Status Effects
Status Effects are a variety of special conditions which may be applied to Creatures or players, usually temporarily, affecting their health, attributes, and/or behavior. Status effects can be applied by various sources, including the Dwarves via their Equipment. The presence and type of a status effect is usually indicated by an icon which appears on the bottom of the screen for players, or next to the health bar for other creatures. There may also be other visible or audible indicators.
Many negative status effects inflict damage-over-time (DoT) to a target which slowly chip away its health while they are in effect. There are perks and upgrades to equipment that mitigate effects from some status effects. For example, the Elemental Insulation perk reduces damage taken by some status effects by up to a maximum of 30%.
Common terms related to Status Effects include:
- Damage: Status effects may apply damage either instantaneously or through repeated applications over time. Note that damage values may be affected by various conditions.
- Interval: The time span between successive applications of damage.
- Duration: How long the status effect lasts until it stops affecting the creature/player.
- Radius: Some Status effects may affect creatures while within a certain radius of some source, and end when they exit the area.
On Fire
On Fire is a status effect that causes Fire DoT. Most creatures in the game (including Dwarves) have a burn temperature, and when their Heat reaches this value the creature ignites, beginning to take damage over time. The status effect ends when the creature's temperature falls below its Douse Temperature (see Temperature for details).
Most creatures act as a heat source for other creatures when they are on fire, applying heat over time to any creature within a certain radius around them. The burning enemies will not act as a heat source for themselves, but multiple burning creatures may apply heat to each other.
Creatures may cool down via their own natural cooling rate, or from external applications of Cold. This may prevent a creature from igniting, or douse a burning creature.
The Driller can equip a Modification for his Armor Rig called Temperature Insulation, which reduces all Fire damage taken by 50%. This also makes him immune to the small, lava holes in the Magma Core, although it is unknown whether this is intentional or the 50% nullifying the damage.
All types of Dreadnoughts cannot be ignited, except by using Conductive Thermals. The Caretaker cannot be ignited as it is immune to all Status Effects. Igniting any Rival robot, aside from the Prospector Drone, will kill or disable it instantly.
The stats of On Fire are:
- Self DoT:
- Damage: 6 Fire (players instead take 2.5 Fire)
- Interval: 0.3 - 0.5s
- Duration: Variable
- Radial Heat:
- Damage: 5 Heat
- Heat Interval: 1s
- Heat Radius: 1.5m, 2.0m, or 2.5m depending on creature size.
On Fire Sources:
Driller
- CRSPR Flamethrower
- Experimental Plasma Charger (with Burning Nightmare)
- Corrosive Sludge Pump (From Ignited Puddles)
Engineer
- Deepcore 40mm PGL (with Incendiary Compound)
- Breach Cutter (with Inferno)
- Shard Diffractor
Gunner
- Incendiary Grenade
- "Lead Storm" Powered Minigun (with Aggressive Venting, Hot Bullets, or Burning Hell)
- "Hurricane" Guided Rocket System (With Napalm-Infused Rounds)
- Armskore Coil Gun (with Hellfire)
Scout
- Jury-Rigged Boomstick (with White Phosphorous Shells)
- Drak-25 Plasma Carbine (with Thermal Exhaust Feedback or Aggressive Venting)
- Nishanka Boltshark X-80 (with Fire Bolt)
Enemy/Environmental
- Magma Core environmental hazards (Lava Geysers and Hot Rocks)
- Glyphid Bulk Detonator and Glyphid Crassus Detonator (Hellfire attack)
- Glyphid Dreadnought Lacerator (Flame Breath attack)
Frozen
Frozen is a status effect which is triggered similarly to On Fire. Most creatures in the game have a freezing temperature point, and when this point is reached the target will be frozen solid. As with Burning, applying Heat to a freezing player/creature will reverse the effects of the Cold and prevent Freezing. Frozen targets are unable to move or attack in any way.
Frozen creatures take x3 (or x2.67 for Dreadnoughts, or x1 for Dwarves) damage from direct sources. Direct Damage is any damage from weapons being directly impacted onto a target. This excludes Area-of-effect (AoE) attacks such as the AoE from the "Thunderhead" Heavy Autocannon, DoT from other status effects, or internal damage sources such as the Subata 120 Overclock "Explosive Reload". For weapons which include both direct and AoE damage (such as the Autocannon and Impact Axe), only the parts of the weapon which deal direct damage are boosted, while the AoE damage remains unchanged. Melee damage varies; the Pickaxe Power Attack gains no damage boost while the Power Drills do. Regular pickaxe strikes consist of direct and area damage, so they will only be partially boosted.
Frozen enemies will also have their weak spots disabled. Instead, targeting any part of their body with direct damage will cause the frozen damage multiplier, even on armor plating. An exception is the Glyphid Brood Nexus, whose weakpoints are still enabled when frozen.
Being frozen kills Mactera and other flying enemies almost instantly, as well as Glyphid Swarmers.
Some enemies, such as the Q'ronar Shellback and Rival Patrol Bot, are only partially affected by being Frozen. They show no visual change, their weakpoints remain enabled, and they continue to move and attack. However, they do take increased (x3) damage from direct hits.
The duration of the Frozen status is highly variable, as it depends on multiple different properties of each creature.
Enemies which die while being Frozen will disable unique effects which occur on death. This includes:
- A Glyphid Exploder's combustion (includes regional varieties)
- A Glyphid Praetorian's "Death Cloud" attack (includes regional varieties and the Glyphid Oppressor)
- A Glyphid Brood Nexus' "Swarmer Release" where it spawns many Swarmers on death
- A Mactera Goo Bomber's "Goo Barrage" attack (includes regional varieties)
- A Glyphid Bulk Detonator's "Final Blow" combustion (technically not disabled - Bulks which die while frozen release a large-radius shockwave which deals no damage but can easily propel Dwarves across extreme distances, where the fall damage will often be enough to kill them) (includes Crassus Detonator - frozen Crassus Detonators will not produce any gold upon death)
- Enemies during the Parasites warning which usually spawn Carnivorous Larva
- A Loot Bug skips its usual death animation but still drops mineral chunks.
Frozen players are also unable to move and attack, but do not take increased damage. If a dwarf becomes frozen mid-air or while hanging off a zipline, the dwarf falls to the ground, but Fall Damage does not occur. Freezing does not interrupt interactions such as using a Resupply Pod, but unfreezing does interrupt such actions.
Players remain frozen for a relatively long time if no action is taken. Being struck by a Pickaxe attack, either the regular or Power Attack, will help unfreeze dwarves without damaging them. Players can also unfreeze themselves early by repeatedly pressing the left and right movement controls enough times. When a player is defrosted, they become immune to Cold for 2s.
Freezing Sources
Driller
- The Cryo Cannon - Applies damage and Freezing Power to any enemy it targets. Does not deal additional damage to frozen targets.
Scout
- The Zhukov NUK17 (with Cryo Minelets)
- Nishanka Boltshark X-80 (with Cryo Bolt)
- The Cryo Grenade - Throwable item which flash freezes almost every enemy in the game with a single blast.
APD
- The APD-B317's Cryo Rocket modification
Enemies/Environmental
- Glacial Strata contains many elements of freezing:
- Praetorians and Goo Bomber variants in this biome can inflict Freezing with their attacks
- There are several natural elements of Freezing in the biome, such as the Blizzards and Cold Wind Vents
Temperature Shock
Temperature Shock is special status effect that is applied when a Frozen creature is heated, or when a On Fire creature is cooled. If Frozen, the target creature must reach the Unfreeze temperature or 10 units below with direct heating; If On Fire the target creature must reach the Douse Fire temperature or 10 units above with direct cooling.
This status effect can also be inflicted by the Colette Wave Cooker with the Exothermic Reactor modification equipped.
Corrosion
Corrosion is a status effect exclusive to the Driller's Corrosive Sludge Pump. It deals damage over time and slows enemies under its effects. The duration, damage per tick, and slowdown potency may vary wildly depending on equipped modifications and Overclocks; refer to the corrosion mechanics section on the Corrosive Sludge Pump page for more details. Corrosion does not affect dwarves in any way, but the projectile's instant direct damage can cause friendly fire.
When hit DIRECTLY, the enemy receives the following debuff:
- Damage (per tick): 8 Corrosive
- Duration: 4 seconds
- Tick interval: 0.2 - 0.25s
- Slowdown: 35% (x0.65 movement speed)
- Primary Armor Damage (per tick): 15; Damages one armor plate until it breaks.
- Secondary Armor Damage (per tick): 5; Damages up to 3 random armor plates each tick.
When hitting the GROUND, a Puddle is created, simillar to Sticky Goo; applying the following debuff to touching enemies. This effect ends when the enemy leaves the puddle's area of effect and it stacks with direct hit corrosion:
- Damage (per tick): 4 Corrosive
- Puddle Lifespan: 12 seconds
- Tick interval: 0.2-0.3s
- Slowdown: 45% (x0.55 movement speed)
Corrosion Sources
- The Corrosive Sludge Pump - Applies corrosion to any bug caught within the splash radius of one of the weapon's projectiles, and the puddle effect to any terrain hit within the same radius.
Radiation
Radiation is a status effect that causes Radiation DoT. Radiation often appears in a radius, similar to the Death Clouds of poison gas left behind by dead Praetorians. The affected area will glow an intense bright green, visible even in pure darkness, and emit a humming noise the closer you get towards them. Standing inside the radius will cause damage to be taken, at a comparable speed to other status effects.
Radiation Sources
Almost all sources of radioactivity are found exclusively in the Radioactive Exclusion Zone biome. Natural sources of radiation occur from the environment and from enemies.
| Source | Damage per Tick | Tick interval | Field Duration | Radius |
|---|---|---|---|---|
| Volatile Uranium | 6 Radiation | 0.5 - 1.0s | Endless | |
| Radioactive Praetorian (Radiator) | 6 Radiation | 0.5 - 1.0s | 7s | 4m |
| Radioactive Praetorian (Death Cloud) | 6 Radiation | 0.5 - 1.0s | 7s | 2.75m |
| Radioactive Exploder (Cloud) | 6 Radiation | 0.5 - 1.0s | 7s | 2.75m |
| 40mm PGL with Fat Boy Overclock (to Enemies) | 25 Radiation | 0.75 - 1.25s | 15s | 8m |
| 40mm PGL with Fat Boy Overclock (to Dwarves) | 6 Radiation | 0.5 - 1.0s | 15s | 8m |
| Colette Wave Cooker with Gamma Contamination Overclock (direct DoT) | 5 Radiation | 0.2 - 0.25s | 7s | N/A |
| Colette Wave Cooker with Gamma Contamination Overclock (field) | 3 Radiation | 0.2 - 0.25s | 7s | 2.0m |
Poison
Poison is a status effect that causes afflicted target to continually take Poison damage. The poison status effect does not have set stats, instead each source has its own stats.
Poison is an elemental damage type, meaning its damage can be resisted by equipping the Elemental Insulation perk.
Poison Sources
| Source | Damage per Tick | Tick interval | Duration | Radius |
|---|---|---|---|---|
| Glyphid Acidspitter (Acid Spit) | 2.5 Poison | 0.5 - 1.0s | 2s (status) | N/A |
| Glyphid Praetorian (Acid Spray) | 5 Poison | 0.5 - 1.0s | N/A | N/A |
| Glyphid Praetorian (Death Cloud) | 3 Poison | 1.0 - 1.5s | 10s (field) | 5m |
| Toxic Maggot (Death Cloud) | 2-3 Poison | 0.5 - 0.8s | 4s (field) | 2m |
| Poison Spores Fungus | 3 Poison | 1.0 - 1.5s | N/A | 0.4m |
Neurotoxin
- Damage and slow enemy down over a long period of time with various methods of delivery
- Is applied on a hit, not on damage being done, allowing for affecting hard to damage enemies.
- Some examples are shooting Oppressors and Glyphid Dreadnoughts in the front while still activating the effect to deal damage.
- In this way, it can also be applied to invincible enemies, such as the Dreadnaught Hiveguard during its shield phase. Because they are invincible, it will have no damaging effect, but the slow still applies.
Neurotoxin effects:
- Duration: 30s (Neurotoxin Grenade) / 10s (Neurotoxin Coating, Contagion Transmitter's Neurotoxin & Neurotoxin Payload)
- Interval: 0.75 - 1.25s
- Damage: 12 Poison
- Movement Speed: x0.7 (30% Slowdown)
- The debuff effects do not stack with multiple procs but the duration will reset based off of the sources duration
Neurotoxin sources
- Neurotoxin Grenade
- "Bulldog" Heavy Revolver (with Glyphid Neurotoxin Coating)
- "Thunderhead" Heavy Autocannon (with the Neurotoxin Payload Overclock)
- Colette Wave Cooker (with Contagion Transmitter)
Electrocution
- Electrocuted enemies take Electric DoT and are slowed.
- Stackable: No (Except the Taser Bolts from Nishanka Boltshark X-80)
- Can be refreshed: Yes
- Reduced by: Electric resistance (for both the damage and the slow)
Electrocution sources
Sources marked with * indicate mutually exclusive effects, which prevent each other from being applied until the first one wears off.
| Source | Damage per Tick | Tick interval | Duration | Movement Speed |
|---|---|---|---|---|
| *Breach Cutter Overclock "High Voltage Crossover" | 4 Electric | 0.25s | 5s | x0.2 (80% slowdown) |
| BRT7 Burst Fire Gun Overclock "Electro Minelets" | 3 Electric | 0.25s | 6s | x0.2 (80% slowdown) |
| Deepcore GK2 Overclock "Electrifying Reload" | 4.5 Electric | 0.2s | 6s | x0.2 (80% slowdown) |
| DRAK-25 Plasma Carbine Upgrade "Overcharged PCF" | 4.5 Electric | 0.2s | 6s | x0.2 (80% slowdown) |
| M1000 Classic Overclock "Electrocuting Focus Shots" | 4.5 Electric | 0.2s | 6s | x0.2 (80% slowdown) |
| *"Stubby" Voltaic SMG (Base, OR "Electric Arc" Upgrade, OR "Turret EM Discharge" Overclock) | 3 Electric | 0.25s | 3s | x0.2 (80% slowdown) |
| *Bosco Upgrade "Overcharged Rounds" | 3 Electric | 0.25s | 3s | x0.2 (80% slowdown) |
| *LOK-1 Smart Rifle (With Electric Generator Mod) | 3 Electric | 0.25s | 3s | x0.2 (80% slowdown) |
| *L.U.R.E. Shockwave | 3 Electric | 0.25s | 3s | x0.2 (80% slowdown) |
| Inhibitor-Field Generator | N/A | N/A | 15s | x0.25 (75% slowdown) |
| Electrocrystals (found in Crystalline Caverns) | 4 Electric | 0.2s | 3s | x0.3 (70% slowdown) |
| "Stubby" Voltaic SMG overclock "Turret Arc" | 6 Electric | 0.2s | N/A | x0.2 (80% slowdown) |
| Nishanka Boltshark X-80 with Taser Bolts (proximity) | 2 Electric | 0.1-0.15s | N/A | x0.5 (50% slowdown) |
| Nishanka Boltshark X-80 with Taser Bolts (Beam) | 6 Electric | 0.2s | N/A | x0.2 (80% slowdown) |
| Voltaic Stun Sweeper | 1 Electric | 0.25s | 4s | x0 (100% slowdown) |
| ArmsKore Coil Gun upgrade "Electric Trail" | 2 Electric | 0.25s | N/A | x0.2 (80% slowdown) |
Stun
- Main article: Stun
- Stunned enemies are unable to act or move
- Stunned dwarves can still move and act but their speed is significantly diminished
- The melee of a Glyphid Grunt Slasher can deal a stun
- Certain creatures with channeled attacks, such as Praetorian acid spit, will be interrupted by stuns
- The Pickaxe Power Attack can stun enemies briefly
List of Mobile Hostile Creatures Immune to Stun: Glyphid Bulk Detonator, Glyphid Crassus Detonator, Glyphid Dreadnought, Glyphid Oppressor, Naedocyte Breeder, Nayaka Trawler, Q'ronar Youngling, Q'ronar Shellback, Xynarch Charge-Sucker
Sticky Goo
Sticky Goo is a non-lethal status effect which harshly penalizes mobility. It is exclusive to enemies and the environment. It is triggered by standing in the eponymous Goo, which causes the status effect to occur.
Sticky Goo as an in-game entity appears in two ways: from Mactera Goo Bombers and naturally in the Fungus Bogs. In either instance it appears as a stodgy, dark green mushy liquid with thick consistency. Goo Bombers are able to spew it while flying, spraying it underneath themselves. Sticky Goo from Mactera Goo Bombers will eventually fade away on its own. As an environmental hazard in the Fungus Bogs, it will show up randomly on the ground, usually in tunnels connecting large rooms. The naturally-spawned variety will not fade over time, and can often prove to be a big hinderance to mission progression.
It applies a 70% slowdown effect (x0.3 Movement Speed) to any entity passing through it; this includes Dwarves, Glyphids, and flying enemies who happen to hover too low. A couple of enemies are exempt from it in certain conditions, such as a Q'Ronar Shellback in rolling form which gives it immunity to all slowdowns. Use of Dash and Unstoppable perks can help to mitigate the slowdown brought on by Sticky Goo. The latter provides a passive resistance against slowdown effects by up to 50%, while Dash provides a speed boost on top of ignoring the slow entirely, but only lasts for a couple of seconds.
While Sticky Goo can be problematic, it can also be used to a player's advantage as enemies are slowed by the Goo as well. This inhibits their ability to move as quickly, so this can be used to strategically slow down enemies to deal headshots more easily or slow down a large group of bugs.
Webbed
- Slows down Dwarves and obscures vision. Enemies that step into a web are slowed down.
- Environmental Sticky Webs can be removed by destroying the surface they are attached to or through fire damage or other weapons, including Driller’s CRSPR Flamethrower & Impact Axe; Engineer’sShard Diffractor & Deepcore 40mm PGL with Incendiary Compound & Breach Cutter with the Inferno Overclock; Scout's Jury-Rigged Boomstick with White Phosphorous Shells & DRAK-25 Plasma Carbine with Plasma Splash. Alternative way to remove webs is to have Molly or Bosco move through them. Webs will visually persist for a short duration after being destroyed but will no longer affect anything.
Webbed Detailed effects:
- Duration: 4 / 8 s (Web Spitter / Sticky Web)
- Obscured vision
- Movement Speed: x0.5 (50% Slowdown)
Webbed Sources
- Environmental Sticky Web
- Glyphid Web Spitters
Fear
Fear is a Status effect that causes affected creatures to flee 10m away from the source.
When Fear Status Effect gets applied to ground-based enemies like Glyphids or Huuli Hoarders, they stop what they're doing and attempt to flee from the source of the Fear. This has a chance to interrupt some long-lasting attacks (Praetorian Spray attack or Radioactive Praetorian Radiator). If an enemy is running away from a source of Fear, they gain a "Flee" movespeed multiplier of x1.5 (with some exceptions, see main article) until they have moved 10m away from the source of Fear. Once the Fear Effect has ended, they resume normal behavior.
Similarly, applying the Fear Status Effect to Mactera enemies will cause them to cancel their current attack or move command and fly 10m away from the source of Fear at normal speed before resuming normal behavior. From observation, it appears that Fear isn't able to cancel Mactera Bombers' strafe attacks.
Pheromones
Creatures affected by pheromones allure nearby creatures, causing them to prioritize attacking the affected creature over players or L.U.R.E.s.
Passive Creatures, Rival Caretakers, Rival Prospector Drones, the Rival Nemesis, Dreadnoughts, Korlok Sprouts, Nayaka Trawlers, Spitball Infectors, Barrage Infectors, Vartok Scalebrambles, Cave Leechs, Flying Rocks, Stabber Vines, Mactera Grabbers, and Glyphid Bulk Detonators ignore creatures effected by Pheromones.
Sources of Pheromone: Pheromone Canister, Glyphid Dreadnought, Nishanka Boltshark X-80 (with Pheromone Dart)
Berzerker
Reduction of recharge time for Pickaxe Power Attacks.
Berzerker Sources
- Berzerker Perk
- Pickaxe Overcharge Sprinkler Machine Event
Shield Link
Increases Shield recharge Rate.
Shield Recharge Boost Sources
- Shield Link Perk (passive effect)
Suffocation
Suffocation is a status effect that appears during the Low Oxygen mutator, whenever the oxygen meter is depleted, causing Dwarves to directly lose 10 health per second, which can not be blocked.
Rockpox Infection
Builds up upon exposure to Rockpox infestation, up to 100. If no exposure has occurred for 1.25 seconds, infestation will naturally decay at a rate of 7 per second. Once Dwarves become fully infected, they become immobilized and take 10 damage every 0.5-2 seconds until they break free. Being completely infected grants a 3 second immunity to gaining further infection (but not from taking health damage from infested sources).
If a dwarf becomes infected mid-air or while hanging off a zipline, the dwarf falls to the ground, but fall damage does not occur.
Rockpox Infection Sources
Sources marked with * indicate mutually exclusive effects, which prevent each other from being applied until the first one wears off.
| Source | Quantity per Tick | Tick interval | Duration |
|---|---|---|---|
| Rockpox Larvae's attack | 7 | 0.25s | 2s |
| Bite attack (Rockpox Grunts and Rockpox Praetorians) | 5 | N/A | N/A |
| Glob Throw attack (Rockpox Grunts and Rockpox Praetorians) | 7 | 0.25s | 2s |
| Spit Attack (Rockpox Praetorians) | 7 | 0.25s | While in range |
| *Rockpox Barrage (Rockpox Goo Bomber); x0.5 Movement Speed | 5 | 0.5s | While in goo |
| *Death Cloud (Rockpox Creatures) | 5 | 0.5s | While in range |
| *Being within 8.5m of a Contagion Spike | 2 | 1s | While in range |
| Stepping on Rockpox Terrain | 1 | 1s | While in contact |
| Mining Rockpox Terrain (per broken piece) | 15 | N/A | N/A |
| *Holding Plagueheart | 1 | 0.25s | Until dropped |
| Being within 2.5m of a popping Rockpox Blister; stacks up to 5x | 5 | 0.1s | 0.5s |
List of Re-atomizable Status Effects
The following status effects can be transferred with Coil Gun's Re-atomizer OC:
- Voltaic Stun Sweeper
- Primary electrocution
- Slowdown-only electrocution
- BRT7 Burst Fire Gun
- Breach Cutter
- Explosive Goodbye: Residual Plasma DoT
- High Voltage Crossover OC: Electrocution
- "Stubby" Voltaic SMG
- Direct fire: Electrocution
- Turret EM Discharge OC: Electrocution
- LOK-1 Smart Rifle
- Bosco
- L.U.R.E.
- Shockwave: Electrocution
- Shard Diffractor
- Dazzler Module: Slowdown
- Colette Wave Cooker
- Densification Ray: Slowdown
- Contagion Transmitter: Neurotoxin
- Corrosive Sludge Pump
- Neurotoxin Grenade
- Gas Cloud: Neurotoxin
- Pheromone Canister
- On hit: Pheromones
- Propogated: Pheromones
- Deepcore GK2
- M1000 Classic
- DRAK-25 Plasma Carbine
- Experimental Plasma Charger
- Persistent Plasma OC: Residual Plasma DoT
- "Thunderhead" Heavy Autocannon
- "Bulldog" Heavy Revolver
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