Status Effects and CMAN Quick Reference: Difference between revisions
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I made this status effect guide to share. It's not intended to be exhaustive, but it hits the big ones. |
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==Status Effect Quick Reference== |
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Mechanical effects of common combat-inflicted status conditions. |
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!Status Effect!!Type!!Mechanical Effect!!Duration / Stacking!!Common Sources!!Notes |
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|[[Prone]]||Debuff||-50 to both [[Attack strength|AS]] and [[Defensive strength|DS]]. Reduces chance to outright evade, block, or parry an attack by 50%.||Until the character stands back up.||[[Sweep]], [[Tackle]]; many criticals to legs/back||The most punishing status in the game per-point — a -50/-50 swing plus halved reaction chance is why Sweep and Tackle are top-tier setups. |
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|[[Staggered]]||Debuff||Afflicted party is unable to act (functions like Roundtime).||Does not stack, but can refresh (re-applying resets the clock rather than adding to it).||[[Cheapshots]] (Footstomp/Kneebash/Swiftkick), [[Groin Kick]], [[Staggering Blow]], [[Trip]], [[Twin Hammerfists]], [[Radial Sweep]], [[Charge (weapon technique)|Charge]], Bertrand's Bellow, [[Elemental Wave (410)|Elemental Wave]], [[Judgment (1630)|Judgment]], [[Vertigo (1219)|Vertigo]], [[Pain (711)|Pain]]||As of PSM3, every maneuver that used to just add flat RT now applies Staggered instead. |
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|[[Vulnerable]]||Debuff||The target's next un-aimed attack has an increased chance to hit a lethal location instead of a limb.||Consumed by the next qualifying attack, or expires.||[[Bull Rush]], [[Shield Bash]], [[Shield Charge]], [[Shield Trample]], [[Sweep]], [[Tackle]], [[Trip]], [[Twin Hammerfists]], [[Radial Sweep]], [[Charge (weapon technique)|Charge]], [[Fury]]||This is why Sweep is so strong as a setup — it doesn't just knock someone down, it loads the next hit to go somewhere that matters. |
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|[[Major Bleed]]||Debuff (DoT)||Damage-over-time: deals concussion damage every 2 seconds, scaled off the raw health damage of the hit that caused it. Caps at 100 damage/tick (50/sec). Base 5 ticks (more with [[Exsanguinate]] ranks).||Only one Major Bleed active per target at a time, but repeat hits to the same body location increase (stack) its potency. Reduced 25% by [[Sign of Clotting]]/[[Sign of Staunching|Staunching]]; reduced by [[First Aid]] ranks when tended.||[[Hamstring]], [[Cutthroat]], [[Eviscerate]], [[Slashing Strikes]], [[Blood Burst (701)|Blood Burst]]||Does NOT affect undead. |
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|[[Bleeding]]||Debuff (DoT)||Standard wound bleeding — take damage each round from an open wound until it's healed down or tended.||Continues until wound reaches a level-1 scar, is tended, or is transferred by an empath.||Any wound-causing hit or weapon crit||Distinct from Major Bleed — this is ordinary wound damage, not the stacking DoT effect. |
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|[[Stunned]]||Debuff||Unable to act (including movement/speech). -20 to [[Defensive strength|DS]]. 50% penalty to evade/parry/block chance.||Measured in 5-second rounds; capped at 6 rounds (30s) vs. PCs, 12 rounds (60s) vs. creatures. Does not stack.||Critical table results; [[Blind (311)]], [[Censure (316)]], [[Hand of Tonis (505)]], [[Mind Jolt (706)]], [[Stunning Shout (1008)]]||Many elite/task creatures are flatly immune. |
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|[[Dazed]]||Debuff||Preparing a spell takes noticeably longer.||Temporary, wears off on its own.||UAC attacks, [[Groin Kick]], [[Vault Kick]], [[Cheapshots]] ([[Templeshot]])||Pure caster-disruption — doesn't touch AS/DS. |
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|[[Silenced]]||Debuff||Loses any currently prepared spell and cannot prepare new ones. Cannot talk.||Wears off naturally depending on source; via [[Cutthroat]], requires the neck wound to be healed.||[[Silence (210)]], UAC attacks, [[Cheapshots]] ([[Throatchop]]), [[Cutthroat]], [[Sucker Punch]]||Harder counter to casters than Dazed — wipes what's queued. |
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|[[Blinded]]||Debuff||10% outright miss chance on attacks/spells. -25 to SMR rolls. 50% reduced chance to spot hiding. 25% reduced evade/block/parry. Cannot SEARCH.||Temporary, wears off on its own.||[[Searing Light (135)]], [[Blind (311)]], [[Sunburst (609)]], [[Cheapshots]] ([[Eyepoke]]), [[Dirtkick]]||Stacks several small penalties across offense, defense, and utility. |
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|[[Crippled]]||Debuff||Reduced evade/block/parry when affecting a leg, arm, or hand; reduced AS when affecting an arm or hand.||Location-specific and persists until treated.||UAC attacks, [[Cripple]] (weapon technique), [[Cheapshots]] ([[Kneebash]])||A targeted, lasting maiming effect rather than a burst penalty. |
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|[[Clumsy]]||Debuff||Chance to stumble while attacking, causing minor unbalance damage to self.||Temporary, wears off on its own.||Fyrswn'ava, [[Covert Arts]] (Jester's Bane)||Creatures that can't be knocked down are immune. |
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|[[Immobile]]||Debuff||Cannot perform most movement-based actions. Substantial penalty to DS and evade/parry/block.||Lasts until broken or the effect's own duration/save ends.||[[Bind (214)]], [[Cold Snap (512)]], [[Empathy (1108)]], [[Prayer of Holding (301)]], [[Subdue]], [[Censure (316)]], [[Moonbeam (611)]], [[Terrified]], bandit net traps||Also called "bound," "frozen," or "paralyzed" depending on source. |
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|[[Slowed]]||Debuff||Increases the hard [[Roundtime]] of most actions. Also extends creature action timers.||Duration depends on source spell/ability.||[[Slow (504)]], [[Song of Depression (1015)]], [[Pious Trial (1602)]], [[Subdual Strike]]||Only affects actions with at least 1 second of hard RT. |
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|}''Source: gswiki.play.net (Effects and Conditions category), retrieved July 2026. Add rows below as more are verified.'' |
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==How to Inflict Each Status== |
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The reverse lookup: which [[Combat Maneuvers|CMAN]] causes which status, with exact duration formulas where documented. SM = Success Margin (endroll − 100). |
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{| class="wikitable sortable" |
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!Maneuver!!Category!!Status Applied!!Duration / Formula!!Requirements!!Notes |
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|[[Sweep]]||Setup — Rogue Guild / CML||Prone + Vulnerable + Staggered||Vulnerable: (15 + Rank×5) sec. Staggered: (SM ÷ 6) sec. Prone lasts until the target stands.||Any weapon or unarmed||Knocks down AND sets up the follow-up hit via Vulnerable. |
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|[[Trip]]||Setup — CML||Vulnerable + Staggered (moderate unbalance damage to legs)||Vulnerable: (15 + Rank×5) sec. Staggered: (SM ÷ 7) sec.||Two-handed polearm or staff, 15+ ranks||Unlike Sweep, does not directly apply Prone — it's leg unbalance damage that can knock the target down via the critical result. |
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|[[Tackle]]||Setup — Warrior Guild / CML||Prone + Vulnerable||Not separately documented; functions like Sweep's family.||Warrior Guild or CML; barehanded or weapon||"Essentially the warrior version of Sweep." — Leafiara |
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|[[Hamstring]]||Setup — CML||Major Bleed||Bleed potency scales off raw damage of the hit; stacks by re-hitting the same location; capped at 100 dmg/tick.||Any weapon; bypasses the normal attack roll||Does NOT work on undead. |
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|[[Groin Kick]]||Setup — CML||Dazed + Staggered||Dazed: (5 + Rank×2) sec. Staggered: (SM ÷ 6) sec.||Unarmed strike||Can also reduce stance and cause loss of a prepared spell on a strong hit. |
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|[[Dirtkick]]||Setup — CML||Blinded + reduced Evade/Block/Parry + Staggered||EBP reduction: 15/20/25/30/35% by rank. RT/Staggered capped at 6 sec.||Requires target to have eyes||EBP debuff stacks separately from the Blinded status itself. |
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|[[Feint]]||Setup — Warrior Guild / CML||Stance shift toward offensive + Staggered (on a failed defense)||Stance shift: 1% per endroll point over 100 (100% at endroll 200). Staggered: (SM ÷ 6) sec.||Any weapon or unarmed||Can't be reapplied to a target already under a feint. |
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|[[Cheapshots]]: Footstomp||Setup — Rogue Guild / CML (rank 1)||Staggered||(SM ÷ 6) sec.||Requires target feet/legs||First Cheapshot granted. |
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|[[Cheapshots]]: Nosetweak||Setup — Rogue Guild / CML (rank 2)||Demoralized (AS debuff)||Power 20, for (5 + SM ÷ 4) sec.||Requires target nose/face||Most useful helping a lower-level partner. |
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|[[Cheapshots]]: Templeshot||Setup — Rogue Guild / CML (rank 2)||Dazed||Power (Rank − 2), for (5 + SM ÷ 6) sec.||Requires a weapon unless Unarmed Specialist trained||Slows spell prep, doesn't touch AS/DS. |
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|[[Cheapshots]]: Kneebash||Setup — Rogue Guild / CML (rank 3)||Crippled||Power (SM ÷ 4), for (5 + SM ÷ 6) sec.||Requires a weapon unless Unarmed Specialist trained||Was Vulnerable in an earlier design pass. |
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|[[Cheapshots]]: Eyepoke||Setup — Rogue Guild / CML (rank 4)||Blinded||(5 + SM ÷ 6) sec.||Requires target eyes||Replaced an older flat AS/DS reduction. |
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|[[Cheapshots]]: Throatchop||Setup — Rogue Guild / CML (rank 4)||Silenced||(5 + SM ÷ 10) sec.||Requires a weapon unless Unarmed Specialist trained; target throat||Wipes prepared spells outright. |
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|[[Cheapshots]]: Swiftkick||Setup — Rogue Guild / CML (rank 5 / master)||Staggered||(SM ÷ 10) sec.||Forces target into offensive stance on success||The capstone Cheapshot. |
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|}''Source: gswiki.play.net — individual CMAN pages plus the Player System Manager - Phase 3 design doc, retrieved July 2026. Passive/buff CMANs (Combat Focus, Weapon Specialization, Side by Side, Surge of Strength, etc.) are omitted since they buff the user rather than inflict a status on the target.'' |
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Revision as of 22:45, 15 July 2026
=========================================================
I made this status effect guide to share. It's not intended to be exhaustive, but it hits the big ones.
=========================================================
Status Effect Quick Reference
Mechanical effects of common combat-inflicted status conditions.
| Status Effect | Type | Mechanical Effect | Duration / Stacking | Common Sources | Notes |
|---|---|---|---|---|---|
| Prone | Debuff | -50 to both AS and DS. Reduces chance to outright evade, block, or parry an attack by 50%. | Until the character stands back up. | Sweep, Tackle; many criticals to legs/back | The most punishing status in the game per-point — a -50/-50 swing plus halved reaction chance is why Sweep and Tackle are top-tier setups. |
| Staggered | Debuff | Afflicted party is unable to act (functions like Roundtime). | Does not stack, but can refresh (re-applying resets the clock rather than adding to it). | Cheapshots (Footstomp/Kneebash/Swiftkick), Groin Kick, Staggering Blow, Trip, Twin Hammerfists, Radial Sweep, Charge, Bertrand's Bellow, Elemental Wave, Judgment, Vertigo, Pain | As of PSM3, every maneuver that used to just add flat RT now applies Staggered instead. |
| Vulnerable | Debuff | The target's next un-aimed attack has an increased chance to hit a lethal location instead of a limb. | Consumed by the next qualifying attack, or expires. | Bull Rush, Shield Bash, Shield Charge, Shield Trample, Sweep, Tackle, Trip, Twin Hammerfists, Radial Sweep, Charge, Fury | This is why Sweep is so strong as a setup — it doesn't just knock someone down, it loads the next hit to go somewhere that matters. |
| Major Bleed | Debuff (DoT) | Damage-over-time: deals concussion damage every 2 seconds, scaled off the raw health damage of the hit that caused it. Caps at 100 damage/tick (50/sec). Base 5 ticks (more with Exsanguinate ranks). | Only one Major Bleed active per target at a time, but repeat hits to the same body location increase (stack) its potency. Reduced 25% by Sign of Clotting/Staunching; reduced by First Aid ranks when tended. | Hamstring, Cutthroat, Eviscerate, Slashing Strikes, Blood Burst | Does NOT affect undead. |
| Bleeding | Debuff (DoT) | Standard wound bleeding — take damage each round from an open wound until it's healed down or tended. | Continues until wound reaches a level-1 scar, is tended, or is transferred by an empath. | Any wound-causing hit or weapon crit | Distinct from Major Bleed — this is ordinary wound damage, not the stacking DoT effect. |
| Stunned | Debuff | Unable to act (including movement/speech). -20 to DS. 50% penalty to evade/parry/block chance. | Measured in 5-second rounds; capped at 6 rounds (30s) vs. PCs, 12 rounds (60s) vs. creatures. Does not stack. | Critical table results; Blind (311), Censure (316), Hand of Tonis (505), Mind Jolt (706), Stunning Shout (1008) | Many elite/task creatures are flatly immune. |
| Dazed | Debuff | Preparing a spell takes noticeably longer. | Temporary, wears off on its own. | UAC attacks, Groin Kick, Vault Kick, Cheapshots (Templeshot) | Pure caster-disruption — doesn't touch AS/DS. |
| Silenced | Debuff | Loses any currently prepared spell and cannot prepare new ones. Cannot talk. | Wears off naturally depending on source; via Cutthroat, requires the neck wound to be healed. | Silence (210), UAC attacks, Cheapshots (Throatchop), Cutthroat, Sucker Punch | Harder counter to casters than Dazed — wipes what's queued. |
| Blinded | Debuff | 10% outright miss chance on attacks/spells. -25 to SMR rolls. 50% reduced chance to spot hiding. 25% reduced evade/block/parry. Cannot SEARCH. | Temporary, wears off on its own. | Searing Light (135), Blind (311), Sunburst (609), Cheapshots (Eyepoke), Dirtkick | Stacks several small penalties across offense, defense, and utility. |
| Crippled | Debuff | Reduced evade/block/parry when affecting a leg, arm, or hand; reduced AS when affecting an arm or hand. | Location-specific and persists until treated. | UAC attacks, Cripple (weapon technique), Cheapshots (Kneebash) | A targeted, lasting maiming effect rather than a burst penalty. |
| Clumsy | Debuff | Chance to stumble while attacking, causing minor unbalance damage to self. | Temporary, wears off on its own. | Fyrswn'ava, Covert Arts (Jester's Bane) | Creatures that can't be knocked down are immune. |
| Immobile | Debuff | Cannot perform most movement-based actions. Substantial penalty to DS and evade/parry/block. | Lasts until broken or the effect's own duration/save ends. | Bind (214), Cold Snap (512), Empathy (1108), Prayer of Holding (301), Subdue, Censure (316), Moonbeam (611), Terrified, bandit net traps | Also called "bound," "frozen," or "paralyzed" depending on source. |
| Slowed | Debuff | Increases the hard Roundtime of most actions. Also extends creature action timers. | Duration depends on source spell/ability. | Slow (504), Song of Depression (1015), Pious Trial (1602), Subdual Strike | Only affects actions with at least 1 second of hard RT. |
Source: gswiki.play.net (Effects and Conditions category), retrieved July 2026. Add rows below as more are verified.
How to Inflict Each Status
The reverse lookup: which CMAN causes which status, with exact duration formulas where documented. SM = Success Margin (endroll − 100).
| Maneuver | Category | Status Applied | Duration / Formula | Requirements | Notes |
|---|---|---|---|---|---|
| Sweep | Setup — Rogue Guild / CML | Prone + Vulnerable + Staggered | Vulnerable: (15 + Rank×5) sec. Staggered: (SM ÷ 6) sec. Prone lasts until the target stands. | Any weapon or unarmed | Knocks down AND sets up the follow-up hit via Vulnerable. |
| Trip | Setup — CML | Vulnerable + Staggered (moderate unbalance damage to legs) | Vulnerable: (15 + Rank×5) sec. Staggered: (SM ÷ 7) sec. | Two-handed polearm or staff, 15+ ranks | Unlike Sweep, does not directly apply Prone — it's leg unbalance damage that can knock the target down via the critical result. |
| Tackle | Setup — Warrior Guild / CML | Prone + Vulnerable | Not separately documented; functions like Sweep's family. | Warrior Guild or CML; barehanded or weapon | "Essentially the warrior version of Sweep." — Leafiara |
| Hamstring | Setup — CML | Major Bleed | Bleed potency scales off raw damage of the hit; stacks by re-hitting the same location; capped at 100 dmg/tick. | Any weapon; bypasses the normal attack roll | Does NOT work on undead. |
| Groin Kick | Setup — CML | Dazed + Staggered | Dazed: (5 + Rank×2) sec. Staggered: (SM ÷ 6) sec. | Unarmed strike | Can also reduce stance and cause loss of a prepared spell on a strong hit. |
| Dirtkick | Setup — CML | Blinded + reduced Evade/Block/Parry + Staggered | EBP reduction: 15/20/25/30/35% by rank. RT/Staggered capped at 6 sec. | Requires target to have eyes | EBP debuff stacks separately from the Blinded status itself. |
| Feint | Setup — Warrior Guild / CML | Stance shift toward offensive + Staggered (on a failed defense) | Stance shift: 1% per endroll point over 100 (100% at endroll 200). Staggered: (SM ÷ 6) sec. | Any weapon or unarmed | Can't be reapplied to a target already under a feint. |
| Cheapshots: Footstomp | Setup — Rogue Guild / CML (rank 1) | Staggered | (SM ÷ 6) sec. | Requires target feet/legs | First Cheapshot granted. |
| Cheapshots: Nosetweak | Setup — Rogue Guild / CML (rank 2) | Demoralized (AS debuff) | Power 20, for (5 + SM ÷ 4) sec. | Requires target nose/face | Most useful helping a lower-level partner. |
| Cheapshots: Templeshot | Setup — Rogue Guild / CML (rank 2) | Dazed | Power (Rank − 2), for (5 + SM ÷ 6) sec. | Requires a weapon unless Unarmed Specialist trained | Slows spell prep, doesn't touch AS/DS. |
| Cheapshots: Kneebash | Setup — Rogue Guild / CML (rank 3) | Crippled | Power (SM ÷ 4), for (5 + SM ÷ 6) sec. | Requires a weapon unless Unarmed Specialist trained | Was Vulnerable in an earlier design pass. |
| Cheapshots: Eyepoke | Setup — Rogue Guild / CML (rank 4) | Blinded | (5 + SM ÷ 6) sec. | Requires target eyes | Replaced an older flat AS/DS reduction. |
| Cheapshots: Throatchop | Setup — Rogue Guild / CML (rank 4) | Silenced | (5 + SM ÷ 10) sec. | Requires a weapon unless Unarmed Specialist trained; target throat | Wipes prepared spells outright. |
| Cheapshots: Swiftkick | Setup — Rogue Guild / CML (rank 5 / master) | Staggered | (SM ÷ 10) sec. | Forces target into offensive stance on success | The capstone Cheapshot. |
Source: gswiki.play.net — individual CMAN pages plus the Player System Manager - Phase 3 design doc, retrieved July 2026. Passive/buff CMANs (Combat Focus, Weapon Specialization, Side by Side, Surge of Strength, etc.) are omitted since they buff the user rather than inflict a status on the target.