Status Effects

Description
Status effects are temporary conditions imposed on a prospector based on set circumstances or actions.
Prospectors face a number of challenges on Icarus, and have access to a wide variety of strategies with which to overcome those challenges. Status effects can be benign, but they can also help or hinder the prospector's efforts to survive on Icarus. They are conditional: if a prospector performs certain actions, or if specific environmental circumstances are occurring, status effects are the result.
Status Effects
Some status effects confer a positive boon to prospectors, giving them additional Health or increased Stamina regeneration. These are often the result of prospector actions, such as sleeping in a bed or bedroll to gain Well Rested, or eating certain Foods. The Well Rested status effect is affected by the Coziness stat. 
Negative status effects are usually the result of something happening to the prospector: they are attacked by some Fauna, for example, and suffer a wound. In addition, a prospector caught in a Storm and without Shelter might be subjected to a negative status effect. Prospectors can often take action to remedy negative status effects, limiting their duration or negating the effect outright. 
Positive Status Effects
Positive status effects can be obtained in a variety of ways. Positive status effects are lost when a player is downed or killed.
List of Positive Status Effects
Icon	Name 	Effects 	Condition 	Duration
 	Cooling 	+10 Rate of Cooling per minute+10% Heat Resistance-4% Cold Resistance 	Drinking water 	10 seconds
 	Swimming 	+10 Rate of Cooling per minute+10% Heat Resistance-4% Cold ResistanceSubmerged Under Water 	Immersed in water 	While in water
 	Well Rested 	+10% Maximum Health+10% Health Regeneration+5% Maximum Stamina+5% Stamina Regeneration-5% Food Consumption-5% Water Consumption	Rest on a Bedroll (do not have to sleep) and affected by Coziness 	600 seconds
 	Warm and Cozy	+50% Health Regeneration+50% Stamina Regeneration+10% XP Gain 	Stand by a firepit, fireplace, or potbelly stove in a sheltered area	While next to the controlled fire source
 	Death Run 	+10% Movement Speed-20% Stamina Consumed-15% Perceived Threat while stealthed 	Respawn after death 	30 Seconds
 	Grace Period 	Temporary Immunity 	After dropping to moon. 	15 seconds
Negative Status Effects
Negative status effects can be imposed in a variety of ways. Some negative status effects can persist through being downed or killed.
List of Negative Status Effects
Icon	Name 	Effect 	Cause of Effect 	Status Duration 	Treatment
 	Wet 	-20% cold resistance 	Partially emerged in water 	Permanent until out of water, then 30 seconds after. 	-
 	Cold 	-25% Health Regeneration-25% Stamina Regeneration+10% Food Consumption-10% Water Consumption 	Body Temperature is in the "Cold" zone 	Until Body Temperature is no long in "Cold" zone 	-
 	Broken Leg 	-50% Movement Speed-25% Stamina Regeneration+25% Food Consumption-50% Weight Capacity 	Severe fall damage 	300 Seconds 	Apply Splint
 	Poison 	-10 Movement SpeedDamage over time 	Contact with poisonous animal or weapon 	178 Seconds 	Anti-Poison
 	On Fire 	+100% Water ConsumptionDamage over Time 	Body is on fire 	15 seconds after leaving source of fire 	Fire Extinguisher from another player"Fire Whacked" from another playerJump into body of water
 	Overheating 	+50% Water Consumption+10% Samina Consumption 	Body temperature too high 	Permanent until body temperature is lowered 	Perform any actions that would cause the"Cooling" side effect
 	Wound 	-25% Maximum Health-25% Maximum Stamina-95% Health Regeneration 	Cuts/Bites from Fauna 	Permanent until treated, with a 5% chance of risk of escalation turning into Infected Wound. 	Heal with a
 	Deep Wound 	-25% Maximum Health-25% Maximum Stamina-95% Health Regeneration 	Severe wound from a recent attack 	Permanent until treated, with a 5% chance of risk of escalation turning into Festering Wound.	Heal with a
 	Thirsty 	+1 Thirst Level-25% Stamina Regeneration 	Water Level is 5% or lower 	Until Water Level is above 5% 	Drink Water
 	Dehydrated 	+2 Thirst Level+6 Stamina Regeneration Delay fromDepleted+2 Seconds to Stamina Regeneration Delay-50% Stamina RegenerationDamage Over Time	Water Level is 0% 	Until Water is above 0% 	Drink Water
 	Hungry 	+1 Thirst Level 	Food Level is 10% or lower 	Until Food Level is above 5%, with a 5% chance of risk of escalation becoming Enfeebled. 	Consume Food
 	Famished 	+2 Thirst LevelDamage Over Time 	Food Level is 0% 	Until Food Level is above 0% 	Eat Food
 	Disoriented 	-10% XP Gain 	Oxygen Level is 5% or lower 	Until Oxygen Level is above 5% 	Consume Oxite or Oxygen container
 	Suffocation 	-50% Max Samina-20% XP GainDamage Over Time 	Oxygen Level is 0% 	Until Oxygen Level is above 0% 	Consume Oxite or Oxygen container
 	Dysentery 	-50% Nutrition from Food 	Chance to become afflicted when drinking water 	 	Use Anti-parasitics
 	Cave Sickness 	-50% Health Regeneration-50% Max Stamina (gradually returns)-10% XP Gain 	Maintain the "Underground" effect for a duration of time	600 seconds 	Use Anti-Biotics or wait it out
 	Heavy 	-70% Movement Speed 	Over-Encumbered 	See Removal 	Carry weight within capacity
 	Light Exposure 	-20% Movement Speed 	Exposure to severe weather 	See Storm Exposure on UI 	Seek shelter
 	Medium Exposure	-40% Movement Speed 	Prolonged exposure to severe weather 	See Storm Exposure on UI 	Seek shelter
 	Underground 	-50% Health Regeneration-25% Water Consumption-33% Max StaminaChance of pneumonia 	In a damp, enclosed environment (cave) 	See Removal 	Exit cave
Category:Mechanics