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.

The tables below group the behaviour types by what they do, using the names the seeded starter effects use.
Damage Over Time (DoT)
| Effect | Description |
|---|---|
| Burn | Fire damage per tick |
| Poison | Nature damage per tick |
| Bleed | Physical damage per tick |
| Shock | Lightning damage per tick |
Healing Over Time (HoT)
| Effect | Description |
|---|---|
| Regen | Restores HP over time |
Crowd Control
| Effect | Description |
|---|---|
| Stun | Cannot move or attack |
| Root | Cannot move, can still attack |
| Silence | Cannot use abilities |
| Disarm | Cannot use weapon attacks |
| Fear | Flees from the source |
| Sleep | Incapacitated until disturbed |
| Charm | Fights for the caster |
| Knockback | Pushed away from the source |
| Slow | Reduced 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
| Effect | Description |
|---|---|
| Haste | Increased movement/attack speed |
| Shield | Absorbs incoming damage before it reaches health — see Shields below |
| Invisible | Hidden from other players, and drops mob aggro |
| Stealth | A 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 |
| Invulnerable | Immune to all damage, and refuses new hostile effects |
Stat Modifiers
| Effect | Description |
|---|---|
| Stat Buff | Increases a specific stat |
| Stat Debuff | Decreases a specific stat |
| Taunt | Forces 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 empties | What you get | Use it for |
|---|---|---|
| End the effect | One-time. Once broken it is gone. | Cast barriers, potions, scrolls |
| Recharge after a delay | Refills itself once the holder stops taking hits. | Worn gear, passives, class features |
| Drop the passive or item that granted it | Breaking consumes the grant. | Single-use charms, consumable wards |
Every field
| Field | What it does |
|---|---|
| Shield pool | How much damage it soaks. Each stack adds another pool's worth. |
| Overcharge limit | How far above its normal size recharging may push it. 1 = no overcharge. |
| Re-open cooldown | If it closes and comes back within this many seconds it returns at whatever was left, rather than full. Stops unequip/re-equip refills. |
| Recharge rate | Pool restored each second, once the delay has passed. |
| Recharge delay | Seconds the holder must go without taking damage before it starts refilling. |
| Soaks | Which damage kinds it stops — all, physical, magic or true. Anything it does not stop passes straight through to health. |
| Most absorbed per hit | Ceiling on how much a single hit can take out of it. 0 = no ceiling. |
| Absorbed hits still wake the target | Off by default: a hit the shield fully soaks will not break Sleep. |
| Drain order | Higher 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
- 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
- A passive's Max Stacks does not multiply a held shield — it always opens at
- A status-immunity entry naming your shield blocks it silently, even
- "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
Survival Effects
| Effect | Description |
|---|---|
| Freezing / Cold | Temperature too low |
| Hot / Overheating | Temperature too high |
| Hungry / Starving | Hunger debuff |
| Thirsty / Dehydrated | Thirst debuff |
| Well Fed / Hydrated | Nourishment buffs |
| Overweight | Inventory 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
| Property | Description |
|---|---|
| Effect Type | Which behaviour the server runs. Everything else on the form follows from this |
| Affected Stat | The stat a Slow / Haste / Stat Buff / Stat Debuff shifts. Slow and Haste fall back to move speed |
| Restores | Heal Over Time only — whether it refills Health, Mana or Stamina |
| Magnitude | Strength, labelled per type: damage per tick, amount restored per tick, absorb pool size, or stat change |
| Magnitude mode | Flat 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 |
| Duration | How long it lasts. Reapplying refreshes the timer |
| Tick Interval | How 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 Stacks | How 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 chance | Whether taking a hit breaks it, and how likely |
| Traits | Tags other systems match against (immunities, resistances, cleanses) |
| Type options | Extra 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
30in 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.