Combat glossary
Status effects
Status effects add damage over time, movement restrictions, target-state changes, and stacking vulnerabilities. Source skills and dimension modifiers may change the listed base timing.
8 documented effects4 control effectsLive combat constants
Status effects8
Damage-over-time2
Crowd control4
Conditions2
Status summary
Timing is the ordinary base rule. Individual Skill Hearts, equipment effects, and dimension affixes may supply a different duration or strength.
| Effect | Class | Targets | What it does | Timing |
|---|---|---|---|---|
| Burn | Damage over time | Hero or monsters | Deals repeated fire damage equal to 2% of the triggering hit per tick. | 3s duration; ticks every 0.5s. Reapplication refreshes the duration. |
| Bleed | Damage over time | Monsters | Gear-triggered Bleed deals 18% of the triggering hit per tick. Skill sources may supply their own damage and duration. | 3s from gear; ticks every 0.5s. Reapplication refreshes the active values. |
| Cold and Frozen | Crowd control | Monsters | Each Cold stack slows movement by 5%. At 5 stacks, the stacks clear and the target freezes. | Frozen for 2s before dimension crowd-control modifiers. |
| Electrified | Condition | Monsters | Increases damage received by 1% per stack. | Stacks up to 10; source skills control application and expiry. |
| Stun | Crowd control | Monsters | Stops movement, attacks, and active behavior while the timer is running. | 0.75s from equipment procs before dimension crowd-control modifiers. |
| Rooted | Crowd control | Hero or monsters | Stops movement and prevents the hero from dodging. Rooted monsters may still use attacks that do not require movement. | Duration is supplied by the skill or monster effect; reapplication keeps the longer remaining duration. |
| Blind | Crowd control | Monsters | Forces movement direction changes between 30° and 180° instead of normal pursuit. | Direction changes every 1s; the source controls total duration. |
| Tame | Condition | Eligible monsters | Converts the monster into an ally with 1.3× speed and 1.5× collision damage. Enemies retaliate at 0.65× damage; tamed monsters drop no loot. | Tamed collision attacks use a 0.85s cooldown. Source rules control eligibility and lifetime. |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Stacking and resistance
- Reapplication
- Burn and Bleed refresh their active duration and damage values. Root keeps the longer remaining duration. Cold and Electrified use explicit stack counts.
- Crowd-control duration
- Dimension modifiers can shorten control durations on monsters. The same multiplier applies to common stuns, freezes, and roots.
- Visible labels
- Active monster conditions appear above the target. When more than three are active, the display prioritizes the first three labels.