Jump to content
Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Status Effects

From The Convergence Wiki

⚠️ This page is incomplete.
Note: Missing specific information & new icons

Convergence has changed all of the vanilla status effects.

Scarlet Rot  

  • Primarily on the Servant of Rot, deals 15 + 0.24% of total HP every second for 90 seconds.

Poison  

  • Primarily on the Servant of Rot, deals 14 + 0.19% of total HP every second for 90 seconds.

Deathblight  

  • Primarily on the Servant of Rot and Necromancer, lowers an enemy's absorptions by 20% and resistances to status by 50% for 20 seconds. Tarnished type enemy's will be instantly killed.

Madness  

  • Primarily on the Frenzied Zealot, deals 6% of total HP and makes the enemy deal 20% less damage for 20 seconds. Tarnished type enemy's will be stunned.

Frostbite  

  • Primarily on the Frost Witch, deals 30 + 6% of total HP.
  • Shatter is an on-hit effect that will cause targets to take additional damage from attacks when frostbitten.

Bleed  

Sleep  

  • If the target has a full sleep startup, sleep loop, and sleep end suite then a 60 second effect will be applied to the target that reduces damage dealt by 10% and increases damage taken by 10% in addition to causing the target to fully fall asleep. While asleep, the target will be immune to further sleep buildup. (Sleep disables the target).
  • If the target resists sleep by only dozing off momentarily then a 15 second effect will be applied to the target that prevents sleep buildup and a separate 30 second debuff that reduces damage dealt by 10% and increases damage taken by 10% in addition to the target dozing off temporarily as a stun (or getting dismounted in the case of mounted units).
  • If the target was previously immune to sleep in vanilla and has no supporting animations then a 30 second effect will be applied to the target that prevents sleep buildup and reduces damage dealt by 10% and increases damage taken by 10% with no additional effects.
    • Sleep Shatter is a unique for certain Mystic spells that deals additional damage only if the enemy is currently sleeping. "Sleep Shatter" is the internal name for this debuff.

Eternal Sleep

  • If the target is a boss or special elite enemy and has a full sleep startup, sleep loop, and sleep end suite then a 60 second effect will be applied to the target that prevents sleep buildup and reduces damage dealt by 10% and increases damage taken by 10% in addition to causing the target to fall asleep for 70 seconds with full immunity to being awakened and riposted for the initial ten seconds (Sleep disables the target).
  • If the target is not a boss or special elite enemy and has a full sleep startup, sleep loop, and sleep end suite then the target will fall asleep permanently and cannot be awakened.
  • If the target resists sleep by only dozing off momentarily then it will suffer the same effect as normal sleep.
  • If the target was previously immune to sleep in vanilla and has no supporting animations then a 60 second effect will be applied to the target that prevents sleep buildup and reduces the damage dealt by 10% and increases damage taken by 10% with no additional effects.

Lesser Soul Burn, Greater Soul Burn, and Destined Death

  • Status effects exclusive to Godskin Celebrant, a rebalanced version of blackflame. Lesser Soul Burn deals 3 + 0.2% of total HP every 0.2 seconds for 1 second. Greater Soul Burn deals 1 + 0.1% of total HP every 0.1 seconds for 2 seconds.
  • Destined Death reduces max HP to 90% for 15 seconds. It also deals 1 + 0.1% of total HP every 0.1 seconds for 2 seconds.

Immolation

  • New effect exclusive to Flame Prophet. Deals 4 damage every 0.2 seconds for 3 seconds. This does stack with itself in most circumstances.

Rend

  • New effect exclusive to the Bestial Devout. Reduces an enemy's physical absorption by 5% for 15 seconds. Rend does not stack with itself.

Concussion

  • New effect exclusive to the Bestial Devout. Reduces an enemy's damage by 10% for 15 seconds. Concussion does not stack with itself.

Quicksilver

History

  • 3.0.1:
    • Added a visual to the madness debuff when it is applied to the player.
    • Fixed an issue where frostbite would not deal damage a second time if you did not hit the enemy with a weapon attack in-between two frostbite procs.
    • Fixed an issue where deathblight visuals would continue to reappear every time the affected enemy got hit.
    • Fixed an issue where the fear effect would not require the enemy to be afflicted by madness.
  • 2.9.9:
    • Enemies will no longer gain increased resistance to status effects, excluding bleed. after an effect is triggered on them. This will be compensated with status effects no longer scaling with ARC, and the base status resistances of all enemies being increased.
    • Deathblight now applies a correctly sized visual effect based on the size of the enemy.
    • Deathblight visuals have been cleaned up.
    • The in-radius effects for Sleep and Frenzy now have the same detection range as Bleed, Rot, and Poison.
    • The in-radius effects range now starts based on the characters feet instead of the center of their body, preventing failed triggers on very large enemies.
  • 1.4.1:
    • Added Rend and Concussion.
  • 1.3:
    • Fixed an issue causing the damage from the soul burn and lesser soul burn effect to not appear properly on some enemies.
  • Alpha:
    • Scarlet Rot now deals less damage over its duration.
    • Poison now deals more damage over its duration.
    • Deathblight now affects all enemies and lowers the targets resistance to status effects by 50% and absorptions by 20% for 20 seconds.
    • Madness now affects all enemies and deals 6% of total HP as damage on target upon affliction and the target deals 20% less damage for 20 seconds.
    • Decreased frostbite hp loss from 10% to 6%.
    • Decreased bleed HP loss from 15% to 9%.
    • Sleep now reduces the damage the target deals and increases the damage the target receives for 20 seconds, even if they have no animation they will still receive a sleep proc.