Status Effects

This page contains a list of every status effect in the game, including internal effects. This does not include intrinsic values to creatures (such as Brequewk's "Pack Healer" effect, or Qurugosk's "Invisibility" effect.) Additionally, all names here are reflective of the internal names as used by game scripts, not friendly display names.
Important Notes
* In many cases, "reduced regeneration" refers to the amount, not the rate. For example, the CloggedLungs effect says 25% reduced health regeneration. This means you gain only 3/4 of the health you would normally gain every game tick, NOT that you supposedly gain it 25% slower. The rate always remains unchanged.
** A game tick occurs every 1.5 seconds.
** Some abilities still do apply a rate modifier, which will be mentioned.
* This page is strictly documenting the effects. The duration of these effects is often tied to their Ability rather than the status effect itself. Many abilities share effects or add multiple effects combined together.
== Effects ==
=== Clogged Lungs ===
This effect causes 50% reduced stamina regeneration and 25% reduced health regeneration.
=== Paralyze ===
This effect ceases all motion, setting all speed values (walk, sprint, and if applicable, fly) to 0. It has a hardcoded duration of 1 second.
=== Adrenaline ===
This effect causes 50% reduced stamina regeneration, but 25% increased speed.
=== Cold ===
This effect is a stacking ailment. 
* When the effect is greater than 0, but less than 11...
** Decreases walk and run speed by 10%.
**Hunger depletes 10% faster.
* When the effect is greater than or equal to 11, but less than 21...
** Walk and Sprint speeds are reduced by 15%
**Hunger depletes an additional 15% faster (for a total of 25% faster depletion)
** Stamina regeneration is reduced by 25%
* When the effect is greater than or equal to 20...
** Walk and Sprint speeds are reduced by 20%
** Hunger depletes an additional 5% faster (for a total of 30% faster depletion)
** Stamina regeneration is cut in half.
** 0.25% of your max health is damaged every second.
* The effect reduces in yellow and green shelters and when the season is not Winter or Famine.
=== Harden ===
This effect increases bleed defense by 15%, reduces speed by 20%, and increases weight by 25%.
=== Ligament Tear ===
This effect causes your speed to reduce by 40% while stamina regeneration rate gets cut in half. Internally, this is a leveled ailment (it will never display its level to you). While sitting or laying, its level is reduced by 1 every game tick, and when it hits 0, it is removed.
=== Bone Break ===
This effect is a close sibling to Ligament Tear. It has the same leveled mechanics, but imposes more limits on your motion. It not only cuts stamina regeneration in half, but prevents all flying and gliding (forcing them to fall if mid-flight), reduces your speed by 80%, and prevents sprinting.
=== Poisoned ===
This effect is a leveled effect.
* When lesser than 10, it multiplies health regeneration and stamina regeneration by x0.75
*When greater than 11, additionally, stamina depletes 3% every 3 seconds.
* When greater than 21, it deals passive damage (3% per tick) if your health is over 13% of your max health. This is skipped if you are sitting or laying.
* It cannot exceed 30. Effect multipliers might cause this to exceed 30 however..
=== Bleeding ===
This effect is a close sibling to Poisoned, but dealing raw damage, and is a leveled effect.
* Like Poisoned, this effect cannot deal damage if the target is sitting/laying down while gravely injured (below 13% max HP).
*Unlike poison, and like burn, this effect halts health regeneration.
*At around 1-10 base bleed (when staying still and not performing any healing animation):
**Deals 0.5 damage when laying down, 0.75 while sitting, 1.0 when still upright, 1.5 when walking and 2.0 while running (Can't fall below 10% health if sitting/laying).
**Bleed halves while sitting or laying down (and bleed healing speed increases), while staying still and upright only makes bleed heal itself at a moderate pace, walking stops the bleed to heal on its own, and running does not only increase the apparent bleed level by 1.375 aproximately, but makes it slowly increase on its own.
**Health regeneration is disabled.
*At around 11-20 bleed:
** Previous level effects.
**Decreases stamina regeneration by 25%.
*Beyond 21 bleed:
**Level 1 effects.
** Decreases stamina regeneration by 50%.
=== Dropped Tail ===
This effect is created when a creature with the corresponding ability drops its tail. It causes maximum health to be reduced by 30%, weight to be reduced by 30%, and speed to be increased by 20%.
=== Reflect Attacks ===
This effect is tested in the damage code. Attacking anyone with this status effect will cause you to attack yourself instead.
=== Slowed ===
This effect causes your speed to be reduced by 60%. Contrary to standard status effects, this one is always set to delete itself after 4 seconds.
=== Slow 30s ===
This effect is identical to the "Slowed" effect. Contrary to what the name implies, it is not necessarily there for 30 seconds. It will be rendered obsolete in future updates.
=== Sapped Energy From Target ===
This effect seems to only display an icon at the top of the screen, and has no effect otherwise. Presumably a notifier to the person that used the sap ability to see that it was successful. It has a hardcoded duration of 15 seconds.
=== Sapped Energy ===
This effect seems to behave similarly to the above, and is used to determine when to give the effect above to the user. It seems to have no function otherwise. It has a hardcoded duration of 15 seconds.
=== Sleepy ===
This effect forces you to enter the sleeping state.
=== Earthquake ===
This effect reduces outgoing damage by 50%. It has a hardcoded duration of 60 seconds.
=== Confusion ===
This effect causes controls to invert every π/2 seconds. This has to do with how it works, it is a sine wave with 2x the frequency of time.
=== Fear ===
This effect causes tunnel vision, reduces damage by 50%, and increases speed by 50%. It has a hardcoded duration of 60 seconds.
=== Boss Ability ===
This effect is exclusive to wardens and gives them their unique damage scaling. While active, stamina regen is increased to 200%. More notably, an extremely sharp damage buff is applied:
* Age no longer affects damage, all ages of wardens do maximum damage with this ability active.
* Damage is multiplied by (7 x WardenStrength) (where WardenStrength goes from 0 at 100% HP to 1 at 50% HP and below. This means that in the range of 100% to 95%, the warden's damage is actually divided. From 95% to 50%, it steadily increases until it hits its peak of 7x damage, and stays at that 7x peak from 50% to 0%..
=== Necro Poison ===
This effect causes the player to inverted colors. It is a leveled effect.
* When greater than or equal to 11, it applies the Confusion effect and tunnel vision.
* When greater than or equal to 21, it applies bleed that always increases.
=== Flicker Counter ===
This effect exists on the client, but is managed by the server. It is a leveled effect. The effect's level is the amount of frames that a creature with Dazzling Flash should have their applicable body parts glowing. It is on the client for optimal display and accommodation for lag.
=== Burn ===
This effect is a leveled effect. Like Bleed, this effect halts health regeneration.
* It cannot apply its effect while swimming.
* When less than 21, it does 0.5% damage every 3 seconds if you are not sitting and above 13% health.
* When greater than or equal to 21, it begins to do 1% damage every 3 seconds if you are not sitting and above 13% health.
=== Tunnel Vision ===
This effect causes a strong vignette to appear on screen.
=== Tornado Grabbed ===
This effect is granted while inside of the tornado disaster. It prevents you from being grabbed, and signifies that you are actively in the tornado(This status was removed).
=== Tornado Immune ===
This effect is granted after escaping the tornado. It prevents you from being grabbed(This status was removed).
=== Heavy Air ===
This effect disables the ability to sniff.
=== Bad Weather ===
This effect used to exist to disable the legacy Uncomfortability system, which was a value that increased with proximity to other creatures to encourage players to spread out. Now, it has no function on the character, and is instead used to unlock Vaumora. It is applied during the Windstorm weather event.
=== Shock ===
This effect causes an effect similar to confusion. It has a hardcoded duration of 3 seconds.
=== Mud ===
This effect causes health regen rate to increase by 25% (rather than amount). It reduces bleed, poison, necro poison, and burn 50% faster.
=== Serrated Teeth ===
This effect is a companion to the Bleed effect, and causes Bleed to heal 50% slower. 
=== Frozen ===
This effect is similar to paralysis in that it sets move speed to 0. It has a hardcoded duration of 2 seconds.
=== Blurred Vision ===
This effect causes a blur effect to be put on screen.
== Unused / Unimplemented Effects ==
The effects in this category are defined in-game, but do not have any means of getting them.
=== Blindness ===
This effect is not used. When a creature is tagged with the passive "Blind Gameplay" attribute, this effect is applied, which causes the world to appear in black and white instead of with colors.
Category:Creature Abilities/Legacy