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This article is about status effects in Pillars of Eternity. For status effects in Pillars of Eternity II: Deadfire, see Status effects (Deadfire).

Status effects are abnormal states that may have positive or negative effects on party members' or creatures' attributes or actions. They can be gained from spells, potions, items, enemies, traps, etc. and can be healed by resting, certain ability/spells, or will heal automatically after some time.

Afflictions[ | ]

There is a fairly big list of defined "afflictions" and the penalties they apply. The status effect and the damage of an attack will be checked separately. Some attacks simply have two separate components that succeed or fail independently of each other, but others will be "2-stage": if the main attack at least scores a graze, the second attack will occur separately (and often against a separate defense).[1][2]

Affliction suppression[ | ]

Some afflictions suppress or are suppressed by others, such that their effects are mutually exclusive (they cannot both be applied to the character at the same time). When a "greater" affliction is applied, the "lesser" affliction's effects are suppressed until the greater affliction expires, whereby the lesser affliction will resume its effects. The same occurs regardless of the order in which afflictions are applied. These include:

A character cannot suffer from multiple instances of the same affliction. When a duplicate affliction is applied, the original immediately expires and the new affliction takes its place (with a new duration).

One notable oddity is in the mechanics of effects that flip a character's alliance (including Dominated and Charmed). During these effects, enemies are able to break free if they cannot find or path to an attack target, or if they are the last enemy remaining, which prematurely ends the affliction. This mechanic is not always reliable however, and may trigger even if there are other enemies left within range.[3][4] Issues with this mechanic have been addressed in the Community Patch.[5]

List of afflictions[ | ]

Affliction Penalties Caused by
Source Cause and conditions Duration Target defense
Blinded
Blinded
Countered by:
Cipher Eyestrike 10.0 sec Fortitude Fortitude (+10/+5 Accuracy)
Druid Sunbeam 15.0 sec Reflex Reflex
Priest Searing Seal 15.0 sec Will Will
Symbol of Magran [WM2]
(Priest of Magran only)
3.0 sec (repeats for 20.0 sec) Will Will
Rogue Blinding Strike 10.0 sec Reflex Reflex
Wizard Chill Fog 3.0 sec (repeats for 15.0 sec) Fortitude Fortitude (+10 Accuracy)
Curse of Blackened Sight 20.0 sec Will Will (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
6.0 sec Will Will (+10 Accuracy)
Weapon Hits or Crits Nightshroud [WM1]
(Priest or Rogue only) (10% chance via Spellchance: Blind)
10.0 sec Will Will (+15 Accuracy)
Bonded Grief
Bonded Grief
Combat Applied to the ranger if their animal companion is knocked out (and vice versa). Ranger with Vengeful Grief [WM2] additionally receives: Until end of combat Auto
Charmed
Charmed
Countered by: Overrides: Is overridden by:
Chanter The Lover Cried out to the Beloved, "I am Yours!" 8.0 sec Will Will
Cipher Ringleader 10.0 sec Will Will
Whisper of Treason 10.0 sec Will Will (+10 Accuracy)
Druid Charm Beast (against Beasts only) 8.0 sec Will Will
Any character Enigma's Charm [WM1] 8.0 sec Will Will (+10 Accuracy)
Confused
Confused
Countered by: Is overridden by:

Every 6 seconds the afflicted randomly starts to:

  • Attack their allies
  • Behave normally
  • Do nothing
  • Move to a random direction
Cipher Mind Plague 5.0 sec Will Will (+5 Accuracy)
Tenuous Grasp 6.0 sec Will Will (+10 Accuracy)
Wizard Bewildering Spectacle 5.0 sec Will Will (+10 Accuracy)
Confusion 8.0 sec Will Will (+10 Accuracy)
Company Captain's Cap [DP] Spell Holding: Confusion
(when enemy hits Caster)
6.0 sec Will Will (+15 Accuracy)
Scroll of Confusion Any character with Lore ≥ 8 8.0 sec Will Will (+10 Accuracy)
Dazed
Dazed
Countered by:
Barbarian Dragon Leap [WM1] 15.0 sec Reflex Reflex
Echoing Shout [WM2] 6.0 sec Fortitude Fortitude
Cipher Eyestrike 10.0 sec Fortitude Fortitude (+10 Accuracy)
Mind Plague 12.0 sec Will Will (+5 Accuracy)
Priest Instill Doubt 20.0 sec Will Will (+15 Accuracy)
Interdiction 7.0 sec Will Will (+15/+25 Accuracy)
Lesser Arkemyr's Dazzling Lights (Priest of Wael only) 6.0 sec Reflex Reflex (+10 Accuracy)
Wizard Arcane Assault 6.0 sec Will Will (+10 Accuracy)
Arkemyr's Capricious Hex
(random effect out of 3)
10.0 sec Will Will (+10 Accuracy)
Arkemyr's Dazzling Lights 12.0 sec Reflex Reflex (+10 Accuracy)
Distracted
Distracted
Countered by:
Rogue [WM2] Persistent Distraction
(when contributing to target's Flanked status)
While condition is met Auto
[WM1] Smoke Cloud 12.0 sec Reflex Reflex
Dominated
Dominated
Countered by: Overrides:
  • Alliance flipped
Cipher Puppet Master 16.0 sec Will Will
Ringleader 10.0 sec Will Will
Wizard Wall of Many Colors [WM2]
(when enemy passes through)
8.0 sec Will Will
Flanked
Flanked
Countered by:
Cipher Phantom Foes 20.0 sec Will Will (+5 Accuracy)
Combat Standing directly between two engaging foes while condition is met auto
Frightened
Frightened
Countered by: Is overridden by:
Barbarian Barbaric Yell 12.0 sec Will Will
Chanter Lo, Their Endless Host, the Harbingers Doom 6.0 sec Will Will
Cipher Phantom Foes 6.0 sec Will Will (+5 Accuracy)
Secret Horrors 15.0 sec Will Will
Tenuous Grasp 15.0 sec Will Will (+10 Accuracy)
Druid Venombloom 3.0 sec Fortitude Fortitude
Priest Divine Terror 15.0 sec Will Will (+15 Accuracy)
Holy Radiance
(against Vessels only)
15.0 sec Will Will
Any character Acolyte's Radiance [WM1]
(against Vessels only)
10.0 sec Will Will
Abydon's Hammer [WM2] Echo of the Maker [WM2]
(against Vessels only)
3.0 sec (repeating) Will Will
Executioner's Hood [WM2] Intimidating Presence
(to foes in 2.0m aura around wearer)
3.0 sec Will Will (-10 Accuracy)
Twin Sting [WM2] Frighten (on kill) 15.0 sec Will Will (+10 Accuracy)
Hobbled
Hobbled
Countered by:
Chanter Rime and Frost Followed the Footfalls of Karth 10.0 sec Fortitude Fortitude
Cipher Fractured Volition 12.0 sec Will Will
Druid Spreading Plague 15.0 sec Fortitude Fortitude
Tanglefoot 4.0 sec (repeats for 20.0 sec) Reflex Reflex (+10 Accuracy)
Fighter Crippling Guard 5.0 sec Fortitude Fortitude
Priest Symbol of Skaen [WM2]
(Priest of Skaen only)
3.0 sec (repeats for 20.0 sec) Reflex Reflex
Ranger Wounding Shot 10.0 sec Fortitude Fortitude (+0/+10 Accuracy)
Rogue Crippling Strike 10.0 sec Fortitude Fortitude
Fearsome Strike 15.0 sec Fortitude Fortitude
Wizard Ghost Blades 4.0 sec Reflex Reflex (+10 Accuracy)
Kalakoth's Freezing Rake [WM2] 8.0 sec Fortitude Fortitude (+15 Accuracy)
Llengrath's Warding Staff [WM2]
(Hits with summoned weapon)
5.0 sec Fortitude Fortitude
Ninagauth's Freezing Pillar 3.0 sec (repeats for 9.0 sec) Fortitude Fortitude (+10 Accuracy)
Wall of Force
(when enemy passes through)
20.0 sec (lasts for 30.0 sec) Fortitude Fortitude
Any character Runner's Wounding Shot [WM1] 10.0 sec Fortitude Fortitude
Scroll of Tanglefoot Any character with Lore ≥ 2 4.0 sec (repeats for 20.0 sec) Reflex Reflex (+10 Accuracy)
Maimed
Maimed
Combat A character becomes Maimed after being reduced to 0 Health for the first time (and only if Maim Companions Before Death option is turned on). Until rest auto
Minor Fatigue
Minor Fatigue
Successful weapon strikes Captain Viccilo's Anger [WM2] (via Desiccating)
Note: Although Minor Fatigue is primarily a Fatigue status, it can also be gained as a temporary affliction triggered by weapons above.
6.0 sec Fortitude Fortitude
Paralyzed
Paralyzed
Countered by:
Overrides: Is overridden by:
Chanter At the Sound of His Voice, the Killers Froze Stiff 8.0 sec Will Will
Cipher Mental Binding 8.0 sec Will Will (+10 Accuracy)
Druid Hold Beasts (against Beasts only) 7.0 sec Will Will
Wizard Arkemyr's Capricious Hex
(random effect out of 3)
6.0 sec Will Will (+10 Accuracy)
Fetid Caress 8.0 sec Fortitude Fortitude (+10 Accuracy)
Ninagauth's Shadowflame [WM1] 6.0 sec Fortitude Fortitude (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
4.0 sec Will Will (+10 Accuracy)
Wall of Many Colors [WM2]
(when enemy passes through)
10.0 sec Will Will
Scroll of Paralysis Any character with Lore ≥ 8 6.0 sec Will Will (+15 Accuracy)
Weapon Hits or Crits The Grey Sleeper [WM1]
(10% chance via Spellchance: Paralyze)
6.0 sec Fortitude Fortitude (+15 Accuracy)
Petrified
Petrified
Countered by:
Overrides:
Druid Embrace the Earth-Talon
(only if primary effect succeeds (+10 Accuracy vs Reflex))
6.0 sec (1.25m AoE Radius) Fortitude Fortitude (+10 Accuracy)
Wizard Gaze of the Adragan 6.0 sec Fortitude Fortitude (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
3.0 sec Will Will (+10 Accuracy)
Wall of Many Colors [WM2]
(when enemy passes through)
8.0 sec Fortitude Fortitude
Weapon Hits or Crits Greenstone Staff [WM1]
(Monk only) (5% chance via Spellchance: Petrify)
6.0 sec Fortitude Fortitude (+15 Accuracy)
Prone
Prone
Countered by:
Is overridden by:
Cipher Amplified Wave 8.0 sec Fortitude Fortitude
Mind Wave 3.0 sec Fortitude Fortitude (+5 Accuracy)
Druid Calling the World's Maw 7.0 sec Fortitude Fortitude
Tornado [WM2] 5.0 sec Fortitude Fortitude (+10 Accuracy)
Fighter Clear Out 5.0 sec Fortitude Fortitude
Knock Down 5.0 sec Fortitude Fortitude
Monk Force of Anguish 10.0 sec Fortitude Fortitude
Skyward Kick [WM2] 3.0 sec Fortitude Fortitude
Priest Pillar of Faith 10.0 sec Fortitude Fortitude (+15 Accuracy)
Repulsing Seal 7.0 sec Fortitude Fortitude
Ranger Master's Call 5.0 sec Fortitude Fortitude
Takedown 5.0 sec Fortitude Fortitude
Wizard Concelhaut's Crushing Doom 3.0 sec (repeats 5 times) Reflex Reflex (+0…+20 Accuracy by +5)
Slicken 4.0 sec Reflex Reflex (+10 Accuracy)
Weapon Crits Abydon's Hammer [WM2]
(against Vessels only) (via Abydon's Power)
5.0 sec
Weapon Hits or Crits Greenstone Staff [WM1]
(Wizard only) (5% chance via Spellchance: Calling the World's Maw)
7.0 sec Fortitude Fortitude (+10 Accuracy)
Weapon Hits or Crits St. Ydwen's Redeemer [WM1]
(Fighter only) (5% chance via Spellchance: Pillar of Faith)
10.0 sec Fortitude Fortitude (+15 Accuracy)
Weapon Hits or Crits One-Eyed Molina's Gold-Fingered Spike-Flinger [DP]
(Chanter, Cipher, Druid, Ranger or Wizard only) (15% chance via Spellchance: Prone)
6.0 sec Reflex Reflex (+15 Accuracy)
Weapon Crits (via Overbearing) Half-Mast 3.0 sec Fortitude Fortitude
One-Eyed Molina's Gold-Fingered Spike-Flinger [DP]
Tall Grass
The Hours of St. Rumbalt
The Temaperacl
Wē Toki
All Arbalests
Sickened
Sickened
Countered by:
Barbarian Threatening Presence 3.0 sec Will Will
Chanter Boil Their Flesh From Skin to Bone [WM2] 10.0 sec Fortitude Fortitude
Cipher Secret Horrors 15.0 sec Will Will
Druid Plague of Insects 30.0 sec Fortitude Fortitude
Vile Thorns 10.0 sec Fortitude Fortitude (+10 Accuracy)
Wizard Arkemyr's Capricious Hex
(random effect out of 3)
12.0 sec Will Will (+10 Accuracy)
Fetid Caress 6.0 sec Fortitude Fortitude (+10 Accuracy)
Llengrath's Dread Haze [WM2] 20.0 sec Will Will (+5 Accuracy)
Noxious Burst 10.0 sec Fortitude Fortitude (+10 Accuracy)
Ryngrim's Repulsive Visage 2.0 sec (repeats for 15.0 sec) Fortitude Fortitude (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
8.0 sec Will Will (+10 Accuracy)
Bittercut [WM1] Minor Spellbind: Vile Thorns activated ability (2 per rest) 10.0 sec Fortitude Fortitude (+10 Accuracy)
Stuck
Stuck
Countered by:
Is overridden by:
Cipher Mental Binding 6.0 sec Fortitude Fortitude (+5 Accuracy)
Priest Halt 10.0 sec Will Will (+10 Accuracy)
Ranger Binding Roots 30.0 sec Reflex Reflex
Wizard Binding Web 3.0 sec (repeats for 10.0 sec) Fortitude Fortitude (+10 Accuracy)
Maura's Writhing Tentacles [WM2]
(when enemy is hit by one of the summoned Tentacles)
2.3 sec Reflex Reflex
Ninagauth's Bitter Mooring 3.0 sec (repeats for 15.0 sec) Fortitude Fortitude (+10 Accuracy)
Scroll of Binding Web Any character with Lore ≥ 4 3.0 sec (repeats for 10.0 sec) Fortitude Fortitude (+10 Accuracy)
Stunned
Stunned
Countered by:
Overrides: Is overridden by:
Chanter The Thunder Rolled like Waves on Black Seas 5.0 sec Fortitude Fortitude
Cipher Psychic Backlash
(whenever enemy attacks Cipher targeting their Will)
3.0 sec Will Will (-10 Accuracy)
Silent Scream 8.0 sec Will Will
Druid Avenging Storm [WM2]
(when enemy hits or is hit by Caster)
0.8 sec Fortitude Fortitude
Overwhelming Wave 8.0 sec Fortitude Fortitude
Relentless Storm 2.0 sec Fortitude Fortitude
Returning Storm 3.0 sec (repeats for 30.0 sec) Fortitude Fortitude
Monk Stunning Blow 3.0 sec Fortitude Fortitude
Ranger Stunning Shots
(on Hit or Crit when enemy is engaged by animal companion)
2.0 sec Fortitude Fortitude
Rogue Sap [WM1] 5.0 sec Will Will
Wizard Dimensional Shift 5.0 sec Fortitude Fortitude (+10 Accuracy)
Minoletta's Piercing Sigil [WM2]
(when enemy hits Caster)
1.5 sec Fortitude Fortitude (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
5.0 sec Will Will (+10 Accuracy)
Abydon's Hammer [WM2] Ring of the Ancient Forge activated ability 10.0 sec
Gyrd Háewanes Sténes Gréf's Authority activated ability (Wizard only) 6.0 sec Will Will (+20 Accuracy)
Patchwork Boots Exalted Hands activated ability 5.0 sec Will Will (+10 Accuracy)
Weapon Hits or Crits Stormcaller [WM1]
(Ranger only) (10% chance via Returning Storm)
3.0 sec (repeats for 30.0 sec) Fortitude Fortitude
Weapon Hits or Crits Stormcaller [WM1]
(Chanter only) (5% chance via The Thunder Rolled like Waves on Black Seas)
5.0 sec Fortitude Fortitude
Weapon Crits (via Stunning) Aedrin's Wrecker 2.0 sec Fortitude Fortitude
Borresaine
Cladhaliath
Godansthunyr
Mabec's Morning Star
[DP] One-Eyed Molina's Gold-Fingered Spike-Flinger
Starcaller
Terrified
Terrified
Countered by: Overrides:
Barbarian Barbaric Shout 20.0 sec Will Will
Chanter Reny Daret's Ghost Spake, "I'll Catch You, Ben Fidel" 12.0 sec Will Will
Druid Nature's Terror 3.0 sec Will Will
Wizard Caedebald's Blackbow [WM2]
(Hits with summoned weapon)
4.0 sec Will Will
Ryngrim's Enervating Terror 20.0 sec Will Will (+10 Accuracy)
Ryngrim's Repulsive Visage 2.0 sec (repeats for 15.0 sec) Fortitude Fortitude (+10 Accuracy)
Unconscious
Unconscious
Countered by:
Wizard Call to Slumber 6.0 sec Will Will (+10 Accuracy)
Weakened
Weakened
Countered by:
Cipher Fractured Volition 12.0 sec Will Will
Druid Spreading Plague 15.0 sec Fortitude Fortitude
Wall of Thorns 5.0 sec Fortitude Fortitude
Venombloom 3.0 sec Fortitude Fortitude
Monk Enervating Blows (on Crits) 15.0 sec Fortitude Fortitude
Priest Painful Interdiction 9.0 sec Fortitude Fortitude (+15 Accuracy)
Symbol of Berath [WM2]
(Priest of Berath only)
3.0 sec (repeats for 20.0 sec) Fortitude Fortitude
Rogue Fearsome Strike 15.0 sec Fortitude Fortitude
Withering Strike 10.0 sec Fortitude Fortitude
Wizard Concelhaut's Draining Touch 20.0 sec Fortitude Fortitude (+10 Accuracy)
Kalakoth's Freezing Rake [WM2] 8.0 sec Fortitude Fortitude (+15 Accuracy)
Ryngrim's Enervating Terror 20.0 sec Will Will (+10 Accuracy)
Tayn's Chaotic Orb [WM1]
(random effect out of 6)
7.0 sec Will Will (+10 Accuracy)
Wilting Wind [WM2] 12.0 sec Fortitude Fortitude (+10 Accuracy)

Mitigating afflictions[ | ]

There are several ways in which party members can shorten or suppress the negative effects of afflictions.

Source Ability Target Effect
Suspending hostile effects
Paladin Liberating Exhortation Friendly Target
(10m Range)
  • Friendly Target: Hostile effects suspended for 20.0 sec
Priest Suppress Affliction Friendly AoE
(5m Range, 1.75m AoE Radius)
  • Friendly AoE: Hostile effects suspended for 5.0 sec
Item enchantment
(Minor Spellbind: Suppress Affliction)
Ring of Unshackling Friendly AoE
(5m Range, 1.75m AoE Radius)
Forgotten Tear of the Beloved
Shortening duration of hostile effects
Monk Clarity Of Agony Self
  • Self: -50% duration of hostile effects
Priest Minor Intercession Friendly AoE
(5m Range, 5m AoE Radius)
  • Friendly AoE: +25 Endurance, -5 Duration of active hostile effects
Consumable Potion of Minor Recovery Self
  • -20% duration of new hostile effects
  • -4 seconds to duration of current active hostile effects
Consumable Potion of Major Recovery Self
  • -40% duration of hostile effects
  • -6 seconds to duration of active hostile effects
Consumable Scroll of Protection Friendly AoE
(10m Range, 5m AoE Radius)
  • Friendly AoE: -50% Duration for hostile effects

Injury[ | ]

Party members can become injured by being below the threshold of an option in a scripted interaction or by being knocked down to unconsciousness during combat. An Injury gives a penalty that lasts until the next rest.[6]

Injuries gained in combat are selected semi-randomly from the following list. Being knocked out by Fire, Frost or Shock damage tends to cause its corresponding injury.

Injury Penalties During scripted interaction
Location Interactable Requires Affects
Bruised Ribs Bruised Ribs Northweald Staircase Athletics 5 Afflicted to the weakest Party member.
Concussion Concussion Dyrford Ruins Wymund Cipher Afflicted to the player or a cipher companion
Durgan's Battery (Exterior) Chasm interaction Athletics 7 or Dexterity 18 Player
Northweald Staircase Athletics 5 Afflicted to the weakest Party member.
Frostbite Frostbite
Severe Burn Severe Burn
Severe Wound Severe Wound
  • -50% Healing Received
Sprained Wrist Sprained Wrist
Swollen Eye Swollen Eye Lle a Rhemen Broken Stairs Athletics = 1Verify Party member with lowest Athletics score
System Shock System Shock
Twisted Ankle Twisted Ankle
Wrenched Knee Wrenched Knee
Wrenched Shoulder Wrenched Shoulder Pearlwood Bluff
Durgan's Battery (Exterior) Chasm interaction Varies Player

Fatigue[ | ]

When a character sustains an injury in combat, they accrue fatigue. Fatigue can also be gained by failing a skill check in dialog or scripted interactions. Fatigue can be "healed" by resting and through the use of certain drugs.

Note: Although Minor Fatigue is primarily a Fatigue status, it can also be gained as a temporary affliction triggered by some weapons.
Status Penalties
Fatigue minor Minor Fatigue

-10 Accuracy, -10% Maximum Endurance

Fatigue major Major Fatigue

-20 Accuracy, -25% Maximum Endurance

Fatigue critical Critical Fatigue

-30 Accuracy, -50% Maximum Endurance

Pre-patch 3.0[ | ]

Note: The following information refers to mechanics that no longer apply to the current version of the game.
Items in italics are quoted directly from the game.

Fatigue represents the physical and psychological wear and tear of demanding activity on a character. It builds up over time as characters travel, explore, and especially when they engage in combat. Some scripted interactions will also result in Fatigue if they are especially grueling. The Athletics skill automatically slows the onset of Fatigue from any source.

Fatigue goes through multiple stages, initially inflicting minor penalties but growing in severity over time.

Resting is the easiest way to remove the effects of Fatigue, though some consumables can also lower a character's Fatigue total.

As time passes without resting, characters will get fatigued and receive a penalty. How fast this happens depends on the Athletics skill of the character. Fatigue is accrued at a level of 1.0 per in-game second while moving (standing still doesn't increase fatigue), while in combat, while travelling between areas on the world map, and when waiting. When a character's fatigue reaches a certain threshold, a status effect is applied representing the severity of fatigue.

While in combat, a multiplier is applied to the rate at which fatigue increases. This is calculated with 10 + (Athletics * -4.0), which is then limited to a minimum of 1.0 (therefore only characters with 1 and 2 Athletics will become fatigued at a faster rate in combat - at 6x and 2x respectively)

While travelling between areas, the fatigue accrued is reduced by a factor of 0.33.

The thresholds at which a fatigue status is gained is dependent on the characters Athletics. By default minor, major and critical fatigue is gained after 16, 28 and 40 hours without resting, and a multiplier of 1.0 + (Athletics * 0.1) is used to extend it.

Fatigue Threshold per Athletics skill (hours)
0 1 2 3 4 5 6 7 8 9 10 ...
Minor Fatigue 16.0 17.6 19.2 20.8 22.4 24.0 25.6 27.2 28.8 30.4 32.0 ...
Major Fatigue 28.0 30.8 33.6 36.4 39.2 42.0 44.8 47.6 50.4 53.2 56.0 ...
Critical Fatigue 40.0 44.0 48.0 52.0 56.0 60.0 64.0 68.0 72.0 76.0 80.0 ...

Other than the status effect appearing next to the player's portrait, the screen also becomes vignetted and color tinted the more fatigued the player becomes.

Fatigue was changed in patch 3.0 to the game so that it no longer accrues over time.[7]

Death states[ | ]

Unconscious

If a character loses all Endurance during a fight they are knocked out for the duration, unable to move or take any actions. Unconscious characters cannot benefit from endurance healing, but they can be revived to life via certain abilities. Once the fight ends they will regain consciousness and eventually recover their Endurance.

Maimed

If a character loses all Health and endurance during a fight, once becoming conscious they will be Maimed and near death. A maimed character may still move and take any actions, but suffer severe penalties to their accuracy and all defenses. If the character gets hit again and are reduced to 0 Health, they must rest to remove Maimed status (and restore Health).[8]

Dead

If a character loses all Health during a fight, and is Maimed (or playing with permadeath),[8] they will die. Dead characters cannot be restored to life and are removed from the game. Their soul leaves their body and their energy will move forward in the eternal cycle.


References

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