Status Effects

Status effects are temporary buffs and debuffs that benefit or hurt enemies and the player in a variety of unique ways. They can be broken down into two main groups: Positive effects and Negative effects. Most positive effects are more often given to the player, while negative ones are usually only inflicted on enemies.


 * Positive status effects are effects that strengthen the damage, defensive, or even movement capabilities of the player or enemies in some way.
 * Negative status effects are effects that hurt or weaken enemies or the player in some way, either directly, or indirectly.
 * Weapons and skills can have modifiers that increase damage dealt to an enemy suffering from a specific negative status effect. This only includes effects that actively hurt enemies or restrict their movement. Other negative effects do not have such a modifier.

Negative Effects
Negative effects are all grouped together because of their nature of harming their target in some way, whether that be the player, or enemies.

Stun,, , and 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.

,, and  all deal damage-over-time. They can be stacked on top of one another as well as themselves to increase damage dealt. Weapons that inflict these effects display the elemental DPS as per mark of the effect. However, they each have unique mechanics involving how their effects are applied to enemies. does not inherently damage enemies but instead boosts the damage and duration of.

Effects that increase damage taken are also listed here, though their exact mechanics often vary greatly depending on their source.

Note that negative status effects, when inflicted on Bosses and Elites, expire 20% faster than normal. Additionally, elite enemies and bosses will grow a resistance to 'crowd control' effects, like and, if they repeatedly receive these effects in a short period of time, but their resistance will eventually return to normal. Certain bosses and enemies are also completely resistant to some effects and they cannot be inflicted at all on them.

Stun Effect.gif Stun
Stun incapacitates a target briefly and continues regardless of damage taken. Stun also cancels most enemy attacks and attack combos.
 * Stacking Capability: Only one effect at a time.
 * 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.
 * The player can also be stunned by certain enemy attacks and from falling large distances without dive-slamming.

Root Effect.png Root
 prevents an enemy from moving and turning, though they can perform actions otherwise. Some enemies are able to root the player using certain attacks, but the player can still use most weapons and skills.
 * Stacking Capability: Only one effect at a time.
 * often comes with a secondary effect such as damage-over-time or increased damage on enemies inflicted with it, such as with the or the.
 * 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.

Ice Effect.png Freeze
 incapacitates a target who will thaw out when they're damaged again or after several seconds. Enemies that have thawed will have slowed movement and attacks for a brief period.
 * Stacking Capability: Only one effect at a time.
 * Certain enemies have a chance to resist, although they may still be slowed even if they resist the initial effect.
 * will nullify the effect of with each tick of damage.
 * Unlike the effect,  is not removed by fire based attacks.
 * Bleeding and poisoning inflicted beforehand cannot thaw enemies on their own.

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.
 * Stacking Capability: Only one effect at a time.
 * is most commonly inflicted after a frozen enemy thaws, meaning that all based items will always inflict . There are however a few mutations, items, and affixes which simply inflict  itself.
 * The ranged weapon is one of the only  based items to inflict  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.
 * The mutation will transform  into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal as  effects cannot stack.
 * 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.
 * Some enemies, such as the Hand of the King and the Giant, are immune to slow.

Fire Effect.png Fire
 is a short lasting effect that damages enemies over the course of its duration. It is inflicted on enemies by based attacks as well as any patches of burning ground.
 * Stacking Capability: No stacking limits.
 * based attacks cover the ground with fire, allowing for fire effects to stack repeatedly with single attacks.
 * 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.
 * Some enemies, such as the Demon, are immune to damage.

Oil Effect.png Oil and Blue Fire Effect.png Burning Oil
' is an effect that increases the damage and duration of and turns it into a separate effect referred to as '.
 * Stacking Capability: Only one effect at a time.
 * Enemies which are affected by take 12% more damage from each  effect they have received. The player can tell an enemy is taking increased  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.
 * based attacks can have slight environmental effects, as items and affixes that inflict oil will leave oil slicks on the ground. These slicks do not inherently have any negative impact on enemies, except inflicting the effect on them. Creating pools of  on these oil slicks, or vice versa, causes the slicks to ignite, producing blue flames which still inflict the normal orange  effect, but last for longer than normal red flames.
 * Enemies drenched in will normally keep the effect for a long period of time, but when they receive the  effect the  will be removed much more quickly.
 * The and normal  effects cannot technically both be inflicted upon an enemy at the same time as any  effects an enemy receives while drenched in  are automatically turned back into normal  effects when the oil is used up.
 * Enemies standing in water can be burned if oiled.
 * Oil explosions, whenever they occur, deal 16 base damage.

Poison Effect.png Poison
 causes enemies to take damage over an extended period of time. When an enemy is killed by while there are other enemies nearby, the enemy explodes into a toxic cloud that inflicts more, but with reduced damage and only for the remainder of the duration of the original instance of.
 * Stacking Capability: No stacking limits.
 * is most often inflicted by poisonous gas clouds, which are usually created by -based abilities and weapons.
 * is affected by water. Enemies covered in water have a 0.21 second delay on getting poisoned.
 * The player may also be inflicted with, albeit rarely, from certain enemies, as well as toxic pools of water in the Toxic Sewers and Ancient Sewers.
 * Enemies will not spread if the killing blow was from a different damage source.

Bleed Effect.png Bleed
 effects cause enemies to take small amounts of damage over the course of their duration. If 5 effects are inflicted upon an enemy, all of the damage they would have inflicted over the course of their duration is dealt all at once. The player cannot be inflicted with this effect.
 * Stacking Capability: Only 5 effects can stack at a time in total, but they can be from any source.
 * is almost exclusively inflicted by direct hits from weapons that cause Bleeding, with few exceptions.
 * usually lasts for a shorter period of time than other effects and as such usually needs to be reapplied to enemies more often.

Shock Effect.png Shock
 is a special effect that will deal damage-over-time to the enemy that it was inflicted upon, as well as any enemies around it (with reduced damage), somewhat similarly to poison's propagation ability. The player cannot be inflicted with this effect.
 * Stacking Capability: Only one effect at a time.
 * is mainly inflicted directly by electricity based items, such as the.
 * Electricity based attacks will cause water to become electrified, dealing damage to enemies within the water.

Damage Up Effect.png Increased Damage Taken
Effects that Increase Damage Taken are a group of effects that all increase the amount of damage received from incoming attacks by enemies or the player. This is either in the form of an increased damage percentage, or a flat amount of extra damage added with each hit. These effects can last over a period of time or with a single hit, and some are indefinite.
 * Stacking Capability: Only one effect per source.
 * When one of these effects are inflicted on the player it’s usually as a tradeoff for some other ability, whereas for enemies it’s only used to simply kill them more quickly.
 * Some increased damage effects do not use the Damage Up Effect.png icon, however they still fall under this category of effects.
 * There is an affix for turrets that boosts the damage the player deals when they are near the affixed turret, which uses the Damage Up Effect.png icon. This is slightly contradictory as the effect increases outgoing damage instead of incoming damage, while the effect icon is normally used to indicate the afflicted individual will take increased damage, not the other way around.
 * Percentage-based effects are additive, meaning if you have more than one active, the total amount of increased damage taken will be added up from each effect. For example, if the player takes 30% more damage because of, and a Double Damage Effect.png double damage affix on one of their weapons, they will take 130% more damage from enemy attacks.

Hokuto Effect.png Hokuto's Mark
Hokuto's Mark is a unique effect applied by the. It causes enemies to take extra damage from your attacks, and if a marked enemy dies it spreads to all nearby foes.
 * Stacking Capability: Only one effect at a time.
 * The extra damage applied to each hit can only be added at most every 0.3 seconds.

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

Most of these effects are used primarily by the player, and enemies are rarely ever able to receive most of them.

Damage Reduction Effect.png Damage Resistance
Damage Resistance reduces the damage of incoming hits by a percentage. It is most commonly used by the player, as multiple skills, affixes, and mutations will grant this buff to the player.
 * Stacking Capability: Only one effect per 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 it when shielding another enemy.
 * This effect cannot be stacked multiple times from the same source, as the effect will simply be refreshed. However, if there are multiple sources that are providing the effect, the damage reduction effects will stack.
 * The affix that gives the player damage reduction when nearby a turret uses a slightly different Damage Reduction Traps Effect.png golden icon. The exact reasons for this are unknown, however the effect that is given works exactly the same as the normal damage reduction effect.

DPS Buff Effect Gif.gif Damage buffs
Damage Buffs are a group of effects that temporarily increase the amount of damage the player deals. They are mostly only given by Mutations. They can work as a percent increase or just a flat amount of added damage, and can last for a single hit, over a period of time, or even only while certain conditions are met.
 * Stacking Capability: Only one effect per source.
 * 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. When there is no active buffs the icon disappears.
 * Some damage buffs, such as the mutation, do not add to the counter, as they are always active, or are only applied to enemies who are under certain conditions, as it is with the  mutation. The counter only takes into account abilities that increase the players total damage to all enemies, and don’t last indefinitely.
 * The turret affix that increases your damage when near a turret does not add to the counter but instead uses a different yellow Damage Up Effect.png icon. However, it is mechanically identical to the buff provided by the mutation as well as the one given by the, which both add to the damage buff counter, so this distinction is odd.
 * The skill does not increase the counter, even though it would make sense for it to do so. Instead, it makes the players head glow purple to indicate that it is active.
 * Percent based damage increases are additive, so having multiple will simply add to the total increased damage percentage.

Force Field
Force Fields are an effect that provides total invincibility for the player or enemies.
 * Stacking Capability: Only one effect at a time.
 * There are a number of items, affixes, and mutations that will create force fields for the player.
 * Certain enemies will generate force fields for other nearby enemies.
 * Having any shield equipped will grant a force field for 0.65 seconds after taking damage.
 * 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.
 * Active force fields reduce the health recovery when dealing damage from the recovery mechanic by 65%.

Invisibility
Invisibility is an effect that makes the player undetectable by enemies while it is active.
 * Stacking Capability: Only one effect at a time.
 * Some enemies can also have invisibility, making them much harder for the player to see.
 * 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.
 * Bosses cannot be fooled by invisibility.

Health Regen Effect.png 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.
 * Stacking Capability: No stacking limits.
 * 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 (except for one particular foe in a certain spoiler boss fight).
 * There is however, an unused enemy in the games files which could heal other enemies.

Damage Health Regen Effect.png Health Leech
Health Leech is given to the player by the and  mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks.
 * Stacking Capability: Only one effect per source.
 * The amount of health restored is determined by the base damage of the weapon you used.
 * There are a few affixes that provide a similar ability, however they restore a flat 1% of your health bar with each hit and are not restricted to melee attacks. They also don’t use any icon as they are constantly active while the weapon they are affixed to is equipped.

Bonus Health
 is an effect that is given by the. It gives the player a temporary amount of extra health based on the current health remaining in their health bar and the tonic's scaling on player stats. It is represented by a separate, blue chunk of health taking up the health bar.
 * Stacking Capability: N/A
 * Take note that does not protect from curses, or stop the player's killstreak from resetting.
 * If the player is at maximum health capacity, they cannot receive more . However, bonus health is not removed if the player drinks a potion.

Speed buffs
Speed buffs are an assortment of effects that increase movement or climbing speed, or reduce dodge roll cooldown duration.
 * Stacking Capability: Only one effect per source.
 * Most speed buffs don’t use an icon to show when they’re active, but the Beheaded will be moving visibly more quickly.

Speed Boost Effect.png Kill Combo
Performing a Kill Combo increases the players movement speed after killing multiple enemies over a small period of time.
 * Stacking Capability: N/A
 * By killing 5 enemies in 5 seconds, the player's movement speed is buffed by 20%. Killing 10 enemies in 10 seconds increases movement speed even more, boosting running speed by 40%, rolling speed by 12%, and climbing speed by 50%.
 * Killing another enemy while it is active resets its duration.
 * This effect lasts for 10 seconds, or 30 seconds with the mutation.
 * When the effect is about to end, its icon will rapidly blink red to indicate this to the player.

Removed Effects
These effects are unused in the current build of the game and are not available in normal gameplay.

Malaise max.png Max Infection
This was a status effect applied to the player when their Malaise infection level was full. It lowered the player's health to 10% and prevented them from healing past that cap until their infection level was reduced.
 * Stacking Capability: N/A
 * This effect was removed due to the complete rework of the Malaise in v2.1.
 * The icon for this effect will still appear if the Malaise bar fills completely, but it does nothing.

Malaise Resistance Effect.png Malaise Immunity
Malaise Immunity was an effect that makes the player immune to receiving Malaise from enemies until the effect ends. As of v2.1, all abilities that granted this status effect have had that functionality removed, and as such, it is no longer available.
 * Stacking Capability: Only one effect per source.
 * Enemies could not get this effect as the Malaise was not something that affected 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 inflict Malaise.
 * The Malaise immunity effect was mostly only used by a few mutations and the skill.

Slowed Time Effect.png Slowed Time
Slowed Time was inflicted by the unused skill. It would greatly slow down all enemies including falling, attacking and other action.
 * Stacking Capability: Only one effect at a time.
 * This effect had the unique capability of being able to be inflicted upon projectiles.
 * This effect is not obtainable as the only item that inflicts it has been removed.
 * No enemies could inflict this effect to the player.