Status Effects affect both players and monsters alike. They are applied by skills, gear, monster attacks, or environmental effects. All effects have a finite duration and expire when their time is up. Negative effects can also be removed by skills or consumables. Positive effects can only be removed by skills. Certain status effects are able to stack with themselves for additional damage. Stacking does not increase the duration of the effect.
- 1 Abnormal Status Tolerance
- 2 Positive Effects
- 3 Negative Effects
Abnormal Status Tolerance
Abnormal Status Tolerance refers to the the amount of resistance to negative status effects. Found on equipment but some skills also boost tolerance to negative status effects.
- Bleed Tolerance
- Frozen Tolerance
- Poison Tolerance
- Blind Tolerance
- Curse Tolerance
- Confusion Tolerance
- Slow Down Tolerance
- Stun Tolerance
- Sleep Tolerance
- Stone Curse Tolerance
- Burn Tolerance
- All Abnormal Status Tolerance
The player is covered by a red and yellow outline. You cannot be knocked back, knocked down, or launched into the air. Grabs like Smasher and Suplex ignore Super Armor and preform their animations if the target isn't immune. There are some skills or casting motions that automatically trigger full or momentary duration of Super Armor. For example:
Several types of Super Armor exist and to not have to have the border effect. There are three main types of Super Armor:
- Full Super Armor: Lasts until the duration has expired should there be one.
- Breakable Super Armor: This Super Armor will be disabled once the gauge above its benefactor has been depleted after taking damage. Tends to be indefinite in duration until depleted.
- Half Super Armor: Super Armor effect will only be applied against ranged attacks. Attacks elsewise will not proc the effect of Super Armor. Can be seen on numerous monsters.
The player becomes intangible and transparent. You cannot be hit and will not take damage from attacks, but still suffer from other status ailments that were in effect before.
Some skills like Quick Rebound also give the user Invincibility for a little while.
Electrocution, bleeding, burn, and poison damage are based on the strength and intelligence of the attacker and ignore defense. Their damage is reduced by their respective abnormal tolerances.
A spark of electricity is shown. The player will receive additional damage from any attack for a certain number of hits or until the duration ends.
The player is covered in a crimson hue. Fixed damage is received for a certain period. Moving will increase the fixed damage by 50%, however monsters do not receive this increased damage.
The player receives fixed damage with fire attribute for a certain period. Any nearby targets, allied or hostile, also take damage. Damage on nearby targets is higher than on the burning individual.
The player receives fixed damage for a certain period.
Limits the visual range of the player for a certain period. Hit rate is reduced while blinded.
The player is unable to do anything for a certain period. Should the player get stunned while midair or downed, the effect is shown after the player stands up. The effect is removed early if the stunned target is thrown.
The player is encased in stone and incapacitated. They cannot be downed, launched, nor thrown in this status. Damage is received if the player is unable to break out of this status within a certain time.
The player is frozen solid and incapacitated. They cannot be downed, launched, nor thrown in this status. Receiving any attack with fire attribute will immediately nullify this effect.
The player sleeps on the ground and is unable to do anything. It counts as a downed status. Receiving damage will immediately nullify this effect. Unlike stun, petrify, and freeze, keystrokes will not end this status early.
"!?" sign appears over the player's head. Up, down, left, and right directional keys are reversed. The player's attacks can hurt their allies.
The player is bound in place. They are able to attack, but unable to move or jump.
Decreases the player's movement and attack speed. Speed decrease varies with the level of the slow effect.
Decreases fixed number of all stats.
The player loses control of their character. A consumable can be used to cure it.
The player's defense stat becomes 0. Only occurs with certain equipment in certain situations.
The player's attack stat becomes 0. Only occurs with certain equipment in certain situations.