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.

Quick facts: Status Effects are controlled by the server. Most combat statuses are temporary and are cleared when their duration ends. Similar-looking effects can behave very differently, so knowing the difference between Stun, Paralyze, Trap, Silence, Freeze, and Burning matters in both PvP and PvE.

At a Glance

StatusMovePhysical AttackCast SpellsUse SkillsPick Up ItemsMain Effect
StunNoNoNoNoNoFull crowd-control lock
SilenceYesYesNoYesYesDisables spell casting
ParalyzeNoYesYesYesYesStops movement only
TrapNoYesNo*YesNoArcher-trap immobilization
FreezeSlowed / frozen movement behaviorYesYesYesYesIce movement debuff
BurningYesYesYesYesYesHP/SP drain + lower Magic Resistance
PoisonYesYesYesYesYesDamage-over-time status
InhibitionYesYesNoYesYesBlocks normal spell casting
Illusion MovementYesYesYesYesYesChanges/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.
Standard Stun duration from equipment: A successful Stun Chance proc from an attributed weapon applies Stun for 5 seconds.

Stun Chance vs Stun Resistance

Weapons can provide Stun Chance, while armor can provide Stun Resistance. The server performs these as separate rolls.

Stun formula:
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:

Effective Stun Chance = Attacker Stun Chance × (1 - Defender Stun Resistance)
Attacker StunDefender ResistEffective 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.
Important: Silence is not the same as Stun. A silenced melee or ranged character can continue fighting normally unless another crowd-control effect is also active.

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

EffectCurrent Formula
HP damage5% of Maximum HP every 3 seconds
SP drain3% of Maximum SP every 2 seconds
Magic Resistance-35% while Burning

The Magic Resistance reduction is applied multiplicatively:

Burning Magic Resistance = Normal Magic Resistance × 65%

Example: a target with 200 effective Magic Resistance is treated as having approximately 130 while Burning.

Non-lethal burn: Burning's periodic HP damage will not reduce a player or monster below 1 HP by itself.

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.
Think of Paralyze as: "You cannot leave this tile," rather than "you cannot do anything."

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.
Current Archer Trap duration: 7 seconds, using the current server setting. The same configured duration is used for an active trap's lifetime and for the lock created when it triggers.

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 duration: 10 seconds

Freeze Arrows use their configured proc chance and the current server Freeze duration when they successfully apply the status.

Do not confuse these: Freeze is an Ice movement effect; Paralyze prevents movement; Trap prevents movement plus normal casting/pickup; Stun prevents almost all active actions.

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.
Current normal Poison duration setting: 10 seconds. Individual sources such as Deathstones can override this with their own 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.

Casting is blocked when any of these are active: Inhibition, Stun, Silence, or Trap.

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.

Player takeaway: Temporary combat statuses are session/combat effects, not permanent attributes on your character.

Positive & Protective Statuses

The same status system also tracks beneficial effects. Common active examples include:

StatusGeneral Role
InvisibleInvisibility status
BerserkOffensive combat buff
HasteMovement/action-speed related buff
Defense ShieldProtective shield status
Magic ProtectionProtection against magic
Protection From ArrowProtection against arrows/ranged attacks
Arrow ShowerArrow Shower status/visual state
Angel ATK / DEX / DEF / MAGTutelary Angel status family
Slate Red / Blue / GreenSlate 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
Current implementation: These names exist in the status framework, but the audited source does not currently contain gameplay code that applies their actual effects. They should therefore be treated as reserved / not currently active gameplay statuses, not as live mechanics.

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

RuleCurrent Behavior
Weapon Stun duration5 seconds
Stunner monster chance40% before Stun Resistance
Stunner monster duration5 seconds
Burning HP tick5% Max HP every 3 seconds
Burning SP tick3% Max SP every 2 seconds
Burning Magic ResistanceNormal MR × 65% (-35%)
Burning lethal?No; periodic burn stops at 1 HP
Archer Trap duration7 seconds under current server settings
Normal Poison duration10 seconds
Normal Freeze duration10 seconds
Stun Resistance cap100%
Stun Chance cap100%
Reserved but inactiveBleed, Curse, Slow
In short: Stun shuts almost everything down, Silence shuts down spells, Paralyze stops movement, Trap stops movement plus normal casting and pickup, while Burning pressures HP/SP and lowers Magic Resistance. Learning which control effect is actually on you tells you what options you still have in a fight.