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.
| Effect | Details |
| 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.
|
| Venom | Poison 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 stacks | Damage compared to Poison DoT |
| 1 | 75% |
| 2 | 100% |
| 3 | 125% |
| 4 | 150% |
| 5 | 175% |
| 6 | 200% |
| ... | ... |
|
|---|
Status Effects
| Status | Effects |
| 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.