Wiki · Combat
Status Effects and Damage Over Time
How poison, bleeding, burning, stun, silence, stealth, cures, gem procs, and Mana Shield interact in combat.
Status effects change what you and your target can do during a fight. Some deal damage over time (DoT) after the initial hit. Others lock down movement, block spellcasting, or hide you from enemies. This page covers the effects players run into most often. For attack basics and damage types, start with the Combat Overview. For antidotes, bandages, and other answers in your backpack, see Consumables, Potions, and Buffs.
How effects are applied
Harmful effects usually come from one of these sources:
- Weapon or ammo hits — many swords, staves, bows, and arrows list an on-hit effect and a proc chance on the item card.
- Attached gems — gems can add new on-hit effects and raise the proc chance on compatible gear. See Rarity, Gems, and Weight for socket rules.
- Spells — some class spells deal immediate damage and apply an effect, or apply a control effect on their own (stun, silence, stealth).
- Monster abilities — hostile NPCs can inflict the same effect families through their natural attacks or pet-gem bonuses.
When a proc succeeds, the effect starts ticking on the target until its duration runs out or it is cured. DoT ticks also count toward PvE experience on NPC kills, the same way direct hit damage does.
Damage over time: poison, bleeding, and burning
These three DoTs drain health on a timer. Each tick uses a damage formula based on the attacker’s level and combat stats and the target’s Resistance and Magic Resistance. NPC-sourced DoT on players is toned down compared with player-sourced DoT. Every tick still respects the minimum damage floor of 1.
| Effect | Total duration | Tick interval | Typical sources |
|---|---|---|---|
| Poison | 60 seconds | every 5 seconds | poison weapons and staves, poison arrows, poison gems, poison runes, venomous monsters |
| Bleeding | 30 seconds | every 2 seconds | bladed weapons and arrows, Bleeding Edge (Warrior spell), bandage-worthy hunt routes |
| Burning | 40 seconds | every 2 seconds | fire weapons and ammo, fire staves, fire gems, fire runes |
While a DoT is active you keep taking damage even if the attacker walks away or dies. Watch your health bar between ticks and keep cures or potions ready on long hunts.
Other gear effects such as freezing, corruption, and vine grasp use the same ticking system but may add extra debuffs (for example, vine grasp can slow your movement when certain NPCs apply it).
Stun and paralysis
Stun is the main hard crowd-control effect in combat. While stunned, you cannot move. The game shows a rooted-style animation on the target. Stunned NPCs also pause their normal behavior until the effect ends.
Common stun sources:
| Source | Classes | Duration (scales with Magic skill) | Notes |
|---|---|---|---|
Stun (talas tamb-eth) | Warrior, Rogue, Berserker | 10–20 seconds | Ranged spell; high-level NPCs can be immune |
Entangling Roots (raithin-nodrim) | Druid | 5–10 seconds | Nature-themed stun; same immunity rules on strong NPCs |
Players often call stun paralysis when a character is rooted in place and unable to act normally. There is no separate paralysis status — stun and root-style spell hits cover that role.
Stun does not stop you from being hit, and it does not by itself block basic attacks the way silence blocks spells. It mainly removes your ability to reposition.
Silence
Silence blocks all spellcasting on the affected character for a short window. While silenced, the Spellbook refuses casts with a message that you cannot cast any spell.
| Source | Classes | Duration (scales with Magic skill) |
|---|---|---|
Silence Spell (vocem inhibeo) | Druid, Hunter | 5–10 seconds |
Silence is a strong PvP tool against mages and any class relying on spell finishers. It does not stop weapon attacks, movement, or consumable use.
Stealth
Stealth makes a Rogue hard to see (semi-transparent on screen) and untargetable for normal attacks and most spell targeting while it lasts.
| Source | Class | Duration (scales with Magic skill) |
|---|---|---|
Stealth Spell (talas nelluon) | Rogue | 15–40 seconds |
Stealth rules worth remembering:
- Attacking another player breaks stealth — both melee swings and offensive PvP spells reveal you.
- Most NPCs ignore stealthed players when choosing targets. Boss-tier NPCs can still notice you.
- Ranged spells need a visible target — you cannot cast offensive spells at a stealthed enemy unless the spell explicitly allows it.
- Long stealth durations warn you 15 seconds before the effect ends.
- You can also leave stealth manually when the spell ends or when the effect expires.
Rogues lean on stealth for ambushes and escape. Plan your opening hit knowing that first strike often ends the hidden phase.
Cures and when effects end
Use consumables or crafting materials to remove specific DoTs without waiting for the timer:
| Item | Removes | Extra effect |
|---|---|---|
| Antidote potion | Poison | — |
| Bandage | Bleeding | restores 3 HP |
| Water bottle | Burning | — |
When a cure works, you receive a confirmation that the effect was removed. Antidote and bandage only fix the status — they do not replace a full heal. Follow with food or life potions if you are still low.
Effects also end when:
- the duration timer runs out
- you die (harmful DoTs are cleared during death processing; they do not carry through respawn)
- an effect kills the target (the tick cycle stops on death)
Silence and stun expire on their own timers. Stealth ends on its timer, when broken by an attack, or when you become visible again.
Full consumable pacing, potion tiers, and hunt packing tips live on Consumables, Potions, and Buffs.
Gem procs and equipment effects
Gems and high-tier gear are the main way to add or strengthen on-hit effects on your build.
When you attach a gem that grants combat effects:
- The gem’s effect types are added to the weapon’s effect list (alongside any effects the base item already had).
- The item’s proc chance rises to the higher of its current value and the gem’s listed chance.
- Higher gem rarity also adds attack or defense stats, which further improves the roll. Details are on Rarity, Gems, and Weight.
On each successful hit, the game rolls against the item’s proc chance. If the roll succeeds, one of the listed effects is applied to the target using that effect’s own duration and tick rules.
Ranged weapon note: if your bow or crossbow has no built-in effects, the game can apply effects from your accessory slot instead. Check both weapon and accessory when planning a status-heavy ranged build.
Mana Shield and DoT damage
Sorcerers and Druids can cast Mana Shield to redirect incoming damage from health to mana. DoT ticks follow the same rule as direct hits:
- While Mana Shield is active, each poison, bleeding, or burning tick ** drains mana first** at a one-to-one rate.
- If a tick would empty your mana pool, leftover damage spills to health.
- When the shield expires or your mana runs out, later ticks hit health normally.
Because DoT can drain mana steadily across many seconds, a long poison or burn during an active shield can burn through your mana bar even when direct hits look manageable. Keep mana potions ready or cure the effect if the tick damage is eating your defensive buffer.
See Mana Shield for cast requirements, duration scaling, and warning messages.
Practical tips
- Read item cards before a hunt — poison spiders, fire caves, and bleeding beasts each deserve different cures in your belt.
- Do not ignore ticking damage — three seconds between bleed ticks adds up fast on long fights.
- Silence mages before burst — then pressure with melee while they cannot cast shields or heals.
- Assume stealth breaks on your first PvP hit — open with the attack you want, not a feint.
- Gem for the status you want to apply, not only for flat attack — a reliable poison proc can outvalue raw damage on long PvE pulls.
- Mana Shield users: cure DoT or refresh mana; the shield does not ignore tick damage.