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Statuses and conditions

What Bleeding, Burning, Marked, Slowed, Rooted, Frightened and every other status does in a fight, how they stack and wear off, what cures them, and the conditions that give advantage.

For players

Statuses are the marks a fight leaves on you: bleeding from a blade, burning from fire oil, rooted by a snare. They come from abilities, weapon oils, poisons and enchantments, and they only last while the fight does. Your sim chooses which statuses it uses, and staff can change every number below; these are the usual ones.

How statuses work

  • Stacks: each hit can add stacks, up to a status’s most. More stacks means more damage or a longer effect.
  • Wearing off: at the end of your own turn, any damage happens first, then each status loses a stack (some lose none and last the fight). One stack usually lasts until the end of your next turn.
  • When nothing lands: a target at 0 HP, a target who made a save for half damage, or an attack made while sneaking.
  • Curing: some items cure a status in a fight. They remove it and can block the next few stacks, or the rest of the fight: “X is no longer Bleeding (the next 2 stacks are blocked).”
  • When the fight ends, every status goes. Leaving a fight early clears yours too.

Chat tells you when one lands, “Goblin is Bleeding (2) and Marked (1).”, and when they’re gone: “Goblin is no longer Bleeding and Marked.”

Where to see them

  • Your titler: a line under your team in a fight, such as Bleeding 2 · Marked 1 · Maimed.
  • The HUD: your fight page shows your statuses with your stance and cover.
  • Chat: @status lists yours, and @status <name> anyone’s in your fight.

Statuses

Status What it does Most stacks Wears off
Bleeding 2 damage per stack at the end of your turn, through armor 3 1 a round
Burning 4 damage per stack at the end of your turn, through armor 3 1 a round
Poisoned 2 damage at the end of your turn, and healing on you is halved 3 1 a round
Hexed 2 damage at the end of your turn, and -2 Ward 3 1 a round
Marked Your cover counts 2 less (3 at its most); without cover rules, -2 Defense 2 1 a round
Dazzled -2 to every skill and to movement; on some sims to attacks too 3 1 a round
Staggered No sprinting, and you can’t put 3 AP into one attack 3 1 a round
Slowed 2 m less movement, and no sprinting 2 1 a round
Rooted You can’t move at all 2 1 a round
Maimed 2 m less movement 1 lasts the fight
Vulnerable +1 damage against you for every 2 points of an attack 1 after the attacker’s next turn
Challenged -2 to attack anyone but the one who challenged you 2 1 a round
Feinted The feinter’s allies treat you as unaware: -2 Defense, and they can Sneak Attack you 1 1 a round
Frightened You can’t move closer to whoever frightened you, and -1 to attack them 2 1 a round
Silenced No spells 1 1 a round
Disarmed No attacks with your weapons (fists and spells still work) 1 until you Pick Up your weapon

A few notes:

  • Bleeding at 3 stacks deals 6, then 4, then 2: 12 in all.
  • Bleed out: if your sim uses it, the bleeding, burning and other damage still to come when a fight ends for you is counted. If it would bring you to 0, you go down and take the wound for it: “X bleeds out after the fight - downed.”
  • Purify-type abilities and the right potions clear Bleeding, Burning, Poisoned, Slowed and Frightened. A rallying shout ends Frightened.
  • Drones and turrets can’t be Bleeding, Staggered or Disarmed. Some class abilities shrug off others while they’re active.

Other conditions

These aren’t statuses, but they change what you can do in a fight.

Condition What it means
Downed You’re at 0 HP. Your turns are skipped, and you take a wound when the fight ends. See Wounds.
Stable Downed, but kept from dying: you take no wound from this fight unless you go down again.
Stunned You lose your next turn.
Prone A stance: you move slowly, can’t sprint, and are easier to hit up close but harder from afar.
Grappling / Held A held character moves at a quarter of their speed and can only attack their grappler. Get free with @party escape (1 AP, a roll) or @party struggle (3 AP, always works).
Restrained From a bolas: your movement is capped and you can’t sprint until you @party unbind (1 AP).
Sneaking Harder to hit, and your first attack is a Sneak Attack. Sprinting, attacking or being spotted reveals you.
Tonic sickness Your third healing draught in one fight hurts you, and healing on you is halved for the rest of it.

For stances, cover and grapples, see Tactics.

Advantage from conditions

On sims with 5e-style rules, some conditions also give advantage or disadvantage:

  • Against a target who is Stunned, Rooted or Dazzled, and Prone in melee: you have advantage. Shooting at a Prone target has disadvantage.
  • If you are Prone, Rooted, Dazzled, Poisoned or Frightened, your attacks have disadvantage.
  • A Rooted target has disadvantage on DEX saves, and a Stunned one fails STR and DEX saves.

Advantage and disadvantage together cancel out. See Saves, advantage and bonus actions.

Buffs, debuffs and cooldowns

In a fight, buffs and debuffs from abilities last a number of turns. Damage or healing over time happens each turn, “X suffered 4 damage from Y. It has 2 turns left.”, and cooldowns count down at the start of your turns. All of them end with the fight.

Out of a fight, effects from potions and meals, a Wanted mark and your wound last in real time. Your titler can show them, if your sim uses those lines:

  • ✨ Buffs: [Bless, Haste]
  • 💀 Debuffs: [Serious Wound]
  • ⏳ Cooldowns: [Second Wind]