Status Effects

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This is a lame list of status effects I can think of, and their actual affects(?). It's going to be lame until I remember how to format everything, so there!


Effects applied by Player Skills and Spells

These effects can be placed on foes or yourself by skills and spells that are acquirable by Player-Characters, be they naturally learned(via leveling up) or qspells(those learned from completing certain quests).


BARRIER

  • When affected by the Barrier spell, one's AC is improved by 15 points. The duration is determined by the spell level.

BURN

  • When Burned, one's damroll and AC are reduced. The amount of Damroll reduction depends on the level of the affect, but the AC penalty is static at 30 points. Multiple Burn affects do not stack.

POISON

  • The Poison affect drain HP from the victim every round. The amount of damage taken from Poison depends on the level of the affect and multiple Poison affects do not stack. High Constitution can make these affects wear off faster than normal. Poison damage can not kill you, it will simply reduce you to 1 hp.

BLEED

  • The Bleeding affect drain HP from the victim every round. Bleeding can be more or less severe, independent from the level of the affect, and does stack. High Constitution can make these affects wear off faster than normal. Bleed damage can not kill you, it will simply reduce you to 1 hp.

OSMOSE

  • The Osmosis affect drains Mana from the victim every round. The amount of mana drained depends on the level of the affect.

FROZEN

  • The Frozen affect renders the victim completely unable to act in any manner until the affect wears off. NOTE: Frozen can be temporarily applied by a limited number of skills and spells(mostly by mobs) in-game, OR can be applied as a toggle by Immortals as a way to discipline players.

CONFUSION

  • The Confuse status affect gives a character a 33% chance to hit themselves for non-elemental damage the same as their weapon or default attack.

BLIND

  • This is an enfeebling spell that makes the target blind, lowering their hitroll by 15 and limiting their ability to see.
  • Blinded players cannot see anything, as if they were in a dark room without a light source. An important exception is that they can still distinguish potions in their inventory.

HAUNTED

  • Haunted characters have a ghost haunting them, which randomly appears and attacks them for the duration of the affect. It also applies a penalty of 10 to your saves.

FEAR

  • The Fear affect makes the target too afraid to attack on occasion, and also makes them sometimes flee.

CURSE

  • The Curse affect worsens a victim's AC by 30 points. They will also suffer a 15% penalty on all skills for the duration of the spell.

DAZE

  • The Daze affect worsens all skills by 1/4. This can cause passive skills like Leadership stop working if Daze would bring the total to less than 60%.

KNOCKDOWN

  • The Knockdown affect does two things: It forces the player to sit, which renders the player unable to cast spells or use skills until they issue a 'stand' command; it also(prior to a 'stand' command) causes the player to take a minor penalty to their AC score. The AC penalty is not reflected as an active effect, but the actual sitting is reflected with a '-seated-' marker(when using the Aux option only).

CALM

  • The Calm affect worsens a victim's Damage Roll by ??, as well as stopping combat and keeping the victim from starting a new fight until the spell expires. Of note should be that a victim can still defend themselves if another party starts a new fight, but will still suffer the DR penalty.

DETECT EVIL/GOOD

  • When affected by Detect Evil, mobs and players with negative alignment display a Red Aura; while those affected by Detect Good will players and mobs that have positive alignment displaying a Gold Aura.

DETECT HIDDEN/INVISIBLE

  • When affected by either Detect Hidden or Detect Invisibility; players and mobs that are affected by one or the other will be visible.

DETECT MAGIC

  • This effect allows one to see their foe's mana in combat.

FLOAT

  • In addition to providing Immunity to the Earthquake spell when outdoors, this effect also allows the target to freely enter sky or water rooms without a corresponding vehicle.

PASS DOOR

  • This effect allows you to freely walk through any door, open or not, locked or not...so long as the door isn't protected against this effect, at any rate.

PROTECTION FROM GOOD/EVIL

  • The Protection from Good effect makes the target take 66% damage from foes with a postive alignment, whilst the Protection from Evil version makes the target take 66% damage from foes with a negative alignment.

CORE EMPATHY

  • This effect is only applied when a Jumi-player uses their core on another player/mob. It increases the targets max HP by 20%, while worsening the Jumi's AC by 12.

LEECH SEED

  • The Leech Seed effect drains HP each turn from the target, and gives it to the caster. The amount drained increases with the target's max HP, and may-or-may-not have its duration based on caster-level(??). No HP will be drained if the caster AND target are not in the same room.

ZOMBIFY

  • This effect turns the target into a Zombie, at least for a short while. Players/Mobs with the Zombie tag take damage from all incoming healing (potions, spells, or skills!) and can only eat brains to stave off hunger. Some mobs are naturally tagged with the Zombie effect.

FAERIE FIRE

  • While affected by Faerie Fire, targets are always visable even if affected by Hide or Invisibilty. However, Faerie Fire does not REMOVE those effects; so if Faerie Fire wears off before Hid or Invisibiilty does, the targets will enjoy being hidden/invisible once again.

CONFUSE

  • The Confuse affect gives the victim a 33% to hit themselves for non-elemental damage the same as their weapon damage or normal auto-attack.



Effects applied by Wands/Staves/Rods and other Items=

The effects listed here are NOT appliable by normal Player skills or spells(not even qspells!)

INFRAVISION/DARKVISION

  • Infravision allows one to see warm-blooded mobs and players in a room without a light source, although they cannot see objects or room descriptions. The Darkvision effect allows the affected to see in a dark room as if they had a light.


Effects applied by Potions

The effects listed here are NOT possible to apply via normal player skills or spells(nope, not even qspells!)

MUSHROOMIZE

  • The Mushroomize effect plays havoc with the target's screen. Colors are randomly added all over the place, the long description of mobs/players/pets are all random and change everytime you look at the room. Players will also randomly get texts about such things as hearing thing dying when they arn't, or being told they're bleeding/hurting when nothing is happening, and so on. OTHERWISE, no real penalty is applied.

INK

  • The Ink affect worsens the victim's Hitroll by 10, as well as deleting random portions of incoming text for the duration of the spell.


Effects applied by Mobs

These effects are inflicted by NPCs; and like with the previous lists, these can ONLY be placed on PCs/NPCs by mobs(techincally EVERYTHING can be done by a mobprog, but that's beside the point).

PLAGUE/DISEASE

  • The Plague(sometimes known called Disease) effect is pretty much exactly like the Poison effect, except that it has a good chance to spread to other players/mobs in the same room.




Status Effects Listed by their Project Tuna Auxilary output classification

[ARMOR+]

BARRIER

  • Improves AC by 15 points. The duration is determined by the spell level.

Protect

  • Improves AC by 30 points. The duration is determined by the spell level.

Golem Skin

  • Improves AC by <X> points in Dry weather, or improves Saves by <x> points in Rainy weather. Regardless of the weather, gain a randomly chosen slash/bash/pierce resist for the duration(determined by level??)

[ARMOR-]

Screech

  • Worsens AC by 30 points. The duration is determined by the spell level.

Riposte

  • Worsens AC by 15 points. The duration is ???

[BLIND]

Blind

  • Worsens HR by 15 points. Renders victim unable to see anything except potions in their inventory.

Dazzle

  • Worsens HR by 15 points. Renders victim unable to see anything except potions in their inventory. Also Knockdowns and Dazes victim if also suffering from a dance-type affect.

Human Brawling

  • Worsens HR by 15 points. Renders victim unable to see anything except potions in their inventory.

Dirt Kicking

  • Worsens HR by 15 points. Renders victim unable to see anythign except potions in their inventory.


[CALM]

Calm

  • Lowers DR by X points. Renders victim unable to start combat. Duration unknown.

[CHARM]

Confuse

  • Victim has a 33% chance to hit self with non-elemental damage once per round instead of normal auto-attacks. Duration is based on level.

Charm

  • Victim is under the thrall of the caster. See also Pets. Duration is based on level.

Hypnotize

  • Victim is under the thrall of the caster. See also Pets. Duration is based on level.

Tame

  • Victim is under the thrall of the caster. See also Pets. Duration is based on level.

[CURSE]

Curse

  • Worsens AC by 30 points. Also lowers skill/spell proficiency by 15%.

[DETECT]

Detect Evil

  • Allows those affected to see a red aura near the names of players/mobs with low alignment.

Detect Good

  • Allows those affected to see a gold aura near the names of plaeyrs/mobs with high alignment.

Detect Hidden

  • Allows those affected to see things affected by Hide.

Detect Invis

  • Allows those affected to see things affected by Invisibility.

Detect Magic

  • Allows those affected to see an estimate of players/mobs' mana. Items with the Magic flag will show an aura.

[AURUM]

Aurum Aegis

  • The target will only lose gold when attacked instead of losing HP. Duration locked at 3 rounds.

[BLAZE]

Blazing Shield

  • Adds Resistence to Magic. Does not affect existing vulnerabilities.

[NAYRU]

Nayrus Love

  • Target takes half-damage from all sources. Target will also display an aura based on alignment(same type as seen by the detect good/evil affects). Duration based on level.

[R.FIRE]

Ifrits Favour

  • Adds resistence to Fire. Duration based on level.

[R.COLD]

Shivas Favour

  • Adds resistence to Ice. Duration based on level.

[R.WIND]

Ramuhs Favour

  • Adds resistence to Air. Duration based on level.

[R.GRND]

Titans Favour

  • Adds resistence to Earth. Duration based on level.

[R.MOON]

Alexanders Favour

  • Adds resistence to Light. Duration based on level.

[R.WOOD]

Alraunes Favour

  • Adds resistence to Wood. Duration based on level.

[FLOAT]

Float

  • Allows movement into sky and water rooms. Also confers immunity to the Earthquake spell. Duration unknown.

~FRENZY~

Frenzy

  • Allows two extra auto-attacks per round, at decreasing fractional damage per attack. Duration locked at 3 rounds.

~MADNSS~

Madness

  • Halves spell-casting lag. Duration locked at 3 rounds.

~INDIGN~

Indignation

  • Automatically counterattack for ~70% of incoming damage. Duration locked at 3 rounds.

~M.RAGE~

Mana Rage

  • Incoming damage restores mana by ~50% of the damage. Duration locked at 3 rounds.

~OUTRGE~

Outrage

  • Auto-attacks will automatically knockdown foes. Duration locked at 3 rounds.

[ATK +]

Attack Up

  • Improves DR. Magnitude and duration based on caster level.

[ATK -]

Attack Down

  • Worsens DR. Magnitude and duation based on caster level.

Intimidate

  • Worsens DR. Has chance to cause Fear when applied, based on amount of Intimidate stacks(max stacks: 3). Duration unknown.

oINFRAo

Infravision

  • Allows the ablilty to see warm-blooded creatures in the dark, but not cold-blooded creatures or room descs/objects. Duration unknown.

[PASS]

Pass Door

  • Alllows the ability to walk through most closed and/or locked doors. Duration unknown.

[POISON]

Bio

  • Constantly lowers victim's HP by an amount based on caster level. Duration is also based on level. [POISON]

Blight

  • Constantly lowers victim's HP by an amount based on caster level. Also worsens Strength. Magnitude and duration based on level.

[PLAGUE]

Bio 2

  • Constantly lowers victim's HP by an amount based on caster level. Randomly spreads to other similar targets in the room. Duration based on level.

[WARD]

Protection Evil

  • Target takes 66% damage from those with low alignment. Duration unknown.

Protection Good

  • Target takes 66% damage from those with high alignment. Duration unkown.

?CONFUS?

Psybeam

  • Victim has a 33% chance to hit self with non-elemental damage once per round instead of normal auto-attacks. Duration is based on level.

Polka Polka

  • Victim has a 33% chance to hit self with non-elemental damage once per round instead of normal auto-attacks. Duration is based on level.

[HASTE]

Haste

  • Target gains an extra auto-attack per round, at decreasing fractional damage per attack. Also improves Dex by 4 points. However, also lowers HP regen(by 25%?). Duration unknown.

[SLOW]

Slow

  • Victim has a greatly reduced chance to perform extra attacks in combat. Also worsens Dex. Duration unkown.

[FROZEN]

Frozen Touch

  • Victim cannot do /anything/ at all. Duration unknown.

[CHARGE]

Charge

  • Target's next applicable spell will cast with a Charge effect(usually increasing damage by half, but some spells do different things.) Duration unknown.

[CON +]

Valor

  • Improves Con by 4. Does not stack with Limber/Sage Aura/Brillance/Vigor/Warcry. Duration is based on level.

[DEX +]

Limber

  • Improves Dex by 4. Does not stack with Sage Aura/Brillance/Vigor/Warcy/Valor. Duration is based on level.

=[WIS +]

Sage Aura

  • Improves Dex by 4. Does not stack with Brillance/Vigor/Warcry/Valor/Limber. Duration is based on level.

[INT +]

Brilliance

  • Improves Int by 4. Does not stack with Vigor/Warcy/Valor/Limber/Sage Aura. Duration is based on level.

[STR +]

Warcry

  • Improves Str by 4. Does not stack with Vigor/Valor/Limber/Sage Aura/Brillance. Duration is based on level(needs confirmed).

Vigor

  • Improves Str by 4. Does not stack with Warcry/Valor/Limber/Sage Aura/Brillance. Duration is based on level.

<QUARTZ>

Quartz Guard

  • DATA ERROR. PLEASE HOLD.

<HAIL>

Hailstone Barrier

  • DATA ERROR. PLEASE HOLD.

<THORNS>

Thorn Aegis

  • DATA ERROR. PLEASE HOLD.

(|MANA|)

Manashield

  • Target takes all incoming damage as MP damage, at double the effect.

[HAUNT]

Haunt

  • Reduces victim's saves(amount?). Also has a lil'boo randomly appear and briefly attack the victim. Suppressed by Consecrate. Duration unknown.

[TERROR]

Fear

  • Target has a chance(%?) to not auto-attack in combat. Also has a chance(%?) to randomly flee. Duration unknown.

=[BLESS]

Bless

  • Improves HR. Duration unknown.

[OOZARU]

Oozaru

  • A Saiyan in Oozaru form gain extra HP and Damage; but cannot cast any spells.

[OSMOSE]

Osmose

  • Victim's MP is depleted every round. The amount lost is based on caster level.

?SHROOM?

Mushroomize

  • Victim is HIIIIIIIIIIIIGH! (Need an offical desc).

[INK]

Ink Blast

  • Lower's victim's HR by 10, and their screen will randomly be blotted out(flat missing). Duration and HR loss are both locked.

[SERAPH]

Seraph Form

  • Target gains massively increased HP and improved Saves, but are unable to cast spells. Duration unknown.

[JUMI]

Core Empathy

  • Target's HP is increased by ~20%, while the casting Jumi's AC is worsened by 12.


[LEECH]

Leech Seed

  • Victim's HP is sapped every round. The amount is X% of the victim's max HP, and the sapped HP is given to the caster of the spell.

[ZOMBIE]

Zombify

  • Victim's Saves are worsened by 10, and they take damage from spells that would normally restore HP. Their screen is also colored a very depressing dark grey.

[FAERIE]

Faerie Fire

  • Victim is considered visible for the duration of this effect, even if affected by Hide or Invisibility. This effect does NOT remove Hide or Invisibility, however.

(SHELL)

Shell

  • Target cannot do ANYTHING, but neither can they take ANY damage. This can be cast on friends and foes alike, but foes will be given a saving throw first.

+REGEN+

Regen

  • Targets of this spell will be healed over 8 rounds. Total amount healed is 4 times the level of the caster or the target, whichever is lower.

[SAVES+]

Vaccinate

  • Greatly improves the target's Saves. Duration unknown.

[PACT]

Death Pact

  • Target has Resist:Weapon and Resist:Negative, as well as improved DR. The extra DR is based on the pet that was killed, while the duration is unknown.

[SAVES-]

Evil Eye

  • Victim's Saves are drastically worsened. Magnitude and duration are unknown.

Beguile

  • Victim's Saves are reduced. If the victim is the target of another dance effect(like Polka-Polka), the saves penalty will change to a DR penalty. Magnitude and duration are unknown.

+MAX HP+

Courage

  • Target's max HP is increased by [Levelx3] for the duration. When the spell expires, they will lose that same health, but cannot be brought lower than 1 HP by this event. Duration is unknown.

[COVER]

shelter

  • [COVER]

Bide <<BIDE>> Inflame [INFLAM] Locust Swarm [LOCUST] Swords Dance [HIT +] Wonder [WONDER] Heartache Rumba [NOLOVE] Masochism Tango [HURTME] Wandering Eye (REFLCT) Reflect (REFLCT) Theatrics [WHOA] Daze @DAZED@ CHECK Burn [BURNED] CHECK Bee Storm oBEES- Scarecrow Funk [SCROW] Wall Change ?WALL? berserk >BERSRK< bleeding [BLEED] CHECK spore [SPORES] double [DOUBLE] joint lock [DEX -] shatter {SHATTER} forecast [FORCST] vigilance [VIGIL] choke [CHOKED] endure [ENDURE] pumpkin [PUMPKN] steal $ROBBED$ discern [DETECT] miasmic cloud [MIASMA] lagged *LAGGED* sitting -SEATED- sleeping -ASLEEP- power surge -SURGE- surecasting -SURE- zeal -ZEAL- volta -VOLTA- brinksmanship -BRINK- roadblock /RODBLK/ counterspell -COUNTR- risk <<RISK <RISK RISK> RISK>>