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 either hurt or weaken enemies or the player in some way. Most either or restrict enemy action, or deal damage-over-time. Oil does not directly affect enemies, and instead boosts the damage of fire in the form of burning oil . Other effects that increase incoming damage also do not actively harm enemies or the player.
 * 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 hurt enemies or restrict their movement, as well as oil. 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, 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.

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

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. Stun also cancels enemy attack combos.
 * 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.
 * The ranged weapon Ice Shards Icon.png Ice Shards is one of 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.
 * The Frostbite Mutation Icon.png Frostbite mutation will transform slow into a pseudo ‘damage-over-time’ effect, however the extra damage caused by this ability is often minimal.

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

 *  Oil  is an effect that increases the damage of fire and turns it into a separate effect referred to as  Burning Oil .
 * 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.
 * 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. Creating pools of fire on these 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.
 * 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 an enemy is killed by poison while there are other enemies nearby, the enemy explodes into a toxic cloud that inflicts more poison, 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.

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 Icon.png 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 will simply be replaced by a new instance of shock 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.
 * Electricity based attacks will cause water to become electrified, dealing Shock damage to enemies within the water.

Increased Damage Taken Damage Up Effect.png

 * 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. There are not many weapons or abilities that inflict these effects.
 * 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.

Hokuto's Mark Hokuto Effect.png

 * Hokuto's Mark is a unique effect applied by the Hokuto's Bow Icon.png Hokuto's Bow. It causes enemies to take extra damage from your attacks. Unlike other similar effects, this effect causes enemies that are killed while marked to spread the effect to other nearby enemies.
 * 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.

Damage Reduction Damage Reduction Effect.png

 * 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 it when shielding another enemy.
 * The rare 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.
 * 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 multiple of it active at the same time.
 * The maximum amount of damage reduction the player can receive at any given time is 75% total damage reduction. This includes passive damage reduction from amulets and certain items with higher Gear Level, but not the damage reduction received from blocking with shields.

Damage Buffs DPS Buff Effect Gif.gif

 * 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.
 * 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 Spite Mutation Icon.png Spite 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 Ripper Mutation Icon.png Ripper 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 Support Mutation Icon.png Support mutation as well as the one given by the Heavy Turret Icon.png Heavy Turret, which both add to the damage buff counter, so this distinction is odd.
 * The Corrupted Power Icon.png Corrupted Power 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 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.
 * Active force fields reduce the health recovery when dealing damage from the Rally Effect by 65%.

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. To stay balanced, 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.
 * Bosses ignore this effect entirely and will attack the player regardless of whether it is active or not.

Malaise Immunity Malaise Resistance Effect.png

 * 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 inflict 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 Icon.png Tonic.

Health Regeneration Health Regen Effect.png

 * 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 (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.

Life Leech Damage Health Regen Effect.png

 * Life Leech is given to the player by the Frenzy Mutation Icon.png Frenzy and Adrenalin Mutation Icon.png Adrenalin mutations. It causes you to restore a certain amount of health when damaging enemies with melee attacks. The amount of health restored is determined by the base damage of the weapon you used.
 * There are also 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

 *  Bonus Health  is an effect that is given by the Tonic Icon.png Tonic. It gives the player a temporary amount of extra health based on the current amount of health remaining in their health bar. It is represented by a separate, blue chunk of health taking up the health bar. After a certain amount of time it disappears.
 * Take note that bonus health does not protect from curses, or stop your killstreak from resetting.
 * If the player is at maximum health capacity, they cannot receive more bonus health.

Speed Boost Speed Boost Effect.png

 * Speed Boost increases the players movement speed after killing multiple enemies over a small period of time.
 * By killing 4 enemies in a short amount of time, your movement speed is buffed slightly for 10 seconds. Killing 8 enemies increases your speed even more, boosting running speed by 40%, rolling speed by 12%, and climbing speed by 50%.
 * Killing more enemies resets its duration.
 * This effect lasts for 30 seconds instead of 10 with the Velocity Mutation Icon.png Velocity mutation.
 * When the effect is about to end, its icon will rapidly blink red to indicate this to the player.
 * Certain skills and affixes also provide increased movement speed, such as the Tonic.

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

Curse Cursed Effect.png
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.

Multiplied Damage Double Damage Effect.png Quad Damage Effect.png

 * This effect is applied to the player by a few special affixes that adds a percent increase to the damage they take in return for multiplied damage dealt for the weapon it’s affixed to or some similar bonus.
 * The affixes can either increase received damage by 100%, or 300%.
 * The increased damage 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 Corrupted Power, and a 100% extra damage affix on one of their weapons, they will take 130% more damage from enemy attacks.

Malaise [[File:Malaise.png]]
See the main article for more information about the Malaise.
 * Malaise is a special effect that is found almost exclusively on 4 BSC and above. It functions as more of a second health bar than a status effect. At first it has no real impact on the player, apart from an orange counter above the health bar. However, when the player reaches 10 points in malaise, their health is reduced to 10% of their maximum health and it cannot be restored beyond that without first reducing the malaise counter back down to 9 or below.
 * Most enemy attacks will inflict the malaise, except for "trash mobs" such as Corpse Juice or Sewer Flies. Traps, such as spikes, do not inflict the Malaise.
 * The only ways to reduce infection are through drinking a health potion, certain mutations that reduce the malaise, cough syrup, or uninfected food.
 * The Dead Inside Mutation Icon.png Dead Inside Mutation increases the infection bar by 6 points, meaning that the player can be hit 6 more times before the health cap takes effect.

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

Slowed Time Slowed Time Effect.png

 * This effect is inflicted by the unused skill Temporal Distortion Icon.png Temporal Distortion. It would greatly slow down the movement of enemies, far more than the current slow effect given by ice items, and even slowed their falling speed. This effect could also uniquely be given to projectiles, which would receive similar reduced speed effects. As this effect was only inflicted by Temporal Distortion, which is no longer available in the current build of the game, this effect is not obtainable.
 * This effect could not be inflicted on the player because Temporal Distortion only affected enemies.