Status Effects Guide
Status Effects temporarily change what a character or monster can do. Some disable movement or spell casting, while others deal damage over time, reduce resistance, alter movement, or provide protection.
At a Glance
| Status | Move | Physical Attack | Cast Spells | Use Skills | Pick Up Items | Main Effect |
|---|---|---|---|---|---|---|
| Stun | No | No | No | No | No | Full crowd-control lock |
| Silence | Yes | Yes | No | Yes | Yes | Disables spell casting |
| Paralyze | No | Yes | Yes | Yes | Yes | Stops movement only |
| Trap | No | Yes | No* | Yes | No | Archer-trap immobilization |
| Freeze | Slowed / frozen movement behavior | Yes | Yes | Yes | Yes | Ice movement debuff |
| Burning | Yes | Yes | Yes | Yes | Yes | HP/SP drain + lower Magic Resistance |
| Poison | Yes | Yes | Yes | Yes | Yes | Damage-over-time status |
| Inhibition | Yes | Yes | No | Yes | Yes | Blocks normal spell casting |
| Illusion Movement | Yes | Yes | Yes | Yes | Yes | Changes/inverts movement controls |
* Battle Staff magic attacks have a special Trap exception as long as Stun, Silence, and Inhibition are not also active.
Stun
Stun is the strongest general-purpose control effect currently active in Helbreath Nexus. A stunned target is effectively unable to perform normal combat or inventory actions until the status ends.
- Cannot walk or run.
- Cannot perform normal physical attacks.
- Cannot cast spells.
- Cannot use skills.
- Cannot pick up ground items.
- Cannot use, equip, or unequip items while stunned.
Stun Chance vs Stun Resistance
Weapons can provide Stun Chance, while armor can provide Stun Resistance. The server performs these as separate rolls.
1. Attacker succeeds if 1d100 ≤ Stun Chance.
2. If that succeeds, the defender resists if 1d100 ≤ Stun Resistance.
3. Stun is applied only when the attacker succeeds and the defender fails the resistance roll.
For a normal weapon Stun proc, the effective chance can therefore be written as:
| Attacker Stun | Defender Resist | Effective Stun Chance |
|---|---|---|
| 10% | 0% | 10.00% |
| 10% | 20% | 8.00% |
| 20% | 20% | 16.00% |
| 25% | 25% | 18.75% |
Both Stun Chance and Stun Resistance are capped at 100% by the server when equipment bonuses are calculated.
Stunner Monsters
Monsters with the Stunner Special Ability can also stun players when they deal damage.
- Base Stunner proc chance: 40%.
- Duration: 5 seconds.
- Your equipped Stun Resistance can prevent the proc after the monster's Stun roll succeeds.
Silence
Silence prevents spell casting without shutting down the rest of the character.
- You can still move.
- You can still make physical attacks.
- You can still use normal items.
- You cannot perform normal spell-casting actions.
The Deathstone of Disruption uses Silence. Its effect duration comes from the Deathstone item data; if no duration is specified, the server fallback is 10 seconds.
Burning
Burning is a damage-and-debuff status. It does not prevent actions, but it steadily drains the target and makes them easier to affect with magic.
Player Burning Formula
| Effect | Current Formula |
|---|---|
| HP damage | 5% of Maximum HP every 3 seconds |
| SP drain | 3% of Maximum SP every 2 seconds |
| Magic Resistance | -35% while Burning |
The Magic Resistance reduction is applied multiplicatively:
Example: a target with 200 effective Magic Resistance is treated as having approximately 130 while Burning.
For players, Burning drains both HP and SP. Monsters use the HP-burning portion; they do not use the player SP-drain logic.
Burning Sources
- Burning Arrow — uses the arrow's configured proc chance and currently applies Burning for 10 seconds when it procs.
- Deathstone of Burning — uses its item-defined duration, with a server fallback of 10 seconds.
Paralyze
Paralyze is the server's general Hold Object movement lock.
- Movement is blocked.
- Normal attacks are not globally blocked by Paralyze.
- Spell casting is not globally blocked by Paralyze.
- Item usage is not globally blocked by Paralyze.
Trap
Trap is the enhanced movement lock used by Archer Traps. When a valid target triggers a trap, the server pulls the target onto the trap tile and applies both the Hold Object state and Trap.
- Cannot move.
- Cannot pick up ground items.
- Cannot cast normal spells.
- Can still perform normal physical attacks.
- Does not globally disable normal item usage like Stun does.
Battle Staff Exception
Battle Staff magic attacks have a special exception while Trapped. A Battle Staff attack may still be used if:
- Trap is active, and
- Stun is not active, and
- Silence is not active, and
- Inhibition is not active.
This exception applies specifically to Battle Staff magic attacks; it does not turn Trap into a normal spell-casting state.
Freeze / Ice
Freeze is the active Ice status. Unlike Paralyze or Stun, Freeze is handled as an Ice movement debuff rather than a full movement-blocking status in the central restriction system.
The current global server setting for Freeze effects is:
Freeze Arrows use their configured proc chance and the current server Freeze duration when they successfully apply the status.
Poison
Poison is a damage-over-time status whose strength is stored as a Poison Level. Different sources can apply different poison levels.
- Poison Arrows use the arrow's configured Poison Level plus applicable Poison Damage bonuses.
- Some Special Abilities use their own Poison Level.
- Deathstone of Venom uses its own item-defined Poison Level and duration.
Poison does not directly prevent movement, attacking, spell casting, skill use, or normal item use.
Inhibition Casting
Inhibition is another casting-control status. The central status rules treat it as a spell-casting blocker alongside Stun and Silence.
Although Silence and Inhibition both prevent normal spells, they are separate statuses and can come from different effects.
Illusion & Illusion Movement
The Confusion family can create two different status behaviors:
- Illusion — the normal confusion/illusion state.
- Illusion Movement — changes the player's movement-control behavior.
The Deathstone of Inversion applies the movement version and uses its item-defined duration, with a server fallback of 60 seconds.
Stacking & Reapplication
Most timed magic/status effects do not simply stack another copy on top of an already-active copy.
- A timed Stun will normally refuse to apply if Stun is already active.
- The same applies to Silence and Burning through their normal status-application paths.
- Different status types can coexist, so a player can be affected by more than one kind of control/debuff at once.
- Some special sources deliberately replace or clear their own existing effect before applying a new one.
This means combinations matter. For example, Trap by itself still allows physical attacks, but Trap + Stun removes that freedom because Stun also blocks attacks.
Status Effects on Death / Relog
Combat status effects such as Stun, Silence, Burning, Paralyze, Trap, Poison, Freeze, Illusion, and other temporary buffs/debuffs are treated as transient states. They are not intended to become permanent character state through saving and reloading.
Positive & Protective Statuses
The same status system also tracks beneficial effects. Common active examples include:
| Status | General Role |
|---|---|
| Invisible | Invisibility status |
| Berserk | Offensive combat buff |
| Haste | Movement/action-speed related buff |
| Defense Shield | Protective shield status |
| Magic Protection | Protection against magic |
| Protection From Arrow | Protection against arrows/ranged attacks |
| Arrow Shower | Arrow Shower status/visual state |
| Angel ATK / DEX / DEF / MAG | Tutelary Angel status family |
| Slate Red / Blue / Green | Slate buff/status family |
These positive statuses use the same server-authoritative status framework but have their own gameplay formulas. Their full formulas are better covered in the guide for the system or item that grants them.
Reserved Statuses
The current status framework already reserves entries for several future/custom effects:
- Bleed
- Curse
- Slow
Status-Related Achievements
The Achievement system currently tracks several status activities, including successful Stuns and Poison interactions.
- Successfully Stun an enemy player.
- Successfully Stun a monster.
- Get Stunned by an enemy.
- Successfully Poison an enemy player.
- Successfully Poison a monster.
- Get Poisoned by an enemy.
Achievement progress is awarded when the relevant status is successfully applied through the supported combat path, not simply because an attack attempted to proc it.
Quick Reference
| Rule | Current Behavior |
|---|---|
| Weapon Stun duration | 5 seconds |
| Stunner monster chance | 40% before Stun Resistance |
| Stunner monster duration | 5 seconds |
| Burning HP tick | 5% Max HP every 3 seconds |
| Burning SP tick | 3% Max SP every 2 seconds |
| Burning Magic Resistance | Normal MR × 65% (-35%) |
| Burning lethal? | No; periodic burn stops at 1 HP |
| Archer Trap duration | 7 seconds under current server settings |
| Normal Poison duration | 10 seconds |
| Normal Freeze duration | 10 seconds |
| Stun Resistance cap | 100% |
| Stun Chance cap | 100% |
| Reserved but inactive | Bleed, Curse, Slow |
