Effect

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Several effects as seen in the effects monitor.

An effect is a visual representation of a skill's lasting results in the effects monitor. Most effects are applied by activating a skill, such as enchantments, hexes, shouts, stances and wards. Other effects are applied by different game mechanics, like environment effects, blessings, disguises, title effects and conditions.

Causes for effects to end[edit]

See also: End effect, Initial effect, Renewal effect

There are several game mechanics that can cause effects to end:

  • The duration of the effect expires.
  • A bundle created by an item spell is dropped.
  • The effect is removed by a removal skill.
  • The affected creature dies.
  • The caster dies. This will only end maintained enchantments and some hexes that affect the caster (e.g. Life Transfer).
  • The same effect is renewed or reapplied, usually because a skill is activated again before the duration expires. Some effects renew themselves on specific conditions, like Lyssa's Aura.
  • The effect has a specific condition that will cause it to end, e.g. Illusion of Weakness or Dark Escape.

Some effects cause further actions when they end, e.g. Patient Spirit. Unless specified in the skill description, these usually trigger on all ends except renewal; exceptions to this rule are noted on the respective skill pages.

Effect Stacking[edit]

Main article: Effect stacking

When a skill removes one or multiple effects of a particular type, such as Enchantments, the most recently applied effect is always the first one to be removed, followed by the second most recently applied effect and so forth. This also applies to effects that remove all effects of a certain type. For example, suppose that a character uses Meditation, Faithful Intervention, Eternal Aura and Contemplation of Purity in that order. Contemplation of Purity will remove all enchantments instantly, but will first remove Eternal Aura, then Faithful Intervention and then finally Meditation in that order rather than removing all enchantments simultaniously. This will trigger Meditation's energy gain from losing an enchantment 2 times, even though Meditation also is removed at the same instant as the other 2 enchantments.

When the game calculates the final outcome of a series of effects, the effect that was first placed on the target in question is usually the first effect to be calculated, followed by the effect that was second to come in effect and so forth. For example, suppose that a character with 100 health and 7 Protection Prayers enchants himself with with Protective Spirit and Shielding Hands. If Protective Spirit was the first enchantment to be used, any damage that this player takes will first be reduced to 10 by Protective Spirit, and then reduced by 10 by Shielding Hands, guaranteeing that any damage taken by this player will be reduced to 0. If Shielding Hands was the first enchantmet to be cast however, the two enchantments do not stack, so any damage above 10 dealt to this player will result in health loss.

Not all skills follow this rule. For example, a player affected by both Protective Spirit and Frenzy will still never lose more than 10% of their maximum health, even if Protective Spririt was used before Frenzy

Notes[edit]

  • All effects are internally implemented as skills, with the possible exception of the hard mode icon.
  • Not all skills with lasting results have a corresponding effect, skills like Fire Storm are instead visualized in the game world.

See also[edit]

  • For a list of existing effects which are not already available as skills, see Category:Effects.