Status effects are effects which can be used to give temporary bonuses to hirdmen and allies and penalties to enemies during melee encounters. During the battle, your party members may sustain injuries due to being incapacitate or through other means. In this article, you can find information about all positive and negative status effects. This article has also some information about all injuries, but this might be moved to another page when a lot of information about injuries is collected.
Positive status effects
In general, it's impossible to remove positive status from enemies by using certain skills or items, with the expection being the weapon Gae Derg to this rule. The table below shows all positive effects and how they may be gained and what the effect does.
Name | Description | Example causes | |
---|---|---|---|
Avenger | Units with this passive skill, deal 10% additional damage against enemies who incapacitated or killed units from their group. | Requires the avenger passive skill. | |
Blood thirsty | Increases damage by 10% next turn if the character attacks. | Requires the Blood thirsty passive skill and then incapacitating / killing an enemy. | |
Centered | Sets physical resistance to 100% of all Norse party members for three turns, making them immune to status effects like fire and poison. | Baldr's Blessing | |
Favoured by Loki | Increases the chance of critical hits by 10% | Loki's Blessing | |
Favoured by Odin | Sets mental resistances of all Norse party to 100% for three turns, making them fearless. | Odin's Blessing | |
Favoured by Thor | Increases base melee damage by 20% for three turns on Norse party members. | Thor's Blessing | |
Favoured by Tyr | Increases melee and range reduction by 25% points for three turns on Norse party members. | Tyr's Blessing | |
Interrupting | Character with a ranged weapon in hand may attack an opponent who comes into his range. | Interruption | |
Protect | All units who are adjacent to an unit who used the Protect skill, will have the same damage reductions as the unit who used the skill, unless the character has higher reductions. | ||
Steady | The character can't get harried from projectile attacks by enemies. | Not doing anything with the attack turn. | |
Venomous | A character who has this effect, can poison enemies with an attack. This effect will last about two turns. Characters with skill in bows and knives have access to skills which attack multiple characters. Dual-wielders and dane-axe users have one rank five skill which attacks two or three characters. | Poison skill. | |
Tactical | Character can move around without triggering traps or suffering attacks of opportunity. | Tactical move | |
Well fed | The party member receives a bonus of +1 to sense and endurance for about 12 hours. | Cooking skill during camping. | |
Well rested | The party member receives a bonus of +1 to sense and endurance for about 12 hours. | Campsites with a high shelter rating have a high chance to give this effect. |
Negative status effects
Negative status effect can be inflicted on any character if it passes a physical or mental resistance check during battle. The higher the percentage, the less likely the status effect will be inflicted on the unit. Some negative status effects will always be inflicted.
Name | Description | Resistance | Example causes | Prevention | Cure | |
---|---|---|---|---|---|---|
Bleeding | Character takes 15-30 damage at the end of the turn. | Physical | Flurry skill. | Cure skill. | ||
Blind | -5 perception. | Physical | Scattershot | |||
Burning | Character takes 20-30 damage at the end of the turn. Character can also get burn wounds from this effect. | Physical | Fire arrow, Fire Pot, walking through a camp fire. | Armour with hardened leather. | Cure skill, Water Skin | |
Concussed | ||||||
Demoralised | Character suffers a severe penalty to accuracy for one turn. | Mental | Demoralise skill | Odinn's Blessing | Cure skill | |
Disarmed | Character can't use the currect weapon(s) and can't switch to the other weapon set. | None | Weapon Hook from the Axe skill tree. | |||
Drugged | Character receives a penalty of -2 to perception and sense. | Cure skill. | ||||
Exposed | Shield wielding characters can't use their shield(s) to deflect projectiles or absorb damage from melee weapons | None | Shield Hook skill from the Axe skill tree. | |||
Fatigued | Halves the total finesse, perception and strength score. | None | Travelling too long without resting at a camp. | Visit the campsite. | ||
Frightened | Sense and perception -1. | Mental | Talon | |||
Grappled | Target is being grappled by an enemy who flanks the target, immobilizing the target. | None | Grapple skill | |||
Harried | Normal ranged attacks and throw rock. | Steady status effect | ||||
Hung over | -3 Sense. | Can be gained from the feasting camping event. | Cures itself in six hours. | |||
Hungry and starved | Lowers endurance and sense by 3 points. This will worsen if ignored for another 24 hours, then the party members will be starved, doubling the penalties. | None | Party members haven't eaten anything for at least 12 hours after leaving camp. | Visit the campsite and feed hungry hirdmen with rations or meat. | ||
Hypnotized | The character switchs sides for one turn | Mental | Suggestion skill | |||
Illuminated | The penalty enemies receive to ranged accuracy during the night, no longer applies to a character with this effect. | None | Torch or any fires or torches present in the area. | Stay clear of any hex adjacent to a light source. | ||
Intoxicated | The character suffers a penalty of -2 to sense, finesse and perception. | Physical | ||||
Knocked down / slipped | The character has been knocked down or slipped over ice, which means that all turns are lost and the character is immobilised. While being knocked-down, DR and blocking chance are 0%. Takes two turns to recover. | Physical | Rebuke, shield bash, hexes with ice, pounce. | None | ||
Panicked | The character behaves erratically and the computer / player can't give a command for one turn. | Mental | Talon, Damnation | |||
Poison | Character takes 15-30 damage at the end of the turn. | Physical | Poison Caltrops, Poison Trap, character with venomous status effect. | Armour with armour padding. | Cure ability, Antidote | |
Spotted | Character can't hide behind low obstables, so it can be hit by projectiles. Accuracy to units with this effect is increased by 25% points. | None | Ranging shot. | Stay clear of any hex adjacent to a hex from which red smoke rises. Enemies should avoid hexes from which blue smoke rises. | ||
Terrified | -3 perception and -2 sense | Mental | Talon | |||
Tripped | None | Tripwire | ||||
Unbalanced | Unit is not able to move the turn after the effect is gained. | None | Reckless strike. |
Injuries
Injuries can only be cured with medicine and someone with at least rank 1 in healing. By improving the rank, less medicine is required to cure injuries. Without proper treatment, the injuries will become worse, which may lead to death or permanent penalties to stats and movement. There are four types of injuries:
- burn wound, direct consequence of a hirdman having the status effect burning for at least one round.
- infection
- laceration
- puncture
The following parts can be injured:
- arm
- chest
- eyes
- head
- legs
- groin
Name | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Permanent effect | |
---|---|---|---|---|---|---|---|
Fracture (head) | -5 Sense. 12 medicine. | ||||||
Infection (arm) | |||||||
Puncture (arm) | |||||||
Laceration (chest) | -? endurance. 15 medicine. | -? endurance. 24 medicine. | |||||
Laceration (eyes) | -? perception. 5 medicine. | -6 perception. 9 medicine. | |||||
Laceration (leg) | -? movement. 5 medicine. | -? movement. 9 medicine. | -3 movement. 10 medicine. |