Status effects and counters
Conditions make a specific action, resource or movement decision harder. Their names remain visible alongside a plain label: Reeling / stun, Muted / silence or Disarmed / equipment disabled. Numeric chances and durations below are proposed defaults and limits. The expanded skill suite tests stat/source resistance, repeated control, early expiry and periodic ownership in its offline model. Complete condition effects and encounter balance remain unvalidated.
Application and player control
A cause is an explicit authored skill, card, consumable, monster action or emitter that names the status. Merely dealing Fire does not apply Kindled; Poison affinity does not apply Rotsick; a heavy physical hit does not silently Reeling. The originating action resolves first, then its eligible status attempt rolls once per target under the chance and resistance contract. A missed direct action does not produce an on-hit condition. A critical lands through every evasion mechanism, while its condition remains separately resistible.
Resistance, prevention and recovery
| Property | What the player can expect | Boundary |
|---|---|---|
| Application resistance | A smaller chance of receiving a named condition | It can still land below explicit immunity; it does not cure an existing instance |
| Duration resistance | A shorter successfully applied condition | It does not change the original application chance or the size of each periodic tick |
| Damage mitigation | Less eligible HP or SP loss under the damage rules | It does not reject a status attempt merely because its triggering hit was reduced |
| Status immunity | Rejection of the explicitly covered condition while the immunity is active | It does not imply immunity to damage or to every other condition |
| Cure / cleanse / ally rouse | Removal of the specific existing conditions named by the action | No universal cleanse, equipment repair or permanent immunity |
| Enemy dispel | Removal of an eligible dispellable benefit | It is distinct from curing a victim's poison or interrupting a cast |
| Resolve and category recovery | Rejection of new eligible control during the shown window | Existing damage, unrelated debuffs and separately governed equipment states retain their rules |
STATUS_RES is the current per-condition application-chance modifier, including its equipment and skill contributions. The selected resist stat also contributes to the separate source-relative duration factor. Equipment STATUS_RES is not reused as duration resistance. A future dedicated duration modifier is only a proposal: values, eligible conditions and stacking are unselected. A tooltip must label application and duration separately instead of saying an ambiguous “status resistance” percentage protects both. Neither property removes the shared lock, duration, Resolve or mode ceilings.
A shorter periodic condition can produce fewer scheduled ticks, but it does not reduce each tick's authored amount. Periodic damage mitigation and total-loss limits remain separate. A slowed movement or attack rate changes only its declared rate; duration resistance does not secretly weaken the slow's magnitude. A resisted or budget-rejected application consumes no control-recovery step.
Madness and temporary player exposure
Ancient Madness is the irreversible narrative corruption described in the world's history: the Progenitor's consumed flesh and the four external Great Old Ones are not ordinary player debuffs waiting for a tonic. Humanity began from lucid soul fragments, before the predators consumed that flesh and its corruption; that origin does not make every human a permanently afflicted character. The eight returned champions are Fallen through the unpaid curse of the concealed imperial ritual, not Madness consumption. Neither curse nor ancient consumed identity is released by an ordinary condition cure. A player can encounter a temporary staged Madness exposure through an explicitly authored encounter action. Its buildup, current stage, signed effects, permitted recovery and expiry must be visible. Stage names, thresholds and timings remain unselected; no extra status ID or permanent character-loss rule is established by this narrative distinction.
Oriel's authored revelation and Ymbria's The Revelation Beneath Sleep use the same temporary-exposure contract, with a visible counter belonging to the target within the actual encounter. A warned phrase or revelation adds exposure only when its authored action successfully completes against that target; merely reading a journal, seeing the artwork or remaining in a camera view adds none. Lesser exposure attempts Addled; greater exposure additionally attempts Mindscorch. These are existing separately resisted catalogue conditions, not new stage names or engine IDs. Each declared upward transition supplies its named attempt once for the originating committed action. Holding a stage, rendering another frame or receiving several cosmetic pulses supplies no additional attempts. Reapplication still obeys ordinary stacking, resistance, recovery and mode limits.
Interrupt the phrase, break its declared exposure route or destroy its visible channel support to prevent further buildup. Without a new exposure, the counter recedes through its displayed recovery and eventually clears; a new valid exposure can interrupt that recovery. The counter also clears on the target's death or encounter end. Thresholds, contribution amounts and recovery timings remain numerical handoff inputs, not concealed exceptions to the qualitative rules. Clearing or lowering exposure does not retroactively cure an applied catalogue condition: Addled and Mindscorch keep their own expiry and named removal rules.
Clearwater Tonic and Hearthroot Elixir remove either named condition. Hearth Cure removes Addled; Cursebreaker's Clear Mind improves its application resistance without cleansing. Sanctifier's Purity Ward covers Mindscorch under its listed eligible DoT-status immunity family. These counters protect or remove the named payload, rather than automatically erasing the exposure counter. Mindscorch affects SP, not HP, and retains its floor. Addled changes legal movement, not skill selection or allegiance. A rejected condition attempt does not grant an unlisted substitute effect. No lasting loss of the player's identity, character, equipment or learned skills follows from exposure.
Encounter marks and their removal
Cruel Mending is a historical conversion candidate, not a current Ymbria action. Graft is explicitly registered as Ulgath's Graft of the Ravenous (GO-VEYR-ULG-03), with the source, admitted recipients and finite limits in boss counterplay. A related current name never silently grants another retained move. The following conversion rule applies only if a future explicit action registers Cruel Mending; the sharing rule governs the current Graft. Both marks remain separate from Withering, ordinary Undead healing interactions and the catalogue's general cleanse families. Cruel Mending replaces eligible incoming skill or item HP restoration with hostile loss owned by that registered conversion source. Regeneration, revival, absorb creation and damage prevention remain available under their ordinary rules. Pause marked healing to avoid further conversion; this does not clear the mark. Destroy the visibly linked blossom to remove it. Its displayed expiry, the marked target's death or encounter end also removes it. Ordinary poison cures, healing-debuff cleanses and enemy-buff dispels do not remove this distinct mark by implication.
Graft visibly links its eligible recipients and warns the boundary inside which the link operates. Crossing that boundary removes the link before later losses can be shared; destroying its visibly linked tendril support also removes it. Expiry, either linked recipient's death, invalid allegiance or encounter end clears the whole link. Its declared share divides the originating loss rather than duplicating it; each actual recipient retains their own eligible mitigation and survival rules. If a recipient becomes invalid, the diverted portion is discarded rather than silently committed again to the other recipient. General cures and buff dispels do not remove Graft unless their own explicit contract later admits it.
The HUD names the mark, its visible support or boundary, affected recipients and available removal. Removing one mark cannot clear unrelated conditions. Future mark-cleanse admission must name the actual eligible friendly-removal action; neither an enemy-buff dispel nor a class title supplies universal cleansing. Conversion/share magnitudes, ranges, durations and damage-routing implementation remain numerical handoff work under combat rules.
Holy and Shadow name combat affinities and effect families. They do not classify a character as morally good or evil, confer sainthood, or decide whether Madness can be cured. Protective magic and a frightening visual aura remain their authored actions rather than hidden changes to allegiance or race.
| Kind | Bucket | Bucket cap | Eviction priority | Icon class | Statuses |
|---|---|---|---|---|---|
| hard_cc | hostile | 20 | 4 | color.statusfx.cc | 5 |
| displace | hostile | 20 | 0 | color.statusfx.cc | 1 |
| soft_cc | hostile | 20 | 3 | color.statusfx.debuff | 6 |
| dot | hostile | 20 | 2 | color.statusfx.dot | 7 |
| debuff | hostile | 20 | 1 | color.statusfx.debuff | 9 |
| buff | friendly | 40 | 2 | color.statusfx.buff | 24 |
| aura | friendly | 40 | 1 | color.statusfx.buff | 5 |
| emitter | friendly | 40 | 2 | color.statusfx.buff | 8 |
| stance | friendly | 40 | 3 | color.statusfx.buff | 4 |
| system | friendly | 40 | 4 | color.statusfx.buff | 1 |
Control primitives
| ID | Primitive | Server behaviour | Used by |
|---|---|---|---|
| CTL-1 | NO_MOVE | movement commands rejected (STATUS_PREVENTS) | Reeling, Rimebound, Stoneset, Lull, Rootbound |
| CTL-2 | NO_ATTACK | basic attacks rejected; swing slot does not advance | Reeling, Rimebound, Stoneset, Lull, Dread, Veiled |
| CTL-3 | NO_SKILL | ordinary skill commands rejected; a cast in progress is cancelled; the bearer's autocasts do not fire. Muted alone permits explicitly flagged manual nonspell defensive preparation; the retained CAD04 termination exception belongs to the parked Performer tree and supplies no active profession access; other hard action locks still block either exception | Reeling, Rimebound, Stoneset, Lull, Dread, Muted |
| CTL-4 | NO_ITEM | consumable use rejected | Reeling, Rimebound, Stoneset, Lull |
| CTL-5 | RANDOM_MOVE | each step of a move intent goes to a random walkable neighbour (1 combat draw) | Addled |
| CTL-6 | FLEE_MOVE | server walks the target one cell per move interval away from the source | Dread |
| CTL-7 | DISPLACE | instant push of n cells along the source-to-target line | Shove |
| CTL-8 | HIDDEN | absent from AOI of entities without DETECT_HIDDEN; untargetable by single-target actions | Veiled |
| CTL-9 | NO_HIDE | HIDDEN cannot be applied | Lantern-lit |
| CTL-10 | FORCE_TARGET | monster AI must target the source ; no effect on players | Goaded |
| CTL-11 | SLOT_DISABLED | one equipment slot contributes no mods (see the equipment-state rules below) | Disarmed |
| CTL-12 | PERIODIC | damage or heal every period | Rotsick, Gash, Kindled, Blackrot, Rimebite, Hollowing, Mindscorch, Mending |
| CTL-13 | EMIT | aura emitter: pulses an effect on entities in radius | Dread Presence, Rot Miasma, Rimefield, Chorus of Swiftness (performing), Chorus of Shelter (performing), Revel of Fortune (performing), Revel of Vigor (performing), Lantern Vigil (performing) |
Stacking
| Rule | On re-application while active | Used by |
|---|---|---|
exclusive | rejected ALREADY_CC while any lock is active (so a lock is never refreshed, and a refresh never consumes a DR step) | the 8 locks |
refresh | friendly: lower level → LOWER_LEVEL; else end = max(old end, new end), the higher level and the newest source stay; the periodic anchor is kept | debuffs, soft CC and buffs; DoTs per source (next row) |
DoTs (kind dot) | one instance per (status, source); the same source refreshes (Gash: stacks); another source adds its own instance, ≤ 4 per status per target; a further source takes over the earliest-ending instance (periodic anchor kept). Blackrot replaces the same source's Rotsick; Rotsick from a source whose Blackrot is live is ignored (WEAKER) | the 7 DoTs |
stacks | stacks + 1 (≤ max), end = max(old end, new end), every mod and periodic amount × stacks | Gash ≤ 3 (per source), Cracked Guard ≤ 3 |
independent | one instance per key, ≤ max instances; a hostile re-application on a live key is ignored (ALREADY_ACTIVE, no DR step); a friendly one refreshes | Disarmed (one per slot, ≤ 4, DR disarm) |
extend | end = min(old end + D, now + 1,800,000 ms) | reserved for consumable buffs |
replace | the old instance is removed, the new one lands | endows ( "newest wins") |
highest | a weaker application (both level and amount ≤ the active ones) is rejected LOWER_LEVEL; otherwise the larger level and the larger amount stay, end = max | Hearthward (amount = barrier HP), aura children |
toggle | rejected ALREADY_ACTIVE; the toggle command turns it off | Veiled, stances, aura emitters |
instant | no instance; the effect resolves at once | Shove |
system | engine-granted only | Resolve |
Remover classes
| Class | Rule | Statuses |
|---|---|---|
cure | a cure item or cleanse skill that lists it may remove it | Muted, Dimsight, Rootbound, Addled, Leaden, Rotsick, Gash, Kindled, Blackrot, Rimebite, Mindscorch |
holy | only a Holy cure may remove it (an item or skill flagged Holy, or Lantern's Favour) | Stoneset, Hexmark, Hollowing |
cleanse | a listed cleanse skill or Hearthroot Elixir may remove it | Cracked Guard, Faltering, Laid Bare, Withering, Sapped, Sluggish, Lantern-lit |
rouse | only an ally's rouse skill may remove it (the bearer cannot act) | Reeling, Rimebound, Lull, Dread |
dispellable | an enemy dispel may remove it | Lantern's Favour, Fleetstep, Quickened, Hearthward, Steadfast, Stillmind, Mending, Keen Edge, Steady Hand, Windstep, Clear Mind, Ironhide, Purity Ward, Mirror Shell, Thornhide, Kindling Edge, Tide Edge, Gale Edge, Root Edge, Lantern Edge, Gloam Edge, Memory Edge, Rot Edge |
none | no ordinary cure or enemy dispel removes it; Disarmed has separate Rebinding Clasp recovery | Shove, Disarmed, Goaded, Veiled, Chorus of Swiftness, Chorus of Shelter, Revel of Fortune, Revel of Vigor, Lantern Vigil, Dread Presence, Rot Miasma, Rimefield, Chorus of Swiftness (performing), Chorus of Shelter (performing), Revel of Fortune (performing), Revel of Vigor (performing), Lantern Vigil (performing), Shieldwall, Redline, Starsight, Flowing Step |
Available cures
Cure access follows the current ranked skill trees, not a retired class name. Thief owns Purge Venom; Acolyte owns Hearth Cure and Hearth Rouse; Priest owns Ember Absolution; Saint owns Purifying Flame. A descendant receives only actually learned ancestor nodes and current recovery gates. Monk and Mystic Fighter have no Acolyte ancestry. Clear Mind prevents eligible applications rather than cleansing; Purity Ward prevents only its explicitly eligible condition family. Neither a profession title nor a Fallen card grants a universal remover. Occultist and Performer are parked, including CAD04/Fermata; retained status/termination semantics do not make those nodes learnable.
| Code | Cure effect | Carrier | Removes | Access (planned) | NPC base price |
|---|---|---|---|---|---|
C-ANTI | Clearwater Tonic | item (self or ally ≤ 5 tiles) | cure: Muted, Dimsight, Rootbound, Addled, Leaden, Rotsick, Gash, Kindled, Blackrot, Rimebite, Mindscorch | universal | 8 CR |
C-LANTERN | Lantern Water | item (self or ally ≤ 5 tiles) | holy: Stoneset, Hexmark, Hollowing | universal | 12 CR |
C-PANACEA | Hearthroot Elixir | item (self or ally ≤ 5 tiles) | cure, holy, cleanse: Stoneset, Muted, Dimsight, Hexmark, Rootbound, Addled, Leaden, Rotsick, Gash, Kindled, Blackrot, Rimebite, Hollowing, Mindscorch, Cracked Guard, Faltering, Laid Bare, Withering, Sapped, Sluggish, Lantern-lit | common | 80 CR |
| — | Purge Venom | skill (Thief) | Rotsick | class | — |
| — | Hearth Cure | skill (Acolyte) | Muted, Dimsight, Addled, Rootbound, Leaden | class | — |
| — | Ember Absolution | skill (Priest) | Cracked Guard, Faltering, Laid Bare, Withering, Sapped, Sluggish, Lantern-lit | class | — |
| — | Lantern's Favour | buff | Stoneset, Hexmark, Hollowing | class | — |
Purifying Flame additionally removes ordinary and deadly poison together with its listed bleed, burn, silence, blindness, confusion, slow and combat-debuff coverage. It does not remove Rootbound, hard control or equipment states. Clearwater Tonic and Lantern Water may treat a party ally within 5 tiles and line of sight. Cure items share a1,000 ms user cooldown. A separate no-item state blocks self-drinking; it does not block a valid ally from helping.
Early expiry
| Trigger | Fires when | Ends |
|---|---|---|
action_damage | a landed action (not a DoT tick) takes HP > 0 | Lull, Veiled |
phys_hit | a landed physical action (HIT or CRIT), even if a barrier absorbs it | Rimebound |
fire_damage | a landed action or DoT tick with element Fire and element modifier > 0 | Rimebound, Rimebite |
water_damage | a landed action with attack element Water | Kindled |
damage_10pct | HP lost since application (actions and DoT ticks) reaches 10 % of Max HP | Dread, Addled |
own_action | the bearer attacks, uses a skill or uses an item | Veiled |
weapon_change | the bearer changes weapon | Kindling Edge, Tide Edge, Gale Edge, Root Edge, Lantern Edge, Gloam Edge, Memory Edge, Rot Edge |
leave_radius | no pulse refreshed it within 3,000 ms | Chorus of Swiftness, Chorus of Shelter, Revel of Fortune, Revel of Vigor, Lantern Vigil |
Complete identity and effect catalogue
The effect table declares the actual state. The following timing and removal tables apply to every matching name. Friendly figures are reference rank values; each skill's own rank formula remains in the skill catalogue.
| ID | Wire id (u16) | Name | Generic label | Kind | Effect | Notes |
|---|---|---|---|---|---|---|
stun | 1 | Reeling | Stun | hard_cc | CTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM | — |
freeze | 2 | Rimebound | Freeze | hard_cc | CTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM; ARMOUR_ELEMENT Water L1; DEF_PCT -500; MDEF_PCT +250 | — |
petrify | 3 | Stoneset | Stone | hard_cc | CTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM; ARMOUR_ELEMENT Earth L1; CTL-12 10‰ Max HP damage per 5,000 ms , floor 25 % Max HP | 1,500 ms onset (Stonecreep: can move and use items, cannot attack or cast) before the stone phase |
sleep | 4 | Lull | Sleep | hard_cc | CTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM | — |
fear | 5 | Dread | Fear | hard_cc | CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-6 FLEE_MOVE | items allowed |
knockback | 6 | Shove | Knock-back | displace | CTL-7 DISPLACE | 1..5 cells; per-target ICD 1,000 ms; DR and Resolve apply; root and KNOCKBACK_IMMUNE block; pull uses the same rules |
silence | 10 | Muted | Silence | soft_cc | CTL-3 NO_SKILL | Expressly flagged manual nonspell guards remain usable while Muted alone; retained parked CAD04 termination grants no active tree access, casting or autocasts |
blind | 11 | Dimsight | Blind | soft_cc | HIT_PCT -25; FLEE_PCT -25 | reduced vision is client-side only; AOI specified |
curse | 12 | Hexmark | Curse | soft_cc | STAT_ZERO LUK; DMG_PCT -250 (phys); MOVE_PCT -10 | — |
root | 13 | Rootbound | Root | soft_cc | CTL-1 NO_MOVE | can attack, cast and use items |
confusion | 14 | Addled | Confusion | soft_cc | CTL-5 RANDOM_MOVE | — |
slow | 15 | Leaden | Slow | soft_cc | MOVE_PCT -30 | — |
poison | 20 | Rotsick | Poison | dot | DEF_PCT -250; REGEN_HP_PCT -100; CTL-12 10‰ Max HP damage per 2,000 ms , never below 1 HP | never below 1 HP |
bleed | 21 | Gash | Bleed | dot | REGEN_HP_PCT -100; CTL-12 20‰ Max HP damage per 3,000 ms | tick × stacks; can kill |
burn | 22 | Kindled | Burn | dot | CTL-12 15‰ Max HP damage, Fire per 2,000 ms | Fire element on every tick |
deadly_poison | 23 | Blackrot | Deadly poison | dot | DEF_PCT -250; REGEN_HP_PCT -100; CTL-12 20‰ Max HP damage per 2,000 ms | replaces Rotsick from the same source; can kill |
frostbite | 24 | Rimebite | Frostbite | dot | MOVE_PCT -15; CTL-12 10‰ Max HP damage, Water per 2,000 ms | Water element on every tick; its slow joins the strongest-wins slow rule |
drain | 25 | Hollowing | Curse drain | dot | CTL-12 10‰ Max HP damage, Shadow per 2,000 ms , never below 1 HP, heals the applier by the HP taken | Shadow element; heals the applier by the HP taken (Spent applies); never below 1 HP |
mana_burn | 26 | Mindscorch | Mana burn | dot | CTL-12 30‰ Max SP loss per 2,000 ms , never below 1 SP | burns SP, not HP; monsters have no SP pool |
sunder | 40 | Cracked Guard | Defence reduction | debuff | DEF_PCT -100 | — |
enfeeble | 41 | Faltering | Weaken | debuff | DMG_PCT -150 | — |
exposed | 42 | Laid Bare | Vulnerable | debuff | RES_ALL -150 | — |
wither | 43 | Withering | Heal block | debuff | HEAL_RECEIVED -300; ITEM_HEAL -300 | — |
sap | 44 | Sapped | Mana sap | debuff | SP_COST_PCT +25; REGEN_SP_PCT -100 | — |
lethargy | 45 | Sluggish | Attack and cast slow | debuff | CAST_VAR_PCT -30 | attack rate × 700‰ after ' |
strip | 46 | Disarmed | Gear disabled | debuff | CTL-11 SLOT_DISABLED | one instance per slot; on a monster (no slots) the slot's arg_mods apply instead |
goaded | 47 | Goaded | Taunt | debuff | CTL-10 FORCE_TARGET | monsters only; players ignore it |
revealed | 48 | Lantern-lit | Revealed | debuff | CTL-9 NO_HIDE | — |
blessing | 100 | Lantern's Favour | Stat boon | buff | STAT_FLAT +10 STR; STAT_FLAT +10 INT; STAT_FLAT +10 DEX | applying it runs a Holy cure (removes every holy status) |
fleetstep | 101 | Fleetstep | Haste | buff | MOVE_PCT +25 | — |
quickened | 102 | Quickened | Tempo up | buff | TEMPO_CP +1,000 | — |
hearthward | 103 | Hearthward | Barrier | buff | BARRIER +1,000 | amount ≤ 50 % Max HP at application |
steadfast | 104 | Steadfast | Unflinching | buff | ENDURE; KNOCKBACK_IMMUNE | — |
stillmind | 105 | Stillmind | Uninterruptible | buff | UNINTERRUPTIBLE | — |
mending | 106 | Mending | Regeneration | buff | CTL-12 20‰ Max HP heal per 2,000 ms | — |
keen_edge | 107 | Keen Edge | Crit up | buff | CRIT +100 | — |
steady_hand | 108 | Steady Hand | Accuracy up | buff | HIT_FLAT +30 | — |
windstep | 109 | Windstep | Evasion up | buff | FLEE_FLAT +30 | — |
clear_mind | 110 | Clear Mind | Mind ward | buff | STATUS_RES +30 sleep/silence/confusion/fear | — |
ironhide | 111 | Ironhide | Body ward | buff | STATUS_RES +30 stun/root/freeze/petrify | — |
purity | 112 | Purity Ward | DoT immunity | buff | STATUS_IMMUNE poison/deadly_poison/bleed/burn/frostbite/drain/mana_burn | skill only; cooldown ≥ 60 s |
mirror_shell | 113 | Mirror Shell | Magic reflect | buff | REFLECT_MAGIC +150 | — |
thornhide | 114 | Thornhide | Melee reflect | buff | REFLECT_MELEE +150 | — |
endow_fire | 120 | Kindling Edge | Fire weapon | buff | ENDOW Fire | — |
endow_water | 121 | Tide Edge | Water weapon | buff | ENDOW Water | — |
endow_wind | 122 | Gale Edge | Wind weapon | buff | ENDOW Wind | — |
endow_earth | 123 | Root Edge | Earth weapon | buff | ENDOW Earth | — |
endow_holy | 124 | Lantern Edge | Holy weapon | buff | ENDOW Holy | — |
endow_shadow | 125 | Gloam Edge | Shadow weapon | buff | ENDOW Shadow | — |
endow_spirit | 126 | Memory Edge | Spirit weapon | buff | ENDOW Spirit | — |
endow_poison | 127 | Rot Edge | Poison weapon | buff | ENDOW Poison | — |
veiled | 130 | Veiled | Hidden | buff | CTL-8 HIDDEN; CTL-2 NO_ATTACK; MOVE_PCT -30 | toggle; SP upkeep per skill ; Lantern-lit removes and blocks it |
chorus_swift | 200 | Chorus of Swiftness | Song: Tempo | aura | TEMPO_CP +800 | — |
chorus_shelter | 201 | Chorus of Shelter | Song: shelter | aura | RES_ALL +100 | — |
revel_fortune | 202 | Revel of Fortune | Dance: fortune | aura | CRIT +60; PDODGE +30 | — |
revel_vigor | 203 | Revel of Vigor | Dance: vigour | aura | REGEN_HP_PCT +50; REGEN_SP_PCT +50 | — |
vigil_lantern | 204 | Lantern Vigil | Ward aura | aura | STATUS_RES +20 curse/fear | — |
dread_presence | 220 | Dread Presence | Fear aura | emitter | CTL-13 pulses Dread at 100‰, radius 5 | — |
rot_miasma | 221 | Rot Miasma | Poison aura | emitter | CTL-13 pulses Rotsick at 150‰, radius 4 | — |
rimefield | 222 | Rimefield | Slow aura | emitter | CTL-13 pulses Leaden at 300‰, radius 6 | — |
emit_chorus_swift | 210 | Chorus of Swiftness (performing) | Aura source | emitter | CTL-13 pulses Chorus of Swiftness at 1000‰, radius 5 | the performer's toggle ; pulses its child |
emit_chorus_shelter | 211 | Chorus of Shelter (performing) | Aura source | emitter | CTL-13 pulses Chorus of Shelter at 1000‰, radius 5 | the performer's toggle ; pulses its child |
emit_revel_fortune | 212 | Revel of Fortune (performing) | Aura source | emitter | CTL-13 pulses Revel of Fortune at 1000‰, radius 5 | the performer's toggle ; pulses its child |
emit_revel_vigor | 213 | Revel of Vigor (performing) | Aura source | emitter | CTL-13 pulses Revel of Vigor at 1000‰, radius 5 | the performer's toggle ; pulses its child |
emit_vigil_lantern | 214 | Lantern Vigil (performing) | Aura source | emitter | CTL-13 pulses Lantern Vigil at 1000‰, radius 3 | the performer's toggle ; pulses its child |
stance_shieldwall | 250 | Shieldwall | Stance: guard | stance | DEF_PCT +200; MOVE_PCT -20; DMG_PCT -100 | — |
stance_redline | 251 | Redline | Stance: fury | stance | DMG_PCT +150 (phys); RES_ALL -100; HEAL_RECEIVED -200 | — |
stance_starsight | 252 | Starsight | Stance: focus | stance | CAST_VAR_PCT +15; MOVE_PCT -25 | — |
stance_flowing | 253 | Flowing Step | Stance: flow | stance | FLEE_FLAT +20; TEMPO_CP +500; DEF_PCT -200 | — |
resolve | 300 | Resolve | CC immunity | system | — | granted when any lock ends on a player |
Hostile chance, duration and resistance
| Status | Base chance | Card/item proc max | Base duration | Tick | Resist stat | DR category (players) | Window after expiry (players) | PvP duration scalar |
|---|---|---|---|---|---|---|---|---|
| Reeling | 300‰ | 100‰ | 3,000 ms | — | VIT | stun | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 1,000‰ |
| Rimebound | 300‰ | 100‰ | 6,000 ms | — | INT | freeze | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 500‰ |
| Stoneset | 200‰ | 50‰ | 12,000 ms | 5,000 ms | INT | petrify | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 500‰ |
| Lull | 300‰ | 100‰ | 10,000 ms | — | INT | sleep | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 500‰ |
| Dread | 200‰ | 50‰ | 3,000 ms | — | LUK | fear | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 1,000‰ |
| Shove | 1,000‰ | 100‰ | instant | — | STR | knockback | ICD 1,000 ms + DR 15,000 ms | 1,000‰ |
| Muted | 300‰ | 100‰ | 15,000 ms | — | INT | silence | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 500‰ |
| Dimsight | 300‰ | 100‰ | 20,000 ms | — | INT | — | none | 750‰ |
| Hexmark | 300‰ | 100‰ | 30,000 ms | — | LUK | — | none | 500‰ |
| Rootbound | 300‰ | 100‰ | 4,000 ms | — | STR | root | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 1,000‰ |
| Addled | 300‰ | 100‰ | 10,000 ms | — | LUK | confusion | Resolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget | 500‰ |
| Leaden | 500‰ | 150‰ | 8,000 ms | — | AGI | — | none | 1,000‰ |
| Rotsick | 400‰ | 150‰ | 20,000 ms | 2,000 ms | VIT | — | none | 1,000‰ |
| Gash | 300‰ | 100‰ | 30,000 ms | 3,000 ms | VIT | — | none | 500‰ |
| Kindled | 300‰ | 100‰ | 10,000 ms | 2,000 ms | INT | — | none | 1,000‰ |
| Blackrot | 200‰ | 50‰ | 15,000 ms | 2,000 ms | VIT | — | none | 500‰ |
| Rimebite | 300‰ | 100‰ | 10,000 ms | 2,000 ms | INT | — | none | 1,000‰ |
| Hollowing | 300‰ | 100‰ | 12,000 ms | 2,000 ms | LUK | — | none | 1,000‰ |
| Mindscorch | 300‰ | 100‰ | 10,000 ms | 2,000 ms | INT | — | none | 1,000‰ |
| Cracked Guard | 500‰ | 150‰ | 10,000 ms | — | VIT | — | none | 1,000‰ |
| Faltering | 500‰ | 150‰ | 10,000 ms | — | STR | — | none | 1,000‰ |
| Laid Bare | 500‰ | 150‰ | 8,000 ms | — | LUK | — | none | 1,000‰ |
| Withering | 500‰ | 150‰ | 10,000 ms | — | VIT | — | none | 1,000‰ |
| Sapped | 500‰ | 150‰ | 15,000 ms | — | INT | — | none | 1,000‰ |
| Sluggish | 500‰ | 150‰ | 10,000 ms | — | AGI | — | none | 1,000‰ |
| Disarmed | 1,000‰ | 100‰ | 5,000 ms | — | DEX | disarm | DR disarm 15,000 ms (not blocked by Resolve) | 1,000‰ |
| Goaded | 1,000‰ (no resist) | — | 3,000 ms | — | — | — | none | 1,000‰ |
| Lantern-lit | 1,000‰ (no resist) | — | 10,000 ms | — | — | — | none | 1,000‰ |
A skill may declare a chance up to 1,000‰. A card or item cannot exceed the stated status-origin chance limit. Base duration is the maximum a source may declare, except Disarmed permits up to 10,000 ms even though its default is 5,000 ms. Stoneset adds the fixed 1,500 ms Stonecreep onset, which counts within its shared lock budget.
Hostile stacking, removal and nature immunity
All PvE boss encounters, including mini-bosses, have stronger protection against lockdown and DoTs than ordinary creatures. The Boss/World immunity entries below remain full rejection for their registered categories. A mini-boss title does not automatically assign that category: its explicit creature profile governs the status and card category while retaining the stronger resistance requirement. An eligible condition that is not immune still uses its authored application resistance, reduced duration and separate periodic-damage resistance; stronger boss tuning is a named profile property awaiting numerical validation, not an invented value in these retained rows. DoT resistance never turns a repeated direct attack into a periodic condition or treats a shorter duration as a smaller tick.
Composition-specific immunity names the actual condition and body reason in the creature profile. If the declared body lacks what a named effect needs, its profile must fully reject that effect; partial resistance is not a substitute. No susceptible circulating tissue can establish Gash immunity; no susceptible metabolism can establish Rotsick/Blackrot immunity. These are effect-specific declarations, not automatic assignments from a costume, elemental colour or the narrative word Maddened. The existing nature-immunity rows still apply to their registered families. Inspect information and body clues disclose full immunity before an encounter depends on it; feedback distinguishes immune rejection from a resisted application, a shortened condition and mitigated periodic loss. An immune attempt consumes no control-recovery step and supplies no replacement ailment.
Boss periodic mitigation applies to the eligible computed tick before ordinary applied-loss limits. Those limits remain ceilings rather than promised amounts. Nonimmune conditions keep their named cure, expiry, stacking and periodic-anchor rules; ordinary remaining damage and protection are not removed by the creature's resistant status profile.
| Status | Stacking | Dispel class | Ends early on | Normal | Elite | Boss (registered) | World | Nature immunity | Icon |
|---|---|---|---|---|---|---|---|---|---|
| Reeling | exclusive | rouse | — | full | full | immune | immune | — | cc |
| Rimebound | exclusive | rouse | fire_damage, phys_hit | full | full | immune | immune | Undeath element | cc |
| Stoneset | exclusive | holy | — | full | full | immune | immune | — | cc |
| Lull | exclusive | rouse | action_damage | full | full | immune | immune | Construct, Revenant | cc |
| Dread | exclusive | rouse | damage_10pct | full | full | immune | immune | Construct, Revenant | cc |
| Shove | instant | none | — | full | full | immune | immune | — | cc |
| Muted | exclusive | cure | — | full | full | immune | immune | — | debuff |
| Dimsight | refresh | cure | — | full | full | immune | immune | — | debuff |
| Hexmark | refresh | holy | — | full | full | immune | immune | — | debuff |
| Rootbound | exclusive | cure | — | full | full | immune | immune | — | debuff |
| Addled | exclusive | cure | damage_10pct | full | full | immune | immune | — | debuff |
| Leaden | refresh | cure | — | full | full | ½ duration | ½ duration | — | debuff |
| Rotsick | refresh | cure | — | full | full | ½ duration | ½ duration | Poison element, Undeath element | dot |
| Gash | stacks ≤ 3 | cure | — | full | full | ½ duration | ½ duration | Construct, Revenant | dot |
| Kindled | refresh | cure | water_damage | full | full | ½ duration | ½ duration | Fire element | dot |
| Blackrot | refresh | cure | — | full | full | ½ duration | ½ duration | Poison element, Undeath element | dot |
| Rimebite | refresh | cure | fire_damage | full | full | ½ duration | ½ duration | Water element | dot |
| Hollowing | refresh | holy | — | full | full | ½ duration | ½ duration | Shadow element, Undeath element | dot |
| Mindscorch | refresh | cure | — | immune | immune | immune | immune | — | dot |
| Cracked Guard | stacks ≤ 3 | cleanse | — | full | full | full | full | — | debuff |
| Faltering | refresh | cleanse | — | full | full | full | full | — | debuff |
| Laid Bare | refresh | cleanse | — | full | full | full | full | — | debuff |
| Withering | refresh | cleanse | — | full | full | full | full | — | debuff |
| Sapped | refresh | cleanse | — | full | full | full | full | — | debuff |
| Sluggish | refresh | cleanse | — | full | full | full | full | — | debuff |
| Disarmed | independent ≤ 4 | none | — | full | full | immune | immune | — | debuff |
| Goaded | refresh | none | — | full | full | full | full | — | debuff |
| Lantern-lit | refresh | cleanse | — | full | full | full | full | — | debuff |
Friendly timing
| Status | Default duration | Tick | Stacking | Dispel class | Mod source | Icon |
|---|---|---|---|---|---|---|
| Lantern's Favour | 240,000 ms | — | refresh | dispellable | status | buff |
| Fleetstep | 240,000 ms | — | refresh | dispellable | status | buff |
| Quickened | 180,000 ms | — | refresh | dispellable | status | buff |
| Hearthward | 10,000 ms | — | highest | dispellable | status | buff |
| Steadfast | 10,000 ms | — | refresh | dispellable | skill | buff |
| Stillmind | 8,000 ms | — | refresh | dispellable | status | buff |
| Mending | 10,000 ms | 2,000 ms | refresh | dispellable | status | buff |
| Keen Edge | 120,000 ms | — | refresh | dispellable | status | buff |
| Steady Hand | 120,000 ms | — | refresh | dispellable | status | buff |
| Windstep | 120,000 ms | — | refresh | dispellable | status | buff |
| Clear Mind | 120,000 ms | — | refresh | dispellable | status | buff |
| Ironhide | 120,000 ms | — | refresh | dispellable | status | buff |
| Purity Ward | 10,000 ms | — | refresh | dispellable | skill | buff |
| Mirror Shell | 30,000 ms | — | refresh | dispellable | status | buff |
| Thornhide | 30,000 ms | — | refresh | dispellable | status | buff |
| Kindling Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Tide Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Gale Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Root Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Lantern Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Gloam Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Memory Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Rot Edge | 300,000 ms | — | replace | dispellable | status | buff |
| Veiled | toggle | — | toggle | none | status | buff |
| Chorus of Swiftness | 3,000 ms | 1,000 ms pulse | highest | none | status | buff |
| Chorus of Shelter | 3,000 ms | 1,000 ms pulse | highest | none | status | buff |
| Revel of Fortune | 3,000 ms | 1,000 ms pulse | highest | none | status | buff |
| Revel of Vigor | 3,000 ms | 1,000 ms pulse | highest | none | status | buff |
| Lantern Vigil | 3,000 ms | 1,000 ms pulse | highest | none | status | buff |
| Dread Presence | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Rot Miasma | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Rimefield | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Chorus of Swiftness (performing) | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Chorus of Shelter (performing) | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Revel of Fortune (performing) | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Revel of Vigor (performing) | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Lantern Vigil (performing) | toggle | 1,000 ms pulse | toggle | none | status | buff |
| Shieldwall | toggle | — | toggle | none | status | buff |
| Redline | toggle | — | toggle | none | status | buff |
| Starsight | toggle | — | toggle | none | status | buff |
| Flowing Step | toggle | — | toggle | none | status | buff |
| Resolve | Elapsed lock, minimum2,000 ms, cap15,000 ms | — | system | none | status | buff |
Causes and responses
| Condition | Typical explicit cause | What changes | Response |
|---|---|---|---|
| Reeling | Vowshield Slam, Breaker's Charge, control-only Anvil Drop or an authored monster stun | Movement, attacks, skills and own items denied | Prepare body resistance, ally rouse, wait for expiry; damage does not automatically end it |
| Rimebound | Rime Grip, Rimefall, Deepfrost or an authored freezing action | Hard lock, Water defensive affinity, lower hard DEF and higher MDEF | Ally rouse, an eligible physical hit or Fire interaction |
| Stoneset | An authored petrifying spell or monster action | Stonecreep then hard lock/Earth affinity and bounded periodic loss | Own Lantern Water during onset; ally Holy cure after full stone |
| Lull | Explicit sleep spell or sleep trap | Hard lock | Ally rouse or a damaging direct action; DoT does not wake it |
| Dread | Explicit fear action or Dread Presence pulse | Attacks/skills denied and forced retreat | Items remain usable; ally rouse, expiry or10%MaxHP lost |
| Shove / pull | Arc Sweep, advancing strike or named displacement | Up to5 walkable cells; no terrain crossing | Root, Steadfast, Resolve and shared displacement recovery |
| Muted | Explicit silence spell, Seliane's eligible direct physical ranged card attempt or a registered hostile performance | Ordinary skills and eligible autocasts denied; move/attack/items remain; explicitly flagged manual nonspell guards are permitted while Muted alone; the retained parked CAD04 termination rule adds no active profession access | Clearwater Tonic, Hearth Cure, expiry; shared lock recovery |
| Dimsight | Thunderspire, Smoke Screen or explicit blind action | HIT and FLEE−25%; cosmetic vision cue only | Cure; guaranteed criticals still land |
| Hexmark | Authored curse action | LUK set0, physical damage−250‰, movement−10% | Holy cure; no item ownership change |
| Rootbound | Snareline, Wire Snare, Clause of Binding or Hook and Bind | Movement denied; ordinary attacks/skills/items remain | Clearwater Tonic or Hearth Cure; shared lock recovery |
| Addled | Explicit confusion spell or monster action | Randomized legal movement | Cure, expiry or10%MaxHP lost |
| Leaden | Named slow action, Rimefield pulse | Movement−30% | Cure or Fleetstep interaction; strongest slow only |
| Rotsick | Venom Haze, poison trap or Rot Miasma | Nonlethal periodic Poison-family loss, DEF reduction, no natural HP regen | Purge Venom, Clearwater Tonic or broad poison cure |
| Blackrot | Deadly Poison Enchant's separate successful on-hit attempt | Lethal periodic Poison-family loss; replaces same-source Rotsick | Clearwater Tonic, Hearthroot Elixir or Purifying Flame |
| Gash | Lethal Venom / Open-Wound Venom or an authored bleed action | Lethal periodic loss, at most3 stacks/source | Listed cure; no natural HP regen while active |
| Kindled | Explicit burn payload | Periodic Fire damage | Cure, Water action or freezing interaction |
| Rimebite | Explicit frostbite payload | Periodic Water damage and movement slow | Cure, Fire interaction; Water-affinity nature immunity |
| Hollowing | Explicit curse-drain payload | Nonlethal Shadow loss healing source by applied loss | Holy cure, Shadow/Undeath affinity immunity |
| Mindscorch | Explicit mana-burn payload | SP loss only, never below1 SP | Cure, SP management; no SP pool means no application |
| Cracked Guard | Explicit sunder/defence debuff | DEF reduced; up to3 stacks | Eligible cleanse; coating/repair do not answer it |
| Faltering / Laid Bare | Explicit weakening/exposure payload | Damage or resistance reduced | Eligible cleanse; no equipment disable |
| Withering | Explicit anti-healing action | Skill/item healing reduced | Eligible cleanse; healing is reduced rather than absolutely blocked |
| Sapped | Explicit mana-sap action | Higher SP costs and no natural SP regen | Eligible cleanse |
| Sluggish | Explicit attack/cast-slow action | Final attack rate−30%; slower variable cast | Eligible cleanse or Quickened interaction; strongest attack slow only |
| Disarmed | Selected-slot strip or competitive equipment break | Named slot contributes no benefits | Matched pre-coating, Rebinding Clasp or expiry |
| Goaded | Brand Challenge, Sand Challenge or monster taunt | Monster targets the cause | Players retain target choice; threat/expiry resolve monster behavior |
| Lantern-lit | Lumen Sight, detection or explicit reveal payload | Veiled ends and cannot restart | Eligible cleanse or expiry; detection is local and visibility-limited |
Friendly statuses arise only from a skill, consumable or card that grants the listed modifier. Endows use the selected affinity; auras use their named emitter; stances use a deliberate toggle; Resolve is granted by the control system. Names such as Ember, Lantern or Tide do not infer another affinity or immunity.
Periodic effects and pressure
One instance exists per periodic status and source, at most four sources per status on a target. Gash has at most three stacks per source; a fifth source takes over the earliest-ending instance and resets its Gash to one stack. Refresh preserves the periodic anchor, so repeated applications do not create immediate extra ticks.
Blackrot replaces Rotsick from the same source, and that source's Rotsick cannot coexist with or overwrite it. Their shared DEF and regeneration modifiers apply once from the strongest family member. Several sources do not multiply these penalties. Cracked Guard uses its single bounded stack count. Hostile movement or attack slows use the strongest effect rather than multiplying into an unlisted lock.
All hostile periodic HP loss shares a target cap of 100‰ of min(MaxHP,100,000) per rolling 2,000 ms. SP loss has its own corresponding pool cap. Excess is discarded, then the source-root and full-health safety rules apply. Ordinary poison and Hollowing retain their 1 HP floor; Mindscorch retains 1 SP; Stoneset retains 25%MaxHP. Other lethal periodic conditions can finish an injured target.
Periodic ticks never critically hit, reflect or start outgoing card chains. Cold Hearth has an explicitly authored incoming periodic-trigger exception: one eligible positive HP-loss opportunity per originating periodic application, with the card's shared recovery. An ordinary periodic tick gains no other implied proc ability.
The proposed native shelters explicitly cover hostile periodic HP loss. Their strongest family contribution enters the eligible RES_ALL reduction once after the declared periodic amount is built, before applied loss and the appropriate loss cap. They do not reduce the application chance, erase a condition, change its duration or add another multiplicative halving. Reflection or redirection cannot reuse the same bearer's contribution twice on the same loss; each actual recipient's own eligible defence still applies once to their incoming portion. Existing periodic expressions remain specified inputs; integrating this newly declared scope is pending numerical and implementation review in combat routing.
Locks, recovery and telegraphs
Reeling, Rimebound, Stoneset, Lull, Dread, Rootbound, Muted and Addled are the eight mutually exclusive locks. A lock cannot refresh, stack, replace or queue another lock. Every attacker shares the target's lock state, rolling budget and Resolve.
Player control uses per-category duration factors 1,000/500/250‰ for its first three successful landings. Further attempts are rejected until 15 s after the last ended instance in that category; resisted/rejected attempts do not advance the step. Ending any lock, including cleansing it early, grants Resolve for max(actual elapsed lock,2,000 ms), capped 15,000 ms. Resolve prevents every lock and Shove.
The proposed PvP shared budget is 4,000 ms locked per 12,000 ms; the single-lock cap is 4,000 ms. Monster-rooted control on a player outside PvP uses6,000 ms per15,000 ms and a6,000 ms single-lock cap; all player Resolve has a2,000 ms minimum. Guild War instead uses3,000 ms per12,000 ms. PvP incapacitates cap3,000 ms and end after 25%MaxHP lost; roots/silence/confusion remain under their4,000 ms lock cap. These limits must include Stonecreep. Monsters use their profile resistance/immunity and do not acquire the player DR system by implication.
A damaging monster telegraph frees an affected player at least 1,000 ms before impact, or at the start of a shorter tell. Later lock or displacement applications cannot consume that release window. Movement away before target selection answers an area critical; evasion cannot stop a selected valid critical.
Disarmed has a separate shared disarm DR category. It is not one of the eight locks and Resolve does not remove it. A repeated application to an already-disabled slot is ignored without extending its timer. Another eligible slot can be disabled independently.
Resistance and timing formulas
| Parameter | Expression | Inputs | Rounding | Limits |
|---|---|---|---|---|
| Chance | c = ⌊clamp(base, 0, 1000) × (100 − r) / 100⌋ ‰; lands iff the zone's draw uniform(0, 999) < c | base ‰ 0…1,000 (content ≤ proc max for cards/items); r % 0…100 | floor once | 0…1,000‰ |
| Resist (LV255, family cap) | r = min(cap(kind), min(80, ⌊ls(stat, Lv_s)/2⌋) + item + clamp(⌊(Lv_t − Lv_s)/2⌋, 0, 10)), cap 80 % (locks, Shove, soft CC) / 90 % (DoTs, debuffs); immunity only from STATUS_IMMUNE; ls(X, L) = ⌊X × 99 / Lr(L)⌋, Lr(L) = 99 + ⌊77 × max(0, L − 99)/100⌋ | stat = effective resist stat 0…355; item = STATUS_RES 0…100; Lv 1…255; Lv_s = the status source's level | floor | stat part ≤ 80, level part ≤ 10, total ≤ the family cap |
| Duration (LV255) | D = ⌊⌊⌊⌊⌊B × max(25, 100 − ⌊ls(stat, Lv_s)/2⌋)/100⌋ × H/1000⌋ × P/1000⌋ × M/1000⌋ × R/1000⌋ | B base ms (catalogue max); H 1,000 or 500 (boss ½); P PvP scalar 500…1,000‰ (target in a PvP mode); M CC scalar 500…1,000‰ ; R DR factor | floor per step, in this order | ≥ 25 % of B before H, P, M, R |
| Ticks | ticks(ms) = max(1, ⌊(ms × 30 + 500)/1000⌋) for ms > 0; end_tick = apply_tick + ticks(D) | ms ≥ 0; 30 Hz zone tick | nearest tick, half up | ≥ 1 tick |
| Periodic amount | damage a = floor(max(1, floor(min(MaxHP,100000) × p/1000)) × elementPercent/100) × stacks, then Rotsick min(a, HP − 1), Stoneset min(a, HP − ⌊MaxHP × 250/1000⌋); heal floor(max(1, floor(min(MaxHP,100000) × p/1000)) × (1000 + clamp(HEAL_IN,-500,500))/1000) | p ‰ of Max HP per tick ; elem % from the target's current defending element; stacks 1…3 | floor | reference HP ≤ 100,000; never below 0 |
| Periodic count | n = #{k ≥ 1 : ticks(k × period) ≤ ticks(D)}; the k-th lands at anchor + ticks(k × period); anchor = first application (Stoneset: end of onset) | D ms, period ms | tick-exact | n ≥ 0 |
| Stacks | value_eff = value × stacks for every mod and periodic amount of a stacks status | stacks 1…max_stacks | exact | Cracked Guard ≤ 3, Gash ≤ 3 |
| DR factor | R = (1000, 500, 250)[step]; step ≥ 3 → rejected DR_IMMUNE | step 0…3 per (player, DR category) | exact | — |
| Resolve | Resolve = clamp(⌊elapsed × 1000/1000⌋, max(1,000, class minimum), 15,000) ms after any lock ends on a player | elapsed = ticks the instance was active × 1000/30 ms; class minimum (PvP and monster 2,000 ms) | floor | 2,000…15,000 ms for players |
| Aura child | child_end = pulse_tick + ticks(3,000); pulses every ticks(1,000) while the emitter can act | radius 1…7 tiles (Chebyshev) | tick-exact | one child per aura group per target (highest level) |
| Shove distance | cells = ⌊clamp(n, 0, 5) × knockback ‰ / 1000⌋ ; stops before the first non-walkable cell | n from the source (data); knockback ‰ of the target's mode | floor | ≤ 5 cells; one Shove per target per ticks(1,000) |
| Mode scalar | M_k = clamp(modes.scalar(mode, knob_k), lo_k, min(hi_k, 1000)) for k ∈ {cc_duration, dot_damage, knockback, strip_duration}; 1,000 outside a mode or a mode uses default scaling | mode = id the target is in; lo/hi = knob range | floor | cc_duration 500…1,000‰; dot_damage 500…1,000‰; knockback 0…1,000‰; strip_duration 500…1,000‰ |
| Strongest slow | slow_k = max(floor_k, min(hostile k < 0)) per key k, floor in the key's unit; friendly mods add after | active hostile statuses | exact | MOVE_PCT -50 % movement, RATE_PM -500‰ attack rate |
| DoT caps | instances per (status, source), ≤ 4 per status per target; per target and pool Σ loss over ticks(2,000) ≤ ⌊min(Max, 100,000) × 100/1000⌋, excess of a tick discarded | pool HP or SP; loss after resistance and damage routing | floor | 50‰ Max pool per second |
| Lock rules | root = owner chain (≤ 4); class = PvP if the target is in a PvP mode or the root is a player, else monster; d = min(effective duration, class cap), then the largest d with locked([now + d − W, now)) + d ≤ B (all budgets); d ≤ onset → BUDGET; Resolve ≥ class minimum; PvP incapacitate breaks at break‰ HP lost | B, W, caps, Resolve minimum, break: knobs | ticks | d ≤ min(cap, B) |
| DoT mods | non-periodic mods of DoT instances once per stacking family, from the instance with the most stacks (then the largest magnitude); a takeover resets Gash to 1 stack | live DoT instances | exact | group caps still apply |
| Attack-rate slow | rate' = base final attack rate × (1000 + max(−500, min(hostile rate_pm)))/1000; applies it on the final interval: I' = max(66,667 µs, ⌈I × 1000/(1000 + rate_pm)⌉) , players and monsters | rate in m (‰ attacks/s); rate_pm ≤ 0 per status | floor | −500‰ floor; strongest only |
All equations in this table are specified parameters. The numerical pass will check rounding, boundaries and balance.
The item term in the application-resistance row is the current STATUS_RES contribution from eligible items and active skills. It is absent from the duration row deliberately. That distinction prevents the same equipment percentage from reducing both chance and duration without an authored second property. A future duration modifier would require a separate input, declared scope and limit; none is silently inserted into these retained formulas.
Equipment-state combinations
Broken, Stripped, competitive Break and Cracked Guard are distinct. Ownership, sockets and refinement remain intact after combat disruption. Weapon-dependent skills fail a weapon requirement; unarmed movement, support and permitted items remain available.
| Existing item state | Slot state | Available benefits | Recovery |
|---|---|---|---|
| Usable | Open | Normal item, cards, grants and set contribution | None needed |
| Broken in PvE | Open | No benefits from the broken item | Repair that item or equip a usable spare |
| Usable | Stripped / competitive disruption | No benefits from that slot | Expiry or one Rebinding Clasp; a swap cannot bypass lock |
| Broken in PvE | Stripped / competitive disruption | Neither repair alone nor unlock alone restores benefits | Repair item and remove/wait out slot lock separately |
| Usable with coating | Open | Normal benefits; matching future break/strip rejected | Coating cannot stop ordinary damage |
| Broken with later coating | Open | Still broken; future matching disruption prevented | Repair remains necessary |
| Usable with coating | Already locked | Still locked; coating does not unlock | Clasp/expiry remains necessary |
| Broken with coating | Already locked | Both restrictions remain; coating prevents only future applications | Resolve repair and lock independently |
| Any of these | Cracked Guard additionally active | Equipment-state result stays; character DEF also reduced | Cleanse Cracked Guard separately |
This table applies independently to weapon, shield, body armour and headgear. A multi-slot strip attempts each named slot independently; a protected weapon does not prevent armour/shield/headgear applications. Two broken items require two repairs. Four disabled slots require four separate recoveries or expiry. Equipment break never deletes items or changes ownership.
Slot coverage
| Source | Weapon | Shield | Body armour | Headgear |
|---|---|---|---|---|
| Loosen Grip GLC02 | Strip | — | — | — |
| Shield Hook GLC03 | — | Strip | — | — |
| Buckle Cut GLC04 | — | — | Strip | — |
| Crown Flick GLC05 | — | — | — | Strip |
| Full Unbuckle GLM02 | Independent strip | Independent strip | Independent strip | Independent strip |
| Selected Gel Coat ALM07 | Protect selected slot | Protect selected slot | Protect selected slot | Protect selected slot |
| Gel Fortress DST06 | Party protect | — | Party protect | — |
| Hedda's Ironvow card | Eligible weapon break only | — | — | — |
| Ironhusk Echo | — | — | Protect | — |
| Durmothe Echo | Protect | Protect | — | — |
| Girding Wax | Protect selected own slot | Protect selected own slot | Protect selected own slot | Protect selected own slot |
A named PvE boss break can set its declared equipped item to zero durability. Player-card attacks cannot damage imaginary monster inventory; ordinary-monster weapon pressure must be an explicit separately resisted Faltering-style payload, not inferred from Ironvow. In competitive combat, authored break becomes a temporary named-slot disruption with no persistent durability loss. Persistent damage already present on equipment still requires repair after leaving the mode.
Recovery supplies
Glimmer Gel is a consumed class reagent. Carrying it gives no protection. Girding Wax provides a shorter ordinary-supplier preparation window on one own selected slot. Field Rivet Kit channels outside combat to restore one own broken weapon or armour enough to function, with movement/damage/new-action interruption and consumption only on completion. Rebinding Clasp removes one selected Disarmed slot lock and pays only on success; all clasps share gear-recovery cooldown. Its cure retains earned DR/recovery state.
Field Repair uses Iron Ingot to restore a selected ally's eligible equipment durability. It cannot unlock a stripped slot. Town services restore damaged equipment at the ordinary fee. Wax, kits and clasps must have ordinary supplier/crafting access before an encounter depends on them; neither a rare card nor a working player market is a required counter.
Feedback
The HUD shows source, plain effect, remaining duration, stacks, affected slot and applicable counter. Locked slots keep item ownership visible. Evasion and critical outcomes use different cues. Shared Resolve has an unmistakable timer. Essential status/area warnings remain when cosmetic particles are reduced. A hidden actor cannot reveal itself merely through decorative effects.
The character sheet and item comparison separate per-condition application resistance, duration factors, damage resistance and explicit immunity. A source-level preview explains why the effective chance or duration can differ by opponent. During combat, the condition tooltip shows its actual remaining time and named cure or ally response rather than promising an unverified reduction for every enemy. Temporary Madness exposure shows its current stage and actionable tell without concealing allegiance, controls or essential warnings. An active native guard shows its remaining interval; it is visibly distinct from an absorb barrier, healing and Resolve.
Items and cards defines the new supply parameters and the eight signature cards. The condition matrix now tests stat/source resistance, control chains and modeled recovery. Complete equipment-slot, cure/rouse and runtime recovery validation remains open.
Current boss and signature sources
Boss skills and counterplay names the registered God-avatar and Fallen actions, their plausible footprints, preparation, recovery and ordinary responses. Stronger boss variants do not inherit every sibling profession, apply conditions merely because an affinity is Poison/Holy/Shadow, or ignore the existing boss application/duration/periodic-loss protections. Declared bloodless and nonmetabolic bodies fully reject only the named effects whose tissue/metabolism requirements are absent; other controls and damage remain separately registered. A signature card never grants that boss kit.
The Burden Carried, Unfinished Shot, Unseen Hand, Unbroken Breath, Ironvow, Veiled Interval, Unclosed Page and Cold Hearth are historical enhanced echoes with their own eligible source. Ren's source is a prepared direct weapon action; Brakkus requires any deliberately learned active physical guard mitigating eligible positive incoming direct Physical loss, without an obsolete shield prerequisite; Seliane uses an eligible direct physical ranged hit rather than ritual Magic. Shio's free after-hit enchant is exceptional and does not grant Shadow Guard the Assassin manual skill. Cold Hearth remains timed reduction, not an absorb pool. The card catalogue owns exact slot/trigger/lifetime, drawbacks and ordinary counterplay; this alias summary supplies no extra chance, targets, recursive chains or refreshed protection.
The selected encounter rule contract resolves the competitive-only generic damage break, requires per-action pending-impact windows and rejects exposure definitions without authored thresholds/recovery. The current one-caster research simulator is not full encounter validation.
