Common & Uncommon Status

From DARO

Introduction

  • While you are playing on the server, you may see some particular effects on two types of Status :
    • "Common Status".
    • "Uncommon Status".

Common Status list

Damage over Time

  Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.


If you kill a monster using DoTs damage, Items will not be autolooted and Benedictions will never appear if you aren't in a range of 36 cells away from the monster.
36 cells means approximatively 2 screens.


  • Take note that the success rate of inflicting DoTs is affected by the total amount of LUK of 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 effects listed below will affect all DoTs effects :

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


All effects listed below will only affect Venom / Poison / Deep Poison / Burning DoTs effects, Toxin being a special case :

  • The portion of the formula affected by Target's statistics can reduce damage up to 50% received damage.
  • DoTs damage are increased based on Target's maximum HP. Each 100 current HP of the target increase damage by 0.1%. Up to 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 at more than 24 cells from the caster.
  Otherwise, it will nullify these DoT damage received by the target.
  24 cells being around a whole screen while playing.
Damage over Time
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 refresh status duration.
    • Venom count other DoTs as an additional stack for its damage calculation. Meaning a target affected by 4 stacks of Venom and also affected by Burning will be count as a 5 stacks target.
    • Venom damage formula is based on the formula above, however, it is weaker at 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

Damage over Time
Status Effects


           - SC_BUFF_HEAL / SC_DEBUFF_HEAL : Increase/decrease by x heal (val1 for x%, val2 for fix value) (affect heal recieved/given (HP or SP) but do not stack if user and targets both have this boost, only val1 affect item heal)
           - SC_BUFF_ATK / SC_DEBUFF_ATK : Increase/decrease by x atk (val1 for x%, val2 for fix value)
           - SC_BUFF_MATK / SC_DEBUFF_MATK : Increase/decrease by x (val1 for x%, val2 for fix value)
           - SC_BUFF_SATK / SC_DEBUFF_SATK : Increase/decrease by x special damage (val1 for x%)
           - SC_BUFF_DEF / SC_DEBUFF_DEF : Increase/decrease by x def (val1 for x%, val2 for fix value)
           - SC_BUFF_MDEF / SC_DEBUFF_MDEF : Increase/decrease by x mdef (val1 for x%, val2 for fix value)
           - SC_BUFF_HIT / SC_DEBUFF_HIT : Increase/decrease by x hit (val1 for x%, val2 for fix value)
           - SC_BUFF_FLEE / SC_DEBUFF_FLEE : Increase/decrease by x flee (val1 for x%, val2 for fix value)
           - SC_BUFF_WALK / SC_DEBUFF_WALK : Increase/decrease by x walk speed (val1 for x%)
           - SC_BUFF_CAST / SC_DEBUFF_CAST : Increase/decrease by x cast speed (val1 for x%)
           - SC_BUFF_ASPD / SC_DEBUFF_ASPD : Increase/decrease by x aspd speed (val1 for x%)
           - SC_BUFF_ASD / SC_DEBUFF_ASD : Increase/decrease by x after skill delay rate (val1 for x%) (works on mob delay if M5G00011 is enabled)
           - SC_BUFF_HP / SC_DEBUFF_HP: Increase/decrease by x maximum HP (val1 for x%, val2 for fix value)
           - SC_BUFF_SP / SC_DEBUFF_SP : Increase/decrease by x maximum SP (val1 for x%, val2 for fix value)
           - SC_BUFF_CRI / SC_DEBUFF_CRI : Increase/decrease by x critical (val1 for x%, val2 for fix value)
           - SC_BUFF_DCRI / SC_DEBUFF_DCRI : Increase/decrease by x damage done by critical (val1 for x%, val2 for fix value)
           - SC_BUFF_PCRI / SC_DEBUFF_PCRI : Increase/decrease by x critical defense (val1 for x%, val2 for fix value)
           - SC_BUFF_PFLEE / SC_DEBUFF_PFLEE : Increase/decrease by x perfect flee (val1 for x%, val2 for fix value)
           - SC_BUFF_PHIT / SC_DEBUFF_PHIT : Increase/decrease by x perfect hit (val1 for x%, val2 for fix value)
           - SC_BUFF_STR / SC_DEBUFF_STR : Increase/decrease by x the attribute (val1 for x%, val2 for fix value) (same with DEX, etc)
           - SC_BUFF_STATUS / SC_DEBUFF_STATUS : Increase/decrease by x status rate and duration applied to others (val1 for x%, val2 for fix value (in seconds for duration))
           - SC_BUFF_DSTATUS / SC_DEBUFF_DSTATUS : Reduce/increase by x status rate and duration applied to self (val1 for x%, val2 for fix value (in seconds for duration))
           - SC_BUFF_DAMAGE / SC_DEBUFF_DAMAGE : Increase/decrease by x all kind of damage done (val1 for x%, val2 for fix value) (val3 : 0 for any, 1 for physical melee only, 2 for physical ranged only)
           - SC_BUFF_RESISTANCE / SC_DEBUFF_RESISTANCE : Reduce/increase by x all kind of damage recieved (val1 for x%, val2 for fix value)
           - SC_BUFF_IGNORE / SC_DEBUFF_IGNORE : Increase/decrease by x ignore defenses (def or mdef) values (val1 for x%, val2 for fix value)
       - Slow (SC_SLOW) : SPD, ASPD, FLEE, HIT reduced by 20%, CAST and ASD augmented by 50%, cured by Cure, dismiss by Fast, considered has common status, resistance attribut is MDEF
       - Fast (SC_FAST) : SPD, ASPD, FLEE, HIT augmented by 20%, CAST and ASD reduced by 50%, dismiss by Slow
       - Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Weak (SC_WEAK) : Critical rate reduce by 10 and 33%, Critical rate recieved augmented by 10 and 33%, hit recovery speed penalized by 33%, cured by Cure, considered has common status, resistance attribut is DEF
       - Brake (SC_BRAKE) : CAST and ASD doubled, ASPD reduce by 50%, cured by Cure, considered has common status, resistance attribut is DEF
       - Crack (SC_CRACK) : DEF/MDEF reduce by a third, DEF2/MDEF2 reduce by half, cured by Cure, considered has common status, resistance attribut is DEF
       - Oath (SC_OATH) : Increase chance to recieve a status effect by 50%, reduce PFLEE to 0, cured by Blessing, considered has common status, resistance attribut is MDEF
       - Venom (SC_VENOM) (M5G00001 required) : DoT damage (just like poison etc), cured by Detoxify, considered has common status, resistance attribut is VIT
           -> Venom is based on LUK has OFFSTAT and VIT has DEFSTAT, VIT of the target can prevent this common status
       - Others (SC_INC_MAXHP, SC_SUB_MAXHP, SC_INC_MAXSP, SC_SUB_MAXSP) : Those effects gives bonus or malus to maximum HP or SP
       - On a general note : SPD (speed) from those status adjustements are cumulative with other form of speed buff or debuff

-> Brave (SC_BRAVE) : Resistance to status increase by half, SP recovery (0,5 %) every seconds, maximum SP increased by 25% -> Recovery (SC_RECOVERY) : Duration of status reduce by half, HP recovery (0,5 %) every seconds, maximum HP increased by 25% -> Swift (SC_SWIFT) : Gives 30% to only get a scratch (1 damage) from an attack (no matter the type) -> Fortitude (SC_FORTITUDE) : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion recieved and hit recovery speed -> Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds