Status Effects

Status effects are special abilities that either benefit or hurt enemies and the player in a variety of different ways.
 * There are 10 main negative status effects: Stun, Root, Freeze , Slow , Burn , Poison , Bleed , Shock , Oil and Burning Oil.
 * They either prevent enemy action (Stun, Root, Freeze , Slow ), or deal damage over time ( Burn , 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.
 * There are multiple other effects present in the game, such as temporary damage reduction, that either the player or enemies can receive. The results of these effects can vary and are often only inflicted by specific items or mutations.

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.

Stun [[File:Stun Effect.gif]]

 * Most weapons can briefly stun enemies after dealing enough damage, but there are a few items that will inherently inflict stun.
 * 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.

Root [[File: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.
 * Ice based weapons can freeze water sources, which will cause enemies that are in the affected water source to be rooted briefly until the water unfreezes.

Freeze [[File:Freeze 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.
 * Burn will nullify the effect of Freeze with each tick of damage.

Slow [[File:Freeze 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, however there are a few items, mutations, and affixes which simply inflict Slow itself, such as Ice Shards.
 * Attacks from enemies who 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.
 * Unlike the freeze effect, slow is not removed by fire based attacks.

Damaging Effects

 * Burn, 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.

Burning [[File:Burn Effect.png]]

 * Burning attacks can often cover an area of the floor with fire which deals damage-over-time as well as inflicting burning.
 * Burning is affected by water. Enemies affected by burning will have the status 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 [[File:Oil Effect.png]] and Burning Oil [[File:Burning Oil Effect.png]]

 * Enemies which are affected by oil take 12% more damage from each instance of fire inflicted upon them. You 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 [[File:Poison Effect.png]]

 * Poison attacks are often accompanied by an area-of-effect cloud that does both damage-over-time and inflicts 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.

Bleeding [[File:Bleed Effect.png]]

 * Bleeding effects usually have to be applied with direct hits from a weapon or skill. Bleeding 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 [[File:Shock Effect.png]]

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

Positive Effects

 * These are effects that directly benefit the player, or enemies, in some way, usually by making them stronger or more resistant to attacks, instead of directly harming the opposition in some way.

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 way 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.

Force Field

 * Force field is an effect that can be applied by certain weapons, and can be applied to enemies as well. Force field provides total invincibility for the player and enemies.
 * Force field can be applied by:
 * Having any shield equpped, which will allow you to have 0.5 seconds of invincibility after being hit.
 * The Force Shield and Rampart both give this effect in different ways.
 * Protectors and Defenders provide the effect to all nearby enemies while they are still alive.
 * Certain affixes for skills can apply a force field for an extremely short duration.