Buffs, debuffs, DoTs, and crowd control.

Status Effects

Status effects are temporary modifiers applied to characters — buffs that help, debuffs that hinder, and crowd control that restricts action.

Status Effects list — all buffs, debuffs, DoTs, and crowd control entries
Status Effects list — all buffs, debuffs, DoTs, and crowd control entries
You author the effects. Every status effect is a definition you create, name, colour and tune — there is no fixed list to work around. What the engine provides is a set of behaviour types: each effect picks one, and that decides what the server actually does with it. "Burn", "Blight" and "Dragonfire" can all be damage-over-time effects with completely different numbers, elements, icons and VFX.

The tables below group the behaviour types by what they do, using the names the seeded starter effects use.

Damage Over Time (DoT)

EffectDescription
BurnFire damage per tick
PoisonNature damage per tick
BleedPhysical damage per tick
ShockLightning damage per tick

Healing Over Time (HoT)

EffectDescription
RegenRestores HP over time

Crowd Control

EffectDescription
StunCannot move or attack
RootCannot move, can still attack
SilenceCannot use abilities
DisarmCannot use weapon attacks
FearFlees from the source
SleepIncapacitated until disturbed
CharmFights for the caster
KnockbackPushed away from the source
SlowReduced movement speed

Hard crowd control obeys diminishing returns when the CC Diminishing Returns feature is on: repeated stuns, roots, silences and knockbacks on the same target wear off faster and then grant brief immunity, so perma-CC chains aren't possible.

Buffs

EffectDescription
HasteIncreased movement/attack speed
ShieldAbsorbs incoming damage before it reaches health — see Shields below
InvisibleHidden from other players, and drops mob aggro
StealthA tag only — it marks the target as stealthed for other systems to read, but does not hide anyone on its own. Use Invisible to actually hide someone
InvulnerableImmune to all damage, and refuses new hostile effects

Stat Modifiers

EffectDescription
Stat BuffIncreases a specific stat
Stat DebuffDecreases a specific stat
TauntForces target to attack the caster

Shields

A shield is a pool that soaks damage before it reaches health. It is a status effect like any other, so anything that can apply a status effect can grant one: an ability, a passive, a worn item, a consumable, a quest reward, a boss phase.

Where to author it

Database → Effects → Status Effects → New, with Type set to Shield (damage absorb).

1. Set Shield pool — how much damage it soaks. Switch the mode to Percent of the holder's maximum HP if you want it to scale with the wearer. 2. Set Duration. Leave it as-is for a cast barrier; it is ignored entirely when a passive or a worn item holds the shield open. 3. Open When the pool empties and pick the shape you want (see below). 4. Bind a break VFX and break sound on the VFX tab if you want the shatter to land. Nothing is bundled — an unbound slot is silent.

The one setting that decides everything

When the pool emptiesWhat you getUse it for
End the effectOne-time. Once broken it is gone.Cast barriers, potions, scrolls
Recharge after a delayRefills itself once the holder stops taking hits.Worn gear, passives, class features
Drop the passive or item that granted itBreaking consumes the grant.Single-use charms, consumable wards

Every field

FieldWhat it does
Shield poolHow much damage it soaks. Each stack adds another pool's worth.
Overcharge limitHow far above its normal size recharging may push it. 1 = no overcharge.
Re-open cooldownIf it closes and comes back within this many seconds it returns at whatever was left, rather than full. Stops unequip/re-equip refills.
Recharge ratePool restored each second, once the delay has passed.
Recharge delaySeconds the holder must go without taking damage before it starts refilling.
SoaksWhich damage kinds it stops — all, physical, magic or true. Anything it does not stop passes straight through to health.
Most absorbed per hitCeiling on how much a single hit can take out of it. 0 = no ceiling.
Absorbed hits still wake the targetOff by default: a hit the shield fully soaks will not break Sleep.
Drain orderHigher numbers are spent first when a holder has more than one shield.

Putting a shield on a worn item

A status effect only lands from an ability. For gear, a skill level or a quest reward, it travels through a Passive:

1. Create the shield status effect (above). Give it Recharge after a delay and a Recharge rate — worn shields that simply end never come back. 2. Database → Effects → Passives → New, and list your shield on its Status Effects tab. 3. On the item, Skills & Effects → Passives (while equipped), add that passive.

Worn shields open empty and charge up on login, so relogging is never a free refill.

Gotchas

  • Environmental damage pierces shields by default. Ground hazards, the
battle-royale ring, damage floors and starvation ignore them unless you turn on Shields vs. Environmental Damage in World → Features.
  • Shields drop at logout and on death, but survive a portal.
  • A shield held by a passive or worn item cannot be dispelled, and does not
end when broken if it can recharge.
  • A passive's Max Stacks does not multiply a held shield — it always opens at
one stack.
  • A status-immunity entry naming your shield blocks it silently, even
though it is a friendly effect.
  • "Set HP to X%" ability effects are not damage — shields do not apply to them.
  • Pet battles are out of scope. They run a separate HP system.
  • A shield with no recharge that is held open by a passive or worn item will
not come back after its first break. The editor warns you about this.

Survival Effects

EffectDescription
Freezing / ColdTemperature too low
Hot / OverheatingTemperature too high
Hungry / StarvingHunger debuff
Thirsty / DehydratedThirst debuff
Well Fed / HydratedNourishment buffs
OverweightInventory weight penalty

Effect Properties

Author effects in Database → Status Effects → + New Effect.

The form follows the type you pick. Choose the behaviour type first: the editor then shows only the fields that type actually reads, labels them in that type's own words ("Slow amount", not "Magnitude"), and explains what the engine does with it. A Stun has no magnitude to set because a stun is on or off; a Heal Over Time asks which pool it refills; a Fear asks how fast the target runs.

Setting one up

1. Open Database → Status Effects and click + New Effect. 2. On Basics, give it an ID (locked after creation — abilities reference it), a Name, and pick the Effect Type. Read the one-line summary under the dropdown: it is what the server will do. 3. Pick the Affected Stat if the type asks for one. Slow and Haste default to move speed when you leave it blank; Stat Buff and Stat Debuff require one — without it the effect applies and changes nothing. 4. On Magnitude & Timing, set the strength, and for Slow / Haste / Stat Buff / Stat Debuff choose whether that number is flat or a percent of the target's own value for that stat. 5. Set the Duration, the Tick Interval (damage- and heal-over-time only), and Max Stacks if the type stacks. 6. On Behavior, set dispel category, whether damage or acting breaks it, and any type-specific options. 7. On VFX, point at the apply / active / expire visuals.

Fields

PropertyDescription
Effect TypeWhich behaviour the server runs. Everything else on the form follows from this
Affected StatThe stat a Slow / Haste / Stat Buff / Stat Debuff shifts. Slow and Haste fall back to move speed
RestoresHeal Over Time only — whether it refills Health, Mana or Stamina
MagnitudeStrength, labelled per type: damage per tick, amount restored per tick, absorb pool size, or stat change
Magnitude modeFlat adds the number as-is (+10 attack). Percent adds that share of the target's own value (+10%). Percent always resolves against the target's base stat, so two +20% buffs each grant 20% — they don't compound
DurationHow long it lasts. Reapplying refreshes the timer
Tick IntervalHow often a damage/heal effect fires. The full magnitude lands on each beat — a 5-damage effect on a 2-second interval deals 5 every two seconds, not a trickle every frame
Max StacksHow many copies can be active at once; each stack applies the magnitude again. Types that are simply on or off ignore this
Remove on damage / remove chanceWhether taking a hit breaks it, and how likely
TraitsTags other systems match against (immunities, resistances, cleanses)
Type optionsExtra settings the chosen type reads — flee speed for Fear, reveal distance for Invisible, and so on

Effects can stack up to their configured limit. Each stack tracks its own duration independently.

Gotchas

  • A Stat Buff or Stat Debuff with no stat does nothing. The editor warns you; the server has nothing to change.
  • Enter penalties as positive numbers. Slow and Stat Debuff subtract what you type — a Slow of 30 in percent mode is 30% slower.
  • Stacked slows can't stop anyone. However many land, the target keeps a crawl of its normal speed rather than freezing in place. Use Root to actually pin something down.
  • An effect shorter than its tick interval still fires once, on its final tick, rather than expiring for nothing.
  • Knockback and Stealth are tags, not actions. Knockback shares crowd-control diminishing returns but pushes nobody — add a Displace effect on the ability for that. Stealth marks a target without hiding them; Invisible hides them.
  • Old effects are repaired on load. Definitions seeded before the current type list (hot, cc, buff, debuff) matched no behaviour and silently did nothing. They are now mapped onto the real types — check any you had authored, because they will start working.
Mobs and classes can declare status rates per effect (a multiplier on how likely it is to land, with 0 meaning outright immunity), and elements can be bound to an effect so any hit of that element rolls to apply it.