Status effects

A Status effect is a static or dynamic modification of one or more statistical properties of an entity, such as a monster or the player. Status effects apply for some time duration, which may be indefinite, and they may change over time. If an entity is affected by a status effect, it will be subject to the effect until it either wears off, or some event removes it. Entities can gain immunity to certain effects. Status effects range from beneficial to detrimental and come in five types: buff (statistical increase), debuff (statistical decrease), resistance, immunity, and ability. adds well over 700 unique status effects in order to implement various mechanics; this page lists only the logical effects that are communicated via an icon in the game interface.

Buffs
When there is a range in the table below, the sources are sorted in increasing order of benefit.


 * Fishy: Specific to the Felin and Hylotl Races; you are savoring a recent meal of Fish. Functions similar to the Raw Meat effect.
 * Health Up: Your character is receiving a boost to their Health stat.
 * Full Belly: Your character is well fed; this buff lasts until your Hunger starts dropping again. While under the effect, you gain limited HP regeneration.
 * Raw Meat: Your character is a carnivore, and raw meat is their preferred meal. Eating raw meat gives a slight boost to your stats overall, while you savor the recent meal.
 * Spider's Silk: Specific to the Arachne Race; Arachne generate Spider's Silk every 30-60 seconds, which can be used to craft unique Arachne equipment, or be used in making Silk.
 * Undead Properties: Specific to the Zombie Race; Zombies do not Breathe or sustain Poison damage.

Debuffs

 * Electrified: Your body is currently conducting electricity and will sustain damage from other nearby Electrified sources.
 * Food Poisoning: You have eaten something that your race can't digest; you are now sickened until it passes through your system. You will take a small amount of poison damage every second.
 * Helium: Usually encountered on Moons; Helium affects you much like Low Gravity, allowing higher, slower jumping.
 * High Gravity: An increase in gravity draws you quicker towards the planet core; jumping is reduced, and is much quicker.
 * Honey (Slow): You are covered in Honey; the sticky, thick confection slows your movements and makes it harder to jump.
 * Low Gravity: A decrease in gravity slows your descent towards the planet core; jumping is higher, and much slower.
 * Melting: You are in Lava and are melting! You will take rising fire damage until you leave the Lava. (Swaps to Burning after leaving Lava.)
 * Oil (Slow): You are covered in Oil; the slippery, oily substance makes it harder for you to move and jump.
 * Poison: Your character is poisoned, and is taking steady poison-based damage over time.
 * Poison (Severe): Your character is very poisoned, and is taking steady poison-based damage over time.
 * Poison (Deadly): Your character is extremely poisoned, and is taking steady poison-based damage over time.
 * Pus: 50% poison resistance penalty, 100% mental resistance penalty; resisted with Physical resistance.
 * Radiation: Your character is suffering from radiation, and is taking damage based on such.
 * Radiation (Severe): Your character is suffering from high radiation, and is taking damage based on such.
 * Radiation (Deadly): Your character is suffering from extreme radiation, and is taking damage based on such.
 * Radiation Burn: You are in direct contact with radiation and sustaining damage rapidly.
 * Sandstorm: A raging sandstorm slows your movements and reduces your jump height.
 * Slime: You are covered in Slime; you are unable to jump very high, or move very fast until you leave the source of the Slime.
 * Sticky Slime: You are standing on Slime, which has covered your body and has temporarily made your impact with other objects more bouncy.

Resistances and Immunities
These status effects grant resistance to a particular damage type and/or grant immunity to a particular status. An immunity status effect immediately removes the effect(s) to which it confers immunity. Even when an effect grants immunity, the resistance may still be useful, because some negative effects support resistance but not immunity. For example, the Antidote effect below helps grant immunity to Bio-Ooze through its 10% Poison resistance, while the Poison status immunity is not effective against Bio-Ooze.

When there is a range of resistance in the table below, the sources are listed in increasing order of intensity.

Other ways to obtain resistances and immunities include race-specific effects and armor set bonuses.

The Immunization enhancer grants virtually all of the above immunities until death, and other enhancers provide specific resistances.