Status Effects and CMAN Quick Reference: Difference between revisions

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Revision as of 23:10, 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.

[[Category:Guides]] [[Category:Mechanics]] [[Category:Combat Maneuvers]]