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For Negative Status Effects in Dark Souls, see Negative Status Effects.

Negative Status Effects in Dark Souls II are effects on characters' and enemies' performance, and are largely, if not wholly, detrimental in nature.

Negative status effects are usually "built up" by attacks that inflict that effect, with a bar appearing when the player is receiving buildup of the effect. When the bar fills, the effect triggers, and the bar empties at a rate dependent on the individual effect, usually ignoring any further buildup until it has emptied. Resistances to status effects generally work by lengthening the bar, thus requiring more buildup to trigger the effect.

Effects[]

Compared to the original games, Dark Souls II adjusted many of the game mechanics, particularly death and hollowing, and therefore changed some status effects in relation to the original.

Bleed[]

If the bleed meter fills completely the target takes 200 damage and has their maximum stamina and stamina recovery drastically reduced for a short period of time. It also slows roll recovery, lowers agility, and movement speed.

Characters that have been bled will produce a heartbeat sound and a faint red visual effect until the effect wears off.

Bleed Resistance reduces buildup by 1% for every 10 points.

Poison[]

The Poison effect drains the target's HP over a period of 20 seconds. This lasts until it is cured, the effect expires, or death occurs. The total damage dealt to HP if left uncured is about 1,080 points, with some variation.

When covered in poisonous liquids, such as when the player is submerged in the poison pools in Harvest Valley, poison will continuously build up until the player, or enemy, is no longer covered in it. The covering fades with time but can also be removed with effects that cure poison, or by entering water.

Poison Resistance reduces buildup by 1% for every 10 points.

Toxic[]

The Toxic effect drains the target's HP over a period of 20 seconds. This lasts until it is cured, the effect expires, or death occurs. The total damage dealt to HP if left uncured is about 1,440 points, with some variation.

Toxic is affected by all effects that increases resistance to or cures poison, including poison resistance from stats and armor.

Curse[]

Curse immediately reduces HP equal to one level of hollowing when it takes effect. If a player is cursed while human, they will now be unable to summon other players. Curse will also apply the visual changes of hollowing, such as loss of hair and bodily decay. Upon reaching full hollowing, curse will no longer affect players until they become human again. Curse also has no effect on phantoms, whether they are friendly or hostile to the host.

Curse Resistance reduces buildup by 1% for every 10 points. The Hollow Skin makes the player completely immune to the Curse status effect. In Scholar of the First Sin, the Black Witch Veil also grants complete curse immunity.

Petrification[]

Similar to Curse in Dark Souls, petrification causes instant death. It also reduces HP by two stages.

Petrification Resistance reduces buildup by 1% for every 10 points.

Oil[]

Oil causes the player to turn jet black. If the player takes fire damage or equips a torch or pyromancy flame while covered in oil, they will explode dealing high fire damage to themselves and anything nearby, including friendly players.

Waterlogged[]

The waterlogged status increases fire defense by 300 but reduces lightning defense by 150. The duration of the status depends on how much the water covered the player, with rolling applying the maximum duration. Additionally, it can affect both players and enemies, with bosses like Looking Glass Knight and Demon of Song being permanently waterlogged due to their arenas.

Additionally, being covered in water will wash off poison and oil.

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