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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.
Combat status effects and timing
EffectClassTargetsWhat it doesTiming
BurnDamage over timeHero or monstersDeals repeated fire damage equal to 2% of the triggering hit per tick.3s duration; ticks every 0.5s. Reapplication refreshes the duration.
BleedDamage over timeMonstersGear-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 FrozenCrowd controlMonstersEach Cold stack slows movement by 5%. At 5 stacks, the stacks clear and the target freezes.Frozen for 2s before dimension crowd-control modifiers.
ElectrifiedConditionMonstersIncreases damage received by 1% per stack.Stacks up to 10; source skills control application and expiry.
StunCrowd controlMonstersStops movement, attacks, and active behavior while the timer is running.0.75s from equipment procs before dimension crowd-control modifiers.
RootedCrowd controlHero or monstersStops 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.
BlindCrowd controlMonstersForces movement direction changes between 30° and 180° instead of normal pursuit.Direction changes every 1s; the source controls total duration.
TameConditionEligible monstersConverts 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.