Combat glossary
Status effects
Status effects add damage over time, movement restrictions, target-state changes, and stacking vulnerabilities. Source skills and dimension modifiers may change the listed base timing.
8 documented effects4 control effectsLive combat constants
Status effects8
Damage-over-time2
Crowd control4
Conditions2
Status summary
Timing is the ordinary base rule. Individual Skill Hearts, equipment effects, and dimension affixes may supply a different duration or strength.
| Effect | Class | Targets | What it does | Timing |
|---|---|---|---|---|
| Burn | Damage over time | Hero or monsters | Deals repeated fire damage equal to 2% of the triggering hit per tick. Each successful Fire Skill Heart Burn proc adds one stack; at 5, the target consumes every stack and immediately takes all of their scheduled remaining Burn damage. The blast deals 20% of that amount to hostile monsters within 150 pixels, and surviving monsters gain one Burn stack based on the splash. | 3s duration; ticks every 0.5s. Each direct application refreshes every active stack's duration without resetting its tick cadence. Secondary detonations can continue the blast chain, with each monster detonating at most once per cascade. Contact spread copies the strongest remaining stack only to an unburned target. |
| Bleed | Damage over time | Hero or monsters | Gear-triggered Bleed deals 18% of the triggering hit per tick. Each successful Earth Skill Heart Bleed proc adds one stack; at 5, Rupture consumes Bleed and deals 10% of the target's missing health after the triggering hit as fixed physical damage (minimum 1). | 3s from gear; ticks every 0.5s. Reapplication refreshes the active values and preserves Earth stacks, but only Earth Skill Heart Bleed procs add stacks. Expiration clears them. |
| Cold and Frozen | Crowd control | Monsters | Each Cold stack slows movement by 5%. At 5 stacks, the stacks clear, the target freezes, and every other hostile monster within 150 pixels gains one Cold stack. | Frozen for 2s before dimension crowd-control modifiers. Secondary freezes continue the burst chain, with each monster bursting at most once per chain. |
| Electrified | Condition | Monsters | Increases damage received by 1% per stack. On ordinary monsters, a fifth successful Lightning Skill Heart Electrify proc consumes all 5 stacks and sends Discharge to up to 5 other hostile monsters within 190 pixels per jump. The charged monster takes no Discharge damage. | The first Discharge hit uses 50% of the triggering hit's base damage and each later jump retains 85% of the prior jump. Secondary hits use normal Heart effects and can continue the cascade, but each monster can Discharge only once per originating resolution. Without an eligible target, an ordinary monster holds at 4 stacks; non-monster combatants retain the existing 10-stack limit. |
| Stun | Crowd control | Monsters | Stops movement, attacks, and active behavior while the timer is running. | 0.75s from equipment procs before dimension crowd-control modifiers. |
| Rooted | Crowd control | Hero or monsters | Stops movement and prevents the hero from dodging. Rooted monsters may still use attacks that do not require movement. | Duration is supplied by the skill or monster effect; reapplication keeps the longer remaining duration. |
| Blind | Crowd control | Hero or monsters | Forces monster movement direction changes between 30° and 180° instead of normal pursuit. A target that was already Blind before a displacement-tagged hit takes 25% more direct damage. | Direction changes every 1s; the source controls total duration and Blind is not consumed. If forced movement is blocked by terrain, another hostile monster, or the attacker's active Wall, Kinetic Crash deals up to 50% of the triggering hit over 80 pixels of blocked displacement. |
| Tame | Condition | Eligible monsters | Converts the monster into an ally with 1.3× speed and 1.5× attack damage. Enemies independently retaliate at 0.65× damage; tamed monsters drop no loot. | Tamed basic attacks use a 0.25s base cooldown and the monster's authored active frames. Source rules control eligibility and lifetime. |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Stacking and resistance
- Reapplication
- A direct Burn application refreshes every active Burn stack's duration while preserving each tick cadence. Bleed refreshes preserve Earth stacks, but gear and Wand Bleed never add stacks. Root keeps the longer remaining duration. Cold and Electrified use explicit stack counts.
- Burn Detonation
- A fifth successful Fire Skill Heart Burn proc consumes all Burn stacks and immediately deals their exact scheduled remaining damage. Its 150-pixel blast deals 20% of that amount to nearby hostile monsters; survivors gain one Burn stack based on the splash, allowing bounded chains in which each monster detonates once.
- Rupture
- A fifth successful Earth Skill Heart Bleed proc consumes the entire Bleed state. It deals fixed physical damage equal to 10% of the target's missing health after the triggering hit, rounded to the nearest whole number with a minimum of 1.
- Discharge
- A fifth successful Lightning Skill Heart Electrify proc consumes the target's stacks and chains through up to five other hostile monsters. The triggering monster takes no Discharge damage; without an eligible nearby target, it holds at four stacks.
- Kinetic Crash
- Any Wand attack or Skill Heart hit with positive Knockback or Vacuum deals 25% more direct damage when its target was already Blind. If the resulting forced movement hits terrain, another hostile monster, or an attacker-owned Wall, the displaced target takes fixed Force damage up to 50% of the triggering hit over 80 pixels of blocked movement; a struck monster takes half. Blind is never consumed.
- Crowd-control duration
- Dimension modifiers can shorten control durations on monsters. The same multiplier applies to common stuns, freezes, and roots.
- Visible labels
- Active monster conditions appear above the target. When more than three are active, the display prioritizes the first three labels.