Conditions
Buffs, debuffs and status effects; how they are applied, how long they last, and what they stop you doing.
Conditions are temporary effects with a name, a type, a duration and, where needed, a strength. They include poisons, stuns, blessings, wards, songs and damage over time.
Seeing what is on you#
buffs lists everything affecting you, split into buffs and debuffs. Each row
gives the name, a short description of what it does, and the time left in
minutes and seconds. An effect that never runs out on its own shows ~~~
instead of a countdown.
buffs all adds an Always on section: your passives, your remort bonuses and
the totals your worn gear gives to health, spell points and endurance.
settings buffs changes the display: a bordered table, a plain style for
screen readers, or your own colors. settings buffs messages off hides the
notice when a buff runs out. A debuff running out is always announced.
Types#
| Type | Meaning |
|---|---|
| Buff | A beneficial effect. Shown in the buffs section. |
| Debuff | A harmful effect. Shown in the debuffs section, and given a distinct expiry message. |
| Hex | A curse maintained by a caster, such as the Numb Hands left by a necromancer's Chilling Grasp. Not listed by buffs, which shows only plain buffs and debuffs. |
| Maintained | Something you are actively sustaining, such as a bard's performance. Not listed by buffs, which shows only plain buffs and debuffs. |
The type changes only how an effect is shown and how its end is announced. What it does is up to the condition itself.
Duration and expiry#
Durations are set by whatever applied the condition, not by the condition itself, so the same debuff can be brief from a low-level source and lengthy from a high-level one. Some conditions are permanent, which normally means they are tied to something else, such as a worn item or a stance that refreshes itself.
Expiry is checked when your condition list is read. During a fight that happens every round, so an effect never lingers more than about two seconds past its time. Outside combat an expired effect is treated as gone until the list is next read.
Applying a condition that is already on you refreshes it rather than adding a second copy, and it never cuts short what is already running: if the effect on you has longer left, that timer is kept. A permanent version of an effect outranks a timed one, and a damage over time effect applied twice does not tick twice as hard. Different conditions can sit side by side, each by its own rules.
Damage and healing over time#
Effects that tick do so once per combat round, every two seconds. A few of the slower afflictions tick every third round instead, about every six seconds: bleeding, infection, plague, and the necromancer's Grasp of the Dead. Burning deals a flat 10 damage a tick whoever set it, before your own resistances; only its length depends on the source.
Some effects are held by their caster and end if the caster leaves the room. Resonance, Bladebind, Bloodboil, Wither and Soulburn all break when whoever cast them walks away, so getting away from the caster is a fair answer to them.
Healing over time works the same way in reverse, and warns you shortly before it fades so you can renew it.
Ticking runs on the same round clock whether or not a fight is going on. Applying a damage or healing over time effect starts that clock in the room, so a poison landed out of combat starts ticking at once, and a burn still running when the last enemy drops keeps burning until it ends.
What conditions stop you doing#
Movement. Rooted, stunned and knocked down all prevent you leaving the room. Hobbled is different: it does not stop you moving, it waits until you try, then throws you to the ground and knocks you down for eight seconds. If you are following a group leader, being stunned or knocked down will not stop you being dragged along, but being rooted will.
Attacking. Stunned and knocked down both stop you attacking, and the round skips a stunned character's swing entirely. A knocked down or stunned character still gives their opponent a free swing back. Petrified stops you acting at all, but a petrified target also takes no damage and cannot be attacked.
Speaking. Mute stops say, whisper and shout working.
Casting. Mute also blocks any skill or spell with a cast time. Instant physical abilities still work, so how much it hurts depends on the class. Petrified blocks every skill.
Fleeing. No Flee prevents flight outright, and a leg wound does the same. Fear inverts the problem: it forces you to flee every round whether you want to or not, unless one of those two is stopping you.
Common effects#
| Condition | Effect |
|---|---|
| Burning, Wither, Soulburn, Bloodboil, Bladebind, Resonance | Damage each round |
| Bleeding, Infected, Plagued | Damage every third round. Plague also cuts the victim's own damage by 20 percent |
| Decayed | 20 percent less damage dealt |
| Dissonance | 50 percent less damage dealt |
| Feared | Forced flight each round, and 15 percent less damage dealt |
| Blinded | 50 percent chance to miss, negated by the Blind Fighting passive |
| Eye Wound | 50 percent chance to miss |
| Mocked, Dirge, Deafened | 10, 5 and 15 percent less chance to hit respectively |
| Off Balance | 15 percent less damage reduction from armor |
| Sickness | You cannot eat or drink |
| Seduced, Charmed | Broken the moment the target takes damage |
| Bless | 5 percent better chance to hit |
| Aura of Fortitude | 10 percent more maximum health and armor class, for the paladin and nearby allies |
| Aura of Sanctum | Flat 10 percent damage reduction, and it does not use up the one defense each attack allows |
| Go for the Eyes | 15 percent more critical hit chance |
| Elemental resistances | Typically 25 percent against one damage type |
Immunities#
Some buffs give immunity to a particular debuff. While you have one, that debuff is refused outright and you are told you resisted it. Immunities exist for knockdown, stun, root, mute and sickness, and gaining one also clears the matching debuff if you already have it. Some buffs cover several at once: the healer's Unbending stops stun, root and knockdown together.
Aura of Stability blocks knockdown for as long as it lasts. The cleric passive Unshakable Faith blocks both knockdown and stun, but only while the cleric is below a quarter of their maximum health.
Other protections can reject a condition without granting full immunity. Shield Mastery gives a warrior of level 31 or above a 50% chance to resist knockdown while a shield is equipped. Anvil of Kranos gives its cleric the knockdown protection without that equipment check. Thalos's Unbound blessing has a 25% chance to reject a stun, root or knockdown. Individual effects may also modify duration; check the particular ability or blessing.
Getting rid of them#
Healers and clerics have abilities that remove conditions. A healer can lift a set list of afflictions directly, and several paladin abilities cleanse blindness and charm. Otherwise you can wait an effect out, break a caster held effect by leaving the room, or set off its breaking point where it has one: damage breaks seduction and charm, for instance.