How spell statuses work
A direct spell hit applies its statuses to surviving targets. Status immunity can prevent them. Wheel quality changes their duration, and a mastery, shrine or Art can add further turns.
Refreshing and stacking
Applying an existing status keeps the longer remaining duration. Curdled also gains a stack, up to its current stack limit. A refresh keeps the stronger value of each individual effect. Different intensities can combine their effects this way.
Curdled
Curdled deals 2 damage per stack each turn, before mastery or Art bonuses to that damage. Its ordinary limit is 3 stacks. Healing received is halved once while Curdled is present, regardless of stack count.
Frozen intensities
Frozen normally stuns for 1 turn, then skips movement every other turn. It also makes the creature take 50% more damage. Some spells apply a different Frozen intensity, shown on their pages.
Deep-Frozen
Deep-Frozen normally stuns for 3 turns before slowing movement. It counts as Frozen when a synergy or trigger asks for Frozen. If a combo consumes Frozen, it can consume Deep-Frozen instead.
Combining vulnerabilities
Different damage multipliers multiply together. Ordinary Frozen and Aged give a combined 1.95 times damage taken before other combat rules. Brined adds its cold multiplier only to a Cold family spell, while its fire modifier checks the fire property.
Fire and water
Blistered on a creature normally deals 3 damage each turn and adds 50% fire damage taken. Ambient fire applies a weaker 2 damage intensity with a water-cleared marker. Only that marked form is removed by entering water.
Smoke and confusion
Smoked reduces detection range. A creature that is Smoked is also treated as blinded by the AI and sneaking system. Fermented has a 50% chance to replace a movement decision with a random direction.
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