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Status Effects

Status effects modify combatant stats, deal damage over time, heal over time, or incapacitate targets. They’re applied by skills and last for a set number of combat rounds.

TypeCodeDescription
Damage over TimedotDeals damage each round for N rounds
Heal over TimehotRestores HP each round for N rounds
BuffbuffIncreases a stat by a percentage
DebuffdebuffDecreases a stat by a percentage
StunstunTarget skips their next action
Mana Shieldmana_shieldAbsorbs damage by consuming mana (Mage)

Buffs and debuffs can modify:

StatDescription
attackDamage dealt
defenseDamage reduction
dodgeChance to avoid attacks
mana_shieldSpecial: mana shield absorption

Applied by Warrior’s Shield Bash. The stunned target’s next turn is skipped entirely.

Applied by Rogue’s Poison Strike. Deals damage at the start of each round:

Each round: DoT_damage = BasePower + (DEX_modifier × ScalingFactor)
Rounds: Duration (e.g., 3 rounds for Poison Strike)

Applied by Druid’s Rejuvenation. Restores HP at the start of each round:

Each round: HoT_amount = BasePower + (WIS_modifier × ScalingFactor)
Rounds: Duration (e.g., 3 rounds for Rejuvenation)

Example: Warrior’s Battle Cry (+30% attack, 3 rounds)

Modified attack = base_attack × (1 + BuffPercent)
= base_attack × 1.30

Example: Druid’s Entangle (-40% attack, 2 rounds)

Modified attack = base_attack × (1 + BuffPercent)
= base_attack × (1 - 0.40)
= base_attack × 0.60

Applied by Mage’s Mana Shield. When the Mage takes damage while the shield is active, damage is subtracted from mana instead of HP (up to the shield’s absorption capacity).

Status effects last for Duration combat rounds, counting down each round. When duration reaches 0, the effect expires.

A combatant can have multiple status effects simultaneously. Each resolves independently each round. There’s no cap on the number of active effects.