Status Effects
Buffs and debuffs that change how you fight. Debuffs stack independently — you can be Poisoned and Rooted at the same time. Most show as icons in the HUD strip at the bottom of the screen during a run.
Debuffs
Applied by enemies. Visible in the HUD icon strip with a countdown bar while active.
Blocks stamina regeneration entirely. Sprinting and shield-walking drain stamina normally, but nothing refills it. Cleared by a Stamina Potion.
Source: Diseased enemies — 20% chance on melee hit.
Physical damage over time — deals 3 damage every second for 4 seconds (12 total). Re-applying before it expires resets the duration.
Source: Overgrown & Insectoid enemies — 25% on melee hit. Gloomwidow WebShot spawns a WebZone that applies Slow, not Poison. SporeCloud zones apply Poison while inside.
Arcane damage over time — deals 4 Arcane damage every 0.5 seconds for 3 seconds (24 total). Arcane damage is not reduced by physical defense — ward gear mitigates it.
Source: Ratkin Scorcher Fireball (guaranteed). MagmaPool ground zones apply Burn while inside.
Reduces all damage you deal by 25% for the duration. Affects melee, ranged, and ability damage equally.
Source: Undead enemies — 20% on melee hit. Skeleton Mage NecroticBolt (guaranteed). Dustwight curse aura (proximity pulse).
The attacking enemy heals for 30% of the damage they deal. This shows as a green floating number on the enemy. Not a duration effect — it's active per-hit while the enemy is alive.
Source: Fae & Umbral enemies — 25% chance on each melee hit.
Locks movement completely — you cannot move or sprint. Attacks and abilities still work normally. Use the time to fight back.
Source: Overgrown casters (VineShot — guaranteed). Thornstalker, Bramblesprout, and Mandrake.
Reduces movement speed by 50%. Active while you're standing in a WebZone or affected by a Siren aura, plus a 1-second linger after you leave the zone.
Source: WebZone ground zones (Gloomwidow). Applied once per second while overlapping the zone.
Full lock — no movement, attacks, or abilities for the duration. The most dangerous debuff in the game; use it on enemies too.
Source: Beholder eye ray (instant, LOS required). Scorpion tail sting — 30% on melee hit.
Briefly displaces you and locks controls for 0.5 seconds. Short enough to barely notice in isolation — dangerous when it repositions you into more enemies.
Source: Trogkin charge — 0.5s Knockback on direct hit. Not shown in the HUD strip (too short to be worth displaying).
The extraction portal is locked — you cannot interact with it or begin extracting. The timer resets each time you take contact damage in a VoidField zone, so you have to leave first.
Source: Void Serpents (guaranteed on hit). VoidField ground zones — applied every second while inside, preventing extraction until you clear the zone and wait 5 seconds.
Ground Zones
Persistent environmental hazards left on the floor. Walk into one to receive its effect every second. Rendered as colored overlays on the dungeon floor.
Grey crosshatch floor overlay. While inside: continuous Slow — applied the instant you step in and kept active the entire time you stay. The slow lingers briefly after you leave.
Source: Gloomwidow WebShot on landing.
Green stippled cloud overlay. While inside: continuous Poison — applied the instant you enter and kept active while you stay. Deals 3 Physical damage per second.
Source: Mossmane Drake exhale — triggered when a player enters 5-tile range; 6s cooldown.
Orange-red flickering tile overlay. While inside: continuous Burn — applied the instant you enter and kept active while you stay. Deals 4 Arcane damage every 0.5 seconds.
Source: Magmascale Drake breath — triggered when a player enters 5-tile range; 5s cooldown.
Dark purple semi-transparent floor overlay. While inside: continuous Portal Block and 2 Arcane damage per second — both applied the instant you enter. Leaving doesn't immediately lift the portal block; it lingers for 5 more seconds.
Source: Primordial Drakon VoidBolt on wall or player impact.
Buffs
Positive effects from class abilities and consumables. Active buffs are not shown in the debuff icon strip — watch your health and stamina bars instead.
Class Abilities (Y button — 60s cooldown)
- Incoming damage reduced by 40%
- Restores 40% max HP evenly over 8s (~5% per second)
- Restores 50% max HP evenly over 8s (~6.25% per second)
- First 1.5s: sprite fades semi-transparent + incoming damage reduced by 50%
- 2-hit damage shield — next two hits are fully absorbed
- Restores 60% max HP evenly over 8s (~7.5% per second)
- Legendary ArcanicMantle: +2 extra shield charges
Consumables (R2 quick-use menu)
Restores 40% of max HP instantly. Up to 3 per run (carried from the hub). Shares a 2s cooldown with itself — can't spam them. Found as dungeon loot.
Instantly refills a portion of stamina, breaking the exhaustion lock. Use it to sprint away or raise your shield when you're stuck on empty. Also clears Disease.
Restores 2 HP per second for 10 seconds (20 HP total). Gradual — best used before a fight rather than mid-combat. Doesn't interrupt movement or attacks.
Bleed
A separate damage-over-time effect distinct from status effects — applied to enemies, not players.
Physical DoT applied to enemies. Deals damage every tick for 10 seconds. Bleed damage scales with the hit that applied it. Applied by Skirmisher light attacks (33% per hit), Skirmisher heavy spin (guaranteed on all hit enemies), and Warrior heavy attack (guaranteed on hit).