Debilitations are the various negative Status Effects. They can be inflicted by a variety of factors, including by foes, allies, the environment, and even some items. All except unconsciousness, petrification, and possession are temporary and will eventually wear off if not treated.
Debilitations are status effects that can affect allies and foes alike, they can be inflicted with special weapons, debilitating spells, as secondary effects of the Five Archmagicks, with thrown items, with Special Arrows, some special skills, and by special creature attacks.
In general, infliction of debilitation requires that a foe's resistance to it is overcome - this usually means successive attacks to increase the cumulative effect until a threshold is passed.
The Augments of Morbidity, Toxicity, and Magnitude reduce the number of strikes or time it takes to debilitate, with Morbidity working with physical attacks, Toxicity with poison attacks, and Magnitude with debilitation spells.
In some cases the debilitation can be transferred through a sequence of spells and attacks - for example a Magick Cannon hit with Rusted Weapons may inflict poison or torpor with its orbs; or when an ally is electrified with Fulmination cast with Golden Weapons the ally's attacks may silence; Single Use magick items such as Jewel of Sleep can also transfer the effect of a primary weapon; a Perfect Block with a Rusted Shield may also cause Poison or Torpor.
Active debilitations are listed for each party member under the "Condition" tab of the Status section in the Pause Menu, and are also indicated by icons next to the health bar in game and in the inventory screen.
Many debilitations can be seen clearly by the presence of the associated effect eg flames, frost etc. Other status effects such as curse or torpor give the afflicted a characteristic red/dark-purple body shimmer.
|15 s||Elemental fire debilitation. Character loses 24 HP every second.
||Fire spells, fire weapons, Dragon's Spit, a dragonkin's fire breath and can be self inflicted by standing in fire.|
|?||Character takes double damage from fire-based attacks and will be Caught on fire after the hit.
||Flasks of oil, Saurian attacks, and Aneled weapons.|
|90 s||Character takes double damage from ice-based and thunder-based attacks, but takes less damage from fire-based attacks. Drenched enemies are more likely to be frozen.
||Being submerged in water, throwing flasks of water, ceramic jugs, certain creature spit, and a Wraith moving through a character.|
|?||Elemental ice debilitation. Character takes double damage from all attacks.
||Ice spells and ice breath from a Wyrm or Snow Harpy.|
|-||-|| Chain lightning arcs from one target to another - all affected are likely to be knocked down or stunned
||All forms of lightning including thunder enchanted weapons.|
|60 s|| If the Arisen is blinded, the screen goes dark. Other characters tend to attack randomly when blinded.
||Throwing items such as Festival Pies, attacks of Garms and certain Eye creatures, and Blearing.|
|90 s||Character's attributes drop by 40%, and the character takes 40% more damage. Stamina is lowered by 40%.||Monster attacks, cursed sarcophogi, the spell Perdition, and throwing skulls.|
|90 s||Character takes 30% more physical damage.||Monster attacks, some skills, and consuming some items.|
|90 s||Character's magick power is lowered by 30%.||Monster attacks, some skills, and consuming some items.|
|90 s||Character takes 30% more magickal damage.||Monster attacks, some skills, and consuming some items.|
|90 s||Character's attack power is lowered by 30%.||Monster attacks, some skills, and consuming some items.|
|44 s|| Character slowly turns to stone, and after just over 40 seconds dies by shattering.
||Monster attacks, consuming Leaden Globes, and the spell Petrifaction.|
|150 s|| Character loses 20 HP every 6 seconds.
||Monster attacks, throwing flasks of poison, consuming rotten meat, Miasma, and upgraded Rusted Weapons.|
|-|| Character's movement is limited and takes damage over time. Possessed pawns attack allies.
||Spirit enemies and dragonkin.|
|60 s||Character cannot cast spells.||Monster attacks and Silentium. Upgraded golden weapons also have a chance to cause this to enemies.|
|90 s||Character cannot use any weapon skills.||Attacks from Evil and Vile Eyes and Dragonkin.|
|15 s|| Character cannot act, and if attacked, wakes up and takes 1.5x damage from the attack.
||Harpy song, Death, the spell Sopor, and consuming Select Herb Ale.|
|30 s||Character's movement and attack speed is slowed to a crawl.||Monster attacks, consuming some rotten goods, Lassitude, Blunting Arrow, and upgraded Rusted Weapons.|
|180 s|| Pawn is incapacitated and will return to the rift if not aided
||Enemy attacks, falls, loss of health from poison and other effects, Dragon Roar|
|Special Weapons||Rusted Weapons, Aneled Weapons, and Golden Weapons can inflict debilitations :
Higher enhanced, dragonforged, or rarified weapons have a higher frequency of debilitation.
|Enchanted Attacks||Weapons with permanent or temporary Weapon enchantment, and many elemental spells can cause the debilitation associated with the element - the debilitating power depends on the weapon type, or on the spell used to enchant it.
|Debilitating Spells||Many common debilitations can be caused by special spells - these are : Silentium (silence); Blearing (blinding); Lassitude (torpor); Sopor (sleep); Perdition (curse); Petrifaction (petrify) - all these spells are classed as dark archmagick. The spell Frazil also causes frozen as its primary effect in a similar way.
There are numerous foes that also have access to these spells (see Magick Users)
The 'High' versions of these spells debilitate with higher frequency (+50%)
|Magick Jewels||Magick Jewels are Single use magick items that allow all vocations to cast some simple spells, including the equivalents of debilitating spells - these are : Jewel of Darkness (blind), Jewel of Petrifaction (petrify), Jewel of Silence (silence), Jewel of Sleep (sleep), Jewel of Time (torpor), and Jewel of Toxicity (poison)|
|Special Arrows||These are Blinder Arrows (blind), Oil Arrows (tarred), Poison Arrows (poison), Silencer Arrows (silence), Petrifying Arrows (petrify), Sleeper Arrows (sleep).
The Ranger skill Whirling Arrow and the Assassin skill Puncture Dart optimize the use of these arrows. Assassins also have access to special skills that fire torporing arrows - Blunting Arrow and Plegic Arrow.
|Thrown Items||There are numerous thrown items, many of which can debilitate - these include : Festival Pie (blind); Skull (curse); Ceramic Jug, Flask of Water, or Water pot (drenched); Flask of Oil, or Oil pot (tarred); and Poison Flask or Poison pot (poison).
(see also Thrown Damage)
|Creature Spit||Several species, notably Saurians, can spit at foes causing a variety of debilitations - these include : common Saurian (poison); Sulfur Saurian (torpor); Geo Saurian (burning and lowered defense); Saurian Sage (drenched); Evil Eye's tentacles (drenched and lowered magick defense) and Spiders (torpor).
Some larger creatures can spit jets of fluid that cause miasmic pools - from a Chimera's snake-head (poison), or from a Gorechimera (tarred, burning, and lowered defense); and from the heads of a Hydra (poison), or Archydra (poison and blinding).
|Creature Breath and Gases||A number of species have a breath that debilitates, most notably Dragons : Drakes and The Dragon have fire breath that causes burning, as do Pyre Saurians; a Wyrm's breath can cause frozen; and a Cockatrice's can petrify. The breath of a Garm can blind.
Snow Harpies have an icy blast magnified by their wings which can freeze.
|Roars, Songs, and Shrieks||Dragon Roar kills or possesses pawns, and causes Skill Stifling to the Arisen.|
|Bites and Stings||Bites and stings are common amongst flying and undead foes.
Gargoyles may sting to petrify, whilst a Succubus' bite causes lowered strength. Additionally a Wolf or Direwolf's bite may rarely cause such debilitations as silence or even petrification - Warg's bites inflict poison with regularity, as well as torpor. The bite of a Snake can inflict poison.
|Eye's Gaze||The luminous gaze of an Evil Eye (or Vile Eye) most often causes petrification. However it can also inflict a wide variety of non-archmagick (or dark based) debilitations including skill stifling, or lowered magick defense, as well as all of the common debilitations, plus burning.|
|Spell side effects||In addition to the natural side effects of all fire, ice, and lightning spells, plus holy and dark based enchants, a few spells can cause debilitations as side effects.|
|Skill side effects||Some Strider and Assassin non-magick skills have a burning side effect, derived from the use of a small amount of blasting powder, these include Powder Charge, Toss and Trigger, Dazzle Hold, and Splinter Dart, and their advanced forms.|
|Blocks||Normal shield and magick shield blocks can debilitate when the shield is enchanted with one of the Five Archmagicks. For Magick shields only spell enchantments will work (eg Thundercounter), not permanent enchantments (eg Thunder Kite Shield).
Non-elemental effects such as those from rusted shields are not transferred on normal blocking.
|Perfect Blocks||Perfect Blocks with a rusted or enchanted shield has a chance to debilitate (with Deflect learned), just like an attack with a similarly enchanted weapon.
Magick Shields with enchants such as Thunder Riposte together with the core skill Reflect conjure elemental counter spells that can debilitate as secondary effects - the dark enchants (Dark Enchanter, Abyssal Trance, or Desecration Invocation) are a special case in that the counter attack may also torpor.
|Ghosts||When Ghosts become incorporeal and pass through a person, they can inflict a debilitation (or Status Effects) - these are - Phantom (silence); Specter (increased strength); and Wraith (curse, drenched).|
|Weapon ※||Power ‡|
|Shields||320% † §|
‡ Relative to 'Boon' type spells (approximate)
All Enchanted weapons and spells that utilize the Archmagicks of Fire, Ice, or Lightning can cause the secondary effects of the Archmagick they possess - that is - burning from fire; frozen from ice; and thundershock from lightning.
The frequency or power of debilitations depends either on the type of weapon if it is permanently enchanted, or on the enchantment if a spell enchantment is used.
Unlike golden, rusted, or aneled weapons, the enhancement level of an enchanted weapon does not increase the frequency of debilitation; nor are higher level weapons better (eg Divine Axis vs Volant White); however high level spell enchantments do grant higher frequencies of debilitation.
A permanently enchanted weapon over-enchanted with a spell takes its debilitating power from the spell, which may even reduce its potency if a low level enchantment is used.
The debilitations from the Archmagicks of fire, ice, and lightning are separate from the elements themselves; thus fire resistance does not prevent burning, and frozen resistance does not prevent damage from ice.
Spells in the archmagicks can also cause the status effects, and vary widely in their power - for example - to set a Saurian alight it may take 10 arrows from Explosive Rivets (unexploded), or 4 Ingles, or 2 Sunflares, or 2 Toss and Triggers, whilst the initial blast of Comestion will ignite them instantly, as will the slightest touch of Backfire.
In general it seems that all strikes with a specific type (eg Sword, Mace etc) melee weapon are equivalent in terms of debilitating power, and not related to the skill used - thus each hit with a Sword from Onslaught has the same contribution as each of the five sword strikes from a Full Moon Slash. Perfect Blocks with enchanted shields can also debilitate.
Enchanted shields can debilitate from both melee attacks and all blocked strikes - the rate of debilitation from perfectly blocked strikes is increased by ~25%. With Magick Shields debilitation can occur in addition to the effects from Mystic Knight Shield Counters - thus a with Darkcounter a perfect block can trigger both torpor as well as dark magick Critical Hits. Higher tier spells such as Abyssal Riposte also increase the debilitation rate by around ~25%.
Holy and Dark
Additionally Holy and Dark based weapons and spells can produce debilitation like effects : healing from holy; and critical hits from dark - these act in a similar way to debilitations - in that the effect happens when the cumulative strikes reach a critical value - in both cases the effect is instantaneous, not long lasting, much like Thundershock.
Holy Healing occurs with all holy based spells that cause damage, and with all holy weapons; dark criticals come from dark enchanted weapons, as well as some spells such as Great Sacrifice, or Necromancy - however many dark based spells, even offensive ones, do not produce critical hits (eg Miasma, or Maelstrom), and some such as Abyssal Riposte cause torpor instead.
- For creatures and human enemies see List of Creature Debilitation Resistances.
- For lists of armor and clothing see Debilitation and Elemental Resistance Lists.
All creatures have differing innate resistances to different debilitations - a few such as the Ur-Dragon are immune to all debilitations. In general it seems that larger creatures are more resistant to debilitations even when they are relatively weak to the magick causing it - small creatures such as Spiders tend to be debilitated on the first hit.
Any spell or item granting the status Impervious gives a temporary resistance to all debilitations. The augments Resistance and Intervention give resistances to certain non-elemental and elemental debilitations respectively.
Various pieces of equipment can also give resistances to some debilitations. Please refer to individual debilitations for links to lists of equipment.
It seems that some large creatures are more susceptible to rapid infliction of debilitation - so for example a Drake when hit with torporing arrows using Quick-Loose may take over 20 arrow hits to torpor, whilst when using Fivefold Flurry torporing can occur after around 10 arrow strikes.(verify)
- The cumulative effect of debilitating attacks appears to work in the same way that foes are Staggered or Knockdowned by successive strikes.
- The accumulation also appears to die off over time, so more hits may be required if long pauses are left between strikes.
- Pawns will attack creatures that they would otherwise ignore if they are first debilitated.
- The infliction of Petrification clears all other debilitations, but not Invigorations.
- Certain attacks are unable to inflict debilitations - generally Unarmed Combat, as well as Sorcerer's Magick Billow, Warrior's Pommel Bash, and the follow up kick attacks of Strider's Engrave.