Status Effects

Status effects are temporary conditions that change combat, movement, or ability recovery. Use buffs to see visible effects and their remaining time. Hostile effects appear under Debuffs and cannot be removed with clearbuff.

Damage And Combat Effects

EffectWhat It Does
Burning XDeals X fire damage each heartbeat, then halves X. Burning ends after its 1-stack tick and cannot exceed the affected living's level.
Bleeding XAdds X damage to incoming melee hits before defenses. Moving has a 25% chance to tear the wound open for X slash damage. Bleeding cannot exceed one-fifth of the affected living's level, with a minimum cap of 5.
ChilledReduces swings by 10% and adds 1 second to newly incurred standard ability cooldowns. A second application promotes Chilled to Freezing.
FreezingReduces swings by 20% and adds 2 seconds to newly incurred standard ability cooldowns.
ExposedAdds 5 percentage points to incoming critical-hit chance.
Sundered XLowers armour class by X. Sundered stacks to 3; a new application refreshes the remaining duration.

Burning, Bleeding, and Sundered show their current X value in buffs. Durations for Bleeding, Chilled, Freezing, Exposed, and Sundered depend on the ability or creature that applied them. Reapplying a timed effect never shortens its remaining duration.

Burning and cold effects can exist together. Fire does not automatically remove Chilled or Freezing, and cold does not automatically extinguish Burning.

Standard Control Effects

These older effects use Darkwind's standard action-block system. Their exact duration and which commands they prevent depend on their source.

EffectWhat It Does
BlindnessReduces melee accuracy and dodging. Many sight-dependent commands also fail.
DistractedReduces melee accuracy, dodging, absorption, and swing rate. Many spells and abilities require concentration.
ParalyzedPrevents attacks and treats both arms and legs as disabled.
Entangled ArmsPrevents normal attacks.
Entangled LegsReduces melee accuracy and dodging.
SilencedPrevents commands that require speech.
Impaired MovementPrevents normal room exits.
DeafenedPrevents or limits commands that require hearing.

Poison, disease, curses, guild effects, and named monster abilities may also appear under Debuffs. Their behavior is defined by the effect that applied them rather than by one universal poison or disease rule.

Lifecycle And Recovery

Status durations use Darkwind's two-second heartbeat. They continue while a linkdead body remains in the world, pause when the player object is absent, and resume when that saved character is restored. Death clears these status effects.

The Chilled and Freezing words shown by Hyperborea's warmth meter describe environmental temperature. That meter is separate from the combat debuffs documented here.

To recover from a hostile status:

  • Use a cure, guild ability, consumable, or service that names the effect
  • Leave combat when movement is available
  • Check buffs to confirm the effect ended
  • Remember that clearbuff removes friendly buffs, not debuffs

See Buffs And Curses for the related commands.