • Every DoT with a duration exceeding 10 seconds has a duration of 10 seconds plus 33% of the surplus duration.

The effects listed below only affect the Venom / Poison / Deep Poison / Burning DoT effects (Toxin is a special case):

  • The portion of the formula affected by the target's statistics can reduce the damage received by up to 50%.
  • DoT damage is increased based on the target's HP: each 100 HP of the target increases damage by 0.1%, up to a 200% damage bonus if the target has at least 200 000 HP.
  • DoTs can now kill affected targets.
An entity affected by a DoT can't be more than 24 cells away from the caster, otherwise the DoT damage received by the target is nullified. 24 cells is around a whole screen while playing.
EffectDetails
Poison

Damage formula

[2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1.5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
Deadly Poison

Damage formula

2 * [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1.5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
Burning

Damage formula

2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1.5 * (Target's LUK + Target's AGI + Target's BaseLV) + Caster's HIT Bonus
  • Mdef of the target will increase the resistance to this effect.
Bleeding

Damage formula

2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1.5 * (Target's LUK + Target's STR + Target's BaseLV) + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
VenomPoison DoT inflicted by the skill Throw Venom Knife inflicts Venom instead of the basic Poison.
  • Specificities of Venom:
    • It can be stacked up to 4 times; each new stack refreshes the status duration.
    • Venom counts other DoTs as an additional stack for its damage calculation: a target affected by 4 stacks of Venom and also by Burning counts as a 5-stack target.
    • Venom damage formula is based on the formula above, however it is weaker at the start and stronger as stacks increase.
      • The overall damage formula is (50 + 25 * StacksAmount)% of DoT's damage.
Number of stacksDamage compared to Poison DoT
175%
2100%
3125%
4150%
5175%
6200%
......

Status Effects

StatusEffects
Stun
  • Any flee will be negated.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
Silence
  • Inability to use any active or auto-casted skills.
Sleep
  • Affected target have around 30% chance to recover from Sleeping when hit if its HP are full.
  • Affected target have around 100% chance to recover from Sleeping when hit if its HP are low.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • If enemy attacks you, you will always get hit.
  • If enemy attacks you, they will have 2x CRIT chance with their attack.
Stone Curse
  • All DEF contributed by items is reduced by 50%.
  • Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).
  • If HP is over 25%, you will lose 1% of your HP every 5 seconds.
  • Increases your MDEF by 25%.
  • Changes your elemental status as "Earth LV 1".
  • Ignores Steal and Lex Aeterna.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
Freeze
  • All DEF contributed by items reduced by 50%.
  • Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).
  • Any flee will be negated.
  • Increases your Hard-MDEF by 25%.
  • Ignores Steal, Lex Aeterna, Wizard's skill - Storm Gust, Ninja's skill - Snow Flake Draft.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • Armor attribute becomes "Water 1".
Curse
  • Reduces STR/INT/DEX by 5 and an additional 10% of these statistics.
  • Reduces affected player's damage and heals by 10%.
  • Reduces affected monster's damage and heals by 20%
  • Reduce affected entity's ATK by 25%.
  • LUK becomes 0.
  • Drastically Reduces your Movement Speed.
Blind
  • Reduce your HIT and FLEE rate by 25%.
  • Also graphically reduces range of your visibility.
  • Affected player or monster has 35% chance to inflict 0 damage with all attacks.
  • Reduces critical rate to 0.
Confusion / Chaos
  • Causes the character to move into unintended directions when trying to navigate.
  • 30% chance to attack itself instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks himself.
  • Monsters have half less chances to use skills.
  • Affected target hit have around 30% chance to recover from Confusion if their HP are full.
  • Affected target hit have around 100% chance to recover from Confusion if their HP are low.
  • SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption multiplied by 4.
  • Spirits Sphere requirement and consumption multiplied by 2.
Decrease Agility
  • Decreases AGI statistic and reduces movement speed.
Hallucination
  • The screen goes upside-down and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you.
  • Damage and heals done are randomly changed to a value between 0 and the normal value.
  • 25% more chance to receive critical hits.
  • Critical hits received inflict 33% more damage.
Sick
  • Double after hit delay
  • Damage received are increased by 5% of your actual HP, can't exceed 100% of caster's ATK or MATK
  • May cause stun for a very short period of time
  • Cured by Cure, considered has common status
  • Resistance attribut is DEF
Fast
  • Speed, ASPD, Flee and Hit are increased by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Dismissed by Slow
Slow
  • Speed, ASPD, Flee and Hit are reduced by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Cured thanks to Cure & dismissed by Fast.
  • MDEF helps preventing this status.
Creeple
  • Maximum HP and SP reduced by 30% (debuff halved on MVP)
  • Reduces incoming HP or SP healing
  • Cured by Cure, considered has common status
  • Resistance attribut is MDEF
Chill
  • Speed, ASPD, Flee and Hit are reduced by 10%.
  • Casting Time & After Skill Delay are increased by 25%.
  • DEF and MDEF are reduced by 15%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Fever
  • All damage received are increased by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Feeble
  • All damage inflicted are reduced by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Oath
  • Increases chance to receive a status effect by 50%.
  • Reduces PFlee to 0.
  • Cured by Blessing.
  • MDEF helps preventing this status.
Stop
  • Can't move anymore for the status' duration.
Weak
  • Critical rate inflicted is reduced by 10 and an additional 33%.
  • Critical rate received is increased by 10 and an additional 33%.
  • After Hit Delay is reduced by 33%.
  • Cured by Cure.
  • DEF helps preventing this status.
Brake
  • Casting Time & After Skill Delay are doubled.
  • ASPD is reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Crack
  • DEF and MDEF are reduced by 33%.
  • DEF2 and MDEF2 are reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Joint Beat effects
  • STR can prevent this status ailment.
  • Causes one of the following effect :
    • Break Ankle = SPEED reduced by 50%
    • Break Wrist = ASPD reduced by 33%
    • Break Knee = SPEED and FLEE reduced by 33%
    • Break Shoulder = DEF/MDEF reduce by 15
    • Break Waist = HIT/CRI/ATK/MATK reduced by 33%
    • Break Neck = DEF/MDEF reduced by 30%

Uncommon Status list

Uncommon status effects are the buffs and debuffs applied by skills, items and special effects. The following effect families exist; each one can be a bonus or a penalty depending on the sign of its value:

  • Heal: increases/decreases the heal received/given (HP or SP) by x. It does not stack if the user and the target both have this boost; only the percentage part affects item heals.
  • ATK: increases/decreases ATK by x.
  • MATK: increases/decreases MATK by x.
  • Special damage: increases/decreases special damage by x%.
  • DEF: increases/decreases DEF by x.
  • MDEF: increases/decreases MDEF by x.
  • HIT: increases/decreases HIT by x.
  • FLEE: increases/decreases FLEE by x.
  • Walk speed: increases/decreases the walk speed by x%.
  • Cast speed: increases/decreases the cast speed by x%.
  • ASPD: increases/decreases the attack speed by x%.
  • After skill delay: increases/decreases the after skill delay rate by x%.
  • Maximum HP and Maximum SP: increases/decreases the maximum HP or SP by x.
  • Critical: increases/decreases the critical rate by x.
  • Critical damage: increases/decreases the damage dealt by critical hits by x.
  • Critical defense: increases/decreases the critical defense by x.
  • Perfect flee and Perfect hit: increases/decreases the perfect flee or perfect hit by x.
  • Stats (STR, AGI, VIT, INT, DEX, LUK): increases/decreases the stat by x.
  • Status inflicted: increases/decreases the rate and duration of the status effects you apply to others.
  • Status received: reduces/increases the rate and duration of the status effects applied to you.
  • Damage dealt: increases/decreases all kinds of damage dealt (can be limited to melee or ranged physical attacks).
  • Damage received: reduces/increases all kinds of damage received.
  • Ignore defense: increases/decreases the DEF or MDEF ignored by your attacks.

Other uncommon effects:

  • Brave: resistance to status effects increased by half, SP recovery (0.5%) every second, maximum SP increased by 25%.
  • Recovery: duration of status effects reduced by half, HP recovery (0.5%) every second, maximum HP increased by 25%.
  • Swift: 30% chance to only take a scratch (1 damage) from an attack, whatever its type.
  • Fortitude: 50% chance to resist knockback or cast cancel, knockback distance halved, heal/potion received and hit recovery speed increased by 33%.
  • Rejuvenation: SP recovery (based on the source's attributes) every second.

Speed (movement) modifiers from these effects are cumulative with other forms of speed buff or debuff.