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, attack or cast
RootCannot move, dash or teleport — can still attack and cast
SilenceOnly the weapon's normal attack works
DisarmThe weapon's abilities are blocked — spells still work
FearRuns away from the source, cannot attack or cast
SleepLike a stun, until a direct hit wakes it
CharmA creature fights for the caster; a player is confused
ConfusionAttacks and abilities land on a random nearby entity — friend or foe. Ground-aimed casts keep their point
KnockbackPushed away from the source, once
SlowReduced movement speed

Every crowd-control type works on players, monsters and NPCs alike, except where the table in Crowd control in detail says otherwise. Hard crowd control obeys diminishing returns when the CC Diminishing Returns feature is on: repeated stuns, roots, silences, disarms, fears, sleeps, charms, confusions and knockbacks on the same target wear off faster and then grant brief immunity, so perma-CC chains aren't possible.

Crowd control in detail

Where to author it

Database → Effects → Status Effects → New, then pick a control type in Effect Type. A status effect only lands from something that applies it — usually an ability's Status Effects list, an element's status procs, or an event command.

1. Create the effect and pick its Effect Type (Stun, Root, Silence, Disarm, Fear, Sleep, Charm, Taunt, Knockback, Slow…). 2. On Magnitude & Timing, set the Duration. Only Knockback (distance) and Slow (amount) read a magnitude. 3. On Behavior, set the type's own options if it has any — Fear's flee speed. 4. Add it to an ability: Abilities → (pick one) → Status Effects → + Add, with a Chance. 5. Publish, and give a managed server its roll before testing it in game.

What each one does

TypeMovementAttacks & abilitiesCasts in progressOn a playerOn a monster / NPC
StunStoppedAll blocked, normal attack includedBroken, mana refunded"You are stunned." on any inputStands still, never swings
SleepStoppedAll blockedBroken, mana refunded"You are asleep."Stands still — until hit
RootStoppedAllowed — except dashes and teleportsKeptMove clicks refused: "You are rooted."Fights whatever is in reach, never chases
SilenceFreeOnly the weapon's normal attack (the LMB slot and auto-attack)Broken, mana refunded"You are silenced."Casters fall back to their basic attack and walk in to use it
DisarmFreeThe weapon's normal attack, Q, W and E are blocked; spells and armour abilities workKept"You are disarmed."Loses its basic attack, keeps casting its spells
FearForced away from the sourceAll blockedBroken, mana refundedThe server runs them away; their own move clicks are refusedRuns away from the source
CharmActs as ConfusionFights for the caster's side, then goes back
TauntForced onto the taunterNo effectAttacks only the taunter, ignoring threat
KnockbackPushed once, then endsBroken if the push moves them off their cast spotPushedPushed
SlowSlowerSlowerSlower

A controlled player sees a steady label above the action bar — "STUNNED · You can't move, attack or cast." — for as long as it lasts, and every refused press or click flashes the reason. Refusals happen before mana, the global cooldown or the ability's cooldown are spent.

Fields each type reads

TypeMagnitudeOptions (Behavior tab)Duration
Stun, Sleep, Root, Silence, Disarm, Charm, Taunt, ConfusionIgnoredHow long it lasts
FearIgnoredFlee speed multiplier — how fast the carrier runs compared to its normal running pace. 1 = same, 1.5 = 50% faster, 0.5 = half. Allowed range 0.1–3How long it lasts
KnockbackKnockback distance in tiles, 1–10. 0 pushes 2 tilesIgnored: the push happens once and the effect ends a tick later
SlowSlow amount. In Percent mode 30 = 30% slower; in Flat mode it subtracts from the move-speed multiplier (0.3 = 30% slower)How long it lasts

Gotchas

  • Sleep breaks on a direct hit — any direct hit. Attacks, spells, projectiles, chain bounces, pet attacks and reflected damage wake the sleeper; damage over time, ground hazards, the environment and hunger never do. You do not need Remove on damage for this; pair Sleep with a poison freely.
  • Silence allows exactly one thing: the weapon's normal attack. A free weapon art (Q/W/E) is silenced too, whatever its mana cost. A monster's basic attack is its Attack Ability (or the built-in melee).
  • Disarm is about the equipped weapon's slots. Anything granted by the weapon type or item — normal attack, Q, W, E — is blocked, and so is any ability with a Required Weapon Type. Learned spells and head/chest/boots abilities still work.
  • Root blocks dash and teleport abilities (Blink, recall, swap), because they are movement. It does not stop a knockback or pull landing on the rooted unit.
  • Fear respects walls. A feared unit runs along walls rather than through them and cowers when cornered. A fear with no source left runs from where the source stood.
  • Charm needs a creature with AI. Bosses and brainless NPCs resist it outright. While charmed, a creature hunts monsters and enemy NPCs, never the caster or their allies, cannot be hurt by the caster's side, and follows the caster instead of leashing home. When it ends it returns to its own side, drops every fight it picked up while charmed, and walks home if it was led away. If it dies while charmed it dies as a wild monster — normal loot, normal respawn. If the caster logs out, the charm ends.
  • Taunt does nothing to players, and it works with or without the Encounter AI feature (with it on, the taunter also keeps top threat afterwards).
  • Stacked Slows never root. However many land, the target keeps a crawl. A Slow authored Flat with an amount above 1 is read as a percent — a flat 30 would otherwise subtract thirty whole speeds.
  • Diminishing returns count each type separately. Three stuns shorten each other; a stun does not shorten a following root.
  • Out-of-range options are refused on save — a flee speed of 10 is rejected with the reason, not clamped silently.

Buffs

EffectDescription
HasteIncreased movement/attack speed
ShieldAbsorbs incoming damage before it reaches health — see Shields below
InvisibleHidden for real: other players stop seeing it at all (its party still does, faded), creatures drop it and can't pick it back up, and nobody can target it. Areas still hit it. Its Type options set what reveals it — attacking (on by default), casting, taking damage — plus a reveal distance and a move-speed multiplier. The Invisibility ability action applies this same effect — see Invisibility
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
ReflectSends a share of every direct hit back to whoever dealt it — see Reflect below

Stat Modifiers

EffectDescription
Stat BuffIncreases a specific stat
Stat DebuffDecreases a specific stat
TauntForces a monster or NPC to attack the caster, ignoring threat (no effect on players)

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.

Reflect

A Reflect effect sends a share of every hit its carrier takes straight back to the attacker — a thorns aura, a mirror barrier, RPG Maker's "Star Reflect". The attacker takes it as real damage: their armour, shields and invulnerability apply, it counts toward their threat on the carrier, and if it kills them the carrier gets the kill. Players and monsters can both carry it.

Where to author it

Database → Effects → Status Effects → New, with Type set to Reflect (return damage).

1. Set Damage reflected (%) on the Magnitude & Timing tab — 25 sends back a quarter of each hit. 2. Set the Duration and, if you want it to build up, Max Stacks. 3. On Behavior, pick what it Reflects: all direct damage, physical hits only, or magic hits only. 4. Put it on an ability's Status Effects (a self-cast "Star Reflect" spell with Target Mode Self), or on a Passive to make it part of a worn item.

Fields

FieldWhat it does
Damage reflected (%)Percent of each direct hit sent back. Each stack adds its percent again.
Max StacksHow many copies can build up; the percents add.
ReflectsAll direct damage (default), Physical hits only or Magic hits only. True damage is only reflected by All.
DurationHow long it lasts. Reapplying refreshes it.

Gotchas

  • Only direct hits are reflected. Attacks, spells, projectiles, beams, chain
bounces and pet attacks. Damage over time, ground hazards, hunger and event scripts are never sent back — there is nobody standing there to take them.
  • Reflected damage is never reflected again. Two Reflect carriers hitting
each other each take their share once; it does not bounce back and forth.
  • It reflects what reached health. The percent is taken from the damage that
got past the carrier's armour and shields — a hit their shield fully soaked sends nothing back.
  • The total is capped at 100%. However many Reflect effects and stacks the
carrier holds, an attacker never takes back more than the hit dealt.
  • In game the number rises over the attacker tagged REFLECT.

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 & Animations, point at the apply / active / expire visuals, and set how the carrier looks while it is on them — the pose they hold and the size they render at.

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 direct hit breaks it, and how likely. Damage over time, hazards and hunger never count
Remove after tiles walkedThe effect wears off after the carrier walks that many tiles — a poison you can walk off, a chill that fades as you move. 0 turns it off
Remove when leaving combatThe effect ends when the carrier drops out of combat (a few seconds after the last hit traded)
Remove when hard-CC'dThe effect breaks the moment a stun, sleep, fear, charm, confusion or taunt lands on the carrier — for focus-style buffs that being controlled should interrupt
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
Active AnimationA pose the carrier holds while the effect is on them — see While it's on them
Size While ActiveHow big the carrier renders while the effect is on them — see While it's on them

The three removal triggers live under Removal triggers on the Behavior tab and work on every effect type. They also carry RPG Maker imports faithfully: Remove by Walking, Remove at Battle End and Remove by Restriction map onto them one-for-one.

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

While it's on them

An effect can change how the carrier looks for as long as it lasts. Both settings live on the VFX & Animations tab, next to the apply / active / expire visuals.

FieldWhat it does
Active AnimationA pose the carrier holds while the effect is on them — a stunned slump, a braced guard, a channelling stance. Leave it on None for effects that shouldn't change how anyone stands.
Size While ActiveHow big the carrier renders, as a multiple of their normal size. 1 leaves them alone, 2 is twice as tall and wide, 0.5 is half. Allowed range is 0.2–5.

The pose gives way to walking. A held pose has no walk frames, so the engine only holds it while the carrier is standing still — the moment they move they walk or run normally, and the pose comes straight back when they stop. You do not need a separate "moving" version of the animation.

Size is a look, not a hitbox. A giant is still hit, blocked and reached exactly as their normal-sized self: the server's collision, ability range and targeting never change size. Use it for drama (a growth potion, a shrink hex, a boss enrage), not as a way to make something harder or easier to hit.

Sizes multiply when several are on at once, so a 2x growth and a 0.5x shrink cancel out to normal. Stacks do not compound — a five-stack 1.5x effect is still 1.5x, not 7.6x. The change eases in and out over a moment rather than snapping, and every player sees the same size on the same character.

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.
  • Stealth is a tag, not an action. Stealth marks a target without hiding them; Invisible hides them. (Knockback used to be a tag too — it now pushes; see Crowd control in detail.)
  • 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.
  • A resize or a held pose needs a publish and a live server. Both are read from the definition the game server is running, so edit, publish, and give a managed server its roll before judging what you see in game.
  • Sizes above about 2x need art that survives it. The sprite is scaled, not redrawn, so a big multiplier shows every pixel. Check a giant against a doorway and a mob pack before shipping it.
  • Nameplates and overhead bars keep their normal height. They sit at the offset you set in the nameplate editor, so a much larger character can grow up past their own name.
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.