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Início › Guias › Sistemas do jogo › Common & Uncommon Status
Sistemas do jogo

Common & Uncommon Status

Este guia, por enquanto, só está disponível em inglês. Os nomes de itens, habilidades e monstros ficam em inglês em todo lugar, como no jogo.

Este guia vem do antigo wiki e está em revisão; alguns detalhes podem estar desatualizados. O Codex sempre mostra os dados atuais do jogo.

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.