Status effects is a general name for the various buffs and debuffs that last over time, affecting the Hero or other entities, usually for multiple turns. Effects or durations of most buffs don't stack when re-applied, preferring to reset them to starting values most of the time. Most of the fractions in the dynamic stats formula round down to the nearest integer.

Buffs Edit

Effects that are either beneficial to their target or neutral and purely of informational value to the player. Most of the time they directly or indirectly help the Hero or their allies.

Adrenaline Edit

A surge of physical power, adrenaline enhanced both attack and movement speed.

Adrenaline allows its target to run at 2x speed, and attack at 1.5x speed.

Turns remaining: 10

A powerful buff, which increases both movement and attack speed. Since the only item applying this buff is a tipped dart, it cannot be applied to the Hero. The intended use for them is to increase the battle power of any allies you might have; the Sad Ghost, golden bee, corrupted enemies, prismatic image, mirror image etc.

Sources include:

Adrenaline surge Edit

Adrenaline Surge
A surge of great might, but sadly not permanent.

Strength boost: +2

Turns until boost weakens: 800

This is the only buff capable to increase Hero's strength. The strength bonus weakens and wears off over time. When the duration ends, the strength is lost permanently.

Sources include:

Angered Edit

See also: Berserker
The severity of the berserker's injuries strengthen his blows. As the berserker takes physical damage, his rage will build, granting him bonus damage. Damage which is blocked by armor still counts towards building rage.

Rage will fade over time. The lower the berserker's health, the longer it will last.

If the berserker is brought to 0 hp while at full rage, and is wearing his seal, he will go berserk and refuse to die for a short time.

Current Rage: X%

+Y% damage

Arcane armor Edit

Arcane armor
Arcane Armor
A thin shield is surrounding you, blocking some of the damage from magical attacks.

Your magical armor is currently boosted by: 0-X.

Turns until arcane armor weakens:

This buff is a magical equivalent to barkskin reducing magic damage taken by 0 to certain value. That value decreases by 1 every X turns and when it decreases to 0, the buff is removed.

Sources include:

Artifact recharging Edit

Shattered-Artifact recharging
Artifact Recharging
Energy is coursing through you, increasing the rate your equipped artifacts charge.

Each artifact is affected a little differently, but they will all be less limited by their charge meter.

Each turn this buff restores:

Sources include:

  • Reading a scroll of mystical energy (30 turns)
  • Casting a wild energy spell (prolongs by 8 turns, also procs 4 turns of the buff instantly)

Aquatic healing Edit

Aquatic Healing
You have temporarily gained restorative properties similar to that of Goo.

While standing in water, you will recover a small amount of health per turn. The effect is paused when you are at full health or are out of water.

Healing left:

This effect restores 2% of Hero's HP every turn if they are standing in water. The total amount of health this effect can restore is limited and when it runs out, the effect is removed.

Sources include:

Barkskin Edit

Your skin is hardened, it feels rough and solid like bark.

The hardened skin increases your effective armor, allowing you to better defend against physical attack.

Your armor is currently increased by:

Turns until barkskin weakens:

This buff reduces physical damage taken by 0 to certain value. That value decreases by 1 every X turns and when it decreases to 0, the buff is removed. Sources include:

  • Walking through tall grass or furrowed grass as a Warden (Hero lvl + 5 protection decreasing every turn)
  • Drinking a potion of earthen armor (Hero lvl / 3 + 2 protection decreasing every 50 turns)
  • Stepping on an earthroot as a Warden instead of herbal armor (Hero lvl + 5 protection decreasing every 5 turns)
  • Eating a frozen carpaccio (20% chance, max HP / 4 protection decreasing every turn)

Barrier Edit

A durable bubble of force which blocks all damage.

The barrier will take damage for whatever it is protecting so long as there is shielding left. The shielding will also decay at a rate of 1 per turn.

Shielding remaining:

Blocking bubble

Huntress with a blocking bubble visual effect after drinking a potion of shielding.

This effect gives the Hero extra shielding, which protects him from all damage until depleted. However 1 point of shielding given by this buff is lost every turn.

Sources include:

Berserk Edit

See also: Berserker
At the brink of death, fear and uncertainty bleed away, leaving only anger. In this state of near-death the berserker is extremely powerful dealing +50% damage, gaining bonus shielding, and refusing to die.

This bonus shielding is stronger the better the berserker's armor, and will deplete over time. When this shielding is reduced to 0, the berserker will give in and die.

Any form of healing will return the berserker to stability, but he will be exhausted. While exhausted, the berserker will need to gain experience before being able to build rage again.

Bless Edit

A great burst of focus, some say it is inspired by the gods.

Blessing significantly increases accuracy and evasion, making the blessed much more effective in combat.

Turns of bless remaining:

Increases accuracy and evasion by 20% each (25% in recent beta).

Sources include:

Cloaked Edit

Your cloak of shadows is granting you invisibility while you are shrouded by it.

While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility.

You will remain cloaked until it is cancelled or your cloak runs out of charge.

This buff is functionally similar to invisibility. The Hero can only get it by using a cloak of shadows.

Combo Edit

Main article: Gladiator
The gladiator builds momentum as they land successful blows. Each attack increases the combo counter by one, but taking too long between attacks or missing twice in a row will reset the combo counter to 0.

Building combo unlocks special finisher abilities: powerful attacks that cannot miss! A different finisher is available at 2, 4, 6, 8, and 10 combo count, and using a finisher will reset your combo.

For the individual effects and informations, please refer to Gladiator.

Drowsy Edit

A magical force is making it difficult to stay awake.

The hero can resist drowsiness by taking damage or by being at full health.

After a few turns, the target will fall into a deep magical sleep.

After 3 to 6 turns, any creature not immune to sleep (including the Hero) will fall into magical sleep. However, the Hero gen get rid of this effect by taking damage, eating a frozen carpaccio (20% chance) or stepping on a dreamfoil plant.

Sources include:

Foresight Edit

This paragraph is about the effect of scroll of foresight. For the effect of Talisman of Foresight, see Artifacts.

Your senses are heightened, allowing you to immediately notice anything out of place.

While under the effect of foresight your search radius is increased, and anything that enters your search radius is immediately discovered.

Turns of foresight remaining: 600

Increases the search radius by 1 and allows to the Hero immediately find all secrets in the search radius, such as traps & doors.

The power of this buff scales with user's speed, since more tiles travelled per turn will allow more secrets to be revealed within a set duration.

Sources include:

Haste Edit

Energy courses through your muscles, allowing you to run at incredible speeds!

While under the effects of haste you will run at 3x speed, but will perform all other actions at normal speed.

Turns of haste remaining:

Haste triples your current movement speed, stacking with other sources of this effect, including but not limited to glyphs of swiftness or flow, ring of haste, potion of stamina, Freerunner's momentum etc.

Sources include:

Healing Edit

A magical remedy is causing wounds to close and flesh to knit.

Every turn health will steadily regenerate until the healing effect expires. The amount of healing may fade over time.

Next heal:

Healing remaining:

This effect restores health over time. It always acts before any other status effects to prevent a character from dying to DoT effect before getting healed.


Herbal armor Edit

Herbal armor
Herbal Armor
A kind of natural, immobile armor is protecting you. The armor forms plates of bark and twine, wrapping around your body.

This herbal armor will block X damage from any physical hit you take, until it eventually runs out of durability and collapses.

As the armor is immobile, if you attempt to move it will break apart and be lost.

Armor remaining:

This effect reduces physical damage by (depth + 5) / 2. However, the total amount of damage it can absorb is limited and the buff is also removed as soon as the Hero moves. This effect can only effect the Hero, not other characters.

Sources include:

Herbal healing Edit

Herbal healing
Herbal Healing
Sungrass possesses excellent healing properties, though it is much slower than a potion of healing.

You are currently slowly regenerating health from the sungrass plant. Moving off the plant will break the healing effect.

Healing remaining:

This effect restores health similar to healing but slower, restoring only (40 + MAX health) / 150 health per turn. This means it takes 50 turns to fully heal the Hero at level 1 and 120 turns at level 30. It is also lost if the Hero moves. This effect can only effect the Hero, not other characters.

Sources include:

  • Stepping on a sungrass plant (restores MAX health)

Hungry Edit

You can feel your stomach calling out for food, but it's not too urgent yet.

Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.

Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!

The hunger buff is completely neutral to the player, and serves more as an indicator of when has the Hero last eaten, or how filling the eaten piece of food was. Health regeneration will continue as normally until the Hero starts starving.

Imbued with fire Edit

Imbued With Fire
You are imbued with the power of fire!

All physical attacks will have a chance to light enemies ablaze. Additionally, you are completely immune to the effects of fire.

Turns of fire imbue remaining: 50

Makes the Hero immune to burning and burns any grass he steps on. All attacks have a 50% chance to set enemies on fire.

Sources include:

Imbued with frost Edit

Imbued With Frost
You are imbued with icy power!

All physical attacks will steadily stack chill on enemies. Additionally, you are completely immune to the cold.

Turns of frost imbue remaining: 50

Sources include:

Imbued with toxicity Edit

Imbued with Toxicity
You are imbued with poisonous energy!

As you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect.

Turns of toxic imbue remaining: 50

When under effect of this buff, the Hero is immune to poison and toxic gas and creates 50 units of toxic gas every turn. PlayerDebuff have to be careful, because when it ends, the gas created by it sticks for some time and the Hero is no longer immune to it.

Sources include:

Invisible Edit

You are completely blended into the surrounding terrain, making you impossible to see.

While you are invisible enemies are unable to attack or follow you. Physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility.

Turns of invisibility remaining:

Invisibility hides you from enemies for the duration of the effect, and turns your next attack into a surprise attack, as long as it is dealt before the duration ends. Effect is immediately dispelled upon attacking or using scrolls and wands (including non-offensive ones, or ones used with no enemies in sight).

Sources include:

Illuminated Edit

Even in the Darkest Dungeon, a steady light at your side is always comforting.

Light helps keep darkness at bay, allowing you to see a reasonable distance despite the environment.

Turns of illumination remaining: 300

This buff originating from lit torches temporarily returns the size of your field of view back to normal, after having it reduced by the into darkness challenge or in demon halls and floors with darkness depth feeling.

Sources include:

Levitation Edit

A magical force is levitating you over the ground, making you feel weightless.

While levitating you ignore all ground-based effects. Traps won't trigger, water won't put out fire, plants won't be trampled, roots will miss you, and you will hover right over pits. Be careful, as all these things can come into effect the second the levitation ends!

Turns of levitation remaining:

Sources include:

Life link Edit

Life Link
This characters's life force is linked to another character nearby. Any damage taken is shared between them.

Whenever this character takes damage, half of it will be dealt to the life link target instead.

Turns of life link remaining: 100, or until the linked character dies.

Locked floor Edit

Shattered-Locked floor
Locked Floor
The current floor is locked, and you are unable to leave it!

While a floor is locked, you will not gain hunger or take damage from starving. In addition, if you do not work towards defeating this floor's boss, passive regeneration effects will also stop.

Additionally, if you are revived by an unblessed ankh while the floor is locked, then it will reset.

Kill this floor's boss to break the lock.

This buff is only activated when a boss fight was engaged.

Magical sight Edit

Mind vision
Magical Sight
Somehow you are able to see with your mind, rather than your eyes.

All terrain or effects which reduce or block vision are broken while magical sight is active.

Turns of magical sight remaining: 50

A potion of magical sight grants 50 turns of this effect.

Magical sleep Edit

Shattered-Magical sleep
Magical Sleep
This character has fallen into a deep magical sleep which they will not wake from naturally.

Magical sleep is similar to regular sleep, except that only damage will cause the target to wake up.

For the hero, magical sleep has some restorative properties, allowing them to rapidly heal while resting.

Entities under this effect will not wake up automatically when something enters their line of sight, only taking damage will awake them. The Hero and friendly creatures will also heal for 1 HP every turn and wake up when at full health.

While this effect usually is a buff to the player, it is worth noting that it can also be harmful at the wrong time, as falling asleep leaves the Hero vulnerable to attacks.

Sources include:

Magic immunity Edit

Shattered-Magic immunity
Magic Immunity
All magical effects have lost their hold on you, you are completely impervious to them.

While magic immune all harmful and helpful magical effects will not apply to you, including curses, enchants, wands, scrolls, etc.

Turns of magic immunity remaining: 20

Magic immunity is exclusive to scroll of anti-magic, the exotic version of scroll of remove curse. The scroll grants the user 20 turns of the effect. In this time:

  • No magic damage will be applied, and effects of magical origin (weakness, charm) will temporarily stop affecting the Hero;
  • Enchantments, glyphs and curses will cease to work (allowing Hero to unequip cursed items in this time);
  • Scrolls and wands (including the Mage's Staff) will become temporarily unusable.

The high amount of magic-related hazards makes this a particularly useful buff (and, by extent, scroll) to have in later stages, as it has a lot of uses as a "safety switch", making tough situations easier to manage.

Max health boost Edit

Max Health Boost
Your body feels unnaturally strong and healthy.

Your maximum health is boosted for an extended period of time. As you gain levels, the boost will steadily fade.

Current boost amount:

Levels remaining: 5

This buff is provided exclusively by the elixir of might, and the amount of health boost depends on your maximum health (and thus indirectly by Hero's experience level).

Due to the way experience system works, it may be a good idea to brew an elixir of might late in the game, because while the level cap is equal to 30 levels, in practice the highest level Hero can achieve by killing enemies alone is 26. Thus, drinking said elixir at this point will make the buff last effectively forever, though it will still weaken if potions of experience are drunk or starfruits are eaten.

Mind vision Edit

Mind vision
Mind Vision
Somehow you are able to see all creatures on this floor through your mind. It's a weird feeling.

All characters on this floor are visible to you as long as you have mind vision. Seeing a creature through mind vision counts as it being seen or nearby for the purposes of many magical effects.

Turns of mind vision remaining:

Reveals the current location of all alive entities on the current floor and their neighbouring area.

A potion of mind vision will grant 20 turns of this effect.

Momentum Edit

Main article: Freerunner
As he moves, the freerunner builds momentum, increasing his speed and ability to dodge.

The speed bonus is based purely on momentum, however the bonus to dodge is also affected by armor.

The freerunner will gain additional dodge from momentum for each excess point of strength he has over the requirements of his armor.

Current momentum power:

Preparation Edit

Main article: Assassin
The Assassin is waiting patiently, preparing to strike from the shadows.

Prismatic guard Edit

Shattered-Prismatic guard
Prismatic Guard
You are being guarded by a prismatic image which is currently inactive. When enemies are present the prismatic image will spring to action and protect you!

While inactive, the prismatic image will steadily recover from any damage it has taken.

Current HP: X/X

An unique buff provided by the scroll of prismatic image, the exotic version of scroll of mirror image. It will cause a Prismatic Guard to spawn when an enemy is within view. When the threat is gone, the ally will be reduced back to its buff form.

As the description mentions, the Guard will regenerate HP when no enemy is nearby, at the speed of 1 HP per 10 turns, regardless of whether the Hero is starving or not. The Guard will also persist without taking any actions (such as moving or attacking) for several turns once it runs out of HP, allowing the Hero to heal it back up.

Purification barrier Edit

Purification Barrier
Some strange force is encasing you in a thin protective barrier, blocking out all harmful airborne effects.

You are immune to all area-bound effects while this barrier lasts.

Turns of immunity remaining: 20

This buff will render you temporarily immune to most gases and other tile effects, such as fire, frigid air, fields of electricity, all gases, webs and wand of regrowth zaps etc. If one of those effects started affecting you however, the potion will not remove the harmful effect immediately.

Sources include:

Recharging Edit

Energy is coursing through you, improving the rate that your wands and staffs charge.

Each turn this buff will increase current charge by one quarter, in addition to regular recharge.

Turns of recharging remaining:

This effect restores 1 charge to all wands in Hero's inventory every 4 turns. Sources include:

Rock armor Edit

Herbal armor
Rock armor
Magical rocks are surrounding your body, when you are attacked they will attempt to block for you, and will reduce the damage you take by 50%. Each damage blocked scrapes away some of the rock however.

Remaining Armor: X.

If enough rock is built around you, the next zap from your wand of living earth will cause the rocks to form up into a guardian which will fight with you.

Armor needed for Guardian: Y.

Shadowmelded Edit

You are blended into the shadows around you, granting you invisibility and slowing your metabolism.

While you are invisible enemies are unable to attack or follow you. Most physical attacks and magical effects (such as scrolls and wands) will immediately cancel invisibility. Additionally, while shadowmelded, your rate of hunger is slowed.

You will remain shadowmelded until you leave the shadows or an enemy comes into contact with you.

This effect is functionally similar to invisibility, but is restricted to Garden rooms. It also decreases your field of view to only the nearest tile, but unlike blindness it does not prevent from reading scrolls or books. Finally, reduces the rate at which satiation is reduced, allowing to heal more HP via natural regeneration with the same amount of food.

Sniper's mark Edit

Main article: Sniper
Zeroed in
Sniper's Mark
The Sniper is honed in on the target she most recently attacked. She is able to perform a special attack with her bow which will vary based on how the bow is augmented.

An unaugmented bow will fire a snapshot, which deals reduced damage but does not take any time to fire.

A bow augmented for speed will fire a volley of three arrows. Each arrow will deal reduced damage, but can still activate enchantment. This volley takes 1 turn to shoot.

A bow augmented for damage will fire a sniper shot. This shot is guaranteed to hit, deals bonus damage based on distance from the target, and takes 2 turns to fire.

Soul marked Edit

Main article: Warlock
Soul Marked
The warlock has tapped into the soul of this creature. He will heal and satisfy his hunger as it takes physical damage.

Turns of soul mark remaining:

Stamina Edit

You have unending stamina, allowing for faster movement!

While under the effects of stamina you will run at +50% speed, but will perform all other actions at normal speed.

Turns of stamina remaining: 100

Effect provided by drinking a potion of stamina, the exotic variant of a potion of haste. It grants a less potent speed boost, but for a 5 times longer duration, resulting in 100 turns of the effect.

Time bubble Edit

Time Bubble
You are in a small bubble of accelerated time, allowing you to perform actions instantly. Attacking or using magic will break this effect however.

Turns remaining:

Imbued with toxicity Edit

Imbued with Toxicity
You are imbued with poisonous energy!

As you move around toxic gas will constantly billow forth from you, damaging your enemies. You are immune to toxic gas and poison for the duration of the effect.

Turns of toxic imbue remaining: 50

When under effect of this buff, the Hero is immune to poison and toxic gas and creates 50 units of toxic gas every turn. PlayerDebuff have to be careful, because when it ends, the gas created by it sticks for some time and the Hero is no longer immune to it. Sources include:

Well fed Edit

Shattered-Well fed
Well Fed
You feel quite satisfied and full.

While well fed, your hunger will not increase, and you will heal an additional amount of health over time.

Turns remaining: 450

A special effect obtained by eating a meat pie. Fully restores hunger, prevents it from increasing for the next 450 turns and boosts natural regeneration rate, healing extra 25 HP in total over the duration of the buff.

Debuffs Edit

Effects that are harmful to whoever happens to be their victim. They may directly injure the target or make it more vulnerable to others' attacks.

Amok Edit

Amok causes a state of great rage and confusion in its target.

When a creature is amoked, they will attack whatever is near them, whether they be friend or foe.

Turns of amok remaining:

Amok enemies will actually prioritize hitting their allies over their enemies and in addition will not attempt to avoid hazards. This means that they will walk into chasms and traps between them and their target. Sources include:

  • Getting zapped by wand of corruption (6 + staff lvl * 3 turns, one of possible major debuffs)
  • Getting hit by Battlemage's staff of corruption (4 + staff lvl * 2 turns, (staff lvl + 1) / (staff lvl + 4) chance)
  • Being affected by scroll of rage (5 turns)

Bleeding Edit

That wound is leaking a worrisome amount of blood.

Bleeding causes damage every turn. Each turn the damage decreases by a random amount, until the bleeding eventually stops.

Current bleed damage:

This effect will deal it's damage every turn and Enemies with the "inorganic" property are immune to this effect.

Sources include:

Blindness Edit

Blinding turns the surrounding world into a dark haze.

While blinded, a character can't see more than one tile infront of themselves, rendering ranged attacks useless and making it very easy to lose track of distant enemies. Additionally, a blinded hero is unable to read scrolls or books.

Turns of blindness remaining:

This effect can be cured by potion of healing or frozen carpaccio. Tengu and King of dwarves are immune to this effect.

Sources include:

  • Reading a scroll of retribution or its exotic variant, scroll of psionic blast (prolongs by 10 turns)
  • Getting hit by blinding dart (10 truns) or flashbang (prolongs by 10 truns)
  • Stepping on flasning trap (10 turns)
  • Getting affected by scroll of confusion (prolongs by 10 turns)
  • Getting hit by crazy bandit (prolongs by 5 turns, only if it manages to steal an item)
  • Getting hit by bright fist's light beam (prolongs by 5 turns) or shock elemental's ranged attack (5 turns)
  • The bright fist always blinds the Hero when reduced to 50% HP (15 turns) and when killed (30 turns) regardless of what caused the damage.
  • Stepping on a blindweed plant unless you are a Warden (prolongs by 10 turns)
  • Being next to Rogue when he uses smoke bomb ability (prolongs by 10 turns)
  • Getting zapped by wand of prismatic light (prolongs by 2 + wand lvl * 0.333 turns, (2 + wand lvl) / (5 + wand lvl) chance)

Burning Edit

Few things are more distressing than being engulfed in flames.

Fire will deal damage every turn until it is put out by water or it expires. Fire can be extinquished by stepping into water, or from the splash of a shattering potion.

Additionally, the fire may ignite flammable terrain or items that it comes into contact with.

Turns of burning remaining:

Enemies with the "fiery" property are immune to this effect. The Hero can also become immune by wearing armor with glyph of brimstone or having fire imbued buff. Ring of elements will also protect against this effect.

It's possible to get rid of this debuff by standing in water (only for non flying creatures and the Hero if he is not levitating) getting spalshed by a potion or getting affected by a chilled debuff. Sources include:

Caustic ooze Edit

Caustic ooze
Caustic Ooze
This sticky acid clings to flesh, slowly melting it away.

Ooze will deal consistent damage over time, but can be immediately washed off in water.

Turns of ooze remaining:

Caustic ooze will deal constant damage every turn until it is washed away, or until the target waits through a maximum of 20 turns. The debuff can be detached by standing in water for a full turn, or by throwing a potion (preferrably non-harmful one) on the target. Ring of elements will protect against this effect.

Sources include:

  • Rotting fist melee attacks
  • Fetid rat's bites
  • Caustic brew
  • Rot darts
  • Battlemage's corrosion-imbued staff.

Charmed Edit

A charm is manipulative magic that can make enemies temporarily adore eachother.

Characters affected by charm are unable to directly attack the enemy they are charmed by. Attacking other targets is still possible however. The shock of pain will lessen the duration of charm.

Turns of charm remaining:

While a charmed Hero may not attack the enemy it was charmed by with melee attacks, they can still deal damage and kill them by other means, such as using thrown weapons, wands or consumable items.

The Succubi will attempt to charm the Hero, and then heal HP on each next landed hit while the Hero is under the influence of this effect.

Sources include:

Chilled Edit

Not quite frozen, but still much too cold.

Chilled targets perform all actions more slowly, depending on how many turns are left in the effect. At its worst, this is equivalent to being slowed.

Turns of chill remaining:

Speed is reduced by:

Besides for slowing down targets, this debuff reduces the damage of wand of frost bolts. Ring of elements will protect against this effect.

This debuff stacks with itself, rather than resetting its own value when reapplied.

Corrosion Edit

Powerful acid melts away flesh, metal, and bone at an alarming rate.

Corrosion damage increases over time, as the target continues to melt away.

Turns of corrosion remaining:

Current corrosion damage:

The main source of this debuff are different kinds of corrosive clouds, such as the ones spawned by a wand of corrosion or potion of corrosive gas. The damage applied by this buff increases in severity the longer the target is affected by it. Starting damage depends on the source of the gas (or debuff), but regardless of starting value it is increased by 1 every turn it is actively refreshed, and lasts for 1 extra turn after leaving the harmful cloud. Ring of elements will also protect against this effect.

Corruption Edit

Corruption seeps into the essence of a being, twisting them against their former nature.

Corrupted creatures will attack their allies, and ignore their former enemies. Corruption is damaging as well, and will slowly cause its target to succumb.

Corruption is permanent, its effects only end in death.

Crippled Edit

You're pretty sure legs aren't meant to bend that way.

Crippled halves movement speed, making moving a tile usually take two turns instead of one.

Turns of cripple remaining:

Crippled debuff halves target's moving speed. Also works on enemies that don't actually walk to move (those with a flying property or ones with no legs).

Sources include:

Deferred damage Edit

Main article: Glyph of Viscosity
Damage deferred
Deferred Damage
While your armor's glyph has protected you from damage, it seems to be slowly paying you back for it.

Damage is being dealt to you over time instead of immediately.

Degraded Edit

Powerful dark magic is sapping the strength that scrolls of upgrade have applied to your equipment!

While degraded, upgraded gear will be treated as if it is a lower level than it actually is. Every upgrade after +3 becomes exponentially weaker than the last one. The descriptions of your items will change to reflect their reduced power level.

Degradation does not affect strength requirements, wand charges, durability of thrown weapons, or artifacts.

Turns of degradation remaining: X. Using a scroll of upgrade or remove curse will end degradation immediately.

Doomed Edit

It's hard to keep going when it seems like the universe wants you dead.

Doomed characters will receive double damage from all sources.

Doom is permanent, its effects only end in death.

A special-case buff, it can only be applied to bosses and minibosses in place of corruption.

Frozen Edit

Not to be confused with freezing solid, this more benign freezing simply encases the target in ice.

Freezing acts similarly to paralysis, making it impossible for the target to act. Unlike paralysis, freezing is immediately cancelled if the target takes damage, as the ice will shatter.

Turns of freeze remaining:

Ring of elements will protect against this effect.

Hexed Edit

Dark magic which saps focus, making the target slightly disoriented.

Hexing reduces accuracy and evasion by 20%, making the target less effective in combat.

Turns of hex remaining: X.

Paralysis Edit

Oftentimes the worst thing to do is nothing at all.

Paralysis completely halts all actions, forcing the target to wait until the effect wears off. The pain from taking damage can cause characters to resist paralysis, breaking them out of the effect.

Turns of paralysis remaining:

Ring of elements will protect against this effect.

Poisoned Edit

Poison works its way through the body, slowly impairing its internal functioning.

Poison deals damage each turn proportional to how long until it expires.

Turns of poison remaining:

Enemies with the "inorganic" property are immune to this effect. Ring of elements will protect against this effect.

Recovering Edit

See also: Berserker
Inner strength has its limits. The berserker must rest before using his rage again.

While recovering the berserker does not build any rage from taking damage.

Levels until recovered: 2

Rooted Edit

Roots (magical or natural) grab at the feet, forcing them down to the ground.

Roots lock a target in place, making it impossible for them to move, but other actions are not affected.

Turns of root remaining:

Roots prevent the target from moving. For the Hero, attempting to move under duration of this effect will trigger a screenshake visual effect and cancel the action without a turn penalty.

Sources include:

The effect can be broken by drinking a potion of levitation.

Slowed Edit

Slowing magic affects the target's rate of time, to them everything is moving super-fast.

A slowed character performs all actions in twice the amount of time they would normally take.

Turns of slow remaining:

Starving Edit

You're so hungry it hurts.

Hunger slowly increases as you spend time in the dungeon, eventually you will begin to starve. While starving you will slowly lose health instead of regenerating it.

Rationing is important! If you have health to spare starving isn't a bad idea if it means there will be more food later. Effective rationing can make food last a lot longer!

Starving will periodically deal 1 point of damage until enough satiation is restored to reach the "hungry" state again. The debuff will damage the Hero more often at higher experience levels (and thus at higher maximum HP) in order to remain a relatively relevant threat for the whole game.

Terror Edit

Terror is manipulative magic which forces its target into an uncontrollable panic.

Terrified characters are forced to run away from their opponent, trying to put as many doors and walls between them as possible. The shock of pain will lessen the duration of terror, however.

Turns of terror remaining:

Vertigo Edit

Walking in a straight line can be difficult when the whole world is spinning.

While under the effects of vertigo, characters who attempt to move will go in a random direction, instead of the one they intended to go in.

Turns of vertigo remaining:

Sources include:

Vulnerable Edit

Vulnerability magic increases all physical damage that a character takes by 33%, after that damage has been reduced by armor.

Turns of vulnerable remaining: X.

Weakness Edit

Everything suddenly seems much heavier.

Weakening magic reduces a character's physical strength, causing them to deal 33% reduced damage.

Turns of weakness remaining: X.

Sources include:

Hidden status effects Edit

These effects do not have an icon or description and cannot be viewed in-game. They exist within code as a way to control certain mechanics.

Awareness Edit

The effect obtained by drinking from a well of awareness that shows the location of items and containers on the current floor. It persists for a few turns, so it can be transferred to another floor.

Featherfall Edit

A hidden buff obtained after using a Featherfall spell. It allows the user to jump into a chasm and receive no damage or debuffs upon landing. The effect lasts for up to 20 turns and is immediately removed after jumping down a chasm.

Pin cushion Edit

Keeps track of how many and which types of thrown weapons are stuck to an enemy.

Trivia Edit

  • The capitalisation in the phrase "Darkest Dungeon" in illuminated buff description is a reference to the Darkest Dungeon, a gothic roguelike turn-based RPG.

History Edit

Update Changes

v0.8.0 Edit

  • Bless now boosts stats by 25%, up from 20%.
  • Weaken now reduces damage by 33% instead of reducing strength by 2.
  • Hex, Degraded, and Vulnerable added.
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