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

PropertyWhat the player can expectBoundary
Application resistanceA smaller chance of receiving a named conditionIt can still land below explicit immunity; it does not cure an existing instance
Duration resistanceA shorter successfully applied conditionIt does not change the original application chance or the size of each periodic tick
Damage mitigationLess eligible HP or SP loss under the damage rulesIt does not reject a status attempt merely because its triggering hit was reduced
Status immunityRejection of the explicitly covered condition while the immunity is activeIt does not imply immunity to damage or to every other condition
Cure / cleanse / ally rouseRemoval of the specific existing conditions named by the actionNo universal cleanse, equipment repair or permanent immunity
Enemy dispelRemoval of an eligible dispellable benefitIt is distinct from curing a victim's poison or interrupting a cast
Resolve and category recoveryRejection of new eligible control during the shown windowExisting 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.

KindBucketBucket capEviction priorityIcon classStatuses
hard_cchostile204color.statusfx.cc5
displacehostile200color.statusfx.cc1
soft_cchostile203color.statusfx.debuff6
dothostile202color.statusfx.dot7
debuffhostile201color.statusfx.debuff9
bufffriendly402color.statusfx.buff24
aurafriendly401color.statusfx.buff5
emitterfriendly402color.statusfx.buff8
stancefriendly403color.statusfx.buff4
systemfriendly404color.statusfx.buff1

Control primitives

IDPrimitiveServer behaviourUsed by
CTL-1NO_MOVEmovement commands rejected (STATUS_PREVENTS)Reeling, Rimebound, Stoneset, Lull, Rootbound
CTL-2NO_ATTACKbasic attacks rejected; swing slot does not advanceReeling, Rimebound, Stoneset, Lull, Dread, Veiled
CTL-3NO_SKILLordinary 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 exceptionReeling, Rimebound, Stoneset, Lull, Dread, Muted
CTL-4NO_ITEMconsumable use rejectedReeling, Rimebound, Stoneset, Lull
CTL-5RANDOM_MOVEeach step of a move intent goes to a random walkable neighbour (1 combat draw)Addled
CTL-6FLEE_MOVEserver walks the target one cell per move interval away from the sourceDread
CTL-7DISPLACEinstant push of n cells along the source-to-target lineShove
CTL-8HIDDENabsent from AOI of entities without DETECT_HIDDEN; untargetable by single-target actionsVeiled
CTL-9NO_HIDEHIDDEN cannot be appliedLantern-lit
CTL-10FORCE_TARGETmonster AI must target the source ; no effect on playersGoaded
CTL-11SLOT_DISABLEDone equipment slot contributes no mods (see the equipment-state rules below)Disarmed
CTL-12PERIODICdamage or heal every periodRotsick, Gash, Kindled, Blackrot, Rimebite, Hollowing, Mindscorch, Mending
CTL-13EMITaura emitter: pulses an effect on entities in radiusDread Presence, Rot Miasma, Rimefield, Chorus of Swiftness (performing), Chorus of Shelter (performing), Revel of Fortune (performing), Revel of Vigor (performing), Lantern Vigil (performing)

Stacking

RuleOn re-application while activeUsed by
exclusiverejected ALREADY_CC while any lock is active (so a lock is never refreshed, and a refresh never consumes a DR step)the 8 locks
refreshfriendly: lower level → LOWER_LEVEL; else end = max(old end, new end), the higher level and the newest source stay; the periodic anchor is keptdebuffs, 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
stacksstacks + 1 (≤ max), end = max(old end, new end), every mod and periodic amount × stacksGash ≤ 3 (per source), Cracked Guard ≤ 3
independentone instance per key, ≤ max instances; a hostile re-application on a live key is ignored (ALREADY_ACTIVE, no DR step); a friendly one refreshesDisarmed (one per slot, ≤ 4, DR disarm)
extendend = min(old end + D, now + 1,800,000 ms)reserved for consumable buffs
replacethe old instance is removed, the new one landsendows ( "newest wins")
highesta weaker application (both level and amount ≤ the active ones) is rejected LOWER_LEVEL; otherwise the larger level and the larger amount stay, end = maxHearthward (amount = barrier HP), aura children
togglerejected ALREADY_ACTIVE; the toggle command turns it offVeiled, stances, aura emitters
instantno instance; the effect resolves at onceShove
systemengine-granted onlyResolve

Remover classes

ClassRuleStatuses
curea cure item or cleanse skill that lists it may remove itMuted, Dimsight, Rootbound, Addled, Leaden, Rotsick, Gash, Kindled, Blackrot, Rimebite, Mindscorch
holyonly a Holy cure may remove it (an item or skill flagged Holy, or Lantern's Favour)Stoneset, Hexmark, Hollowing
cleansea listed cleanse skill or Hearthroot Elixir may remove itCracked Guard, Faltering, Laid Bare, Withering, Sapped, Sluggish, Lantern-lit
rouseonly an ally's rouse skill may remove it (the bearer cannot act)Reeling, Rimebound, Lull, Dread
dispellablean enemy dispel may remove itLantern'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
noneno ordinary cure or enemy dispel removes it; Disarmed has separate Rebinding Clasp recoveryShove, 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.

CodeCure effectCarrierRemovesAccess (planned)NPC base price
C-ANTIClearwater Tonicitem (self or ally ≤ 5 tiles)cure: Muted, Dimsight, Rootbound, Addled, Leaden, Rotsick, Gash, Kindled, Blackrot, Rimebite, Mindscorchuniversal8 CR
C-LANTERNLantern Wateritem (self or ally ≤ 5 tiles)holy: Stoneset, Hexmark, Hollowinguniversal12 CR
C-PANACEAHearthroot Elixiritem (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-litcommon80 CR
—Purge Venomskill (Thief)Rotsickclass—
—Hearth Cureskill (Acolyte)Muted, Dimsight, Addled, Rootbound, Leadenclass—
—Ember Absolutionskill (Priest)Cracked Guard, Faltering, Laid Bare, Withering, Sapped, Sluggish, Lantern-litclass—
—Lantern's FavourbuffStoneset, Hexmark, Hollowingclass—

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

TriggerFires whenEnds
action_damagea landed action (not a DoT tick) takes HP > 0Lull, Veiled
phys_hita landed physical action (HIT or CRIT), even if a barrier absorbs itRimebound
fire_damagea landed action or DoT tick with element Fire and element modifier > 0Rimebound, Rimebite
water_damagea landed action with attack element WaterKindled
damage_10pctHP lost since application (actions and DoT ticks) reaches 10 % of Max HPDread, Addled
own_actionthe bearer attacks, uses a skill or uses an itemVeiled
weapon_changethe bearer changes weaponKindling Edge, Tide Edge, Gale Edge, Root Edge, Lantern Edge, Gloam Edge, Memory Edge, Rot Edge
leave_radiusno pulse refreshed it within 3,000 msChorus 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.

IDWire id (u16)NameGeneric labelKindEffectNotes
stun1ReelingStunhard_ccCTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM—
freeze2RimeboundFreezehard_ccCTL-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—
petrify3StonesetStonehard_ccCTL-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 HP1,500 ms onset (Stonecreep: can move and use items, cannot attack or cast) before the stone phase
sleep4LullSleephard_ccCTL-1 NO_MOVE; CTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-4 NO_ITEM—
fear5DreadFearhard_ccCTL-2 NO_ATTACK; CTL-3 NO_SKILL; CTL-6 FLEE_MOVEitems allowed
knockback6ShoveKnock-backdisplaceCTL-7 DISPLACE1..5 cells; per-target ICD 1,000 ms; DR and Resolve apply; root and KNOCKBACK_IMMUNE block; pull uses the same rules
silence10MutedSilencesoft_ccCTL-3 NO_SKILLExpressly flagged manual nonspell guards remain usable while Muted alone; retained parked CAD04 termination grants no active tree access, casting or autocasts
blind11DimsightBlindsoft_ccHIT_PCT -25; FLEE_PCT -25reduced vision is client-side only; AOI specified
curse12HexmarkCursesoft_ccSTAT_ZERO LUK; DMG_PCT -250 (phys); MOVE_PCT -10—
root13RootboundRootsoft_ccCTL-1 NO_MOVEcan attack, cast and use items
confusion14AddledConfusionsoft_ccCTL-5 RANDOM_MOVE—
slow15LeadenSlowsoft_ccMOVE_PCT -30—
poison20RotsickPoisondotDEF_PCT -250; REGEN_HP_PCT -100; CTL-12 10‰ Max HP damage per 2,000 ms , never below 1 HPnever below 1 HP
bleed21GashBleeddotREGEN_HP_PCT -100; CTL-12 20‰ Max HP damage per 3,000 mstick × stacks; can kill
burn22KindledBurndotCTL-12 15‰ Max HP damage, Fire per 2,000 msFire element on every tick
deadly_poison23BlackrotDeadly poisondotDEF_PCT -250; REGEN_HP_PCT -100; CTL-12 20‰ Max HP damage per 2,000 msreplaces Rotsick from the same source; can kill
frostbite24RimebiteFrostbitedotMOVE_PCT -15; CTL-12 10‰ Max HP damage, Water per 2,000 msWater element on every tick; its slow joins the strongest-wins slow rule
drain25HollowingCurse draindotCTL-12 10‰ Max HP damage, Shadow per 2,000 ms , never below 1 HP, heals the applier by the HP takenShadow element; heals the applier by the HP taken (Spent applies); never below 1 HP
mana_burn26MindscorchMana burndotCTL-12 30‰ Max SP loss per 2,000 ms , never below 1 SPburns SP, not HP; monsters have no SP pool
sunder40Cracked GuardDefence reductiondebuffDEF_PCT -100—
enfeeble41FalteringWeakendebuffDMG_PCT -150—
exposed42Laid BareVulnerabledebuffRES_ALL -150—
wither43WitheringHeal blockdebuffHEAL_RECEIVED -300; ITEM_HEAL -300—
sap44SappedMana sapdebuffSP_COST_PCT +25; REGEN_SP_PCT -100—
lethargy45SluggishAttack and cast slowdebuffCAST_VAR_PCT -30attack rate × 700‰ after '
strip46DisarmedGear disableddebuffCTL-11 SLOT_DISABLEDone instance per slot; on a monster (no slots) the slot's arg_mods apply instead
goaded47GoadedTauntdebuffCTL-10 FORCE_TARGETmonsters only; players ignore it
revealed48Lantern-litRevealeddebuffCTL-9 NO_HIDE—
blessing100Lantern's FavourStat boonbuffSTAT_FLAT +10 STR; STAT_FLAT +10 INT; STAT_FLAT +10 DEXapplying it runs a Holy cure (removes every holy status)
fleetstep101FleetstepHastebuffMOVE_PCT +25—
quickened102QuickenedTempo upbuffTEMPO_CP +1,000—
hearthward103HearthwardBarrierbuffBARRIER +1,000amount ≤ 50 % Max HP at application
steadfast104SteadfastUnflinchingbuffENDURE; KNOCKBACK_IMMUNE—
stillmind105StillmindUninterruptiblebuffUNINTERRUPTIBLE—
mending106MendingRegenerationbuffCTL-12 20‰ Max HP heal per 2,000 ms—
keen_edge107Keen EdgeCrit upbuffCRIT +100—
steady_hand108Steady HandAccuracy upbuffHIT_FLAT +30—
windstep109WindstepEvasion upbuffFLEE_FLAT +30—
clear_mind110Clear MindMind wardbuffSTATUS_RES +30 sleep/silence/confusion/fear—
ironhide111IronhideBody wardbuffSTATUS_RES +30 stun/root/freeze/petrify—
purity112Purity WardDoT immunitybuffSTATUS_IMMUNE poison/deadly_poison/bleed/burn/frostbite/drain/mana_burnskill only; cooldown ≥ 60 s
mirror_shell113Mirror ShellMagic reflectbuffREFLECT_MAGIC +150—
thornhide114ThornhideMelee reflectbuffREFLECT_MELEE +150—
endow_fire120Kindling EdgeFire weaponbuffENDOW Fire—
endow_water121Tide EdgeWater weaponbuffENDOW Water—
endow_wind122Gale EdgeWind weaponbuffENDOW Wind—
endow_earth123Root EdgeEarth weaponbuffENDOW Earth—
endow_holy124Lantern EdgeHoly weaponbuffENDOW Holy—
endow_shadow125Gloam EdgeShadow weaponbuffENDOW Shadow—
endow_spirit126Memory EdgeSpirit weaponbuffENDOW Spirit—
endow_poison127Rot EdgePoison weaponbuffENDOW Poison—
veiled130VeiledHiddenbuffCTL-8 HIDDEN; CTL-2 NO_ATTACK; MOVE_PCT -30toggle; SP upkeep per skill ; Lantern-lit removes and blocks it
chorus_swift200Chorus of SwiftnessSong: TempoauraTEMPO_CP +800—
chorus_shelter201Chorus of ShelterSong: shelterauraRES_ALL +100—
revel_fortune202Revel of FortuneDance: fortuneauraCRIT +60; PDODGE +30—
revel_vigor203Revel of VigorDance: vigourauraREGEN_HP_PCT +50; REGEN_SP_PCT +50—
vigil_lantern204Lantern VigilWard auraauraSTATUS_RES +20 curse/fear—
dread_presence220Dread PresenceFear auraemitterCTL-13 pulses Dread at 100‰, radius 5—
rot_miasma221Rot MiasmaPoison auraemitterCTL-13 pulses Rotsick at 150‰, radius 4—
rimefield222RimefieldSlow auraemitterCTL-13 pulses Leaden at 300‰, radius 6—
emit_chorus_swift210Chorus of Swiftness (performing)Aura sourceemitterCTL-13 pulses Chorus of Swiftness at 1000‰, radius 5the performer's toggle ; pulses its child
emit_chorus_shelter211Chorus of Shelter (performing)Aura sourceemitterCTL-13 pulses Chorus of Shelter at 1000‰, radius 5the performer's toggle ; pulses its child
emit_revel_fortune212Revel of Fortune (performing)Aura sourceemitterCTL-13 pulses Revel of Fortune at 1000‰, radius 5the performer's toggle ; pulses its child
emit_revel_vigor213Revel of Vigor (performing)Aura sourceemitterCTL-13 pulses Revel of Vigor at 1000‰, radius 5the performer's toggle ; pulses its child
emit_vigil_lantern214Lantern Vigil (performing)Aura sourceemitterCTL-13 pulses Lantern Vigil at 1000‰, radius 3the performer's toggle ; pulses its child
stance_shieldwall250ShieldwallStance: guardstanceDEF_PCT +200; MOVE_PCT -20; DMG_PCT -100—
stance_redline251RedlineStance: furystanceDMG_PCT +150 (phys); RES_ALL -100; HEAL_RECEIVED -200—
stance_starsight252StarsightStance: focusstanceCAST_VAR_PCT +15; MOVE_PCT -25—
stance_flowing253Flowing StepStance: flowstanceFLEE_FLAT +20; TEMPO_CP +500; DEF_PCT -200—
resolve300ResolveCC immunitysystem—granted when any lock ends on a player

Hostile chance, duration and resistance

StatusBase chanceCard/item proc maxBase durationTickResist statDR category (players)Window after expiry (players)PvP duration scalar
Reeling300‰100‰3,000 ms—VITstunResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget1,000‰
Rimebound300‰100‰6,000 ms—INTfreezeResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget500‰
Stoneset200‰50‰12,000 ms5,000 msINTpetrifyResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget500‰
Lull300‰100‰10,000 ms—INTsleepResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget500‰
Dread200‰50‰3,000 ms—LUKfearResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget1,000‰
Shove1,000‰100‰instant—STRknockbackICD 1,000 ms + DR 15,000 ms1,000‰
Muted300‰100‰15,000 ms—INTsilenceResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget500‰
Dimsight300‰100‰20,000 ms—INT—none750‰
Hexmark300‰100‰30,000 ms—LUK—none500‰
Rootbound300‰100‰4,000 ms—STRrootResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget1,000‰
Addled300‰100‰10,000 ms—LUKconfusionResolve max(lock, 2,000 ms PvP / 2,000 ms monster), ≤ 15,000 ms (all locks and Shove) + DR 15,000 ms + budget500‰
Leaden500‰150‰8,000 ms—AGI—none1,000‰
Rotsick400‰150‰20,000 ms2,000 msVIT—none1,000‰
Gash300‰100‰30,000 ms3,000 msVIT—none500‰
Kindled300‰100‰10,000 ms2,000 msINT—none1,000‰
Blackrot200‰50‰15,000 ms2,000 msVIT—none500‰
Rimebite300‰100‰10,000 ms2,000 msINT—none1,000‰
Hollowing300‰100‰12,000 ms2,000 msLUK—none1,000‰
Mindscorch300‰100‰10,000 ms2,000 msINT—none1,000‰
Cracked Guard500‰150‰10,000 ms—VIT—none1,000‰
Faltering500‰150‰10,000 ms—STR—none1,000‰
Laid Bare500‰150‰8,000 ms—LUK—none1,000‰
Withering500‰150‰10,000 ms—VIT—none1,000‰
Sapped500‰150‰15,000 ms—INT—none1,000‰
Sluggish500‰150‰10,000 ms—AGI—none1,000‰
Disarmed1,000‰100‰5,000 ms—DEXdisarmDR disarm 15,000 ms (not blocked by Resolve)1,000‰
Goaded1,000‰ (no resist)—3,000 ms———none1,000‰
Lantern-lit1,000‰ (no resist)—10,000 ms———none1,000‰

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.

StatusStackingDispel classEnds early onNormalEliteBoss (registered)WorldNature immunityIcon
Reelingexclusiverouse—fullfullimmuneimmune—cc
Rimeboundexclusiverousefire_damage, phys_hitfullfullimmuneimmuneUndeath elementcc
Stonesetexclusiveholy—fullfullimmuneimmune—cc
Lullexclusiverouseaction_damagefullfullimmuneimmuneConstruct, Revenantcc
Dreadexclusiverousedamage_10pctfullfullimmuneimmuneConstruct, Revenantcc
Shoveinstantnone—fullfullimmuneimmune—cc
Mutedexclusivecure—fullfullimmuneimmune—debuff
Dimsightrefreshcure—fullfullimmuneimmune—debuff
Hexmarkrefreshholy—fullfullimmuneimmune—debuff
Rootboundexclusivecure—fullfullimmuneimmune—debuff
Addledexclusivecuredamage_10pctfullfullimmuneimmune—debuff
Leadenrefreshcure—fullfull½ duration½ duration—debuff
Rotsickrefreshcure—fullfull½ duration½ durationPoison element, Undeath elementdot
Gashstacks ≤ 3cure—fullfull½ duration½ durationConstruct, Revenantdot
Kindledrefreshcurewater_damagefullfull½ duration½ durationFire elementdot
Blackrotrefreshcure—fullfull½ duration½ durationPoison element, Undeath elementdot
Rimebiterefreshcurefire_damagefullfull½ duration½ durationWater elementdot
Hollowingrefreshholy—fullfull½ duration½ durationShadow element, Undeath elementdot
Mindscorchrefreshcure—immuneimmuneimmuneimmune—dot
Cracked Guardstacks ≤ 3cleanse—fullfullfullfull—debuff
Falteringrefreshcleanse—fullfullfullfull—debuff
Laid Barerefreshcleanse—fullfullfullfull—debuff
Witheringrefreshcleanse—fullfullfullfull—debuff
Sappedrefreshcleanse—fullfullfullfull—debuff
Sluggishrefreshcleanse—fullfullfullfull—debuff
Disarmedindependent ≤ 4none—fullfullimmuneimmune—debuff
Goadedrefreshnone—fullfullfullfull—debuff
Lantern-litrefreshcleanse—fullfullfullfull—debuff

Friendly timing

StatusDefault durationTickStackingDispel classMod sourceIcon
Lantern's Favour240,000 ms—refreshdispellablestatusbuff
Fleetstep240,000 ms—refreshdispellablestatusbuff
Quickened180,000 ms—refreshdispellablestatusbuff
Hearthward10,000 ms—highestdispellablestatusbuff
Steadfast10,000 ms—refreshdispellableskillbuff
Stillmind8,000 ms—refreshdispellablestatusbuff
Mending10,000 ms2,000 msrefreshdispellablestatusbuff
Keen Edge120,000 ms—refreshdispellablestatusbuff
Steady Hand120,000 ms—refreshdispellablestatusbuff
Windstep120,000 ms—refreshdispellablestatusbuff
Clear Mind120,000 ms—refreshdispellablestatusbuff
Ironhide120,000 ms—refreshdispellablestatusbuff
Purity Ward10,000 ms—refreshdispellableskillbuff
Mirror Shell30,000 ms—refreshdispellablestatusbuff
Thornhide30,000 ms—refreshdispellablestatusbuff
Kindling Edge300,000 ms—replacedispellablestatusbuff
Tide Edge300,000 ms—replacedispellablestatusbuff
Gale Edge300,000 ms—replacedispellablestatusbuff
Root Edge300,000 ms—replacedispellablestatusbuff
Lantern Edge300,000 ms—replacedispellablestatusbuff
Gloam Edge300,000 ms—replacedispellablestatusbuff
Memory Edge300,000 ms—replacedispellablestatusbuff
Rot Edge300,000 ms—replacedispellablestatusbuff
Veiledtoggle—togglenonestatusbuff
Chorus of Swiftness3,000 ms1,000 ms pulsehighestnonestatusbuff
Chorus of Shelter3,000 ms1,000 ms pulsehighestnonestatusbuff
Revel of Fortune3,000 ms1,000 ms pulsehighestnonestatusbuff
Revel of Vigor3,000 ms1,000 ms pulsehighestnonestatusbuff
Lantern Vigil3,000 ms1,000 ms pulsehighestnonestatusbuff
Dread Presencetoggle1,000 ms pulsetogglenonestatusbuff
Rot Miasmatoggle1,000 ms pulsetogglenonestatusbuff
Rimefieldtoggle1,000 ms pulsetogglenonestatusbuff
Chorus of Swiftness (performing)toggle1,000 ms pulsetogglenonestatusbuff
Chorus of Shelter (performing)toggle1,000 ms pulsetogglenonestatusbuff
Revel of Fortune (performing)toggle1,000 ms pulsetogglenonestatusbuff
Revel of Vigor (performing)toggle1,000 ms pulsetogglenonestatusbuff
Lantern Vigil (performing)toggle1,000 ms pulsetogglenonestatusbuff
Shieldwalltoggle—togglenonestatusbuff
Redlinetoggle—togglenonestatusbuff
Starsighttoggle—togglenonestatusbuff
Flowing Steptoggle—togglenonestatusbuff
ResolveElapsed lock, minimum2,000 ms, cap15,000 ms—systemnonestatusbuff

Causes and responses

ConditionTypical explicit causeWhat changesResponse
ReelingVowshield Slam, Breaker's Charge, control-only Anvil Drop or an authored monster stunMovement, attacks, skills and own items deniedPrepare body resistance, ally rouse, wait for expiry; damage does not automatically end it
RimeboundRime Grip, Rimefall, Deepfrost or an authored freezing actionHard lock, Water defensive affinity, lower hard DEF and higher MDEFAlly rouse, an eligible physical hit or Fire interaction
StonesetAn authored petrifying spell or monster actionStonecreep then hard lock/Earth affinity and bounded periodic lossOwn Lantern Water during onset; ally Holy cure after full stone
LullExplicit sleep spell or sleep trapHard lockAlly rouse or a damaging direct action; DoT does not wake it
DreadExplicit fear action or Dread Presence pulseAttacks/skills denied and forced retreatItems remain usable; ally rouse, expiry or10%MaxHP lost
Shove / pullArc Sweep, advancing strike or named displacementUp to5 walkable cells; no terrain crossingRoot, Steadfast, Resolve and shared displacement recovery
MutedExplicit silence spell, Seliane's eligible direct physical ranged card attempt or a registered hostile performanceOrdinary 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 accessClearwater Tonic, Hearth Cure, expiry; shared lock recovery
DimsightThunderspire, Smoke Screen or explicit blind actionHIT and FLEE−25%; cosmetic vision cue onlyCure; guaranteed criticals still land
HexmarkAuthored curse actionLUK set0, physical damage−250‰, movement−10%Holy cure; no item ownership change
RootboundSnareline, Wire Snare, Clause of Binding or Hook and BindMovement denied; ordinary attacks/skills/items remainClearwater Tonic or Hearth Cure; shared lock recovery
AddledExplicit confusion spell or monster actionRandomized legal movementCure, expiry or10%MaxHP lost
LeadenNamed slow action, Rimefield pulseMovement−30%Cure or Fleetstep interaction; strongest slow only
RotsickVenom Haze, poison trap or Rot MiasmaNonlethal periodic Poison-family loss, DEF reduction, no natural HP regenPurge Venom, Clearwater Tonic or broad poison cure
BlackrotDeadly Poison Enchant's separate successful on-hit attemptLethal periodic Poison-family loss; replaces same-source RotsickClearwater Tonic, Hearthroot Elixir or Purifying Flame
GashLethal Venom / Open-Wound Venom or an authored bleed actionLethal periodic loss, at most3 stacks/sourceListed cure; no natural HP regen while active
KindledExplicit burn payloadPeriodic Fire damageCure, Water action or freezing interaction
RimebiteExplicit frostbite payloadPeriodic Water damage and movement slowCure, Fire interaction; Water-affinity nature immunity
HollowingExplicit curse-drain payloadNonlethal Shadow loss healing source by applied lossHoly cure, Shadow/Undeath affinity immunity
MindscorchExplicit mana-burn payloadSP loss only, never below1 SPCure, SP management; no SP pool means no application
Cracked GuardExplicit sunder/defence debuffDEF reduced; up to3 stacksEligible cleanse; coating/repair do not answer it
Faltering / Laid BareExplicit weakening/exposure payloadDamage or resistance reducedEligible cleanse; no equipment disable
WitheringExplicit anti-healing actionSkill/item healing reducedEligible cleanse; healing is reduced rather than absolutely blocked
SappedExplicit mana-sap actionHigher SP costs and no natural SP regenEligible cleanse
SluggishExplicit attack/cast-slow actionFinal attack rate−30%; slower variable castEligible cleanse or Quickened interaction; strongest attack slow only
DisarmedSelected-slot strip or competitive equipment breakNamed slot contributes no benefitsMatched pre-coating, Rebinding Clasp or expiry
GoadedBrand Challenge, Sand Challenge or monster tauntMonster targets the causePlayers retain target choice; threat/expiry resolve monster behavior
Lantern-litLumen Sight, detection or explicit reveal payloadVeiled ends and cannot restartEligible 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

ParameterExpressionInputsRoundingLimits
Chancec = ⌊clamp(base, 0, 1000) × (100 − r) / 100⌋ ‰; lands iff the zone's draw uniform(0, 999) < cbase ‰ 0…1,000 (content ≤ proc max for cards/items); r % 0…100floor once0…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 levelfloorstat 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 factorfloor per step, in this order≥ 25 % of B before H, P, M, R
Ticksticks(ms) = max(1, ⌊(ms × 30 + 500)/1000⌋) for ms > 0; end_tick = apply_tick + ticks(D)ms ≥ 0; 30 Hz zone ticknearest tick, half up≥ 1 tick
Periodic amountdamage 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…3floorreference HP ≤ 100,000; never below 0
Periodic countn = #{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 mstick-exactn ≥ 0
Stacksvalue_eff = value × stacks for every mod and periodic amount of a stacks statusstacks 1…max_stacksexactCracked Guard ≤ 3, Gash ≤ 3
DR factorR = (1000, 500, 250)[step]; step ≥ 3 → rejected DR_IMMUNEstep 0…3 per (player, DR category)exact—
ResolveResolve = clamp(⌊elapsed × 1000/1000⌋, max(1,000, class minimum), 15,000) ms after any lock ends on a playerelapsed = ticks the instance was active × 1000/30 ms; class minimum (PvP and monster 2,000 ms)floor2,000…15,000 ms for players
Aura childchild_end = pulse_tick + ticks(3,000); pulses every ticks(1,000) while the emitter can actradius 1…7 tiles (Chebyshev)tick-exactone child per aura group per target (highest level)
Shove distancecells = ⌊clamp(n, 0, 5) × knockback ‰ / 1000⌋ ; stops before the first non-walkable celln from the source (data); knockback ‰ of the target's modefloor≤ 5 cells; one Shove per target per ticks(1,000)
Mode scalarM_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 scalingmode = id the target is in; lo/hi = knob rangefloorcc_duration 500…1,000‰; dot_damage 500…1,000‰; knockback 0…1,000‰; strip_duration 500…1,000‰
Strongest slowslow_k = max(floor_k, min(hostile k < 0)) per key k, floor in the key's unit; friendly mods add afteractive hostile statusesexactMOVE_PCT -50 % movement, RATE_PM -500‰ attack rate
DoT capsinstances 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 discardedpool HP or SP; loss after resistance and damage routingfloor50‰ Max pool per second
Lock rulesroot = 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 lostB, W, caps, Resolve minimum, break: knobsticksd ≤ min(cap, B)
DoT modsnon-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 stacklive DoT instancesexactgroup caps still apply
Attack-rate slowrate' = 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 monstersrate in m (‰ attacks/s); rate_pm ≤ 0 per statusfloor−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 stateSlot stateAvailable benefitsRecovery
UsableOpenNormal item, cards, grants and set contributionNone needed
Broken in PvEOpenNo benefits from the broken itemRepair that item or equip a usable spare
UsableStripped / competitive disruptionNo benefits from that slotExpiry or one Rebinding Clasp; a swap cannot bypass lock
Broken in PvEStripped / competitive disruptionNeither repair alone nor unlock alone restores benefitsRepair item and remove/wait out slot lock separately
Usable with coatingOpenNormal benefits; matching future break/strip rejectedCoating cannot stop ordinary damage
Broken with later coatingOpenStill broken; future matching disruption preventedRepair remains necessary
Usable with coatingAlready lockedStill locked; coating does not unlockClasp/expiry remains necessary
Broken with coatingAlready lockedBoth restrictions remain; coating prevents only future applicationsResolve repair and lock independently
Any of theseCracked Guard additionally activeEquipment-state result stays; character DEF also reducedCleanse 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

SourceWeaponShieldBody armourHeadgear
Loosen Grip GLC02Strip———
Shield Hook GLC03—Strip——
Buckle Cut GLC04——Strip—
Crown Flick GLC05———Strip
Full Unbuckle GLM02Independent stripIndependent stripIndependent stripIndependent strip
Selected Gel Coat ALM07Protect selected slotProtect selected slotProtect selected slotProtect selected slot
Gel Fortress DST06Party protect—Party protect—
Hedda's Ironvow cardEligible weapon break only———
Ironhusk Echo——Protect—
Durmothe EchoProtectProtect——
Girding WaxProtect selected own slotProtect selected own slotProtect selected own slotProtect 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.

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