Statuses
The game shows statuses as an icon and a count and never spells them out. These are the rules behind the icons.
On enemies
| Status | What a stack does | How it ends |
|---|---|---|
| At the start of the enemy's turn it takes a quarter of your power plus arcana for each stack, ignoring armor. | One stack burns away each turn. | |
| Nothing by itself. At 3 chill the enemy freezes and its chill resets. | It stays until it reaches 3. | |
| The enemy skips its next turn. | After that one turn. From turn 11 nothing stays frozen. | |
| When the enemy acts it takes a fifth of your power plus arcana for each stack, ignoring armor. | One stack each time it acts. | |
| When the enemy acts it takes 12% of your power plus arcana for each stack, ignoring armor. | It never wears off. | |
| The enemy deals 30% less. | Counts down one a turn. | |
| The enemy takes 30% more from everything. | Counts down one a turn. | |
| The enemy takes 4% more from everything for each stack, 10 stacks at most. | It lasts the fight. | |
| Its next attack has a 40% chance to miss. | Each attack it makes uses one up. | |
| The enemy skips its next turn. | After that one turn. |
Burn, bleed and poison grow with your build: each is a share of your power plus arcana at the moment it ticks, so a bigger weapon makes every stack worth more. A frozen or stunned enemy does not act, so its bleed and poison wait a turn; burn ticks anyway.
Where they come from
- Burn: Emberforged, Fireball, an Oil Flask, Wyrmscale's breath.
- Chill: Rimeglass, Frost Nova, a Frost Flask, the Frostbite Greaves.
- Bleed: Bloodbound, the Bramble Crown.
- Poison: Ratcatcher, a Venom Vial.
- Weak and vulnerable: Hexweave, Hex Bolt, Wither.
- Curse: Ossa's Malediction, Bonewright, the Ossuary Bell.
- Blind: Vigil, a Smoke Bomb, the Wisp Lantern.
- Stun: Warden, the first time an enemy's armor breaks.
An enemy that rises again (Avarax) loses every status on it when it does.
On you
Three statuses can land on you, and they show under your bars.
| Status | What it does | How it ends |
|---|---|---|
| At the start of your turn you take its number as damage, ignoring armor. | It halves each turn. | |
| At the start of your turn you take its number as damage, ignoring armor. | It halves each turn. | |
| You deal 30% less: strikes and skills both. | Counts down one each turn of yours. |
GUARD does not halve burn or poison, and armor does not soak them. A Green Draught clears all three at once. Two Wyrmscale pieces or the Drakeling Scale Boots make you immune to burn.
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.