Status effects are the icons and states you see on your character during a fight—bleeding, burns, stuns, slows, and similar. They come from weapons, abilities, grenades, beast breath attacks, and some enemy powers.
Server-tracked damage effects (Bleed, Poison, Shock, Burn, Disease, Freezing, and special cases like Creeping Terror) run on the module heartbeat: they tick about every 6 seconds until the duration ends or the effect is removed. Each tick can deal damage and apply short follow-up penalties (for example Poison also shaves AC for a few seconds after a tick).
Control and vision effects (stun, knockdown, slow, blind, entangle, confusion) use the engine’s standard crowd-control rules: they lock movement, attacks, or targeting in familiar ways. Exact numbers can vary slightly by source and duration, but the table below describes what you should expect in play.
Buffs, food, Rest, stims, and Force auras are also shown in your UI but are not listed here—this page is aimed at harmful or disruptive combat states.
These scale with the attacker’s stats and often with an internal level tied to the ability that applied them. Higher levels mean stronger ticks.
| Effect | What it does (each tick) |
|---|---|
| Bleed | Physical damage. Based on the source’s Perception modifier, a small die roll, and the effect’s level. Damage type is untyped (not reduced by elemental resistances). May leave a brief bloodstain visual. |
| Disease | Damage plus a short Vitality penalty. Based on the source’s Perception modifier and level. |
| Poison | Acid damage from a roll plus the source’s Agility modifier and level. Also applies a brief −2 AC after the tick. |
| Shock | Electrical damage from a die roll plus the source’s Agility modifier (scaled by level). |
| Burn | Fire damage from a roll plus the source’s Might modifier (scaled by level). |
| Freezing | Damage plus a short Might penalty. Based on the source’s Perception modifier and level. Common on cold-themed beast attacks. |
A Force affliction tied to certain powers. While it runs, it periodically deals Force-typed damage that respects combat attack/defense math (including Willpower on both sides). On each application it also forces a Will save; failure can briefly entangle the target. Higher ranks use a higher save DC and stronger damage scaling.
These are usually applied as fixed-duration states from abilities (for example Force Push, leg sweep, concussion grenades, Mind Trick, Slam).
| Effect | Typical behavior |
|---|---|
| Blind | Vision is heavily obscured, ranged and melee attacks are much less reliable, and enemies are harder to pinpoint. Ability targeting range is shortened. |
| Confusion | The creature may wander, stand idle, or swing at whoever is closest—behavior changes from round to round. |
| Entangle | Movement is locked down, attacks are penalized, Perception is effectively collapsed for the purpose of the effect, and hostile actions may require a concentration check to pull off. |
| Knockdown | Prone: no actions until you stand. Melee attackers gain a strong bonus to hit; ranged attackers take a penalty. |
| Slow | Movement is reduced, defense and reflexes suffer, attack rolls are penalized, and you are capped at about one attack per round unless a specific ability says otherwise. |
| Stun | No actions. Attackers gain a moderate bonus to hit a stunned target. |
The Treatment Kit line under First Aid is the main way allies strip many server-tracked combat ailments. It spends medical supplies and has a short recast. You can only use a kit when the target meets that tier’s conditions (the ability will say if they are “healthy”).
If someone has only Disease (and none of the four qualifiers above), Treatment Kit may not be castable until another ailment is present or the effect ends.
For perk details and stamina costs, see the General perks page (Treatment Kit entries).