Status Effects

Status effects are special, short-lived buffs and debuffs that benefit or hurt enemies and the player in a variety of unique ways.


 * Positive status effects are effects that increase the damage, defensive, or even movement capabilities of the player and enemies in some way.
 * Negative status effects are effects that either hurt or weaken enemies or the player in some way. There are 10 main negative status effects: stun, root, freeze , slow , fire , poison , bleed , shock , oil and burning oil . There are also a few variants of one type of effect that increase the amount of damage received by enemies or even the player.
 * They either prevent enemy action (stun, root, freeze , slow ), or deal damage-over-time ( fire , poison , bleed , shock ). Oil is the only one that does not directly affect enemies, and instead boosts the damage of fire in the form of burning oil.
 * Additionally, the Frostbite mutation will transform slow into a pseudo ‘damage-over-time’ effect.
 * Weapons and skills can have modifiers that increase damage dealt to an enemy suffering from a specific negative status effect.

Mobility Effects
Stun, root, freeze , and slow all restrict enemy movement or attack in some way. Inflicting one of these effects multiple times on an enemy will simply refresh the duration of the effect. Bosses however will generally be more resistant to these effects and their durations are decreased against them if used repeatedly in a short amount of time. Accelerated movement is a buff that can only be obtained by the player, as there are currently no ways for enemies to obtain a similar effect.

Stun Stun Effect.gif

 * Stun incapacitates a target briefly and continues regardless of damage taken. The player can also be stunned by certain enemy attacks and from falling large distances.
 * Most weapons can briefly stun enemies after dealing enough damage, in the form of Breach, but there are a few items that will inherently inflict the stun effect.

Root Root Effect.png

 * Root prevents an enemy from moving, though it can still perform actions and attacks. This effect also prevents most enemies from turning, making them inoffensive if you attack them from behind. Some enemies are able to root the player using certain attacks.
 * Root often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it.

Freeze Ice Effect.png

 * Freeze incapacitates a target briefly. This effect typically lasts longer than stun but ends upon getting hit. Enemies that have recovered from freeze will have slowed movement and attacks for a brief period. Certain enemies have a chance to resist freeze, although they may still be slowed even if they resist the initial effect.
 * Fire will nullify the effect of freeze with each tick of damage.
 * Unlike the freeze effect, slow is not removed by fire based attacks.
 * Ice based items can freeze water sources, which will cause enemies that are in the affected water source to be rooted and slowed briefly until the water unfreezes.

Slow Ice Effect.png

 * Slow reduces enemy movement and attack speed to around half of what it would normally be, making enemies easier to engage as they will not be able to attack as quickly.
 * Slow is most commonly inflicted after a frozen enemy thaws, meaning that all ice based items will always inflict slow . There are however a few mutations, items, and affixes which simply inflict slow itself.
 * Ice Shards is the only ice based item to inflict slow without first freezing the enemy.
 * Attacks from enemies that are slowed down will still give a yellow indicator relative to when the hit is about to land, making it easier to be able to parry or dodge attacks from slowed enemies without messing up the timing.

Accelerated movement

 * This is an effect that only applies to the player, which increases their agility after doing a ‘kill combo’ of sorts to obtain it.
 * By killing 5 enemies in a short amount of time, your movement speed is buffed for 10 seconds, boosting running speed by 40%, rolling speed by 12%, and climbing speed by 50%. Killing an enemy while affected by this buff refreshes its duration.
 * This effect lasts for 30 seconds instead of 10 with the Velocity mutation.
 * When the effect is about to end, its icon will rapidly blink red to indicate this to the player.

Damage Effects
Fire, Poison , Bleed and Shock all deal damage-over-time. They can be stacked on top of one another as well as themselves to increase damage dealt. However, they each have unique mechanics involving how their effects are applied to enemies. Oil does not inherently damage enemies but instead boosts the damage and duration of fire.

Effects that increase damage dealt or taken are also listed here, though their exact mechanics often vary greatly depending on what inflicted it.

Fire Fire Effect.png

 * Fire based items will often cover an area of the floor with fire which deals damage-over-time as well as inflicting burning.
 * Fire and any enemy inflicted by a burning attack is affected by water. The status is removed when entering water and will resist the effect entirely if standing in water. Any weapons or skills that leave fire will not do so over water, making burning weapons and skills significantly weaker against enemies in water.

Oil Oil Effect.png and Burning Oil Blue Fire Effect.png

 * Enemies which are affected by oil take 12% more damage from each instance of fire inflicted upon them. The player can tell an enemy is taking increased burn damage from oil (as of v1.9) as the fire icons above the enemy will be blue fire instead of the usual orange fire icon. In-game, this effect is referred to as burning oil.
 * Oil can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground, however these slicks do not inherently have any negative impact on enemies, except inflicting the oil effect on them.
 * Enemies drenched in oil will normally keep the effect for a long period of time, but when they receive the burn effect the oil will be removed much more quickly.
 * The burning oil and normal burn effects cannot technically both be inflicted upon an enemy at the same time as any burning oil effects an enemy receives while drenched in oil are automatically turned back into normal burn effects when the oil is used up.
 * Creating pools of fire on oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which inflict the normal burn effect, but last for longer than normal red flames.
 * Ignited slicks burn for the duration of the slick while pools of fire outside of slicks burn for a much shorter duration.
 * Spreading oil on enemies in water makes them susceptible to burn damage.
 * Oil explosions, whenever they occur, deal 16 base damage.

Poison Poison Effect.png

 * Poison attacks are often accompanied by an area-of-effect cloud that deals damage-over-time and inflicts more poison.
 * When a poisoned enemy dies, the effect is inflicted on nearby enemies but with reduced damage and only for the remainder of the duration of the original instance of poison.
 * Poison is affected by water, enemies covered in water have a 0.21 second delay on getting poisoned.
 * The player may also be inflicted with poison, albeit rarely, from certain enemies, as well as toxic pools of sludge in the Toxic Sewers and Ancient Sewers.
 * As of v2.0, very few items innately inflict poison, so your most likely source for this effect is from affixes that create toxic clouds.

Bleed Bleed Effect.png

 * Bleeding effects usually have to be applied with direct hits from a weapon or skill. Bleed usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often.
 * When 5 instances of bleeding are inflicted on an enemy, all of the damage they would have inflicted over the course of their duration is inflicted on the enemy all at once.

Shock Shock Effect.png

 * Shock is mainly inflicted directly by electricity based items, such as the Electric Whip.
 * Shocked enemies can only be shocked once at a time, unlike other damage-over-time effects, which can stack multiple times on a single enemy.
 * However, other effects can still be stacked alongside it, and it’s duration will be refreshed if the enemy is shocked again.
 * Shock will both deal damage to the enemy that it was inflicted upon and the enemies around it, somewhat similarly to poison.

Increased Damage Dealt

 * This effect increases the amount of damage the player deals. It is usually only given by Mutations. It can work as a percent increase or just a flat amount of added damage, and can last for a single hit, or over a period of time, or even only while certain conditions are met.
 * The number of active damage buffs the player currently has is represented using a counter, which takes the form of a number next to a sword icon.
 * Some damage increasing mutations, such as Spite, do not add to the counter, as they only apply a flat amount that is always active, or are only applied to enemies who are under certain conditions, as it is with the Ripper mutation. The counter only takes into account abilities that increase the players total damage to all enemies, and don’t last indefinitely.

Defensive Effects
These are effects that directly benefit the player or enemies, by increasing their defensive capabilities in some way, such as by reducing incoming damage, invincibility, or some other similar effects.

Damage Reduction

 * Damage Reduction, as a status effect, is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player. It reduces the damage of incoming hits by a certain percentage depending on the source.
 * Currently the only ways for enemies to receive this buff is when they are nearby legendary altars, which will grant them this buff until they move far enough away, and Defenders, which will receive this buff when shielding another enemy.
 * The rare affix that gives the player damage reduction when nearby a turret uses a slightly different golden icon than the normal shield icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect.
 * This effect cannot be stacked multiple times if it comes from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are giving the effect, one can have them both active at the same time.

Force Field

 * Force Fields are an effect that can be given to the player by certain mutations, weapons, skills, and affixes. Certain enemies will also generate force fields for other nearby enemies as well. Force fields provide total invincibility for the player and enemies.
 * Having any shield equipped will grant 0.5 seconds of invincibility after being hit.
 * Bosses will often use force fields during phase changes to prevent them from being interrupted during the change.
 * Force fields always appear as pink-ish, see-through domes that encapsulate the target of the effect.

Invisibility

 * Invisibility is an effect that makes the player undetectable by enemies. Some enemies can also have invisibility, making them much harder for the player to see. Very few options are given to the player in terms of obtaining this effect, as it makes the player virtually untouchable from enemies while the effect is active.
 * If the player takes damage while invisible, the effect is removed. This is a good thing to keep in mind as enemies can still hit you while invisible if you gained the effect when an enemy was attacking you.
 * Maskers can make large amounts of enemies invisible with the use of thick fog, making areas much more dangerous to traverse due to the risk of a surprise attack at any moment.

Malaise Immunity

 * Malaise Immunity is an effect that makes the player immune to the Malaise until the effect ends. Enemies cannot get this effect as the Malaise is not something that affects them.
 * Certain mutations can make affected enemies incapable of inflicting the malaise, however the player still isn’t immune, as unaffected enemies could still potentially hit the player, inflicting malaise.
 * The Malaise immunity effect is mostly only used by a few mutations, but is also used by one singular skill, that being the Tonic.

Health Regeneration

 * Health Regeneration is an effect that restores a percentage of the players health bar over a short period of time, which is usually within the span of a second or less.
 * This effect can be can be obtained through eating food, drinking a health potion, certain rare affixes, or activating the effects of some healing Mutations. Currently enemies have no way of receiving health regeneration.

Other Effects
These effects do not fit into any of the other categories listed above, and so they are put here.

Curse
See the Main Article for more information about curses.
 * Curse is an effect that causes the player to die in a single hit from almost all sources of damage that lower their health bar, regardless of the amount of health they currently have. It is primarily obtained by opening Cursed Chests and destroying Golden Doors. Unlike other effects, curses work on a counter system, where each enemy killed reduces the counter on the curse by 1.
 * Similarly to accelerated movement, this is a player specific effect and cannot be obtained by enemies due to the inherent nature of its mechanics.

Single Use Effects

 * These are effects that are only used with a single weapon, skill, affix, or mutation. Their actual function can be extremely varied.

Hokuto’s Mark

 * An effect applied by the Hokuto's Bow. It causes enemies to take extra damage from your attacks. Enemies who are killed while marked will spread the effect to other nearby enemies.

Shared Damage

 * This is an effect only used by the Networking mutation. It causes enemies who have arrows stuck in them to share a percentage of the damage they receive with each other.

Increased Damage Taken

 * Currently the only item that inflicts this exact effect is the Wolf Trap. Similarly to the mark effect inflicted by the Hokuto's Bow, this effect increases incoming damage dealt to enemies who are ensnared by the traps.
 * This effect shares an icon with an affix for turrets that boosts the damage the player deals when they are near the turret, which is slightly contradictory as this effect increases incoming damage while that one increases dealt damage to others.