Status effects are the various buffs and debuffs Hero or enemies can be inflicted with in the dungeon.
Buffs[]
Buffs are positive Hero status modifiers that can provide various benefits, from healing to invisibility. They are usually acquired by the use of items, like potions.
Sprite | Name | Description |
Herbal armor | Makes the Hero temporarily immune to physical attacks as long as s/he stays still (whatever the buff cause), for a total damage absorption equals to their total HP (if from Earthroot), or equals to 5×(entanglementLevel+1) if from entanglement.
Acquired when stepping on an Earthroot, or from the glyph of entanglement. | |
Herbal healing | Heals the Hero as long as s/he stays still, by 1/10 of their total HP every 5 turns. Herbal healing is not affected by the Hero’s hunger.
Acquired when stepping on a Sungrass plant. | |
Illuminated | In the Demon Halls stage, allows the Hero to see at a distance of 4 cells.
The Hero will receive this buff when carrying a torch or on fire.
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Immune to gases | When drinking a Potion of Purification, the Hero will be immune to Paralytic gas, Toxic gas, and Confusion gas, for 5 turns.
The Hero will also be immune to any other form of paralyzation, be it from avalanches or enemy attacks. | |
Invisible | When drinking a Potion of Invisibility, eating a Phantom fish, or eating a Frozen carpaccio (1/5 probability), the Hero will be turned invisible to all enemies for 15 turns.
Reading a scroll, using a wand or attacking an enemy will dispell the buff. However, drinking a potion, eating food, or throwing an item or ranged weapon will not make the Hero visible to enemies. | |
Levitating | When levitating, the Hero does not trigger any traps, is immune to the Rooted debuff, and has a higher chance of not being spotted by sleeping enemies. However, the Hero also won’t be able to trample vegetation, or step on water.
When drinking a Potion of Levitation, the Hero will levitate for 20 turns. | |
Mind vision | When drinking a Potion of Mind Vision, the Hero will be able to see all the enemies on the level, and see through walls, for 20 turns. | |
Shadowmelded | While standing, or waiting, in the area-of-effect, the Hero will be invisible and everything around him/her will be in shadows. Also, the Hero will get hungry at a significantly slower rate while Shadowmelded. It will last for 1 more turn after exiting Gardens.
Found in Gardens. | |
Barkskin | The Hero’s armor absorption will be increased by a fraction of their total health (initially a third when trampling vegetation or plant; a fourth when eating frozen carpaccio), but the armor bonus decreases by one each turn, until reaching 0.
Acquired by Warden when trampling vegetation, or plant; or by any class, by eating Frozen carpaccio (
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Zeroed in | Triggers when landing an attack with a ranged weapon. The next ranged attack the Hero performs will be twice as fast.
This is a buff that only the Sniper sub-class and the Mage class can obtain. | |
Combo |
Being able to start & maintain a combo allows for more damage per hit, with 13-hit being the maximum possible combo. A Fast melee weapon and/or an upgraded Ring of Haste is needed in order to make full use of this perk. Combo is a buff that only the Gladiator sub-class can experience. | |
Fury | If the Hero is at low health, he’ll inflict more damage.
Fury is a buff that only the Berserker sub-class can experience. |
Enemy buffs[]
These buffs are acquired by some enemies under given conditions.
Enraged | Gnoll brutes enrage when their HP falls strictly below 1/4 of total health (i.e. if HP < 10).
They inflict more damage under this buff ( | |
Pumped up | Goo can pump itself up instead of performing a standard melee attack, with a probability of 1 .
The Hero should then immediately run away, in order to avoid a strong attack ( |
Former buffs[]
These buffs don’t appear in the game anymore. They are either changed to something else, or do not exist anymore.
Rejuvenation | While standing, or waiting, in the area-of-effect, the Hero was able to regenerate HP Before Update 0.4, this buff was found in Gardens. |
Debuffs are negative status modifiers that can hinder the Hero, or enemies, by dealing damage, slowing actions, or worse. Some debuffs are completely unexpected; and some are the result of using an item, or stepping on a Trap.
Debuffs[]
These debuffs can affect both enemies and the Hero.
Rooted | The character is rooted to the floor, unable to move.
It can be caused by:
Enemies immune to Rooted: | |
Paralyzed | The character is paralyzed for a few turns, unable to do anything. If the character is hit, it is possible for the character to snap out of paralysis; the harder the hit, the more likely for the paralysis to end.
It can be caused by:
It can be prevented by drinking a Potion of Purification, or Potion of Frost. Enemies immune to Paralyzed: | |
Slowed | The character’s general speed is divided by 2.
It can be caused by:
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Poisoned | The character receives poison damage every turn.
Can be caused by:
Immune to Poisoned: | |
Burning | The character receives fire damage every turn, with a chance for a random scroll or Mystery Meat in your Backpack to burn up. Burning lasts up to 8 turns with a probability of ending on a particular turn being (1-HP/totalHP)/3 .
It can be caused by:
It can be dispelled by stepping into water or drinking a Potion of Frost. Enemies immune to Burning:
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Frozen | The character in the area of effect is frozen for 5 turns. Taking damage from any source unfreezes the enemy or Hero. A frozen character cannot perform any action.
It can be caused by:
Immune to Frozen: | |
Amok | Under this debuff, the enemy will hit everything in its way without noticing if it is another enemy, an NPC, or the Hero. In addition, an affected character will not avoid any detected traps or chasms present on its shortest path. Amok lasts 3+level turns. It's cast from a Wand of Amok.
Enemies immune to Amok:
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Charmed | The character won't be able to perform melee attacks (bare hands or weapon in first slot). Magic and missile weapon attacks are recommended.
It can be caused by:
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Blinded | The character's vision is limited to 3x3 tiles, similar to the Shadowmelded buff. In addition, the Hero cannot read scrolls and (as of Update 1.7.0) the Tome of Mastery and the Tome of Remastery.
It can be caused by:
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Crippled | The character's walk speed is divided by 2.
It can be caused by:
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Bleeding | The character will be damaged over time, like the Poisoned debuff.
It can be caused by:
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Vertigo | The character's movement becomes erratic, causing them to wander randomly when attempting to walk.
It can be caused by:
Enemies immune to Vertigo: | |
Marked for Sacrifice | Sacrificial fire burns here. Every creature touched by this fire is marked as an offering for the spirits of the dungeon.
Inflicted by a blue fire, atop a Pedestal, in a Sacrificial chamber - Duration: 5 turns Slaying 5-6 enemies while either the Hero and/or the enemies are inflicted with this debuff yields a Scroll of Wipe Out. |
Hero debuffs[]
These debuffs can only affect the Hero.
Hungry | It has no negative effects -- it is only a warning about the Hero’s hunger. | |
Starving | The Hero's so hungry it hurts. The Hero will suffer 1 damage every 33.33 turns on average (1 damage every 40 turns on average for Rogue). The Hero's natural regeneration (even with a Ring of Mending) is also halted. | |
Caustic ooze | It can be caused by being hit by Goo or the Rotting fist. The Hero takes 1 point or 5 points of damage each turn respectively. It washes off in water. | |
Weakened | It makes the Hero lose 2 points of strength for 40 turns. It can be caused by being hit by a Dwarf warlock's shadow bolt. It can be dispelled by drinking a Potion of Healing, using a Scroll of Remove Curse, or (with a 20 % probability) by eating a piece of Frozen carpaccio. | |
Damage deferred | It displays the amount of remaining damage to be incurred, on the character window. It's acquired from the Glyph of Viscosity. |
Enemy debuffs[]
These debuffs can only affect the enemies.
Terror | Under this debuff, the enemies run in fear from the Hero. If the Hero attacks the victim, the debuff will be dispelled. Terror lasts up to 10 turns. It can be cast from a Scroll of Terror or from the Eldritch enchantment.
Enemies immune to Terror: | |
Rage | While under the effects of this debuff, enemies are blinded with rage and do not avoid revealed traps or chasms.
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Sleep | Under this debuff, the enemy sleeps; it lasts for 1.5 turns if the Hero remains in the enemy's field-of-view and indefinite if Hero leaves immediately and is left undisturbed. The Hero can also sleep if the Wait turn button is held, but only if s/he is not starving. It can be cast from a Scroll of Lullaby.
Enemies immune to Sleep:
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Former debuffs[]
These debuffs don’t appear in the game anymore. They are either changed to something else or do not exist anymore.
Sniper's mark | This was replaced by the Sniper and Mage buff Zeroed in.
The speed of all ranged attacks against an enemy with this debuff will be twice as fast as usual. It's cast by a Sniper when using a ranged attack on an enemy. The debuff lasts 1.1 times the attack delay of the missile weapon that cast the debuff (i.e. 0.6 turns with shuriken and 1.1 turns with other missile weapons). It’s by consequence, impossible to maintain the debuff on two enemies at the same time, because attacking a non-debuffed enemy lasts too long, for the debuff on the first enemy to still be active, when that first enemy will be attacked again. |
History[]
Update | Change |
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0.4 | Changed: Rejuvenation REPLACED by Shadowmelded |
0.4.1 | Changed:
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1.6.0 | Changed: Javelin applies Crippled debuff |
1.6.1 | Changed: Burning provides Illumination |
1.6.2a | Changed: A paralyzed enemy now has 0 armor.
Changed: Herbal Armor now applies before the worn armor absorption |
1.6.3 | Changed: Damage Deferred debuff now equals the absorbed damage (rather than 1.2 times the absorbed damage)
Fixed: Corrected the Sleep state display for enemies & the Hero |
1.6.4 | Changed:
Fixed:
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1.7.0 | Changed:
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1.7.2 | Changed: Poison mechanisms (Buffed?) |
1.7.3 | Changed: Added: Zeroed-In
(REPLACED Sniper's Mark) |
1.7.2 - 1.7.5 | Changed: Amoked enemies ignore Terror during target selection
Fixed:
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1.9.2 | Changed:
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