Status Effects

Stackable effects that alter combat behavior, applied by items and enemy abilities.

Note: Status effects are applied during combat by item triggers and enemy abilities. They stack additively — applying 2 Chill on a target that already has 1 Chill results in 3 total stacks.

Effect Reference

Chill

Chill

Slows the target and adds bonus damage.

Reduces the target's strikes per turn by the number of Chill stacks (minimum 1 strike).
Each stack adds +1 bonus damage per strike received (maximum +3 bonus damage regardless of stacks).
Decays by 1 stack at the end of each turn.
Shrapnel

Shrapnel

Retaliates when struck.

When the affected combatant is struck, 1 Shrapnel stack is consumed.
The consumed stack deals retaliatory damage equal to 50% of the affected combatant's ATK (minimum 1 damage).
Stacks persist until consumed. They do not decay over time.
Rust

Rust

Corrodes armor over time.

At the end of each turn, the target loses ARM equal to the number of Rust stacks.
Rust stacks are permanent. They do not decay or get consumed.
Effective against high-ARM targets, as it strips their defenses progressively.
Bleed

Bleed

Deals direct HP damage over time.

At the end of each turn, the target takes damage equal to the number of Bleed stacks.
Bleed damage ignores ARM entirely, applying directly to HP.
Decays by 1 stack at the end of each turn.

Stack Behavior Summary

EffectDecayPersistence
Chill−1 stack/turnUntil fully decayed
ShrapnelNone (consumed on hit)Until all stacks consumed
RustNonePermanent (lasts entire fight)
Bleed−1 stack/turnUntil fully decayed

Trigger Keywords

Items that apply status effects use specific trigger keywords to determine when the effect activates. These keywords appear in item descriptions throughout the game.

KeywordWhen It Triggers
Battle StartOnce at the very beginning of combat, before any turns are taken.
First TurnAt the start of the first combat turn only.
Turn StartAt the beginning of every combat turn.
Every Other TurnAt the start of every second turn (turns 2, 4, 6, etc.).
ExposedTriggers when the combatant has 0 ARM (armor fully depleted).
WoundedTriggers when the combatant is below 50% of their maximum HP.
Tip: Understanding trigger timing is key to building effective synergies. "Battle Start" effects apply once and are best for burst setups, while "Turn Start" effects provide sustained value over longer fights.