| -4 HP per second.
Halts natural health regeneration.
Can be put out with water. | Slowly losing life | • 15% weapon damage/sec per stack; can be stacked up to 5 times. Deals 3x damage against slimes, cold enemies and plant life.
-----◘3.75% damage per tick, 4 ticks/sec. Minimum of 1 damage per tick.
-----◘Max damage: 75% weapon damage/sec.
-----◘Max damage against enemies weak to fire: 225% weapon damage/sec.
• Halves total health regeneration.
• Water puts out the flames.
[!] Despite the usefulness of every other non-Daybroken fire debuff, On Fire is the fastest at killing enemies that are weak to fire. | Burning alive! |
| -8 health per second.
No natural health regeneration. | It's either really hot, or really cold, but it REALLY hurts | • 20% weapon damage/sec per stack; can be stacked up to 3 times. Deals 2x damage against slimes and plant life, and 3x damage to hot enemies.
-----◘10% damage per tick, 2 ticks/sec. Minimum of 1 damage per tick.
-----◘Max damage: 60% weapon damage/sec.
-----◘Max damage against enemies weak to fire: 120% weapon damage/sec.
-----◘Max damage against enemies weak to cold: 180% weapon damage/sec.
• Touching water both helps AND worsens the chill, reducing damage/sec to 15% per stack while lowering movement, melee and projectile speed by 10% per stack.
• Reduces total health regeneration by 75%.
• In Master Mode, Snow biome water inflicts a stack of Frostburn every 2 seconds instead of Chilled. Each tick deals 1 damage, but damage can stack up to 6 DPS. | It's either really hot or really cold, but either way, it REALLY HURTS!
I really love this more informal tooltip, so I'm following its lead for the rest of the debuffs. |
| -6 HP per second.
Halts natural health regeneration. | Losing life | • 11% weapon damage/sec per stack; can be stacked up to 6 times. Deals 2.5x damage against slimes, cold enemies and plant life.
-----◘4% damage per tick, 3 ticks/sec. Minimum of 2 damage per tick.
-----◘Max damage: 66% weapon damage/sec.
-----◘Max damage against enemies weak to fire: 165% weapon damage/sec.
• Reduces Damage and Critical Strike Chance by 5% per stack.
• Halves total health regeneration.
• Can't be put out with water.
-----◘Equipping the Countercurse Mantra will convert all Cursed Inferno inflictions into On Fire. | Water won't save you from these flames. |
| -15 health per second.
No natural health regeneration. | Losing life | • 30% weapon damage/sec per stack; can be stacked up to 4 times. Deals 1.33x damage against slimes, cold enemies and plant life, and 2.5x damage against Hallow enemies.
-----◘10% damage per tick, 3 ticks/sec. Minimum of 5 damage per tick.
-----◘Max damage: 120% weapon damage/sec.
-----◘Max damage against enemies weak to fire: 160% weapon damage/sec.
-----◘Max damage against Hallow enemies: 300% weapon damage/sec.
• [PLAYER-ONLY] Applies an Obstructed-like effect to the screen of the target, but weaker. The edges of the screen are a deep, dark purple that slowly fades into a brighter, more transparent lavender the closer the effect gets to the player. Visibility worsens with each additional stack.
-----◘If at all possible, this should be able to follow the player no matter where they are on the screen without the effect cutting off; for example, at the world's ends, or when using Binoculars or a Scope attachment.
• [ENEMY-ONLY] Delays attempts to change direction by 0.1 seconds and makes fired projectiles deviate by 7.5-15 degrees for every stack. I'm trying to simulate the blinding effect with enemies.
• Reduces total health regeneration by 33%.
• Water pauses the debuff's effects and reduces the timer's speed to 33%; drying out allows the debuff to return, assuming it hasn't expired. | The flames burn so hot, yet so dark... |
| -50 health per second.
Deals some nasty movement speed reduction. | Losing life and slow movement | • 50 damage/sec. Deals 3x damage against slimes, cold enemies and plant life.
-----◘5 damage per tick, 10 ticks/sec.
• Instantly removes Wet, cold debuffs and Bleeding, and pauses the timers of all fire debuffs except Frostburn, which instead gets removed.
• [PLAYERS ONLY] Halves movement speed. Also reduces jump height by 35% in Expert Mode, or by 70% in Master Mode. | You're melting onto the surface! |
| -100 health per second per Daybreak stuck in the enemy, up to -800 DPS. | Incenerated by solar rays | • 100% weapon damage/sec per stack; can be stacked up to 8 times with the Daybreak. Deals 2x damage against slimes, cold enemies and plant life. The day you get the Daybreak will be a very bad day for the Frost Queen.
-----◘25% damage per tick, 4 ticks/sec. Minimum of 25 damage per tick. | Being incinerated by solar rays! |
| You gain a blue tint and drip slime.
Purely visual. | You are slimy and sticky | haha lol who needs to have a silly time when you can burn things
• Now inflicted by most slimes in Expert Mode, especially blue ones. The chances and duration vary WILDLY depending on the slime.
• You gain a blue tint and drip slime.
• Fire debuffs that are inflicted while Slimed will deal 2x total damage; their damage will return to normal once Slimed wears off.
-----◘Each unique fire debuff inflicted cuts Slimed's remaining time by 10%.
-----◘Each additional stack of a pre-existing fire debuff cuts the time by an extra 4%.
• Falling in any liquid removes Slimed, though lava will deal 2x contact damage.
• The debuff's icon changes when on fire. | You're slimy and stick- wait, isn't this stuff flammable? |
| On Fire!, Frostburn, Cursed Inferno and Shadowflame each deal 2 extra damage per tick when inflicted at the same time. All debuffs tick as one. | Taking more damage from being on fire | • You gain a dull yellow tint and slowly drip oil.
• Fire debuffs that are inflicted while Oiled will deal 3x total damage; their damage will return to normal once Oiled wears off.
-----◘Each unique fire debuff inflicted cuts Oiled's remaining time by 15%.
-----◘Each additional stack of a pre-existing fire debuff cuts the time by an extra 6%.
• Falling in any liquid removes Oiled, though lava will deal 3x contact damage.
• The debuff's icon changes when on fire. | Someone's looking mighty flammable. |
| You drip water.
Purely visual. | You are dripping water | • Now inflicted while not in front of a wall or for 6 seconds after exiting water.
• You drip water.
• Puts out On Fire and sends Shadowflame into hiding. Washes off Slimed, Oiled, Oozed, and Ichor, though these four debuffs can also overwrite Wet.
• Worsens the effects of cold and electricity.
• Mighty Wind will dry you off, while Burning will instantly evaporate the water. | You're dripping wet! |
| Halves movement speed. | Your movement speed has been reduced | • You gain an icy blue tint and emit ice particles.
• Halves movement speed.
• Target takes 1.33x damage from cold sources and has a 20%/33% increased chance of being Frozen. To compensate, all enemies that can inflict Frozen will have a smaller chance of doing so.
• Standing within 2 blocks of any Campfire will warm you up. Fire attacks and debuffs will also work, though those hurt.
-----◘Standing near a Frozen Campfire actually inflicts Frostburn, though, so maybe don't do that. While we're at it, I should tell you that standing near a Frozen Campfire while Wet will Chill, and subsequently Frostburn, you.
• Attacks that can inflict Chilled will always do so while Wet. | Having trouble moving; weakened to the cold. |
| Prevents you from moving or using items, though gravity will still pull ya.
Envelops you in a big chunk of ice. Visuals are important, yo. | You can't move! | • You become frozen in ice and slowly emit ice particles.
• You can't move or use items, but you'll still fall.
-----◘Taking at least 50 fall damage immediately shatters the ice, sending 4-6 chunks of it flying for 30 damage each. The ice chunks could also be cosmetic, I guess, but where's the fun in that?
• Standing within 2 blocks of any Campfire while on the ground will thaw you out. Fire attacks and debuffs will also do the job, albeit more painfully.
• Grants 15% damage resistance, though you still take 1.33x damage from cold sources. It makes being subject to taking a free hit more tolerable, yes, but also enemies gotta hit you through a thick layer of ice, so why WOULDN'T attacks do less damage?
• Frozen lasts 50% longer while Wet. | C-C-Can't m-m-m-move! |
| -2 HP per second.
Halts natural health regeneration. | Slowly losing life | • Gain a sickly green tint.
• Target loses 2% of its remaining HP every second. The poison can’t kill.
-----◘-1% HP per tick, 2 ticks/sec. Minimum of 1 damage per tick.
-----◘Damage actually starts at -0.1% HP/sec; it ramps up to -1%/sec over the first second of infliction.
• Completely halts health regeneration.
• Attacks that can inflict Venom have a 20% increased chance of doing so while Poisoned.
[!] It doesn't get inflicted for very long, so make sure you keep reapplying it to keep your damage up! | Absorbing toxins. |
| -6 HP per second.
Halts natural health regeneration. | Losing life | • Gain a sickly purple tint.
• Target loses 0.9% of its maximum HP every second.
-----◘-0.15% HP per tick, 6 ticks/sec. Minimum of 2 damage per tick.
-----◘Damage actually starts at -0.1% HP/sec; it ramps up to -1%/sec over the first second of infliction.
• Completely halts health regeneration.
• Ramps up to full damage twice as fast and deals 1% HP of damage/sec while Poisoned is inflicted.
[!] It lasts for even less time than Poisoned does; keep attacking! | Injected with toxins. |