Post by Spookypatrol [Delia] on Jun 18, 2015 15:59:44 GMT -5
Dungeons & Darknuts employs a variety of Crowd Control and damage effects within combat. Although the effects of crowd control are often listed alongside the skills that use them, here's a list so that members may see all of the current crowd control and damage effects in use by DnD.
Hard Crowd Control:
Mental CC:
Charm: A Charmed enemy will not target its charmer.
Fear: A Feared target is placed at a disadvantage, causing all critical hits to hit them for 20% bonus damage, and reducing their chance of succeeding at any Save-type Skill Checks by a flat -15%.
In addition, a Feared target must pass a Save check whenever they target an enemy, equal to the highest Base stat (Atk, Def, or Comp) of their target versus their own Competency (ie Feared Enemy Atk : Target Comp). If they fail their check, the Feared target is too frightened to attack and their turn is skipped. If they target the enemy that Feared them, their Save penalty is increased to a -30%.
Mesmerize: A Mesmerized (Mezzed) target cannot Attack or Defend (often for several turns), and all evasion and block bonuses are lost. The Mez is broken when the target takes damage.
Taunt: A Taunted target is forced to target the taunter, and may only make offensive actions (such as a standard attack or an offensive skill).
Hypnotize: Hypnotizes a target into fighting for the player's team.
Sleep: A sleeping target may not Attack, Defend, or move, often for several turns, and lose their evasion and block bonuses. The target is awoken by sound, including shouting or music, or if they are hit. If a sleeping target is struck, they take an additional 50% damage before being woken up. Existing DoTs will not wake a Sleeping target.
Physical CC:
Stun: A Stunned enemy cannot Attack or Defend, and all evasion and block bonuses are lost.
Freeze: A Frozen enemy cannot Attack or Move, and have their Defense and Comp stats reduced by 50%, as well as any evasion or block bonuses removed. Fire attacks thaw frozen enemies, however a previously-active burn DoT or any burn DoT applied to a Frozen target that are not from a fire attack source will not thaw the target. Coldfire attacks will not thaw a Frozen target.
Knock Down: A Knocked down enemy receives a -30% penalty to both their Attack and Defense stats, and any channeled skills are interrupted.
*Knock Back / Pull In: Penalties are equal to Knock Down, except Knocked Back enemies are forced backward away from the user and Pulled In enemies are pulled toward the user.
Disarm: Disarms the target's weapon and shield. They lose all bonuses gained from their weapon and/or shield while disarmed.
Immobile: Immobilize acts as a rare form of Freeze, where targets cannot Attack or Move, and have their Defense stat reduced by 50%, as well as lose any evasion or block bonuses. Unlike the Frozen status, however, Immobile enemies cannot be thawed.
Grapple: Both a Grappled target and the grappler are taunted onto each other, unable to attack anyone but each other for its duration. Both the user and the target gain 10% bonus accuracy, while the user suffers -20% to Defense and the target suffers a -30% Defense penalty. After the first Grapple round, the target may roll once a round to escape the Grapple (User Attack : Target Defense). The Grapple ends automatically after 4 rounds. The User may choose to end the Grapple at any time.
Magical CC:
Silence: A Silenced enemy can use no skills.
Curse: Prevents item use. Weapon and armor bonuses are unaffected.
Jinx: A Jinxed target loses their bonuses from their equipment, including their weapons, armor, and their accessory-slotted items.
Hex: A Hexed target is simultaneously Jinxed and Cursed, making their equipment useless and preventing them from using items.
Soft Crowd Control:
Mental CC:
Distract: Distracting an enemy gives the enemy a 60% chance of attacking the person who distracted them, or a 40% chance to not attack at all.
Enrage: Enemy deals 30% more damage, but accuracy is cut in half from the original value (ie if their original accuracy was 50%, they would be reduced to 25% accuracy.)
Confuse: The enemy has a 20% chance to attack themselves. Starting on the second turn, confused enemies have a 50% to break confusion. Enemies automatically break confusion after five turns. Casting Confusion on an already-confused enemy does not prolong their Confusion turn cap.
Physical CC:
Stagger: Staggering lowers an enemy's Attack and Defense stats by 35%.
Daze: A Dazed enemy has its Damage reduced by 35% and Accuracy reduced by 20%.
Trip: Tripping an enemy lowers its Defense stat by 35% and Accuracy reduced by 20%.
Root: A rooted target has 20% reduced evasiveness, cannot move or be forced to move, and melee attacks have 20% reduced accuracy. Reach attacks have only a 10% reduced accuracy.
Blind: A Blinded target's accuracy is reduced to 25%, unless their accuracy would be natively lower than this value. Enemies with no eyes cannot be blinded. Enemies with large eyes, such as Gohma, have their accuracy reduced to 15%.
Slow: A Slowed target has their evasiveness reduced by 10% per stack of Slow, and their Speed is reduced by q. Slowing a target that is already Slowed resets the duration on the previous stack. (Ie a target slowed for 2 rounds that is slowed on the last round of its slow gains two full stacks of slow, or -20% evasiveness and -2 speed, instead of losing a stack at the end of the round and remaining at -10%.) If a target has 4 stacks of Slow, they are effectively Stunned, incapable of attacking, defending, or moving. Stunning a target resets Slow stacks, and critically applying Slow applies 2 stacks instead of 1.
Sunder: A Sundered enemy loses any defensive buffs (including mitigation, evasion, and block).
Cripple: A Crippled enemy loses any damage buffs (flat or percentile) and cannot critically strike.
Deafen: A deafened target cannot respond to any sound cues, automatically failing any sound-based Detect checks, and are unable to coordinate with teams for team attacks or any vocal instruction-based tactics. In addition, a deafened target has a 75% chance to fail using any sound-based skill, including playing music or shouting.
Concussed: A concussed target suffers a -50% penalty to Competency, and take 10% bonus damage whenever they are hit for the duration of the effect.
Damage over Time (DoTs):
Bleeding: Deals Attack modified physical DoT over 3 turns.
Burned: Deals Attack modified fire DoT over 5 turns.
Coldburned: Deals Attack modified coldfire DoT over 5 turns. Deals bonus damage to anything weak to fire damage (including Singed and Charred targets). Enemies normally resistant to fire will not resist coldfire.
Frostbitten: Deals Attack modified ice DoT over 5 turns.
Fulgurburned: Deals Attack modified electric DoT over 5 turns.
Ghostflamed: Deals either Attack or Competency, whichever is higher, modified arcane DoT over 5 turns. Ghostflame has a 20% chance per tick to spread to an adjacent target. It may spread up to 3 times.
Poisoned: Deals Competency modified poison DoT over 5 turns, and prevents all healing on the poisoned target.
Diseased: Deals Competency modified disease DoT over 5 turns, and the diseased target takes an additional 5% damage from hits.
Radiated: Deals Competency modified light DoT over 5 turns, and prevents the target from Stealthing while inflicted.
Shadowblighted: Deals Competency modified shadow DoT over 5 turns. While Shadowblighted, all non-player-passive beneficial buffs lose effect (ie any buffs cast by another player do not affect the Shadowblighted player.) Passives granted by Stances/Masks used by the Shadowblighted player are not affected.
Corroded: Deals Competency modified acid DoT over 5 turns, and reduces the target's Defense by 20%. If the target has any bonus mitigation, this instead removes up to 20% mitigation, or sets the target's bonus mitigation down to 0 if the bonus is less than 20%.
*Other DoTs: Other elemental DoTs without explicit names. Damage type, duration, and parent stat are on a case-by-case basis.
DoT Rules:
DoT Damage:
Damage over time effects follow a system of increasing intensity that determines how strong the base damage for a given For effect will be. Most DoT effects inherit 50% of the user's relevant damaging stat plus any damage mods, for example 50% of the user's Attack plus mods for a Burn or 50% of the user's Competency plus mods for Poison. In rare occasions higher intensity DoTs can be used instead, typically from a skill or item effect. These stronger DoTs inherit a larger portion of the relevant stat, allowing the effect to deal proportionally more damage. The DoT intensity levels are as follows:
Basic DoT: 50% of relevant stat plus mods.
Severe DoT: 70% of relevant stat plus mods.
Deadly DoT: 100% of relevant stat plus mods.
Lethal DoT: >100% of relevant stat plus mods.
DoT Reapplication:
If a DoT is reapplied from the same source (i.e. if someone applies a Feat DoT and then reapplies the same Feat DoT before the first one expires), the DoT duration is refreshed, but does not stack (i.e. if a DoT is reapplied on a 5-turn DoT when there are only 2 turns left, then the new DoT lasts 5 turns, not 7 turns).
If the player has the Potency Feat and reapplies a DoT before the first one expires, then the 5% damage increase continues to stack, instead of resetting.
Critical DoTs:
For a DoT to land Critically, a player must first pass their standard Critical check, and succeed in applying a DoT. After the DoT succeeds, then the player must reroll their critical stat +- critical DoT mods to confirm that the DoT landed critically. If this check fails, then the DoT is applied as a non-critical hit, even if the primary hit of the attack landed critically.
If a DoT that was not critical is reapplied critically before the non-critical DoT ends, then the reapplied DoT remains critical. If a DoT that was critical is reapplied as a non-critical DoT, then the critical DoT's remaining damage is halved, and then added to the new, non-critical DoT and divided across all ticks. (ie if a critical DoT has 100 damage left and a non-critical 5-turn DoT is applied, then the new DoT deals 10 (50/5) bonus damage each tick.
Sickened: Disease and Poison deal 20% more damage to a Sickened target. In addition, a Sickened target suffers a -30% penalty to Competency, and all crowd control versus a Sickened target has a 10% bonus chance to critically apply.
Electrified: All electrical-based attacks used by an Electrified player deal 30% bonus damage, but have a 10% damage recoil. If struck by an electrical attack while Electrified, the player has a 50% chance of becoming Shocked for 2 rounds.
Shocked: A Shocked character has a 40% chance of being Stunned any time they take damage. If a Stun procs in this way, the Shocked status is immediately cleared.
Soaked: A Soaked target has a 20% bonus chance of being Frozen, and takes an additional 20% damage from Electrical moves. In addition, a Soaked target is instantly cleared of all Burns, and cannot be Burned again while Soaked.
Drenched: A Drenched target takes 40% bonus damage from Electrical moves, and all Freezing moves are guaranteed to Freeze the target. Ice-element attacks that do not have a Freeze component are additionally granted a 50% chance to Freeze against a Drenched target. In addition, a Drenched target is instantly cleared of all Burns, takes a reduced 20% damage from Fire attacks, and cannot be Burned again while Drenched. Critically applying the Soaked condition automatically Drenches a target instead, and Soaking a target that is already Soaked Drenches them instead, and resets the status's duration to the duration of the lengthier Soak.
Singed: A Singed target takes 10% bonus damage from Fire and Blast attacks, and has a 20% bonus chance of being Burned. Unarmed attacks made while Singed cause 25% recoil damage to the user. The Singed target is immune to incoming water damage, and the Singed condition is cleared after ignoring a Water attack in this way.
Charred: A Charred target takes 25% bonus damage from Fire and Blast attacks, and all Burning attacks are guaranteed to Burn the target. Unarmed attacks made while Charred cause 25% recoil damage to the user. In addition, all Fire element attacks that do not have a Burn component are granted a 50% chance to burn. If hit by a Water attack, the damage is ignored and instead the Charred target is healed for 50% of the damage that would have been dealt. After being healed in this way, Charred is reduced to Singed. Critically applying the Singed condition automatically Chars a target instead, and Singing a target that is already Singed Chars them instead, and resets the status' duration to the duration of the lengthier Singe.
Chilled: A Chilled target's movement speed is Halved, and they take 20% bonus damage from ice, plus an additional 20% bonus damage for every Round they remain Chilled. The Chilled effect is automatically removed by sources of fire or extreme heat, unless otherwise stated.
Anemic: An Anemic target has a +20% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 20% increase). All Bleeds additionally gain 1 extra turn of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Bleeds applied critically to an Anemic target cause the target to Hemorrhage instead, and refresh the Bleed duration.
Hemorrhage: A Hemorrhaging target has a +30% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 30% increase). All Bleeds additionally gain 2 extra turns of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Additionally, for every Round where a target is Bleeding and/or Hemorrhaging for at least 1 tick, the target is weakened by blood loss, losing 5% of their Attack, Defense, and Competency, up to a maximum of 20% reduction. If the Round ends and the target is no longer Bleeding and/or Hemorrhaging, the weakened effect also ends.
Viscid: A Viscid target has all evasiveness buffs removed, and has its evasiveness further reduced by 10%. In addition, a Viscid target cannot be disarmed, and Knock-Downs, Trips, Knock-Backs, Pull-Ins, and Grapples last 1 Round longer. If a Viscid target makes physical contact with a non-Viscid enemy (ie if a non-Viscid enemy attacks a Viscid target with a melee attack, or a Viscid target attacks a non-Viscid enemy with a melee attack), there is a 40% chance that the Viscid status will be passed on to the non-Viscid target. If a non-Viscid target is Grappled, the Grappled target is automatically inflicted with the Viscid status.
Miasmic: A Miasmic target releases a foul stench, preventing them from being able to enter Stealth, preventing them from making Surprise or Sneak attacks, and Blinded enemies gain +50% accuracy versus the Miasmic target. In addition, both the Miasmic target and up to two adjacent targets have a 40% chance of becoming Sickened by the stench for every Round the Miasma persists. All persuasion, charisma, intimidate, and diplomacy checks suffer a -20% penalty while Miasmic.
Gloomed: (WIP) Reduces Maximum HP.
Severe Wounds: Prevents healing, resets all currently-active DoTs, and increases incoming damage by 20%.
Lethargy: Adds an additional Round to all currently-active cooldowns.
Stealthed: A Stealthed character cannot be targeted. In addition, whenever a player makes an attacking move in Stealth, that move has 10% increased accuracy. However, Stealth is broken when the Stealthed character attacks, uses an item, or is hit (usually by an AoE). DoT ticks do not break Stealth.
Illuminated: An Illuminated target cannot Stealth while Illuminated, and Detect/Perception checks against the target are 20% easier to succeed.
Airborne: An Airborne character becomes immune to floor hazards, and melee attacks have their accuracy halved. An Airborne target may melee attack another Airborne target with no penalty. Non-ranged Reach attacks only have their accuracy reduced by 1/4 (25%).
Vulnerable: A vulnerable enemy has a 30% additional chance to be criticaled. This stacks with player critical chance bonuses.
Invulnerable: Takes no damage, and ignores Sunder.
Oblivious: Cannot be Taunted, Feared, Charmed, Mesmerized, Hypnotized, Distracted, or Enraged.
Drowning: Take damage equal to 20% of current hp until they resurface.
Target-Locked: A target-locked player or enemy may not switch targets, but may still use all spells, skills, and items, and make both defensive and offensive actions.
K-Oed: When HP reaches Zero, a target is K-Oed. A K-Oed target is removed from a fight entirely. Unless specifically requested by a player, player characters cannot die permanently, they are simply out of the fight or dungeon for the remainder of its duration, or unless they are resurrected.
Crowd Control Effects:
Hard Crowd Control:
Mental CC:
Charm: A Charmed enemy will not target its charmer.
Fear: A Feared target is placed at a disadvantage, causing all critical hits to hit them for 20% bonus damage, and reducing their chance of succeeding at any Save-type Skill Checks by a flat -15%.
In addition, a Feared target must pass a Save check whenever they target an enemy, equal to the highest Base stat (Atk, Def, or Comp) of their target versus their own Competency (ie Feared Enemy Atk : Target Comp). If they fail their check, the Feared target is too frightened to attack and their turn is skipped. If they target the enemy that Feared them, their Save penalty is increased to a -30%.
Mesmerize: A Mesmerized (Mezzed) target cannot Attack or Defend (often for several turns), and all evasion and block bonuses are lost. The Mez is broken when the target takes damage.
Taunt: A Taunted target is forced to target the taunter, and may only make offensive actions (such as a standard attack or an offensive skill).
Hypnotize: Hypnotizes a target into fighting for the player's team.
Sleep: A sleeping target may not Attack, Defend, or move, often for several turns, and lose their evasion and block bonuses. The target is awoken by sound, including shouting or music, or if they are hit. If a sleeping target is struck, they take an additional 50% damage before being woken up. Existing DoTs will not wake a Sleeping target.
Physical CC:
Stun: A Stunned enemy cannot Attack or Defend, and all evasion and block bonuses are lost.
Freeze: A Frozen enemy cannot Attack or Move, and have their Defense and Comp stats reduced by 50%, as well as any evasion or block bonuses removed. Fire attacks thaw frozen enemies, however a previously-active burn DoT or any burn DoT applied to a Frozen target that are not from a fire attack source will not thaw the target. Coldfire attacks will not thaw a Frozen target.
Knock Down: A Knocked down enemy receives a -30% penalty to both their Attack and Defense stats, and any channeled skills are interrupted.
*Knock Back / Pull In: Penalties are equal to Knock Down, except Knocked Back enemies are forced backward away from the user and Pulled In enemies are pulled toward the user.
Disarm: Disarms the target's weapon and shield. They lose all bonuses gained from their weapon and/or shield while disarmed.
Immobile: Immobilize acts as a rare form of Freeze, where targets cannot Attack or Move, and have their Defense stat reduced by 50%, as well as lose any evasion or block bonuses. Unlike the Frozen status, however, Immobile enemies cannot be thawed.
Grapple: Both a Grappled target and the grappler are taunted onto each other, unable to attack anyone but each other for its duration. Both the user and the target gain 10% bonus accuracy, while the user suffers -20% to Defense and the target suffers a -30% Defense penalty. After the first Grapple round, the target may roll once a round to escape the Grapple (User Attack : Target Defense). The Grapple ends automatically after 4 rounds. The User may choose to end the Grapple at any time.
Magical CC:
Silence: A Silenced enemy can use no skills.
Curse: Prevents item use. Weapon and armor bonuses are unaffected.
Jinx: A Jinxed target loses their bonuses from their equipment, including their weapons, armor, and their accessory-slotted items.
Hex: A Hexed target is simultaneously Jinxed and Cursed, making their equipment useless and preventing them from using items.
Soft Crowd Control:
Mental CC:
Distract: Distracting an enemy gives the enemy a 60% chance of attacking the person who distracted them, or a 40% chance to not attack at all.
Enrage: Enemy deals 30% more damage, but accuracy is cut in half from the original value (ie if their original accuracy was 50%, they would be reduced to 25% accuracy.)
Confuse: The enemy has a 20% chance to attack themselves. Starting on the second turn, confused enemies have a 50% to break confusion. Enemies automatically break confusion after five turns. Casting Confusion on an already-confused enemy does not prolong their Confusion turn cap.
Physical CC:
Stagger: Staggering lowers an enemy's Attack and Defense stats by 35%.
Daze: A Dazed enemy has its Damage reduced by 35% and Accuracy reduced by 20%.
Trip: Tripping an enemy lowers its Defense stat by 35% and Accuracy reduced by 20%.
Root: A rooted target has 20% reduced evasiveness, cannot move or be forced to move, and melee attacks have 20% reduced accuracy. Reach attacks have only a 10% reduced accuracy.
Blind: A Blinded target's accuracy is reduced to 25%, unless their accuracy would be natively lower than this value. Enemies with no eyes cannot be blinded. Enemies with large eyes, such as Gohma, have their accuracy reduced to 15%.
Slow: A Slowed target has their evasiveness reduced by 10% per stack of Slow, and their Speed is reduced by q. Slowing a target that is already Slowed resets the duration on the previous stack. (Ie a target slowed for 2 rounds that is slowed on the last round of its slow gains two full stacks of slow, or -20% evasiveness and -2 speed, instead of losing a stack at the end of the round and remaining at -10%.) If a target has 4 stacks of Slow, they are effectively Stunned, incapable of attacking, defending, or moving. Stunning a target resets Slow stacks, and critically applying Slow applies 2 stacks instead of 1.
Sunder: A Sundered enemy loses any defensive buffs (including mitigation, evasion, and block).
Cripple: A Crippled enemy loses any damage buffs (flat or percentile) and cannot critically strike.
Deafen: A deafened target cannot respond to any sound cues, automatically failing any sound-based Detect checks, and are unable to coordinate with teams for team attacks or any vocal instruction-based tactics. In addition, a deafened target has a 75% chance to fail using any sound-based skill, including playing music or shouting.
Concussed: A concussed target suffers a -50% penalty to Competency, and take 10% bonus damage whenever they are hit for the duration of the effect.
Damage Types
Physical [Slashing, Piercing, Impact, Blast, Sound, Bleed]
Arcane [Ghostflame]
Disease [Diseased]
Fire [Coldfire, Burn]
Water
Ice [Frostbite]
Electric [Fulgurburn]
Shadow [Shadowblight, Twilit]
Light [Radiated]
Poison [Poisoned]
Acid [Corroded]
Gloom [Gloomed]
Arcane [Ghostflame]
Disease [Diseased]
Fire [Coldfire, Burn]
Water
Ice [Frostbite]
Electric [Fulgurburn]
Shadow [Shadowblight, Twilit]
Light [Radiated]
Poison [Poisoned]
Acid [Corroded]
Gloom [Gloomed]
Status Conditions
Damage over Time (DoTs):
Bleeding: Deals Attack modified physical DoT over 3 turns.
Burned: Deals Attack modified fire DoT over 5 turns.
Coldburned: Deals Attack modified coldfire DoT over 5 turns. Deals bonus damage to anything weak to fire damage (including Singed and Charred targets). Enemies normally resistant to fire will not resist coldfire.
Frostbitten: Deals Attack modified ice DoT over 5 turns.
Fulgurburned: Deals Attack modified electric DoT over 5 turns.
Ghostflamed: Deals either Attack or Competency, whichever is higher, modified arcane DoT over 5 turns. Ghostflame has a 20% chance per tick to spread to an adjacent target. It may spread up to 3 times.
Poisoned: Deals Competency modified poison DoT over 5 turns, and prevents all healing on the poisoned target.
Diseased: Deals Competency modified disease DoT over 5 turns, and the diseased target takes an additional 5% damage from hits.
Radiated: Deals Competency modified light DoT over 5 turns, and prevents the target from Stealthing while inflicted.
Shadowblighted: Deals Competency modified shadow DoT over 5 turns. While Shadowblighted, all non-player-passive beneficial buffs lose effect (ie any buffs cast by another player do not affect the Shadowblighted player.) Passives granted by Stances/Masks used by the Shadowblighted player are not affected.
Corroded: Deals Competency modified acid DoT over 5 turns, and reduces the target's Defense by 20%. If the target has any bonus mitigation, this instead removes up to 20% mitigation, or sets the target's bonus mitigation down to 0 if the bonus is less than 20%.
*Other DoTs: Other elemental DoTs without explicit names. Damage type, duration, and parent stat are on a case-by-case basis.
DoT Rules:
DoT Damage:
Damage over time effects follow a system of increasing intensity that determines how strong the base damage for a given For effect will be. Most DoT effects inherit 50% of the user's relevant damaging stat plus any damage mods, for example 50% of the user's Attack plus mods for a Burn or 50% of the user's Competency plus mods for Poison. In rare occasions higher intensity DoTs can be used instead, typically from a skill or item effect. These stronger DoTs inherit a larger portion of the relevant stat, allowing the effect to deal proportionally more damage. The DoT intensity levels are as follows:
Basic DoT: 50% of relevant stat plus mods.
Severe DoT: 70% of relevant stat plus mods.
Deadly DoT: 100% of relevant stat plus mods.
Lethal DoT: >100% of relevant stat plus mods.
DoT Reapplication:
If a DoT is reapplied from the same source (i.e. if someone applies a Feat DoT and then reapplies the same Feat DoT before the first one expires), the DoT duration is refreshed, but does not stack (i.e. if a DoT is reapplied on a 5-turn DoT when there are only 2 turns left, then the new DoT lasts 5 turns, not 7 turns).
If the player has the Potency Feat and reapplies a DoT before the first one expires, then the 5% damage increase continues to stack, instead of resetting.
Critical DoTs:
For a DoT to land Critically, a player must first pass their standard Critical check, and succeed in applying a DoT. After the DoT succeeds, then the player must reroll their critical stat +- critical DoT mods to confirm that the DoT landed critically. If this check fails, then the DoT is applied as a non-critical hit, even if the primary hit of the attack landed critically.
If a DoT that was not critical is reapplied critically before the non-critical DoT ends, then the reapplied DoT remains critical. If a DoT that was critical is reapplied as a non-critical DoT, then the critical DoT's remaining damage is halved, and then added to the new, non-critical DoT and divided across all ticks. (ie if a critical DoT has 100 damage left and a non-critical 5-turn DoT is applied, then the new DoT deals 10 (50/5) bonus damage each tick.
Sickened: Disease and Poison deal 20% more damage to a Sickened target. In addition, a Sickened target suffers a -30% penalty to Competency, and all crowd control versus a Sickened target has a 10% bonus chance to critically apply.
Electrified: All electrical-based attacks used by an Electrified player deal 30% bonus damage, but have a 10% damage recoil. If struck by an electrical attack while Electrified, the player has a 50% chance of becoming Shocked for 2 rounds.
Shocked: A Shocked character has a 40% chance of being Stunned any time they take damage. If a Stun procs in this way, the Shocked status is immediately cleared.
Soaked: A Soaked target has a 20% bonus chance of being Frozen, and takes an additional 20% damage from Electrical moves. In addition, a Soaked target is instantly cleared of all Burns, and cannot be Burned again while Soaked.
Drenched: A Drenched target takes 40% bonus damage from Electrical moves, and all Freezing moves are guaranteed to Freeze the target. Ice-element attacks that do not have a Freeze component are additionally granted a 50% chance to Freeze against a Drenched target. In addition, a Drenched target is instantly cleared of all Burns, takes a reduced 20% damage from Fire attacks, and cannot be Burned again while Drenched. Critically applying the Soaked condition automatically Drenches a target instead, and Soaking a target that is already Soaked Drenches them instead, and resets the status's duration to the duration of the lengthier Soak.
Singed: A Singed target takes 10% bonus damage from Fire and Blast attacks, and has a 20% bonus chance of being Burned. Unarmed attacks made while Singed cause 25% recoil damage to the user. The Singed target is immune to incoming water damage, and the Singed condition is cleared after ignoring a Water attack in this way.
Charred: A Charred target takes 25% bonus damage from Fire and Blast attacks, and all Burning attacks are guaranteed to Burn the target. Unarmed attacks made while Charred cause 25% recoil damage to the user. In addition, all Fire element attacks that do not have a Burn component are granted a 50% chance to burn. If hit by a Water attack, the damage is ignored and instead the Charred target is healed for 50% of the damage that would have been dealt. After being healed in this way, Charred is reduced to Singed. Critically applying the Singed condition automatically Chars a target instead, and Singing a target that is already Singed Chars them instead, and resets the status' duration to the duration of the lengthier Singe.
Chilled: A Chilled target's movement speed is Halved, and they take 20% bonus damage from ice, plus an additional 20% bonus damage for every Round they remain Chilled. The Chilled effect is automatically removed by sources of fire or extreme heat, unless otherwise stated.
Anemic: An Anemic target has a +20% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 20% increase). All Bleeds additionally gain 1 extra turn of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Bleeds applied critically to an Anemic target cause the target to Hemorrhage instead, and refresh the Bleed duration.
Hemorrhage: A Hemorrhaging target has a +30% increased chance of Bleeding, and any attacks dealing Slashing or Piercing damage gain a +20% bleed chance if they did not have one by default (this does not stack with the 30% increase). All Bleeds additionally gain 2 extra turns of damage, copying the base damage of the previous tick (while still being modified by Potency and other DoT mods). Additionally, for every Round where a target is Bleeding and/or Hemorrhaging for at least 1 tick, the target is weakened by blood loss, losing 5% of their Attack, Defense, and Competency, up to a maximum of 20% reduction. If the Round ends and the target is no longer Bleeding and/or Hemorrhaging, the weakened effect also ends.
Viscid: A Viscid target has all evasiveness buffs removed, and has its evasiveness further reduced by 10%. In addition, a Viscid target cannot be disarmed, and Knock-Downs, Trips, Knock-Backs, Pull-Ins, and Grapples last 1 Round longer. If a Viscid target makes physical contact with a non-Viscid enemy (ie if a non-Viscid enemy attacks a Viscid target with a melee attack, or a Viscid target attacks a non-Viscid enemy with a melee attack), there is a 40% chance that the Viscid status will be passed on to the non-Viscid target. If a non-Viscid target is Grappled, the Grappled target is automatically inflicted with the Viscid status.
Miasmic: A Miasmic target releases a foul stench, preventing them from being able to enter Stealth, preventing them from making Surprise or Sneak attacks, and Blinded enemies gain +50% accuracy versus the Miasmic target. In addition, both the Miasmic target and up to two adjacent targets have a 40% chance of becoming Sickened by the stench for every Round the Miasma persists. All persuasion, charisma, intimidate, and diplomacy checks suffer a -20% penalty while Miasmic.
Gloomed: (WIP) Reduces Maximum HP.
Severe Wounds: Prevents healing, resets all currently-active DoTs, and increases incoming damage by 20%.
Lethargy: Adds an additional Round to all currently-active cooldowns.
Stealthed: A Stealthed character cannot be targeted. In addition, whenever a player makes an attacking move in Stealth, that move has 10% increased accuracy. However, Stealth is broken when the Stealthed character attacks, uses an item, or is hit (usually by an AoE). DoT ticks do not break Stealth.
Illuminated: An Illuminated target cannot Stealth while Illuminated, and Detect/Perception checks against the target are 20% easier to succeed.
Airborne: An Airborne character becomes immune to floor hazards, and melee attacks have their accuracy halved. An Airborne target may melee attack another Airborne target with no penalty. Non-ranged Reach attacks only have their accuracy reduced by 1/4 (25%).
Vulnerable: A vulnerable enemy has a 30% additional chance to be criticaled. This stacks with player critical chance bonuses.
Invulnerable: Takes no damage, and ignores Sunder.
Oblivious: Cannot be Taunted, Feared, Charmed, Mesmerized, Hypnotized, Distracted, or Enraged.
Drowning: Take damage equal to 20% of current hp until they resurface.
Target-Locked: A target-locked player or enemy may not switch targets, but may still use all spells, skills, and items, and make both defensive and offensive actions.
K-Oed: When HP reaches Zero, a target is K-Oed. A K-Oed target is removed from a fight entirely. Unless specifically requested by a player, player characters cannot die permanently, they are simply out of the fight or dungeon for the remainder of its duration, or unless they are resurrected.