ARK: Survival Evolved

ARK: Survival Evolved

Dragons Evolved
 This topic has been pinned, so it's probably important
HydragonofDeath  [developer] 10 Apr, 2021 @ 5:42pm
Status Effects
NOTE: OUTDATED AND WILL NOT BE UPDATED.





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STATUS EFFECTS
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[Shredded]: Shredded is bleed childed from deinonychus's bleed, meaning anything immune to deinonychus bleed is naturally immune to this too. Shredded however stacks up to 10 times rather than 5 and lasts 10 seconds rather than 5. Drains 0.5% of max hp over 10 seconds and scales with melee like deinonychus's bleed. However it scales 1.5x as much with melee as deinonychus's bleed. Does not work on bosses or robots.

[Fatalos Fire]: works simalier to wyvern fire, but lasts for 10 seconds rather than 6. Can be stacked with wyvern fire. Creatures inflicted with this debuff will take 5% more damage. Creatures naturally immune to being set on fire are immune to this debuff too.

[Ignited]: A buff for fatalos, causes anything near the flames on the creature to take 15 flat out damage unless they are immune to fire as well as inflicting them with fatalos fire. Increases the ignited creatures damage by 15% for some time but rapidly drains stamina and hunger to do so. Will be extinguished if plunged into water. Ignited will also prevent the creature from being frozen. Increases movement speed by 15%

[Effluvium Regeneration]: A buff from Hellkite Kin and its relatives. Works simalier to argentavis's regeneration, but lasts only 12 seconds. Increases damage by 5% and decreases damage taken by 5%. It regenerates stamina and health 3x better than the argentavis regeneration (35 rather than 10 and 10 rather than 1). Also causes torpor to drop slightly. Newest update also has 3% of max health restored over the buffs duration

[Effluvium Slowed]: A buff from Hellkite Kin's smoke. Drains 3 hp per second, 0.5 stamina, 1 oxygen, and 0.25 hunger. Lasts around 12 seconds and also reduces movement speed by 50%. Decreases damage output by 5% and also adds 1 torpor per second. Those inflicted by this buff will also lose healing buffs such as the argentavis's regeneration, daedons will have their ally healing ability crippled horribly, and creatures with effluvium shields will lose their shields. Newest update also has 2% of max health drained away over the buffs duration

[Effluvium Shield]: A buff from Hellkite Kin's smoke. Only works on the Hellkites allies or itself, when inside the cloud the hellkite and its allies will recieve this buff. The buff reduces incoming damage by 5% and increases damage by 5%. It also gives back a bit of stamina as well as restoring a bit of hunger and health over the course of 5 seconds. This buff cannot effect bosses or robots.

[Shattered]: Inflicted from the ice dragons, this debuff only works on creatures inflicted with a frozen debuff. It does not effect players. This buff lasts 18 seconds causing the inflicted to lose 2 hp per second and cause their torpor to rise by 15 per second. This debuff makes the inflicted take 2.1x damage. This buff cannot be reapplied from getting hit again.

[Clawed]: Clawed is a debuff that reduces 4-8 hp per second over the course of its duration. It does not effect creatures movement speeds. This debuff works on creatures immune to normal forms of bleed like deinonychus, gnash, gash, blooddrain, and bloodcurse. This debuff stacks up to 5 times. This debuff also will stop argentavis's healing buff. This debuff does not work on robots.

[Crushed]: Crushed is a debuff that only works on creatures of a dragweight lower than 150. It will stun said creature for 10 seconds, and instantly chunks away 2-5% of the creatures max hp, while pinning them to the ground. Crushed targets take increased damage, after the debuff is over the inflicted is then inflicted with cripple.

[Poisoned]: Poisoned is a debuff childed from the dilophosaurs blinding effect, meaning creatures immune to dilophosaur poison are immune to this as well. This debuff however works very little like the dilo's venom. It does not blind or slow victims. However it cannot be inflicted on "big dinos" (classified in BP not drag weight). It lasts for 1 seconds and interrupts the opponents attack. After this it inflicts the target with Poisoned II. Being inflicted by this debuff prevents Poisoned II debuff. Artheuropluera, Poison Wyvern, Basilisk, Titanoboa, Mantis, Scorpion, and Spider are immune to this debuff.

[Poisoned II]: Poisoned II is a debuff unrelated to Poisoned. creatures immune to poisoned are not immune to this debuff. This debuff can work on creatures immune to bleed poison etc. It lasts 120 seconds. slowing targets speed by 10% and draining 4 hp per second. After this is over. Creatures recieve a buff called Resistance

[Resistance]: Resistance is a buff acquired from surviving the cockatrice's poison or venom. For 1200 seconds the creature will have immunity to Poisoned II, Venom debuff, dilo poison, and the troodons poison. This buff also increases resistance to damage by 5% and damage output by 2%. During this time creatures also regenerate 2 hp per second. This buff works on bosses and robot but there is no way of acquiring it for them due to the previous two buffs being unable to be inflicted on bosses and robots. Artheuropluera, Poison Wyvern, Basilisk, Titanoboa, Mantis, Scorpion, and Spider are immune to this debuff.

[Venom]: Venom is a debuff inflicted by venomous dragon and their kin. It drains 2 hp per second and raises 1.8 torpor as well for the next 120 seconds. Upon deactivating the creature inflicted will get the Resistance buff. Stacks up to 6 times and slightly makes the inflicted more vulnerable to damage.

[Sparked]: Sparked is a debuff childed from the dragon bosses enflamed debuff. It lasts for 60 seconds, it increases damage taken by 5%. As well as draining 1% of the inflicted's max health over 60 seconds.

[Zapped]: Zapped is a debuff that functions simalier to the eels electrocution. The buff lasts for 40 seconds as long as the inflicted creature is also inflicted with scalded, sparked, has the hydration buff, or is actively swimming. However this debuff is more devastating than the eels electrocution. It reduces damage output of the inflicted by 80% and increases damage taken by 25%.

[Frostbite]: Frostbite is a debuff childed from the chilled debuff, making anything immune to chilled immune to this as well. This debuff doesnt work on robots. However they work on creatures immune to traditional bleeds. Frostbite drains 5% of the victims max health over 15 seconds. Making it equal to gnash gashed and the carnos bleed. However it is much slower at dealing damage. The frostbite debuff also causes hypothermia for players and makes the inflicted take 5% more damage as well as reduce movement speed by 30%.

[Iced]: Iced is a debuff which functions simalier to the snow owls freezing, it freezes creatures solid for 50 seconds, allies and enemies. But does not work on players. The inflicted creature will be unable to move or attack. And its rider will be dismounted. However said creature will also take 90% reduced damage while frozen. Afterwards this debuff will give a buff called Prevent Iced which simply doesnt need its own description as it just does as its name suggests, preventing the iced debuff again for the next 60 seconds. This debuff is childed from the encapsulated debuff.

[Blazing]: Blazing is a debuff gained on Dracon, it gives its punch attack an additional fire damage.

[Blaze]: Blaze is a debuff childed from the enflamed debuff. It DOT's around 1/4 the damage that wyvern fire does, but stacks up to 3 times. The inflicted also lose 3 water per second and takes slightly more damage.

[Tail Blazing]: Tail blazing is a buff Dracon default gets, as well as reset by biting, it causes anything near Dracons tail to ignite into flames. Is put out by entering water. Being near dracons tail will also give an insulation buff.

[Near-Death Experience]: This long named debuff is inflicted by being hit by a banshee's acid. It acts like cocooned, causing flyers to land and causes the screen to become extremely blinding for 4 seconds. This debuff does not reset if hit again until it has deactivated. When hit by an attack such as the banshees which inflict this debuff, usually an acidic cloud simalier to the reaper's will form at the location of the damage.

[Startling Scream]: The screaming debuff is compeletly custom, recreated from the base buff. The debuff is activated by creatures with a roar attack that does more than aesthetics. It drains 500 torpor of the inflicted over the course of 5 seconds. This debuff is capable of inflicting on bosses however robots are not effected.

[Rage of Bahamut]: Rage of Bahamut is a debuff which has a chance to activate when Bahamut taunts. It increases Bahamuts damage by 175% and causes Bahamut to reduce 75% of incoming damage for 200 seconds. During this time Bahamut also rapidly regenerates stamina and loses torpor, however afterwards Bahamut will be inflicted with Exhaustation.

[Exhaustation]: Exhaustation is a debuff that is usually inflicted on creatures that have just left a rage or adrenaline/buffed state. It prevents said buff that the creature previously had for 240 seconds. During this time the creature inflicted by this debuff will lose 2 stamina per second, making them unable to regenerate stamina, the buff also prevents flying and reduces speed by 25%. It also increases damage taken by 15% and decreases damage output by 10%. This downside to powerful buffs does not effect wild creatures. meaning they do NOT have a cooldown on their buff attacks. However usually said creature as an AI when wild will take much time to use the buff activation again...

[Adrenaline]: Adrenaline is a debuff which is inflicted by the adrenaline spikes of the Acro Thornweaver. It increases damage by 75% and reduce 40% of incoming damage for 200 seconds. During this time rapidly regenerates stamina and loses torpor, however afterwards said creature will be inflicted with Exhaustation. This buff can stack with Bahumats Rage but both will deactivate once one runs out.

[Predators Rush]: Predators Rush is a buff applied when using the Devour attack on a corpse using some creatures, it acts like the argentavis's regeneration, but regenerates 3% of max health as well. It also grants temporary predator vision like the snow owl.

[Accursed]: A debuff inflicted from the skelltors breath, increases damage taken by 12% as well as causing you to move slightly slower. Stacks

[Draconic Rivalry]: A buff recieved usually between two different dragon species, stays active for 30 seconds unless constantly staying near said rival, increases damage output and resistance by 10% as well as regaining 1 hp per second and 2 stamina per second

[Frenzy Virus]: A debuff inflicted by the attacks from pesutobeara's minions, it drains 4 health, some stamina, lowers food and water and oxygen, as well as raising torpor. Nearby pesutobeara will recieve an AOE buff when near creatures inflicted. Increases damage output by 45% but also makes you take 45% more damage

[Bleeding]: Bleeding is a debuff that reduces 3% of the victims max hp over the course of 15 seconds. It does not effect creatures movement speeds. This debuff works on creatures immune to normal forms of bleed like deinonychus, gnash, gash, blooddrain, and that such. Due to the fact it is childed from the carnos bleed.

[Torn Loyalty]: Torn Loyalty is a debuff that is inflicted from a tamed scourgion being around wild scourgion and wild scourgion queen, the tamed scourgion is unsure of its alliance towards the survivor or its old family. You can still ride it and it will control like normal, but the Scourgion cannot focus and will deal 20% less damage and recieve 15% more damage for 10 seconds.

[Gluttony]: Gluttony is a buff recieved when a Gluttonus eats a corpse, it doubles damage output and massively decreases damage taken, as well as causing it to regenerate 18% of its max hp over 60 seconds as well as passive regeneration of health stamina oxygen hunger and dropping torpor. However it makes gluttonous move extremely slowly and unable to jump. Also gives immunity to fear debuffs.

[Corrosion]: Corrosion is a debuff that works simalier to the infected wound debuffs from my other mods, it is a buff that constantly drains a tiny bit of health as well as making you take more damage, for corrosion it is around 15%. It lasts 4 seconds, however getting hit more will extend, rather than reset the buff time. While corroded natural healing is almost compeletely negated on most creatures. Most creatures are not immune to this buff.

[Critical Hit]: Critical hit is a buff given to the chimerea if it successfully lands its claw slam attack, it increases damage output by 150% for 8 seconds.

[Recovery Period]: Recovery period is a debuff given after the chimerea finishes its claw slam attack if it missed its attack, it increases damage taken by 100% for 8 seconds and decreases damage output by 5%.

[Enforcer Healing]: Enforcer Healing is a buff given by the enforcing drake, it is superior to the daedons healing buff, giving much more health and draining less food and is able to heal players.

[Malfunctioning]: Malfunctioning is a debuff given to the enforcing drake upon touching water, it makes a really annoying sound and causes the enforcing drake to take increased damage as well as reduced speed and output damage. The buff lasts an infinite amount of time as long as the enforcer stays in the water. After the buff is over the enforcing drake will be stunned for around 4 seconds, unable to move or attack while it repairs its systems. This buff does not apply to wild enforcing drakes due to ark's ai not being able to be told to not go in the water. Small puddles will trigger this buff, as it works simalier to the spinos

[AOE]: I couldnt come up with a cool sounding name for this yet, but this is a buff that can ONLY be inflicted from consuming an item which also does not have a name yet cuz i couldnt think of one. The item is dropped from killing a sentinel dragon. However there is a chance that a elemental may drop it upon death (25% chance). It gives you a 10 minute buff which renders you able to approach black dragons closer as well as causes black dragons and ONLY the black dragons, to drain hunger 3x faster, speeding up the passive tame process, this item works on mounts but does not stack the hunger drain debuff.

[Worm Bite]: A debuff inflicted by the bite of a worm, will lower your max health stat by 25% and cut your stamina max value by 50% for 300 seconds. Does not work on wild dinos for balance.

[Vampire Bite]: A buff inflicted to the vampere from its bite, the inflicted will take 8-20 damage per second. This will cause the inflictor to get a buff simalier to the blood curse healing. The debuff also causes the victim to gain 25% damage increase but take 20% more damage. Vamperes healing will increase its damage slightly.

[Vampire Buff]: A buff inflicted to the vampere at night, constantly regenerates 5 health per second and increases damage and resistance by 15%. Also causes torpor to drop by 5 every second

[Vampire DeBuff]: A debuff inflicted to the vampere at day, cuts the vamperes max stamina by 40% and decreases resistance by 25%, decreases damage output by 20%. Decreases speed by 30% and cannot use predator vision.

[Cyclops Stun]: A debuff given to creatures below 250 drag weight, works the same as normal stun, without dismount, but afterwards said creature will also recieve a 10 second immunity to stun and the cyclops's cripple.

[Cyclops Cripple]: A debuff given to creatures above 251 drag weight, childed from trikes stun, it slows creatures speed down to 17.5% (rather than trikes 15%). It lasts 6 seconds rather than 4 seconds.

[Divine Aura]: A buff constantly active on Long, it will scare away any Nian nearby and give them a nerf in damage and defence by 30%, if both are tamed in the same tribe then Nian will not flee until it finds a target, but will constantly have its stats nerfed.

[Blinded Cripple]: A debuff that is applied when a cyclops is hit in the eye, causes the cyclops to be unable to move and automatically wildly swing its club.

[Prevent Stamina And Health Regeneration]: A debuff inflicted by some attacks like the gorgons poison. Lasts 20 seconds and doesnt reset if hit again. Causes torpor to rise by 0.1, stamina and health to drop by 0.1. Per second, which prevents those stats from recovering.

[Flinched]: Interrupts your creatures attack, though does not cause the cooldown to start unless it is an attack that works like the paras roar. Interrupts a creatures attack automatically. More battle-orientated and tough creatures or creatures over 1000 drag weight are immune to being flinched. The following include:
- Titanosaur
- Bosses
- Cyclops
- Tortugan
- Hellraiser
- Black Dragons
- Hydragon
- Mira
- Ceratiablos
- Saurian Brute Wyvern
- Legendary Storm Drake
- Ferox (In Large Form)
- Kampe
- Dodorex n Wyvern
- Dunkelosteus
- Rock Golem
- Tek Stryder
- Zetsumetsudoragon
- Shieldhorn



[Encouragement]: A buff given by some creatures when encouraged by the roar of another creature or itself. Causes a yellow glow around the bearers head, the buff lasts 35 seconds and increases damage output by 25%, simalier to how the mammoths wardrum buff works, but on creatures too. Prevents the mammoths intimidation debuff but said creature can still be feared and scared away. It also causes torpor to drain and stamina regenerate quickly.

[Serpent Rally]: A buff given by the Gorgon to allied gorgon and other snake-like dragons or actual serpents. Increases damage output by 7% and reduces damage taken by 5% for 75 seconds as well as increasing speed by 7.5% and improving rotation by 17.5%. It also causes torpidity to drop

[Gored]: A debuff inflicted by the horns of some creatures in the mod, childed from the gashed debuff, drains 0.25 health per second for 12 seconds, will slow targets down by 60% for this duration (gashed will slow you more). During this time the inflicted will take 5% more damage and over the course of 12 seconds, a small amount of hp will be drained as well.

[Overheating]: A debuff caused by being around a molten golem, causes your characters hypothermic insulation to rise by around 500-600 but hyperthermic drops by 500-600 as well.

[Freezing Cold]: A debuff caused by being near a frost golem, causes your characters hypothermic insulation to drop by 300-400 and hyperthermic insulation to rise by 300-400, this causes your player character to begin to freeze to death

[Freezing Cold II]: A debuff caused by being hit by the frost golems snow shake attack, causes your characters hypothermic insulation to drop by 225 and hyperthermic insulation to rise by 225, this causes your player character to begin to freeze to death. This debuff lasts for 35 seconds and also slightly slows down players only.

[Protecting]: A buff given to the frost golem when backing away from its opponent, reduces damage taken by 75% for a few seconds.

[On Edge buff]: A buff which increases a creatures speed by around 32% for 15 seconds, as well as causing it to consume food around 50% faster.

[Lesser Gash]: Works identical to the gashed debuff from allosaurus, however it does not reduce the movement speed of the inflicted. Some armored creatures are automatically immune as well as anything over 951 drag weight:
- Bosses
- Ankylosaurus
- Doedicrus
- Black Dragons
- Ceratiablos
- Dunkelosteus
- Reapers
- Karkinos
- Velodrome
- Nile Dragon
- Carbonemys
- Acros Thornweaver
- Apceros
- Bogwyrm
- Shieldhorn



[Bloodlust]: A buff which the kelpie will recieve upon eating a corpse, grants it a constant 3 hp per second health regeneration, 2 stamina, -0.1 torpor, and 15% increase in damage and resistance for 5000 seconds, this buff's timer cannot be reset and after 5000 seconds, kelpie will get a debuff which prevents bloodlust for 3000 seconds.

[Lesser Scald]: Acts identical to normal scald, however it will cause players to overheat. Deals only 1/3 of scalds % health drain, and only around 1/2.5 of maximum damage (minimum damage stays the same). As well as causing them to drain water if they are players. This debuff also does not work on the phoenix.

[Paralysis]: A debuff inflicted by the attacks of some creatures, greatly slows the inflicted while decreasing their damage by 35% for 7 seconds. During this time the target cannot heal naturally and torpor will rise as well.

[Mud Debuff]: a debuff inflicted that acts simalier to the poop hit of the mesopithecus, but slows you by 80%. Can be removed by going underwater.

[Salt Infliction]: A debuff inflicted by salt breath attacks. Cannot be inflicted on creatures with is amphibious or is water dino bool checked. The debuff makes the victim take 20% more damage for 10 seconds. Reduces movement speed of the inflicted by 10%.

[Sludged]: Sludged is a unique debuff which is inflicted by the fist attacks of the bogwyrm when it has sludge on its arms. Stacks up to 15 times. This buff lasts 30 seconds and does nothing until deactivated, where it will inflict the explosion debuff.

[Explosion]: Once sludge deactivates, the inflicted will be inflicted with a debuff which deals 35 damage that scales with melee. However due to an issue with how its set, it cant scale with melee if it activates once the bogwyrm is dead, so instead if the inflictor dies before the explosion, the resulting is around 40 base explosive damagetype. Deals a tiny % chunk as well. This debuff lasts 1.5 seconds, and stacks 20 times. Upon activation, every other sludged debuff that the creature currently had will also explode instantly, with enough sludge you can chain extremely powerful explosions. These explosions do scale with damage resistances however. Creatures will also be inflicted with a fire debuff as well.

[Siren Song]: Buff given by the siren to her allies boosts 15% damage and damage resistance buff for a while, also increasing the xp they earn. Inflicted enemies recieve a -10% damage and resistance debuff and decrease in xp earnt.

[Panic]: Panic is a debuff childed from intimidate, it is indicated by green particles around the creature rather than red-ish pink. It reduces the targets defence by 25%, making them take more damage for an equal amount of time as intimidation.

[Chained electricity]: Chained electricity functions identically to normal electrocution by eels, but if the inflicted is in water, it will AOE inflict any allies nearby it, with chained electricity, essentially allowing it to nearly infinitely chain electrocution to everything around it. Unlike normal electrocution which uses a weird status modifier, the inflicted loses just a straight up 3-4 hp and stamina and gains 2-3 torpor per second while buff is inflicted. It also does not reduce the speed of the target, while reducing their damage output and resistance by 20%.

[Natures Wrath]: Increases the damage of the inflicted by 40% and resistance by 10% for 30 seconds, but increases food consumption by 5x.
Last edited by HydragonofDeath; 24 Dec, 2022 @ 12:09pm