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A character can have approximately 20 buffs active at one time. This includes things like Songs, Stories, and Dances from Bard classes.[1]

  • The longest buff duration in the game is currently 30 minutes. Longer duration buffs may come in the form of food.[2]
Skill Icon Origin Description
Aegis Aegis New Icon.png Tank Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[3]
Arcane Empowerment Mage Spell Shift 8.png Mage Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[4]
Arcane Eye Arcane Eye Icon.png Mage Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[5]
Battle Cry Battle Cry.png Fighter Unleash a resounding war bellow, applying the Riled effect to the caster and all nearby party members and Shaken to all nearby enemies. Gain 5 Combat Momentum for each target that was Riled. Riled targets have increased stability and have increased chance of tripping Shaken enemies.[6]
Bless Weapon Bless Weapon.png Cleric Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[7][8]
Blood Fusion Blood Fusion.png Fighter Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[9]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[10]
Communal Restoration Communal Restoration Icon2.png Cleric Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[11][12] This can overheal.[11]
Divine Light DivineLightIcon.jpg Cleric Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[13][14]
Elemental Empowerment Elemental Empowerment (active).png Mage Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[15][16]
Form Of Ferocity Form Of Ferocity.png Fighter While in this form, the caster receives +2% Attack Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[17]
Grit GritIcon.png Tank Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[18]
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[19]
Hunt of the Bear Hunt of the Bear.png Ranger Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[20]
Hunt of the Raven Hunt of the Raven.png Ranger Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[21]
Hunt of the Tiger Hunt of the Tiger.png Ranger Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[22]
Imbue Ammo: Barbed Imbue Ammo Barbed Icon2.png Ranger Imbues your ammunition with barbed thorns. Enemies hit by your bow attacks suffer the Bleeding status effect, dealing damage over time. Each application applies 3 seconds of duration to the target, up to a maximum of 30 seconds. 10 charges.[23]
Imbue Ammo: Concussive Imbue Ammo Concussive Icon2.png Ranger Imbues your ammunition with concussive force. Enemies hit by your bow attacks suffer ten stacks of the Staggered status effect, increasing Tripped duration when applied and lowering their accuracy and evasion stats per stack. 10 charges.[24]
Indomitable Spirit Indomitable Spirit.png Tank 30% increased max HP and 30% increased healing received.[25]
Lightning Reload Lightning Reload Icon.png Ranger Grants a charge of Lightning Reload, allowing you to fire one ability Shot for free, ignoring its cooldown and other costs.[26]
Meditative Form of the River Meditative Form of the River Skill Tree IconAlpha.png Fighter Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[27]
Rush of Courage Rush of Courage.png Tank You feel a surge of resolve - gain 100 Courage.[28]

Status effects

Status effects (Status conditions) in Ashes of Creation include buffs and debuffs applied to players or creatures. Certain status effects will stack to increase the longevity of the effect, but there are diminishing returns on certain conditions to avoid situations such as stun locking.[29][30]

There's unique rules with regards to stacking based on the type of status condition. So in the event that the status condition may not stack, we have certain stacking rules that might increase the longevity of the status condition with the second application, but it's important to note that we do have the concept of diminishing returns; and that certain types of status conditions share certain diminishing return groupings. So that obviously a character can't be like stun locked or silence locked or just a particular type of status condition lock.[30]Steven Sharif
  • Certain bosses may have very high resistances, or may be immune to some status effects. This will not prevent other effects or damage from being applied to them.[31][32]
    • There are diminishing returns and max stack counts for each type of status effect. This may change based on testing.[31]
Q: Have you given any thought towards adding debuff protection, such as having immunity to stuns for some seconds after having been stunned during a Siege battle?
A: What you're talking about is really called diminishing returns; and when it comes to status conditions, the ability to apply certain passive resistance to status conditions if you've suffered from a status condition of a particular type, you get an increased resistance against those; and that scales. So if by chance you do get stunned maybe a couple of times, it would be near impossible to stun you for a third or fourth time. And then you get to save that higher resistance for some period of time; and that just makes the gameplay more compelling. We've all played games where you can get stun-locked and that is a really bad feeling; and it's not even fun for the person who's doing the stun-lock... It's just not a good compelling type of gameplay. So in order to avoid that, and to accommodate a massively multiplayer setting, you have to utilize things like diminishing returns that can increase your resistances when you suffer those types of effects.[29]Steven Sharif
Q: Can you explain a little bit more about the staggering and how status effects, stagger and stun and that whole interaction works?
A: Staggering is a type of status condition that can be applied through certain skills and the type of synergy systems we're going for is that certain archetypes and class kits will have access to a number of what we call first-tier status conditions. Those types of status conditions are general status conditions that can be applied across a host of skills and a number of different archetypes and class kits; and they can progress when synergized with other types of status conditions or abilities to tier two level status effects. And so for example, you saw that one of the abilities that the Cleric has at level 15 is the Chains of Restraint; and when the Chains of Restraint lays down that AoE of course, it ticks for damage over time, but it also applies the stagger condition. However, if the target was already subject to the staggered condition, then it gets promoted to a stunned condition. Now the difference between staggered and stun: in a staggered state the creature may not use abilities. They can do basic attack functions, they could cast spells if they had spells access to spells, but their physical abilities would be muted or would be essentially inaccessible during the staggered effect. Now a stun condition obviously is a more amplified status condition where you cannot take any actions and so the Fighter's ability Whirlwind had a staggered application available to it, so when the Cleric chooses to use its Chains of Restraintability, if they use it after the fighter applies their staggered condition then the chains will force a stun effect.[34]Steven Sharif