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(Readded the status tables. We have 370k spare room when it comes to PEIS.)
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=Statuses=
{{StatusesBar}}
<p style="font-size: 16px; color: darkorange;"><b>To see a list of all statuses, view the respective page from the bar above.</b></p><br>
Statuses are effects that usually last a set amount of time, and cause the target to get stronger or weaker depending on the effects. Status effects can even [[Scaling|Scale]] if they do damage/healing/shielding. <br>
See [[Damage#Damage/Healing_over_Time|Damage/Healing over Time]] for info on how Damage/Heal Statuses are calculated.<br>
=Status Types=
=Status Types=
Most statuses have a status type of either Buff or Debuff.
Most statuses have a status type of either Buff or Debuff.
==Buff==
==Buff==
Buffs are statuses that make their target stronger, like [[Cleric]]'s Divine Strike.<br>
[[Buffs]] are statuses that make their target stronger, like [[Cleric]]'s Divine Strike.<br>
[[File:{{Status_Data|Buff|Class|Divine Strike Hit|Icon}}.png|link=|x90px]]
[[File:{{Status_Data|Buff|Class|Divine Strike Hit|Icon}}.png|link=|x90px]]


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==Debuff==
==Debuff==
Debuffs are statuses that make their target weaker or make them receive damage, like [[Wizard]]'s Fireball.<br>
[[Debuffs]] are statuses that make their target weaker or make them receive damage, like [[Wizard]]'s Fireball's burn.<br>


[[File:{{Status_Data|Debuff|Class|Fireball Remain|Icon}}.png|link=|x70px]].
[[File:{{Status_Data|Debuff|Class|Fireball Remain|Icon}}.png|link=|x70px]].
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==Other==
==Other==
The statuses' source is not yet designated. This includes statuses like Goblin Cave's Cave Collapse.<br>
The statuses' source is not yet designated. This includes statuses Resting, old statuses that are no longer used, new statuses that are not yet used, and more.<br>


[[File:{{Status_Data|Debuff|Other|Cave Collapse 01|Icon}}.png|link=|x70px]]
[[File:{{Status_Data|Buff|Other|Rest|Icon}}.png|link=|x70px]]


<br>
<br>
For example, [[Fighter]]'s Weapon Mastery perk was recently (as of writing this) adjusted to not have any penalty. Therefore, this penalty is temporarily a "Other" status as it is no longer a penalty that the perk actually applies.


=Policies=
=Policies=
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This is present on nearly all damage over time pools such as [[Giant Centipede]]'s acid, [[Skeleton Mage]]'s remaining fireball, [[Warlock]]'s Flamewalker, and many others.<br>
This is present on nearly all damage over time pools such as [[Giant Centipede]]'s acid, [[Skeleton Mage]]'s remaining fireball, [[Warlock]]'s Flamewalker, and many others.<br>
=Statuses=
{{StatusesBar}}
To see a list of all statuses, view the respective page from the bar above or the expandable sections below.
{{GenerateStatusTables|Buff}}
{{GenerateStatusTables|Debuff}}
{{GenerateStatusTables|Other}}

Latest revision as of 21:34, 12 August 2024

Statuses

Buffs Debuffs Other Statuses

To see a list of all statuses, view the respective page from the bar above.


Statuses are effects that usually last a set amount of time, and cause the target to get stronger or weaker depending on the effects. Status effects can even Scale if they do damage/healing/shielding.

See Damage/Healing over Time for info on how Damage/Heal Statuses are calculated.

Status Types

Most statuses have a status type of either Buff or Debuff.

Buff

Buffs are statuses that make their target stronger, like Cleric's Divine Strike.
Icon Buff DivineStrike.png

Some buffs also have a downside, like Warlock's Phantomize which causes you to not be able to attack.


Not all buffs have a blue icon, however, such as Fighter's Combo Attack.
Icon Buff ComboAttack.png

If a Buff has a Duration, then this duration is affected by Buff Duration Bonus.

Debuff

Debuffs are statuses that make their target weaker or make them receive damage, like Wizard's Fireball's burn.

Icon Debuff Burning.png.

Some debuffs also have an upside, like Warlock's Power of Sacrifice which grants Strength and Vigor.


All debuffs have a red icon.

If a Debuff has a Duration, then this duration is affected by Debuff Duration Bonus.

Other

Other statuses include ones that are not designated as a Buff nor Debuff, meaning it is not affected by Buff Duration Bonus nor Debuff Duration Bonus.

This also includes Race statuses, like the Elf skin.

Icon Race Elf.png

Source Types

A statuses' source is what applies the status.

Class

The status comes from a Class like Fighter, Wizard, etc. One example of this is Rogue's Hide.

Icon Buff Hided.png

Item

The status comes from an Item, like Weapons, Armors, or Utilities. One example of this is the Potion of Healing.

Icon Buff HealingPotion.png

Monster

The status comes from a Monster, like Skeleton Mage's Fireball burn.

Icon Debuff Burning.png

Other

The statuses' source is not yet designated. This includes statuses Resting, old statuses that are no longer used, new statuses that are not yet used, and more.

Icon Buff Rest.png


For example, Fighter's Weapon Mastery perk was recently (as of writing this) adjusted to not have any penalty. Therefore, this penalty is temporarily a "Other" status as it is no longer a penalty that the perk actually applies.

Policies

All statuses have policies that determine how they function.
(Note that these descriptions are Work in Progress and are still being researched)

Default Policies


Unless otherwise specified, status effects have the following properties:

  • Unremovable
  • Infinite duration while a condition is met (i.e. Cave Troll Regeneration is unconditional so it lasts forever, Skeleton Mage Fire pools are conditional on standing in them)
  • Max Stacks of 1
  • Tick interval of 1 second (see below for definition)
  • Duration is only refreshed if at max stacks of 1 when receiving a new stack

On the Monsters page, status policies are abbreviated, like Removable to (Rmv), and must be hovered to see the properties.

Removable

Can be removed (Rmv).

Some abilities that can remove statuses are:


Note that Cleanse for some reason still can't remove Lich curses or Ghost Eating, though it is intended by IronMace.

Stacking Type

Stacks are aggregated by target (AgT) or by source (AgS)

Maximum Stacks

Maximum stacks the status can go to (1x,2x,3x,etc)

Expiration

Upon expiring (Exp), instead of losing all stacks, it removes a single stack and refreshes the duration

Tick Interval

The tick interval in seconds (0.1, 0.2, 0.5, etc).

For example 20 damage over 2s with 1s interval results in actually receiving 10 damage every 1s (+ scaling comes in here). With a .1s interval length, this will instead be 1 damage every .1s.


Similarly, if this were for a Zombie Poison Cloud, the player would take damage every .1s of remaining inside the cloud. The total damage remains the same but is dealt in often quicker increments and lower amounts.

Refresh

When getting more stacks, the duration is refreshed (Ref)

Duration

Duration lasts infinitely (Inf) until some other condition is met, or for a set duration (1s, 5s, 10s, etc.)

bExecutePeriodicEffectOnApplication

Unknown effect (Tmp); name and abbreviation are placeholders.

In the majority of cases, this causes the status to do much more damage than it normally would.

This is present on nearly all damage over time pools such as Giant Centipede's acid, Skeleton Mage's remaining fireball, Warlock's Flamewalker, and many others.