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Status effects

Status effects are the various buffs and debuffs Hero or enemies can be inflicted with in the dungeon.


Buffs Edit

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 Herbal armor Makes the Hero/ine temporarily immune to physical attacks as long as s/he stays still (whatever the buff cause), for a total damage absorption equals to his/her 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 Herbal healing Heals the Hero/ine as long as s/he stays still, by 1/10 of his/her total HP every 5 turns. Herbal healing is not affected by the Hero/ine’s hunger.

Acquired when stepping on a Sungrass plant.

Illuminated Illuminated In the Demon Halls stage, allows the Hero/ine to see at a distance of 4 cells.

The Hero/ine will receive this buff when carrying a torch or on fire.

ImmuneToGases Immune to gases When drinking a Potion of Purification, the Hero/ine will be immune to Paralytic gas, Toxic gas, and Confusion gas, for 5 turns.

The Hero/ine will also be immune to any other form of paralyzation, be it from avalanches or enemy attacks.

Invisible Invisible When drinking a Potion of Invisibility, eating a Phantom fish, or eating a Frozen carpaccio (1/5 probability), the Hero/ine 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/ine visible to enemies.

Levitating Levitating When levitating, the Hero/ine 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/ine also won’t be able to trample vegetation, or step on water.

When drinking a Potion of Levitation, the Hero/ine will levitate for 20 turns.

Mind vision Mind vision When drinking a Potion of Mind Vision, the Hero/ine will be able to see all the enemies on the level, and see through walls, for 20 turns.
Shadowmelded Shadowmelded While standing, or waiting, in the area-of-effect, the Hero/ine will be invisible and everything around him/her will be in shadows. Also, the Hero/ine will get hungry at a significantly slower rate while Shadowmelded. It will last for 1 more turn after exiting Gardens.

Found in Gardens.

Barkskin Barkskin The Hero/ine’s armor absorption will be increased by a fraction of his/her 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 (1/5 probability).

  • Duration from vegetation/plant: 1/3 of Heroine’s max health
  • Duration from Frozen Carpaccio: 1/4 of Hero/ine’s max health
Zeroed in Zeroed in Triggers when landing an attack with a ranged weapon. The next ranged attack the Hero/ine performs will be twice as fast.

This is a buff that only the Sniper sub-class and the Mage class can obtain.

Combo Combo
Main article: Gladiator

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 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 Edit

These buffs are acquired by some enemies under given conditions.

Amok 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 (10 to 40 (25 ±6.33) instead of 8 to 18 (13 ±2.26)). Even though this buff is using Amok’s icon, it’s totally different.

Goo 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 (5 to 30 (17.5 ±5.32) instead of 2 to 12 (7 ±2.26)). Goo will have a “!!!” symbol above it when affected by this.

Former buffs Edit

These buffs don’t appear in the game anymore. They are either changed to something else, or do not exist anymore.

Rejuvenation Rejuvenation While standing, or waiting, in the area-of-effect, the Hero/ine was able to regenerate HP even if s/he was starving.

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 Edit

These debuffs can affect both enemies and the Hero/ine.

Rooted Rooted The character is rooted to the floor, unable to move.

It can be caused by:

  • eating Mystery Meat - Duration: 10 turns
  • stepping on a Cave Spinner's web - Duration: 5 to 7 turns
  • stepping on a Rotberry shrub - Duration: 3 turns
  • stepping on a tile under the effect of a Wand of Regrowth - Duration: Equal to Wand Level/Number of tiles affected
  • being hit while wearing an armor inscribed with the Entanglement glyph (unequip the armor that is inscribed with the glyph to fix the issue) - Duration: 5-(level/5) turns
  • using a Mage robe's Molten earth special ability roots all enemies in Hero/ine's field-of-view


It can be dispelled by drinking a Potion of Levitation or using a Wand of Blink.

Enemies immune to Rooted:

Paralyzed 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:

  • entering into contact with Paralytic gas - Duration: ? turn(s); outside of gas - 10 turns
  • zapping/getting caught by a Wand of Avalanche - Duration: 2 to 6 turns
  • hitting an enemy with a Curare dart - Duration: 3 turns
  • damaging an enemy with/getting damaged by a Bomb - Duration: 2 turns
  • hitting/being hit by an Animated Statue with a Stunning weapon - Duration: 1 turn
  • getting caught in DM-300's avalanche attack - Duration: 2 turns
  • being hit by a Senior monk - Duration: 1.1 turns
  • being hit by an Undead dwarf - Duration: 1 turn
  • using a Warrior suit of armor's Heroic leap special ability paralyzes all enemies in a 1-tile radius of the destination tile for 2 turns


It can be prevented by drinking a Potion of Purification, or Potion of Frost.

Enemies immune to Paralyzed:

Slowed Slowed The character’s general speed is divided by 2.

It can be caused by:

Poisoned Poisoned The character receives poison damage every turn.

Can be caused by:


It can be dispelled by drinking a Potion of Healing or (with a 20 % probability) by eating a piece of Frozen carpaccio.

Immune to Poisoned:

Burning 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:

Frozen Frozen The character in the area of effect is frozen for 5 turns. Taking damage from any source unfreezes the enemy or Hero/ine. A frozen character cannot perform any action.

It can be caused by:

Immune to Frozen:

Amok Amok Under this debuff, the enemy will hit everything in its way without noticing if it is another enemy, an NPC, or the Hero/ine. 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:

Charmed 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:

  • being hit by a Succubus - Duration: 3-7 turns
  • while wearing armor inscribed with the Affection glyph - Duration: 3-7 turns (on enemy); 1-5 turns (on Hero/ine), but never more than the enemy


Immune to Charmed:

Blinded Blinded The character's vision is limited to 3x3 tiles, similar to the Shadowmelded buff. In addition, the Hero/ine cannot read scrolls and (as of Update 1.7.0) the Tome of Mastery and the Tome of Remastery.

It can be caused by:

  • using a Rogue garb's Smoke bomb special ability blinds all enemies in Hero/ine's field-of-view
Crippled Crippled The character's walk speed is divided by 2.

It can be caused by:

  • hitting an enemy with a Javelin - Duration: 10 turns
  • stepping on a Gripping trap - Duration: 10 turns
  • being hit by a Scorpio - Duration: 2 turns
  • falling into a chasm - Duration: 10 turns


It can be dispelled by drinking a Potion of Healing or (with a 20 % probability) by eating a piece of Frozen carpaccio.

Bleeding Bleeding The character will be damaged over time, like the Poisoned debuff.

It can be caused by:

  • being hit by an Albino rat - Duration: 1-2 turns
  • stepping on a Gripping trap - Duration: 6-7? turns
  • hitting an enemy with a Tomahawk - Duration: Damage1/3 to damage turns
  • by falling into a chasm - Duration: 10 turns


It can be dispelled by drinking a Potion of Healing or (with a 20 % probability) by eating a piece of Frozen carpaccio.

Vertigo Vertigo The character's movement becomes erratic, causing them to wander randomly when attempting to walk.

It can be caused by:


It can be dispelled by drinking a Potion of Healing or (with a 20 % probability) by eating a piece of Frozen carpaccio [requires in-code verification].

Enemies immune to Vertigo:

Marked for sacrifice 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/ine and/or the enemies are inflicted with this debuff yields a Scroll of Wipe Out.

Hero/ine debuffs Edit

These debuffs can only affect the Hero/ine.

Hungry Hungry It has no negative effects -- it is only a warning about the Hero/ine’s hunger.
Starving Starving The Hero/ine's so hungry it hurts. The Hero/ine will suffer 1 damage every 33.33 turns on average (1 damage every 40 turns on average for Rogue). The Hero/ine's natural regeneration (even with a Ring of Mending) is also halted.
Caustic ooze Caustic ooze It can be caused by being hit by Goo or the Rotting fist. The Hero/ine takes 1 point or 5 points of damage each turn respectively. It washes off in water.
Weakened Weakened It makes the Hero/ine 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 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 Edit

These debuffs can only affect the enemies.

Terror Terror Under this debuff, the enemies run in fear from the Hero/ine. If the Hero/ine 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 Rage While under the effects of this debuff, enemies are blinded with rage and do not avoid revealed traps or chasms.
  • It is caused by reading a Scroll of Challenge.
  • There are no mobs with immunity to this effect.
  • Duration of the effect depends on distance between you and the enemy at the time of using a scroll.
  • This effect is different from Amok, as it does not makes enemies attack each other.
Sleep Sleep Under this debuff, the enemy sleeps; it lasts for 1.5 turns if the Hero/ine remains in the enemy's field-of-view and indefinite if Hero/ine leaves immediately and is left undisturbed. The Hero/ine 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:

Former debuffs Edit

These debuffs don’t appear in the game anymore. They are either changed to something else or do not exist anymore.

Zeroed in 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.

King of debuffs

King of dwarves affected by various debuffs

History Edit

Update Change
0.4 Changed: Rejuvenation REPLACED by Shadowmelded
0.4.1 Changed:
  • Weakness is buffed
  • Levitating enemies & Hero/ine cannot be Rooted
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/ine

1.6.4 Changed:
  • Frost damages Fire elementals {Frost Damage, in triangular range: 1 — depth(totalHealth×2/3) }
  • The "Death from a glyph" badge can now be obtained by dying from the Viscosity glyph/Damage Deferred debuff.

Fixed:

  • The Berserker gains Fury when the health-halving Heroic leap Armor Ability causes him to reach his Fury threshold.
  • The Berserker gains Fury if the Warrior's health is within the Fury threshold when the Tome of Mastery is read.
1.7.0 Changed:
  • Ascending/Descending Depths hastens Hunger
  • A paralyzed character (enemy, or Hero/ine) receiving damage, has some probability to lose the debuff ("The pain snapped ___ out of paralysis")
  • The Hero/ine cannot read the Tome of Mastery while blinded.
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:

  • Terror debuff tracks source correctly through a save
  • Snapping out of Frozen doesn't snap the Hero/ine out of Paralyzed, and vice-versa
    (Frozen's Paralyzed immunity Exploit has been patched!)
  • Target of the Zeroed-in buff gets saved
1.9.2 Changed:
  • Sacrificial mark gets propagated on attack.
    instead of luring enemies into sacrificial fire, the Herocan step into it themselves and then attack - targets will become “marked for sacrifice”.
  • All enemies at a depth get beckoned when someone steps into sacrificial fire.
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