Bahast Wiki

Buffs and Debuffs

Identify every live status effect and understand exactly what it does.

### Where to find status effects

- Active enemy status icons appear at the top-right of the enemy Life panel. Active Character status icons appear above the left side of the experience bar. - Hover or keyboard-focus an icon to see its localized name, remaining time, and exact current effect. The number badge on the icon is the remaining duration in seconds. - The current build has five live debuffs and no live buffs. This article lists every status effect currently possible in combat. - Pinnacle encounters can also track boss-specific statuses; each boss article explains any encounter-owned statuses that are not part of this universal five-debuff model.

### Every live debuff

- Bleed comes from Physical damage. It lasts 3 seconds and deals Physical damage over time equal to 25% of the applying Physical hit per second. Only the strongest active Bleed is kept, and Bleed can defeat its target. - Ignite comes from Fire damage. It lasts 4 seconds and deals matching Fire damage over time equal to 25% of the applying post-defense Fire hit per second. - Frostbite comes from Cold damage. It lasts 4 seconds, deals matching Cold damage over time equal to 15% of the applying post-defense Cold hit per second, and slows the target's actions by 3% to 25%. - Shock comes from Lightning damage. It lasts 4 seconds, deals matching Lightning damage over time equal to 15% of the applying post-defense Lightning hit per second, and increases all damage taken by 3% to 25%. - Frayed comes from Wind damage. It lasts 4 seconds, deals matching Wind damage over time equal to 15% of the applying post-defense Wind hit per second, and reduces effective Accuracy and Dodge by 3% to 25%.

### How debuffs are applied

- Each elemental component that deals at least 1 damage after defenses independently attempts its matching ailment with a base 15% chance. A Critical elemental component guarantees its matching attempt before Ailment Avoidance is checked. - Valid attempts use deterministic meters. Elemental Ailment Avoidance can reach 100% and prevents application. Elemental Ailment Protection caps at 75% and reduces damage and secondary effect, but not chance or duration. - Frostbite, Shock, and Frayed scale from 3% to 25%; their secondary effect reaches its cap when the matching post-defense component equals 10% of target maximum Life. There is no minimum-Life eligibility floor. - Reapplication independently keeps the strongest damage, strongest secondary effect, and longest duration. A stronger short application therefore cannot erase a longer duration, and copies do not stack. - Bleed and elemental damage-over-time ticks are non-hits. They use the applying post-defense damage, are not mitigated a second time, and drain Barrier before Life. They can defeat the target.