Overview[]
Status Effects are modifiers that are applied to players or NPCs when they're hit by various attacks such as Magics. Each one applies an effect to the target, such as slowing or blinding them, and can interact with other magics in unique ways. This does not include purely visual effects on the player, for that information refer to the Cosmetic Effects page.
Mechanics[]
Currently, there are 22 status effects in the game. Most status effects are applied when a target is hit by specific attacks, such as Light Magic inflicting Blinded. Some status effects have additional requirements, like Paralyzed only applying if the target loses one third of their maximum health in a single hit. The duration of these effects is influenced by the attacker's intensity stat.
Clearing[]
Most status effects can be removed through using specific magics - for example Burning is cleared by Water Magic, among others. Effects can be cleared by either charging continuously for one second or getting hit by an attack from that magic. Slowing statuses have a cooldown of 10 seconds.
Synergies[]
In addition to their primary effects, most status effects will increase or decrease damage from other magics or fighting styles, in what are known as synergies. For example, Burning will increase the damage dealt by Magma Magic by 10%, and reduce the damage dealt by Water Magic by 20%. Negative synergies only apply when different players inflict unique status effects. If a player applies both effects themselves, then the negative synergy is ignored.
Stacking and Refreshing[]
If a non-stacking status effect is applied while that same status effect is already active, it will always refresh the duration of that status effect, unless it is a DoT status effect and the status effect applied would have higher damage, which will just replace the status effect with the higher damage one. (ex: Bleeding 5's duration can be refreshed by continually hitting them with Bleeding 1, and it will stay at Bleeding 5).
Certain status effects will stack, such as Singed being applied on itself, using Surge, using Ultimate Arts, using Atlantean Greatsword, etc. If 2 status effects are applied in the same attack, then the status effect will go up a tier instead of stacking. (such as with Iron Leg + Axe-Slash)
Tiers[]
If a status effect has a tier higher than 1, it will do one of two things. If it is a Damage over Time (DoT) status effect, then the damage will be increased by 50% per tier. (1x (Normal) at Tier 1, 1.5x at Tier 2, etc.) If it is not a DoT status effect, the duration of the status effect will increase by 100% per tier instead. (1x (Normal) at Tier 1, 2x at Tier 2, etc.)[1]
Ship Status Effects[]
Ship Status Effects work in a similar way to standard Status Effects but can be applied to ships. Not all of them can be applied however, with the only status effects that can be applied being Burning, Corroding, and Scorched.
Damaging Effects[]
Damaging effects, also known as DoT (Damage over Time), deal a constant amount of damage every second that they're active for a duration dependent on the type of effect. The damage dealt by the effect is dependent on the damage dealt by the attack that inflicted it - usually 5% or 10%, always rounding up.
These effects are usually applied by low damaging magics and make up a significant portion of their damage output. Since they don't stack (with the exception of bleeding), blocking the first hit will inflict a weaker version of the effect, which prevents stronger effects from being applied.
Bleeding[]

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Bleeding is the most common status effect in the game. It is caused by Glass Magic, and most sharp Weapons on any hit, with the Atlantean Greatsword having a special ability to stack the status effect. It is also inflicted by Cannon Fist, Iron Leg, Metal Magic, and Wood Magic if they deal more than 5% of the target's maximum health in a single hit, or Earth Magic when dealing more than one third. Additionally, if any attack deals more than 33% of the target's maximum health (16% using Ultimate Art), there is a chance they will lose a limb, which causes bleeding.
Bleeding from attacks deals 5% of the attack's damage for 5 seconds (for a total of 25% attack damage), and bleeding from limb loss always deals 10 damage for 5 seconds. In addition to the damage, the target will drop spherical blood droplets, and experience a dark red screen effect with heartbeat sound effects.
Bleeding can be cleared by most heat based magics - Fire Magic, Lightning Magic, Magma Magic, and Plasma Magic:
- Increases damage of Lightning and Ice by 25%, which clears the effect
- Increases damage of Magma, Steam, Fire and Plasma by 20%, which clears the effect
- Increases damage of Crystal, Ash, Sand, Poison, Explosion, Acid and Earth by 10%
- Increases damage of Flare by 10%, which clears the effect
- Increases damage of Sailor Style and Water by 5%
- Increases damage of Thermo Fist by 5%, which clears the effect
Burning[]

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Burning is caused by any fire related attack. It deals 7% of the attack's damage for 5 seconds (for a total of 35% attack damage), and in addition to the damage, the target will experience a fire damage overlay on their screen and a burning limb.
Burning is also caused by campfires and other flaming structures throughout the game. If you touch one of these, you get the burning status effect and suffer a steady damage of 10 hp per second for 5 seconds.
Burning can be cleared by Water Magic, Snow Magic and Wind Magic, and if a Burning target is hit by an Ash Magic attack, the effect is replaced with Petrified. The damage interactions of Burning improve heat related magics, but weaken cold and liquid magics:
- Increases damage of Ash by 25%, which replaces the effect with Petrified
- Increases damage of Acid and Steam by 15%
- Increases damage of Explosion, Wood, Flare, Magma, Plasma and Sand by 10%
- Decreases damage of Snow and Wind by 10%, which clears the effect
- Decreases damage of Ice and Poison by 10%
- Decreases damage of Sailor Style and Water by 20%, which clears the effect
Scorched[]

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The Scorched status effect is exclusive to Plasma Magic and is inflicted by taking damage from any plasma attack. It is similar to the burning status effect and deals 10% of the attack's damage for 3 seconds (for a total of 30% attack damage). In addition to the damage, the target will also starts emitting clouds of gas, and experience a pink or red overlay on their screen.
Scorched can be cleared by Water Magic and Snow Magic, and has similar damage interactions to Burning:
- Increases damage of Explosion, Lightning, Acid, Wind, Ash, Wood, Flare, Steam, Magma, Fire and Thermo Fist by 17.5%
- Decreases damage of Sailor Style by 15%, which clears the effect
- Decreases damage of Snow by 20%, which clears the effect
- Decreases damage of Ice by 20%
- Decreases damage of Water by 30%, which clears the effect
Melting[]

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The Melting status effect is exclusive to Magma Magic and is inflicted by taking damage from any magma attack (though not by magma puddles). It is statistically identical to Corroding. It can also be considered a slower version of Burning/Scorched, dealing 5% of the attack's damage for 10 seconds (for a total of 50% attack damage). In addition to the damage the target will emit gas particles and experience a pulsing color overlay depending on the magic used.
Melting is cleared by Water Magic, Ice Magic and Snow Magic, and increases the damage dealt by most other magics, making it a good option for synergies:
- Increases damage of Explosion, Wood, Lightning, Metal, Sand, Crystal, Ash, Plasma, Acid, Steam, Earth, Fire, Flare, Iron Leg, Glass and Thermo Fist by 10%
- Doesn't change the damage of Ice, but clears the effect
- Decreases damage of Sailor Style, Snow and Water by 10%, which clears the effect
Corroding[]

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The Corroding status effect is exclusive to Acid Magic and is inflicted by taking damage from any acid attack (though not by acid puddles). Acid originally shared the Melting effect, but this was changed in v1.3 (the Halloween Update). Statistically identical to melting, it deals 5% of the attacks damage for 10 seconds (for a total of 50% attack damage), as well as inflicting a pulsing green or purple acid overlay on the target.
Corroding is cleared by Water Magic, Ice Magic, Snow Magic, and Magma Magic, and increases the damage dealt by most other magics, making it a good option for synergies:
- Increases damage of Explosion, Lightning, Metal, Steam, Wood, Ash, Sand, Crystal, Plasma, Flare, Glass, Thermo Fist, Fire, Earth and Iron Leg by 10%
- Increases damage of Magma by 10%, which clears the effect
- Doesn't change the damage of Ice, but clears the effect
- Decreases damage of Sailor Style, Snow and Water by 10%, which clears the effect
Poisoned[]

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Poisoned is inflicted from Poison Magic (but not poison clouds), as well as the Poison Tooth Dagger. It deals 5% of the attack's damage for 20 seconds (for a total of 100% attack damage rounded down to the nearest multiple of 20), and in addition to the damage the target will emit gas particles and experience a pulsing purple/red overlay.
You will also acquire the Poisoned effect when in contact with poisonous corals found in sea structures, liquid starlight pools found in some dark sea islands, or urchins in the same areas. This takes away 10 hp per second for five seconds.
Weaker Poisoned effects will be replaced with any stronger Poisoned effects on hit and will otherwise refresh the duration of the status. Poisoned is uniquely hard to clear for a damaging status - only Wind Magic can remove it. Poisoned increases the damage done by most heat based magics, and slightly reduces the damage dealt by wind magic:
- Increases damage of Thermo Fist, Plasma, Magma, Steam, Acid and Fire by 10%
- Decreases damage of Wind by 10%, which clears the effect
Singed[]

Singed is a future status effect exclusive to Flare Magic. It deals low damage for 10 seconds and can be stacked[1] by hitting targets repeatedly. In addition to the damage, the target will experience a fire damage overlay on their screen and a burning limb.
- Increases damage of Ash by 20%, which replaces the effect with Petrified
- Increases damage of Sand, Explosion, Plasma, Acid, Wood, Fire and Magma by 10%
- Decreases damage of Wind by 10%
- Decreases damage of Ice by 15%
- Decreases damage of Sailor Style, Snow and Water by 20%, which clears the effect
Scalded[]

Scalded is a status effect identical to Burning (7% of damage dealt, 5 ticks), though with a different particle effect and sounds. When something cold or water-based (Ice Magic, Sunken Sword, etc) is imbued with something heat-based (Fire Magic, Thermo Fist, etc.) or vice versa, it creates the Steam imbuement,[2] which replaces the usual status effect(s) with the Scalded effect. Examples of steam imbuement include Thermo Fist imbued with Snow Magic and Sailor Style imbued with Plasma Magic or Sunken Sword imbued with a Heat Magic.
Magics can be identified as hot or cold depending on if they raise or lower your temperature when charging. In the future there may be more methods of applying Scalded.
- Increases damage of Ash by 25%, which replaces the effect with Petrified
- Increases damage of Plasma by 15%
- Increases damage of Sand, Explosion, Acid, Wood, Fire and Magma by 10%
- Doesn't change the damage of Water and Snow, but clears the effect
- Decreases damage of Wind by 10%, which clears the effect
- Decreases damage of Poison by 10%
Freezing[]

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Freezing is exclusive to Ice Magic, and is applied by any ice-based attack, applying applies an icy overlay to the target's screen for 10 seconds. It is also applied by cold temperatures, though it does not display the status in the bottom left unlike other statuses. Similar to heat magics, cold magics decrease temperatures by varying amounts.
The effect is most notable for its interactions with other cold based magics to produce the slowing Frozen effect. Freezing is replaced with Frozen if the target is hit by an attack from Snow Magic or Wind Magic.
Freezing is cleared by most heat based magics - any of Acid Magic, Magma Magic, Fire Magic, Plasma Magic, Explosion Magic and Ash Magic will clear it. It increases the damage of lightning and most cold based magics, while weakening heat based magics.
- Increases damage of Water, Glass and Sailor Style by 10%
- Increases damage of Wind and Snow by 10%, which replaces the effect with Frozen
- Doesn't change the damage of Acid, but clears the effect
- Decreases damage of Magma, Thermo Fist and Plasma by 5%, which clears the effect
- Decreases damage of Ash, Flare, Fire, Steam and Explosion by 10%, which clears the effect
Charred[]

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Charred is exclusive to Explosion Magic and Aether Magic and is inflicted by any magic-based attack. It has no direct effects, but it creates a dark overlay on the target's screen for 10 seconds, and the target's character and their clothing will look burnt during the status effect’s duration. It can also be inflicted by standing close to a gunpowder barrel when it is blown up.
The effect is most notable for its interactions with other heat based magics to create the slowing Petrified effect. Charred is replaced with Petrified if the target is hit by an attack from Ash Magic, Fire Magic or Plasma Magic.
Charred can be cleared using Water Magic, Ice Magic, Snow Magic and Lightning Magic and interacts with a wide variety of magics. Most heat based magics will deal increased damage, while most cold and liquid based magics do reduced damage.
- Increases damage of Steam by 20%
- Increases damage of Thermo Fist and Plasma by 20%, which replaces the effect with Petrified
- Increases damage of Flare by 15%, which clears the effect
- Increases damage of Wood, Acid, Wind, Magma and Sand by 10%
- Increases damage of Ash and Fire by 10%, which replaces the effect with Petrified
- Doesn't change the damage of Lightning, but clears the effect
- Decreases damage of Sailor Style, Ice and Water by 10%, which clears the effect
- Decreases damage of Snow by 20%, which clears the effect
Soaked[]

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Soaked is caused by any Water-based attacks and is also caused by entering bodies of water or being in contact with rain. It has no direct effects, but it creates a blue overlay on the target's screen for 10 seconds, and the target's character will drip the color of the water they were hit by. When soaked, there is a chance to slip while climbing a wall, causing you to not move for 1.5 seconds while still consuming stamina.
The effect is most notable for its interactions with other cold based magics to create the slowing Frozen effect. Soaked is replaced with Frozen if the target is hit by an attack from Ice Magic or Snow Magic.
Soaked can be cleared using most heat or liquid based magics - any of Fire Magic, Magma Magic, Plasma Magic, Explosion Magic, Sand Magic or Wind Magic will clear it, and charging energy with these magics will clear the effect as well.Verify It increases the damage of lightning and some cold magics, and decreases the damage of most other magics.
- Increases damage of Ice and Snow by 10%, which replaces the effect with Frozen
- Increases damage of Lightning by 10%, and adds Paralyzed
- Decreases damage of Flare, Magma, Ash and Plasma by 5%, which clears the effect
- Decreases damage of Explosion, Wind, Fire and Thermo Fist by 10%, which clears the effect
- Decreases damage of Steam and Acid by 10%
- Decreases damage of Sand by 20%, which clears the effect
Crystallized[]

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Crystallized is exclusive to Crystal Magic, and is inflicted by any crystal based attack. It is unique in the ability to stack up to 3 times before dealing 30% extra damage on the 4th hit and being cleared. It interacts positively with heavy magics and negatively with light magics.
- Increases damage of Explosion, Lightning, Metal, Light, Basic Combat, Ice, Cannon Fist, Sailor Style, Earth and Iron Leg by 10%
- Increases damage of Boxing and Magma by 5%
- Decreases damage of Wind, Plasma, Acid and Flare by 10%
- Decreases damage of Steam, Thermo Fist, Fire and Water by 15%
- Decreases damage of Sand and Snow by 20%
- Decreases damage of Shadow by 30%
- Decreases damage of Glass by 80%
Seared[]

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Seared is exclusive to Thermo Fist, and is inflicted by using thermo fist at 50% heat or higher. The properties of seared are identical to Scorched in addition with synergy with Plasma Magic, but the damage done is different as seared will do ~6.667% of the attack's damage a second for 3 seconds (for a total of 20% of the attack's damage).
- Increases damage of Explosion, Wood, Wind, Ash, Plasma, Acid, Lightning, Fire, Magma and Steam by 17.5%
- Decreases damage of Sailor Style by 15%, which clears the effect
- Decreases damage of Ice by 20%
- Decreases damage of Snow by 20%, which clears the effect
- Decreases damage of Water by 30%, which clears the effect
Blinding Effects[]
Blinding effects reduce screen visibility, usually by applying a color overlay that gets more opaque as the effect's strength increases. All blinding effects stack, and will eventually become fully opaque and completely blind the target.
Blinded[]

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Blinded is exclusive to Light Magic, and is inflicted by any light based attack. It covers the target's screen with the color of the light magic used for 3 seconds, and becomes more opaque the more it is stacked. It only interacts with Shadow Magic, which does reduced damage.
Drained[]

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Drained is exclusive to Shadow Magic, and is inflicted by any shadow based attack. Its only effect is to cause all the color on the target’s screen to be drained, leaving only black, white, and grey for 5 seconds. It only interacts with Light Magic, which does reduced damage.
- Decreases damage of Light by 20%
Sandy[]

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Sandy is exclusive to Sand Magic, and is inflicted by any sand based attack. It covers the target's screen with the color of the sand magic used for 7 seconds[3] and becomes more opaque the more it is stacked.
It can be cleared by Acid Magic, Magma Magic, Wind Magic and Lightning Magic, and increases the damage dealt by most solid magics, while decreasing the damage dealt by heat based magics.
- Increases damage of Lightning by 20%, which clears the effect
- Increases damage of Metal, Glass, Wood, Iron Leg, Ash, Crystal and Earth by 10%
- Decreases damage of Wind, Acid and Magma by 10%, which clears the effect
- Decreases damage of Explosion by 10%
- Decreases damage of Flare, Fire, Steam, Sailor Style, Thermo Fist and Water by 20%
Snowy[]

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Snowy is exclusive to Snow Magic, and is inflicted by any snow based attack. It covers the target's screen with a white snow overlay for 5 seconds[4] and becomes more opaque the more it is stacked.
The effect is most notable for it's interaction with Wind Magic to create the slowing Frozen effect.
Snowy is cleared by most heat based magics, namely Fire Magic, Magma Magic, Plasma Magic, Explosion Magic and Ash Magic, though it only increases damage of Water Magic and Wind Magic.
- Increases damage of Water, Ice and Sailor Style by 10%
- Increases damage of Wind by 10%, which replaces the effect with Frozen
- Doesn't change the damage of Acid, Ash and Flare, but clears the effect
- Decreases damage of Thermo Fist by 5%
- Decreases damage of Plasma, Magma, Steam, Fire and Explosion by 10%, which clears the effect
Slowing Effects[]
Slowing effects apply a 50% slowness effect, reducing the target's ability to move. This also prevents the target from casting spells and only ends after 1 second have passed and have a 10 second cooldown per target to prevent constantly slowing people. This is displayed by the victim's health bar turning a light grey until they are vulnerable to slows again.
All slowing effects have extra conditions to be applied.
Frozen[]

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Frozen is caused when Ice Magic deals 33% of the target's health (16% using Ultimate Art) or when Snow Magic is used with other cold or liquid based magics. It can be caused by using Ice Magic on a Soaked target, or by using Snow Magic or Wind Magic on a Freezing or Soaked target.
Like all combination slows, it applies a 50% slowness for 1 second. Visually, it encases the target in a block of ice and makes them emit frost particles. When used on a player, it adds a dense icy overlay with colors depending on the Ice variant used to the target's screen.
It can be cleared by most heavy solid and heat based magics - any of Earth Magic, Metal Magic, Magma Magic, Acid Magic, Plasma Magic, Lightning Magic, or Explosion Magic will clear it (though interestingly Fire Magic does not). It significantly weakens heat-based, liquid, powder, and gas magic, but leaves the target highly susceptible to high damage from heavy magics.
- Increases damage of Explosion, Metal, Lightning, Iron Leg, Acid and Earth by 20%, which clears the effect
- Increases damage of Boxing by 15%
- Increases damage of Ice and Crystal by 10%
- Doesn't change the damage of Thermo Fist, Magma and Plasma, but clears the effect
Petrified[]

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Petrified is caused when Ash Magic deals more than 33% of a target's health in a single hit (16% using Ultimate Art), when a target with the Charred effect takes damage from Ash Magic, Fire Magic, Plasma Magic, or gets the Scalded effectVerify, or when a target with the Burning, Singed, or Scalded effect takes damage from Ash Magic.
Like all combination slows, it applies a 50% slowness for 1 second or until the status effect is cleared by another magic. Visually, it causes a denser, darker screen and texture effect in comparison to charred, and colors the target grey.
It can be cleared by most liquid or cold based magics, in addition to some heat based ones as well - any of Water Magic, Acid Magic, Snow Magic, Wind Magic, Magma Magic, Lightning Magic, or Explosion Magic will clear it. It weakens cold and liquid magic, but strengthens magics that would amplify a burn.
- Increases damage of Explosion, Acid, Wind, Magma and Flare by 20%, which clears the effect
- Increases damage of Sand, Wood, Fire, Plasma, Steam and Thermo Fist by 10%
- Doesn't change the damage of Snow, Lightning, Sailor Style and Water, but clears the effect
Paralyzed[]

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Paralyzed is caused when Lightning Magic deals more than 33% of a target's health (16% using Ultimate Art) in a single hit or when a target with the Soaked effect is hit by Lightning Magic. It is the only status effect that has no interactions with any other magic. (needs verification)
Like all combination slows, it applies a 50% slowness for 1 second. No magic clears the paralyzed effect.
Unique Effects[]
These are effects which are unlike any other effect.
Sweating[]

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Sweating is exclusively applied by hot temperatures and does not display on the status bar. Although the status requires hot temperatures, all heat based statuses are capable of increasing temperatures at different amounts with their statuses. The effect is most notable for its interactions with heat based magics.
Sweating can be cleared by going under shade or entering a body of water in hot temperatures. Sweating from weather can not be removed via any other magic other than temperature changes.
- Increases damage of Flare by 20%
- Increases damage of Acid by 15%
- Increases damage of Fire, Ash, Thermo Fist, Steam, Explosion, Plasma and Magma by 10%
- Increases damage of Sand by 5%
Water Poisoning[]

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Water Poisoning is exclusive to the Insanity regions of the Dark Sea and is caused by magic-infused rain. It takes 2% of your health every second, and lasts for 5 minutes. It can be removed by going underneath a structure or bathing in the bath of the Brig. After it is removed, there is a 5 minute cooldown before the effect can be applied again.
Food Effects[]
Foods can give status effects. There are (so far) 7 status effects: Recovery, Invigorating, Energizing, Agile, Fortified, Sun Protection and Insanity.
Recovery[]
- Increases health regeneration by 10% per tier. Ranges from Recovery 1-5, depending on the quality and nourishment of the food. Fish or Wheat in meals give recovery. (Wheat only gives tier 1 recovery on its own, Fish can give all 5 tiers depending on rarity)
Invigorating[]
- Decreases the consumer's stamina costs on some movements. Ranges from Invigorating 1-5. Mushroom or Pumpkins in meals give Invigorating.
Energizing[]
- Increases the consumer's stamina regeneration. Ranges from Energizing 1-5. Mushroom-based meals give Energizing.
Agile[]
- Increases the consumer's movement speed. Ranges from 1-2 using Sun Caraway. Meals with Orange Swiftcap in them give Agile.
Fortified[]
- Increases the user's blocking power. Meals with Horizon Rosemary have Fortified. Ranges from 1-2 using Sun Caraway. (Note: Horizon Rosemary should not be used in the same meal with an Orange Swiftcap as cooking a meal with both of them will result in a Mistake)
Insanity[]
- Gives the user Insanity status. Meals with Cursed Mushrooms have Insanity. Through usage of Sun Caraways you can increase the Insanity level by one stage. If a meal with Insanity 2 is eaten at Akursius Keep it will give the highest non-lethal Insanity level (3) outside of the Dark Sea.
Sun Protection[]
- A status effect introduced in the Nimbus Sea Part 1 Update. This status effect protects the consumer from extreme temperature damaging areas and protects your characters skin from sunburns, and even reverses them at higher tiers. This effect is only given by drinking smoothies. Players can make smoothies by using an ingredient called Samerian Ice along with fruits or mushrooms in a cooking pot. This ingredient is currently only sold by food merchants in Sameria, and can not be found from chests Verify.
Potion Effects[]
There are many effects that are acquired by potions. Some effects are unique to potions, though some can apply effects from above as well. The most comprehensive and up-to-date list of these effects are available on the Potions page.
List of Potion Effects
Trivia[]
- Shadow Magic, Lightning Magic and Plasma Magic were all in Arcane Adventures, but had their status effects replaced in World of Magic - from Wither, Shock, and Plasma Burn, to Drained, Paralyzed, and Scorched respectively.
- Wind Magic is the only base magic to not inflict a status effect, instead applying knockback on all of its attacks.
- The Infected status effect (which randomly replaced bleeding and did more damage) from Arcane Adventures does not reappear in Arcane Odyssey or World of Magic.
- Special thanks to Maplestorm for making the initial status effect table here.
- Following the v1.10.99 update, the effectiveness of extreme positive status effect interactions were reduced. The highest positive interactions were only 10% damage, except for “remove” interactions, which were all capped at 20% damage if they were previously higher than that before. (“remove” interactions are ones such as Earth Magic shattering Frozen to deal boosted damage)
- Imbuing Magic or Fighting Styles into a status effect a Weapon/Fighting Style already applies would improve the tier of the status effect. For example, Fire Magic imbued Thermo Fist inflicts Burning II, a Water Magic imbued Sunken Sword inflicts Soaked II, Glass Magic imbued bladed weapons inflicts Bleeding II, etc.
- Currently, imbued weapons has no 5% threshold to inflict bleed due to a bug. (Likely patched sometime before the nimbus sea)
- Post v1.14.99 update, stun effects no longer exist, and instead inflict a 50% Slowness for a 1 second duration.
- However, it this has strange effects on NPCs where they may become frozen but never unfreeze if the effect is applied to them. Verify
- Prior to the v1.15 update, Thermo Fist would apply Burning instead of Seared.
References[]
- ↑ Jump up to: 1.0 1.1 confirmed by pilles (balance team) https://prnt.sc/rzXE1zarUfG7
- ↑ The tester Wapingkoo clarifying that this is not Steam Magic, which doesn't exist
- ↑ "Sandy status effect duration 3s → 5s" v1.14.101
- ↑ The "4 seconds" has been confirmed by metapoly as a bug. (supposed to be 6) https://streamable.com/7xyx6whttps://discord.com/channels/1127043755468402718/1180360509824958504/1180522583142178908
- ↑ Vetex confirming that he removed interchange during the deckhand update
- ↑ Vetex confirms luck increases item rates from chests
- ↑ Vetex confirming that luck 5 is better than luck 4 for in terms of getting enchantment scrolls from sealed chests