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
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
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
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
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
| Effect | Decay | Persistence |
|---|---|---|
| Chill | −1 stack/turn | Until fully decayed |
| Shrapnel | None (consumed on hit) | Until all stacks consumed |
| Rust | None | Permanent (lasts entire fight) |
| Bleed | −1 stack/turn | Until 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.
| Keyword | When It Triggers |
|---|---|
| Battle Start | Once at the very beginning of combat, before any turns are taken. |
| First Turn | At the start of the first combat turn only. |
| Turn Start | At the beginning of every combat turn. |
| Every Other Turn | At the start of every second turn (turns 2, 4, 6, etc.). |
| Exposed | Triggers when the combatant has 0 ARM (armor fully depleted). |
| Wounded | Triggers 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.