Status Effects in King Arthur: Knight's Tale features information on the different elemental effects and status ailments that can be inflicted against both enemies and players. Status Effects are categorized in Beneficial Status Effects and Negative Status Ailments. Beneficial Status Effects provide buffs, while Negative Status Ailments cause negative effects to both an enemy or a hero. This page covers a list of all the Status Effects in the game.
King Arthur: Knight's Tale Status Effects
Bleeding
Bleeding is a Damage over Time Status Effect. A Bleeding Unit suffers damage at the start of their Turns and for every Action they make. This Damage ignores Armour.
Physical Debuff Resist and Mental Debuff Resist don't affect Bleeding.
Blind
A Blinded Unit has an 80% chance to Miss with their Attacks for the Duration.
Physical Debuff Resist reduces the chance to miss multiplicative. This means that a Blinded Unit with 20% Physical Debuff Resist only has a 64% chance to Miss.
Mental Debuff Resist doesn't affect Blind.
Burning
Burning is a Damage over Time Status Effect. A Burning Unit suffers Damage at the start of their Turns. This Damage ignores Armour.
Physical Debuff Resist and Mental Debuff Resist don't affect Burning.
Chill
A Chilled Unit starts their Turn with 33% less AP.
Physical Debuff Resist or Mental Debuff Resist reduces the amount of AP lost per Turn multiplicatively. This means that a Chilled Unit with 50% Physical Debuff Resist or Mental Debuff Resist starts their Turn with only 16.5% less AP.
If the source of the Chill is a non-Spell Skill, Physical Debuff Resist protects against it. If the source is a Spell Skill, Mental Debuff Resist protects against it.
Freeze
A Frozen Unit loses 100% if their AP for the entire Duration. While a Unit has 0 AP because of this effect, they can't make Opportunity Attacks either.
Mental Debuff Resist reduces the amount of AP lost over the entire Duration. This means that if a Freeze with 2 Turns Duration is applied to a Unit with 25% Mental Debuff Resist, the Unit loses all their AP for their first Turn, and 50% of their AP in their second Turn after the Freeze was applied. Freeze ends early if the Unit starts their Turn with no AP lost.
Knockback
When a Unit is Knocked Back, they are moved away 1 Tile from the source of the Knockback. If that Tile is not empty, the Unit is unaffected.
Physical Debuff Resist and Mental Debuff Resist don't affect Knockback.
Knockdown
When a Unit is Knocked Down, they are Knocked Back and become Downed.
Downed Units suffer 30% increased Damage from every Hit, and any bonuses or penalties that would apply to a Backstab also apply when attacking a Downed Unit. The Unit will stand up at the start of their next Turn for 50% of their maximum AP.
Physical Debuff Resist reduces the amount of AP spent on standing up multiplicatively, meaning that a Unit with 10% Physical Debuff Resist stands up for 45% of their maximum AP. Mental Debuff Resis doesn't affect Knockdown.
Units with at least 50% Physical Debuff Resist are immune to Knockdown, and are only Knocked Back instead.
Poison
Poison is a Damage over Time Status Effect. A Poisoned Unit suffers Damage at the start if their Turns, and has their Damage reduced by 20% for the Duration. This Damage ignores Armour.
Physical Debuff Resist and Mental Debuff Resist don't affect Poison.
Shock
A Shocked Unit starts their Turn with 25% less AP, or 50% if they have any Armour.
Physical Debuff Resist or Mental Debuff Resist reduces the amount of AP lost per Turn multiplicatively. This means that a Shocked Unit with Armour and 20% Physical Debuff Resist or Mental Debuff Resist starts their Turn with only 40% less AP.
If the source of the Shock is a non-Spell Skill, Physical Debuff Resist protects against it. If the source is a Spell Skill, Mental Debuff Resist protects against it.
Silence
A Silenced Unit must spend 4 extra AP on every non-basic Skill for the Duration. Basic Skills include their basic Attack, Overwatch, and reserving AP.
Mental Debuff Resist reduces the amount of extra AP Cost multiplicatively. This means that a Silenced Unit with 50% Mental Debuff Resist only needs to spend 2 extra AP on their non-basic Skills.
Slow
A Slowed Unit needs to spend 100% more AP on Movement for the Duration.
Physical Debuff Resist or Mental Debuff Resist reduces the extra AP Cost of Movement multiplicatively. This means that a Slowed Unit with 20% Physical Debuff Resist or Mental Debuff Resist only spends 80% more AP on Movement.
If the source of the Slow is a non-Spell Skill, Physical Debuff Resist protects against it. If the source is a Spell Skill, Mental Debuff Resist protects against it.
Stun
A Stunned Unit loses 100% of their AP for the entire Duration. While a Unit has 0 AP because of this effect, they can't make Opportunity Attacks either.
Physical Debuff Resist or Mental Debuff Resist reduces the amount of AP lost over the entire Duration. This means that if a Stun with 2 Turns Duration is applied to a Unit with 25% Physical Debuff Resist or Mental Debuff Resist (see below), the Unit loses all their AP for their first Turn, and 50% of their AP in their second Turn after the Stun was applied. Stun ends early if the Unit starts their Turn with no AP lost.
If the source of the Stun is a non-Spell Skill, Physical Debuff Resist protects against it. If the source is a Spell Skill, Mental Debuff Resist protects against it.
Taunt
When a Unit is Taunted, they immediately turn towards the source of the Taunt. For the Duration, they will spend all their AP on trying to attack the source.
Physical Debuff Resist and Mental Debuff Resist don't affect Taunt.
Vulnerability
All Damage a Unit suffers is increased by the percentage of Vulnerability affecting them.
Physical Debuff Resist reduces the amount of extra Damage suffered multiplicatively. This means that a Unit with 50% Physical Debuff Resist that has a 30% Vulnerability applied to them only suffers 15% more Damage.
Mental Debuff Resist doesn't affect Vulnerability.
Weakness
A Weakened Unit's Damage is reduced by 33% for the Duration.
Physical Debuff Resist reduces the amount of Damage reduction multiplicatively. This means that a Weakened Unit with 50% Physical Debuff Resist only deals 16.5% less Damage.
Mental Debuff Resist doesn't affect Weakness.