KharvalenWiki
v0.9.16
English

Status effects

The game's nine status effects with their duration, damage, and effects, in v0.9.16.

How they work

Status effects are applied on hit (infusions, weapons, and effects that carry them) and do their work over time. Their damage over time skips evasion, shield, and armor: only percentage damage reduction mitigates it. And a killing blow never gets to apply its status.

The nine statuses

StatusDurationDamageEffectStacks
Burn4 s3 per second—No
Poison6 s2 per second—No
Bleed5 s2 per second—×5
Freeze3 s—movement ×0.6 · attack ×0.8No
Hielo· Winter Crystal1.5 s—movement ×0.6No
Shock3 s—attack ×0No
Stun1 s—immobilizes and prevents attackingNo
Lightning Stun0.25 s—immobilizes and prevents attackingNo
Stun· Earthen Fangs0.4 s—immobilizes and prevents attackingNo

In v0.9.16 no enemy applies status effects: statuses are on you, mostly via Infusions. The three stuns and the two slows in the table are different variants applied by different sources (the Shock infusion, the rare stun, the Earthen Fangs, winter cold…).

Statuses against bosses

Against bosses, statuses are a real lever. On all seven, Stun and Shock —the statuses that prevent attacking— stop them from starting an attack; on the four phase bosses they also cancel the one being charged if the blow hasn't landed yet: the ground warning disappears and there's no damage. Chill stretches their cadence while it lasts, and their cooldowns run slower. No boss is immune to statuses; the only exception is Azhakar while nobody is inside his arena.

The Stopped Clock is not a status, but it plays in the same league: against a horde (or with a boss in the fight) it stops time for 2 s. Enemies and their projectiles freeze, minibosses for only 1 s, and bosses never freeze: they carry Freeze for exactly as long as the stop lasts. On resume, every frozen enemy takes at once a share of the damage it received while it stood still. Only one player can own it in a co-op game, and it never drops in PvP.

Verified against game v0.9.16.