Status effects are the temporary buffs and debuffs that shape every fight and survival run in Creatures of Sonaria. Bleed stops your regen until you stand still, Fortify wipes most debuffs for a short immunity window, and blizzard hypothermia punishes anyone who stays out in the open. Each card here covers what an effect actually does, how its stacks behave, and the fastest way to shake it off. Creature resist tables and ability-application pages live elsewhere: this reference is about the ailments themselves.
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Section
Combat Debuffs
Damage-over-time and direct combat penalties from bites, breath attacks, and ability procs. Most DoTs stop HP regen or add timed damage. Laying down stops HP loss from bleed, burn, and poison even while stacks remain, which makes posture part of your recovery plan.
Bleed Status
Classic DoT debuff that punishes movement and stops passive healing until you stop and recover.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Stops HP regen and deals 2 damage per stack.
- Stacking
- Stacks with itself.
- Recovery
- Heal by sitting, laying down, or standing still; moving blocks healing.
- Common sources
- Melee bites, breath abilities, Bad Omen proc
- Related effects
- Deep Wounds blocks bleed healing
Burn Status
Heat DoT that ramps regen loss with stacks and often pairs with Ashy Lungs stamina pressure.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Scales HP regen debuff by 10% per stack (10 stacks disables regen); deals 0.025% max HP every 3s plus 0.1% per extra stack.
- Stacking
- Stacks with itself.
- Recovery
- Stand still, sit, or lay down; also applies Ashy Lungs.
- Common sources
- Melee burn, Defensive Burn, Fire Breath
- Related effects
- Ashy Lungs
Poison Status
Stamina-draining DoT whose real drain is stamina loss per tick, not regen reduction.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Deals 0.2% max HP base plus 0.05% per stack every 3s; drains 0.35% stamina per stack each tick (UI regen text is misleading).
- Stacking
- Stacks with itself.
- Recovery
- Sit, lay down, or stand still; Muddy doubles heal rate.
- Common sources
- Melee poison, breath poison
- Related effects
- Sickly (similar drain feel)
Frostbite Status
Cold ailment that taxes hunger, stamina recovery, and bite speed rather than immobilizing you.
- Type
- Debuff
- Availability
- Always
- Primary effect
- +10% hunger drain, -25% stamina regen, and +2.5% bite cooldown per stack.
- Stacking
- Stacks with itself.
- Recovery
- Standard ailment healing; distinct from Freeze and Hypothermia.
- Common sources
- Seasonal snow, Frostbite Attack, Minty food buff
- Related effects
- Hypothermia, Freeze
Necropoison Status
Escalating poison that shifts from visual tint to control inversion and ability lockout.
- Type
- Debuff
- Availability
- Always
- Primary effect
- 1+ stacks tint screen; 7+ adds confusion chance; 10+ disables active abilities (Controls 1–6).
- Stacking
- Stacks with itself.
- Recovery
- Standard ailment healing.
- Common sources
- Melee necropoison, breath abilities
- Related effects
- Confusion Status, Tunnel Vision
Injury Status
Movement slow that stacks heavily and caps at 99 for long fights.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -0.75% movement speed per stack across walk, sprint, and flight (not jump or dart); cap 99 stacks.
- Stacking
- Stacks up to 99.
- Recovery
- Standard ailment healing.
- Common sources
- Melee injury, Earthquake ticks, Bad Omen proc
- Related effects
- Aftershock (Earthquake follow-up)
Ashy Lungs
Burn companion debuff that adds stamina regen pressure on top of burn damage.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -20% stamina regeneration.
- Stacking
- Non-stacking.
- Recovery
- Clears when burn and source effects end.
- Common sources
- Burn Status side effect, volcanic eruption disasters
- Related effects
- Burn Status
Bad Omen
Regen curse that can explode into another serious ailment if you fail to cleanse it.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -25% health regeneration per stack; when fully healed can proc a random major ailment bundle.
- Stacking
- Stacks with itself.
- Recovery
- Heal all stacks to avoid random proc.
- Common sources
- Specific curse abilities
- Related effects
- Bleed, Burn, Frostbite, Poison, and others
Corrosion Status
DoT that also crushes effective weight, making you hit softer and take more from similar-weight foes.
- Type
- Debuff
- Availability
- Always
- Primary effect
- 0.5% max HP tick regardless of stacks; -7% weight base plus -1% per stack up to -97.5% at 90 stacks.
- Stacking
- Stacks up to 90.
- Recovery
- Sit, lay down, or stand still.
- Common sources
- Melee corrosion, breath corrosion
- Related effects
- Weight-based damage tradeoffs
Deep Wounds Status
Anti-heal gate that stops bleed recovery until the wound effect clears.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Blocks bleed status healing and regeneration entirely.
- Stacking
- Non-stacking.
- Recovery
- Wait for stacks to expire via standard decay.
- Common sources
- Melee Deep Wounds abilities
- Related effects
- Bleed Status
Disease Status
Sustain debuff that keeps draining needs and regen even if you keep moving.
- Type
- Debuff
- Availability
- Always
- Primary effect
- +1.5% hunger and thirst depletion per stack; -15% HP and stamina regen.
- Stacking
- Stacks with itself.
- Recovery
- Heals even while moving.
- Common sources
- Melee disease, Bad Omen proc
- Related effects
- Sickly Status
Drowsy Status
Combat slowdown that makes your bites land less often.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Reduces bite attack speed.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Sleep-related abilities
- Related effects
- -
Fear Status
Panic debuff that cuts damage but makes you run faster; not the same as Scared.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -45% damage and +35% movement speed.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Cause Fear ability
- Related effects
- Scared Status (different effect)
Heartbroken Status
Anti-support debuff that shuts off outside heals while native regen still works.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Blocks all external healing except native HP regen.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Social or event abilities
- Related effects
- Healing Pulse Status
Radiation Status
Low DoT that mainly strips your ailment resistances so other debuffs land harder.
- Type
- Debuff
- Availability
- Always
- Primary effect
- 0.5% max HP tick; reduces positive ailment block % nonlinearly up to 99% at 99 stacks.
- Stacking
- Stacks up to 99.
- Recovery
- Standard ailment healing.
- Common sources
- Melee radiation, breath radiation
- Related effects
- Ailment resistances
Scared Status
Cower-driven debuff with a bigger damage cut and smaller speed boost than Fear.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -50% damage and +25% movement speed; 10 stacks from Cower pose for 10 seconds.
- Stacking
- 10 self-applied stacks from pose until movement.
- Recovery
- Stacks persist until you move after cowering.
- Common sources
- Cower pose
- Related effects
- Fear Status (different effect)
Sticky Teeth Status
Single-application bite slow that cannot be stacked for extra delay.
- Type
- Debuff
- Availability
- Always
- Primary effect
- +65% bite cooldown; does not stack or reapply.
- Stacking
- Non-stacking, non-reapplicable.
- Recovery
- Wait for effect to expire.
- Common sources
- Sticky-related melee abilities
- Related effects
- -
| Name | Description | Type | Availability | Primary effect | Stacking | Recovery | Common sources | Related effects |
|---|---|---|---|---|---|---|---|---|
| Bleed Status | Classic DoT debuff that punishes movement and stops passive healing until you stop and recover. | Debuff | Always | Stops HP regen and deals 2 damage per stack. | Stacks with itself. | Heal by sitting, laying down, or standing still; moving blocks healing. | Melee bites, breath abilities, Bad Omen proc | Deep Wounds blocks bleed healing |
| Burn Status | Heat DoT that ramps regen loss with stacks and often pairs with Ashy Lungs stamina pressure. | Debuff | Always | Scales HP regen debuff by 10% per stack (10 stacks disables regen); deals 0.025% max HP every 3s plus 0.1% per extra stack. | Stacks with itself. | Stand still, sit, or lay down; also applies Ashy Lungs. | Melee burn, Defensive Burn, Fire Breath | Ashy Lungs |
| Poison Status | Stamina-draining DoT whose real drain is stamina loss per tick, not regen reduction. | Debuff | Always | Deals 0.2% max HP base plus 0.05% per stack every 3s; drains 0.35% stamina per stack each tick (UI regen text is misleading). | Stacks with itself. | Sit, lay down, or stand still; Muddy doubles heal rate. | Melee poison, breath poison | Sickly (similar drain feel) |
| Frostbite Status | Cold ailment that taxes hunger, stamina recovery, and bite speed rather than immobilizing you. | Debuff | Always | +10% hunger drain, -25% stamina regen, and +2.5% bite cooldown per stack. | Stacks with itself. | Standard ailment healing; distinct from Freeze and Hypothermia. | Seasonal snow, Frostbite Attack, Minty food buff | Hypothermia, Freeze |
| Necropoison Status | Escalating poison that shifts from visual tint to control inversion and ability lockout. | Debuff | Always | 1+ stacks tint screen; 7+ adds confusion chance; 10+ disables active abilities (Controls 1–6). | Stacks with itself. | Standard ailment healing. | Melee necropoison, breath abilities | Confusion Status, Tunnel Vision |
| Injury Status | Movement slow that stacks heavily and caps at 99 for long fights. | Debuff | Always | -0.75% movement speed per stack across walk, sprint, and flight (not jump or dart); cap 99 stacks. | Stacks up to 99. | Standard ailment healing. | Melee injury, Earthquake ticks, Bad Omen proc | Aftershock (Earthquake follow-up) |
| Ashy Lungs | Burn companion debuff that adds stamina regen pressure on top of burn damage. | Debuff | Always | -20% stamina regeneration. | Non-stacking. | Clears when burn and source effects end. | Burn Status side effect, volcanic eruption disasters | Burn Status |
| Bad Omen | Regen curse that can explode into another serious ailment if you fail to cleanse it. | Debuff | Always | -25% health regeneration per stack; when fully healed can proc a random major ailment bundle. | Stacks with itself. | Heal all stacks to avoid random proc. | Specific curse abilities | Bleed, Burn, Frostbite, Poison, and others |
| Corrosion Status | DoT that also crushes effective weight, making you hit softer and take more from similar-weight foes. | Debuff | Always | 0.5% max HP tick regardless of stacks; -7% weight base plus -1% per stack up to -97.5% at 90 stacks. | Stacks up to 90. | Sit, lay down, or stand still. | Melee corrosion, breath corrosion | Weight-based damage tradeoffs |
| Deep Wounds Status | Anti-heal gate that stops bleed recovery until the wound effect clears. | Debuff | Always | Blocks bleed status healing and regeneration entirely. | Non-stacking. | Wait for stacks to expire via standard decay. | Melee Deep Wounds abilities | Bleed Status |
| Disease Status | Sustain debuff that keeps draining needs and regen even if you keep moving. | Debuff | Always | +1.5% hunger and thirst depletion per stack; -15% HP and stamina regen. | Stacks with itself. | Heals even while moving. | Melee disease, Bad Omen proc | Sickly Status |
| Drowsy Status | Combat slowdown that makes your bites land less often. | Debuff | Always | Reduces bite attack speed. | Varies by source. | Standard ailment healing. | Sleep-related abilities | - |
| Fear Status | Panic debuff that cuts damage but makes you run faster; not the same as Scared. | Debuff | Always | -45% damage and +35% movement speed. | Varies by source. | Standard ailment healing. | Cause Fear ability | Scared Status (different effect) |
| Heartbroken Status | Anti-support debuff that shuts off outside heals while native regen still works. | Debuff | Always | Blocks all external healing except native HP regen. | Varies by source. | Standard ailment healing. | Social or event abilities | Healing Pulse Status |
| Radiation Status | Low DoT that mainly strips your ailment resistances so other debuffs land harder. | Debuff | Always | 0.5% max HP tick; reduces positive ailment block % nonlinearly up to 99% at 99 stacks. | Stacks up to 99. | Standard ailment healing. | Melee radiation, breath radiation | Ailment resistances |
| Scared Status | Cower-driven debuff with a bigger damage cut and smaller speed boost than Fear. | Debuff | Always | -50% damage and +25% movement speed; 10 stacks from Cower pose for 10 seconds. | 10 self-applied stacks from pose until movement. | Stacks persist until you move after cowering. | Cower pose | Fear Status (different effect) |
| Sticky Teeth Status | Single-application bite slow that cannot be stacked for extra delay. | Debuff | Always | +65% bite cooldown; does not stack or reapply. | Non-stacking, non-reapplicable. | Wait for effect to expire. | Sticky-related melee abilities | - |
Section
Control & Mobility Debuffs
Effects that limit movement, flight, actions, vision, or resource intake. Hard locks like Freeze and Paralyze need cleanses or patience. Realm hazards often clear once you leave the zone.
Blurred Vision
Screen blur that makes targeting and awareness harder.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Blurs the player's screen.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Bad Omen proc, vision abilities
- Related effects
- Tunnel Vision, Inked Status
Broken Legs Status
Hard mobility lock that removes jump, dart, and flight tools.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Disables dart, jump, and flight.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Leg-break melee abilities
- Related effects
- Torn Ligaments
Confusion Status
Control scramble that flips inputs and movement feel.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Periodically inverts controls and disorients movement.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Confusion abilities, Necropoison at 7+ stacks
- Related effects
- Necropoison Status, Shock Status
Freeze Status
Immobilizing cold that grounds flyers and heavily slows ground movement.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Grounds fliers, blocks flight and takeoff, and -75% walk and sprint speed.
- Stacking
- Varies by source.
- Recovery
- Heals over time even while moving.
- Common sources
- Freeze abilities, seasonal cold
- Related effects
- Frostbite Status, Hypothermia
Gale Status
Knockback-style slow applied after Gale ability contact.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Decreases overall movement speed.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Gale ability hits
- Related effects
- Slowed Status
Inked Status
Aquatic vision obscuring effect from Glowleaf contact.
- Type
- Debuff
- Availability
- Realm (Aquatic)
- Primary effect
- Obfuscates player vision.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Glowleaf plants in Aquatic Realm
- Related effects
- Blurred Vision, Love Struck
Paralyze Status
Root effect that still lets you bite but removes movement and turning.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Freezes target in place for several seconds; attacks still work but movement and turning stop.
- Stacking
- Timed effect.
- Recovery
- Wait out paralysis duration.
- Common sources
- Paralyze abilities
- Related effects
- Stunned
Shock Status
Movement jitter debuff that makes precise control unreliable.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Causes erratic, unpredictable movement.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Electric shock abilities
- Related effects
- Confusion Status
Shredded Wings
Anti-flight debuff that drops airborne targets immediately.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Disables flight and forces flying creatures to drop.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Wing-shred abilities, Bad Omen proc
- Related effects
- Broken Legs Status
Slowed Status
Flat movement slow applied by abilities and traps.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -20% all movement speed.
- Stacking
- Temporary.
- Recovery
- Standard ailment healing.
- Common sources
- Slow abilities, traps
- Related effects
- Gale Status, Sticky Trap Status
Snow Shield Status
Defensive snow field that protects allies but taxes your own hunger and thirst.
- Type
- Mixed
- Availability
- Always
- Primary effect
- +66.7% hunger and thirst drain while inside your own Snow Shield.
- Stacking
- While inside shield aura.
- Recovery
- Leave the shield area.
- Common sources
- Snow Shield ability placement
- Related effects
- -
Sticky Tar Status
Hardcore realm hazard that grounds and slows like aquatic kelp tar.
- Type
- Debuff
- Availability
- Realm (Hardcore)
- Primary effect
- Slows movement, prevents takeoff, and disables jumping.
- Stacking
- While in contact.
- Recovery
- Leave tar in Hardcore Realm.
- Common sources
- Tar hazards in Hardcore Realm
- Related effects
- Tangled Kelp Status
Sticky Trap Status
Trap slow from placed sticky hazards.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Applies a movement slow.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Sticky Trap ability
- Related effects
- Slowed Status
Stunned
Ability lockout that stops active skill use for a short window.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Disables active abilities.
- Stacking
- Timed effect.
- Recovery
- Wait out stun duration.
- Common sources
- Stun abilities
- Related effects
- Paralyze Status
Tangled Kelp Status
Aquatic realm hazard slow from kelp contact.
- Type
- Debuff
- Availability
- Realm (Aquatic)
- Primary effect
- Decreases movement speed.
- Stacking
- While touching kelp.
- Recovery
- Leave kelp in Aquatic Realm.
- Common sources
- Kelp hazards in Aquatic Realm
- Related effects
- Sticky Tar Status
Torn Ligaments
Stacking leg injury that slows walking and drains stamina or glide recovery.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -10% stamina and glide regen per stack (up to 10); -50% walk speed while any stacks remain.
- Stacking
- Stacks up to 10.
- Recovery
- Stacks decay naturally over time without sitting.
- Common sources
- Ligament Tear melee
- Related effects
- Broken Legs Status
Tunnel Vision
Peripheral vision loss that narrows what you can see on screen.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Darkens screen edges.
- Stacking
- Varies by source.
- Recovery
- Standard ailment healing.
- Common sources
- Necropoison high stacks, vision abilities
- Related effects
- Blurred Vision
Urchin Sickness
Aquatic hazard that blocks all food and water intake until cleared.
- Type
- Debuff
- Availability
- Realm (Aquatic)
- Primary effect
- Prevents eating and drinking.
- Stacking
- While afflicted.
- Recovery
- Standard ailment healing after leaving urchins.
- Common sources
- Urchin hazards in Aquatic Realm
- Related effects
- Sickly Status
| Name | Description | Type | Availability | Primary effect | Stacking | Recovery | Common sources | Related effects |
|---|---|---|---|---|---|---|---|---|
| Blurred Vision | Screen blur that makes targeting and awareness harder. | Debuff | Always | Blurs the player's screen. | Varies by source. | Standard ailment healing. | Bad Omen proc, vision abilities | Tunnel Vision, Inked Status |
| Broken Legs Status | Hard mobility lock that removes jump, dart, and flight tools. | Debuff | Always | Disables dart, jump, and flight. | Varies by source. | Standard ailment healing. | Leg-break melee abilities | Torn Ligaments |
| Confusion Status | Control scramble that flips inputs and movement feel. | Debuff | Always | Periodically inverts controls and disorients movement. | Varies by source. | Standard ailment healing. | Confusion abilities, Necropoison at 7+ stacks | Necropoison Status, Shock Status |
| Freeze Status | Immobilizing cold that grounds flyers and heavily slows ground movement. | Debuff | Always | Grounds fliers, blocks flight and takeoff, and -75% walk and sprint speed. | Varies by source. | Heals over time even while moving. | Freeze abilities, seasonal cold | Frostbite Status, Hypothermia |
| Gale Status | Knockback-style slow applied after Gale ability contact. | Debuff | Always | Decreases overall movement speed. | Varies by source. | Standard ailment healing. | Gale ability hits | Slowed Status |
| Inked Status | Aquatic vision obscuring effect from Glowleaf contact. | Debuff | Realm (Aquatic) | Obfuscates player vision. | Varies by source. | Standard ailment healing. | Glowleaf plants in Aquatic Realm | Blurred Vision, Love Struck |
| Paralyze Status | Root effect that still lets you bite but removes movement and turning. | Debuff | Always | Freezes target in place for several seconds; attacks still work but movement and turning stop. | Timed effect. | Wait out paralysis duration. | Paralyze abilities | Stunned |
| Shock Status | Movement jitter debuff that makes precise control unreliable. | Debuff | Always | Causes erratic, unpredictable movement. | Varies by source. | Standard ailment healing. | Electric shock abilities | Confusion Status |
| Shredded Wings | Anti-flight debuff that drops airborne targets immediately. | Debuff | Always | Disables flight and forces flying creatures to drop. | Varies by source. | Standard ailment healing. | Wing-shred abilities, Bad Omen proc | Broken Legs Status |
| Slowed Status | Flat movement slow applied by abilities and traps. | Debuff | Always | -20% all movement speed. | Temporary. | Standard ailment healing. | Slow abilities, traps | Gale Status, Sticky Trap Status |
| Snow Shield Status | Defensive snow field that protects allies but taxes your own hunger and thirst. | Mixed | Always | +66.7% hunger and thirst drain while inside your own Snow Shield. | While inside shield aura. | Leave the shield area. | Snow Shield ability placement | - |
| Sticky Tar Status | Hardcore realm hazard that grounds and slows like aquatic kelp tar. | Debuff | Realm (Hardcore) | Slows movement, prevents takeoff, and disables jumping. | While in contact. | Leave tar in Hardcore Realm. | Tar hazards in Hardcore Realm | Tangled Kelp Status |
| Sticky Trap Status | Trap slow from placed sticky hazards. | Debuff | Always | Applies a movement slow. | Varies by source. | Standard ailment healing. | Sticky Trap ability | Slowed Status |
| Stunned | Ability lockout that stops active skill use for a short window. | Debuff | Always | Disables active abilities. | Timed effect. | Wait out stun duration. | Stun abilities | Paralyze Status |
| Tangled Kelp Status | Aquatic realm hazard slow from kelp contact. | Debuff | Realm (Aquatic) | Decreases movement speed. | While touching kelp. | Leave kelp in Aquatic Realm. | Kelp hazards in Aquatic Realm | Sticky Tar Status |
| Torn Ligaments | Stacking leg injury that slows walking and drains stamina or glide recovery. | Debuff | Always | -10% stamina and glide regen per stack (up to 10); -50% walk speed while any stacks remain. | Stacks up to 10. | Stacks decay naturally over time without sitting. | Ligament Tear melee | Broken Legs Status |
| Tunnel Vision | Peripheral vision loss that narrows what you can see on screen. | Debuff | Always | Darkens screen edges. | Varies by source. | Standard ailment healing. | Necropoison high stacks, vision abilities | Blurred Vision |
| Urchin Sickness | Aquatic hazard that blocks all food and water intake until cleared. | Debuff | Realm (Aquatic) | Prevents eating and drinking. | While afflicted. | Standard ailment healing after leaving urchins. | Urchin hazards in Aquatic Realm | Sickly Status |
Section
Combat & Ability Buffs
Short-lived offensive and defensive boosts from active abilities and poses. Fortify also cleanses most debuffs and grants brief immunity, but it will not save you from hunger, thirst, or weather.
Adrenaline
High-risk burst buff that trades stamina regen for damage and speed.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increases damage and movement speed while disabling stamina regeneration.
- Stacking
- While active.
- Recovery
- Ends when effect expires.
- Common sources
- Adrenaline ability
- Related effects
- Unbridled Rage Status
Aggressive
Self-applied combat buff from holding Aggressive pose without moving.
- Type
- Buff
- Availability
- Always
- Primary effect
- +25% damage and -50% stamina regen; 10 stacks from Aggressive pose for 10 seconds until movement.
- Stacking
- 10 stacks from pose until movement.
- Recovery
- Stacks freeze until you move after aggroing.
- Common sources
- Aggressive pose
- Related effects
- Scared Status (opposite pose)
Amped Status
Instant stamina refill plus regen and speed boost.
- Type
- Buff
- Availability
- Always
- Primary effect
- +50% stamina regen, +10% speed, and instant +25% max stamina on apply.
- Stacking
- Varies by source.
- Recovery
- Standard buff decay.
- Common sources
- Amped ability sources
- Related effects
- Speed Blitz Status
Blessing's Boon
Support mark buff that adds stamina upfront and sustained healing over time.
- Type
- Buff
- Availability
- Always
- Primary effect
- Instant +25% stamina on apply; restores 15% HP over stack duration; duration stacks, stamina grant does not.
- Stacking
- Duration stacks; stamina grant once.
- Recovery
- Wait for duration to end.
- Common sources
- Kaminaru Lich Mark
- Related effects
- Malice's Mark, Lich Mark Status
Cocoon Rage
Post-cocoon damage spike reward for finishing the defensive phase.
- Type
- Buff
- Availability
- Always
- Primary effect
- +15% damage dealt when Cocooned Status expires.
- Stacking
- On cocoon break.
- Recovery
- Automatic on cocoon exit.
- Common sources
- Cocoon ability cycle
- Related effects
- Cocooned Status
Damage Link Status
Soul-link buff that mirrors damage and healing between linked targets.
- Type
- Mixed
- Availability
- Always
- Primary effect
- Links two creatures so all damage and healing received is shared.
- Stacking
- While link active.
- Recovery
- Ends when link breaks.
- Common sources
- Damage Link ability
- Related effects
- -
Defensive Status
Short weight boost for absorbing hits and winning weight trades.
- Type
- Buff
- Availability
- Always
- Primary effect
- +10% weight.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Defensive stance abilities
- Related effects
- Harden Status
Escape Area Status
Emergency mobility buff from the Escape Area active ability.
- Type
- Buff
- Availability
- Always
- Primary effect
- Greatly increases speed and stamina regeneration.
- Stacking
- Stack-timed duration.
- Recovery
- Standard buff decay.
- Common sources
- Escape Area ability
- Related effects
- Speed Blitz Status
Fortify Status
Cleanse plus short immunity window; does not block hunger, thirst, plushie, or weather effects.
- Type
- Buff
- Availability
- Always
- Primary effect
- Brief immunity to most incoming ailments after cleansing existing debuffs.
- Stacking
- Short immunity window.
- Recovery
- Automatic after Fortify use.
- Common sources
- Fortify ability
- Related effects
- Divination (ally cleanse)
Harden Status
Tank mode that trades speed for weight and regen.
- Type
- Buff
- Availability
- Always
- Primary effect
- Slows user but increases weight and HP regeneration.
- Stacking
- While active.
- Recovery
- Ends when ability ends.
- Common sources
- Harden ability
- Related effects
- Defensive Status
Hunters Curse Status
High-damage curse buff that doubles outgoing damage.
- Type
- Buff
- Availability
- Always
- Primary effect
- Doubles damage output.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Hunter's Curse ability
- Related effects
- Unbridled Rage Status
Lich Mark Status
Setup mark that converts into ally buff or enemy debuff depending on caster.
- Type
- Mixed
- Availability
- Always
- Primary effect
- Indicator mark that swaps into Blessing's Boon or Malice's Mark when the marker attacks.
- Stacking
- Until triggered.
- Recovery
- Removed when replaced by follow-up mark.
- Common sources
- Lich Mark ability (Kaminaru/Kamigami)
- Related effects
- Blessing's Boon, Malice's Mark
Life Leech Status
Sustain buff that turns damage dealt into self-healing.
- Type
- Buff
- Availability
- Always
- Primary effect
- Outgoing attacks heal the user for a portion of damage dealt.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Life Leech ability
- Related effects
- -
Malice's Mark
Offensive mark debuff that drains stamina and cuts damage on the marked target.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Instant -25% stamina on apply; -15% damage while afflicted; duration stacks, effect values do not.
- Stacking
- Duration stacks.
- Recovery
- Wait for mark duration.
- Common sources
- Kamigami Lich Mark
- Related effects
- Blessing's Boon, Lich Mark Status
Reflect Status
Melee mirror buff that sends plain bite damage back to attackers.
- Type
- Buff
- Availability
- Always
- Primary effect
- Reflects direct melee damage to attacker; white shield indicator; no DoT or breath reflect.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Reflect ability
- Related effects
- -
Speed Blitz Status
Short mobility burst with stamina recovery and ground speed.
- Type
- Buff
- Availability
- Always
- Primary effect
- +30% stamina regen and +25% walk and sprint speed.
- Stacking
- Temporary stacks.
- Recovery
- Standard buff decay.
- Common sources
- Speed Blitz ability
- Related effects
- Speed Gift Status
Speed Gift Status
Balanced speed gift covering ground and flight movement.
- Type
- Buff
- Availability
- Always
- Primary effect
- +20% stamina regen, walk, sprint, and flight speed.
- Stacking
- Temporary.
- Recovery
- Standard buff decay.
- Common sources
- Speed Gift ability
- Related effects
- Stolen Speed Status (inverse)
Tail Dropped
Escape tradeoff that makes you faster but much lighter and easier to knock around.
- Type
- Mixed
- Availability
- Always
- Primary effect
- +35% walk and run speed but -40% weight after Tail Drop.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Tail Drop ability
- Related effects
- -
Unbridled Rage Status
Damage spike that shuts off stamina regen until rage stacks clear.
- Type
- Buff
- Availability
- Always
- Primary effect
- +30% damage while stamina regeneration is disabled for as long as stacks remain.
- Stacking
- While stacks > 0.
- Recovery
- Stacks must decay.
- Common sources
- Unbridled Rage ability
- Related effects
- Adrenaline
Warden's Rage Status
Low-health berserk mode that trades healing for stamina and scaling damage.
- Type
- Mixed
- Availability
- Always
- Primary effect
- Disables HP regen, boosts stamina regen, and increases damage as health falls.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Warden's Rage ability
- Related effects
- Radiation Status (interaction)
| Name | Description | Type | Availability | Primary effect | Stacking | Recovery | Common sources | Related effects |
|---|---|---|---|---|---|---|---|---|
| Adrenaline | High-risk burst buff that trades stamina regen for damage and speed. | Buff | Always | Increases damage and movement speed while disabling stamina regeneration. | While active. | Ends when effect expires. | Adrenaline ability | Unbridled Rage Status |
| Aggressive | Self-applied combat buff from holding Aggressive pose without moving. | Buff | Always | +25% damage and -50% stamina regen; 10 stacks from Aggressive pose for 10 seconds until movement. | 10 stacks from pose until movement. | Stacks freeze until you move after aggroing. | Aggressive pose | Scared Status (opposite pose) |
| Amped Status | Instant stamina refill plus regen and speed boost. | Buff | Always | +50% stamina regen, +10% speed, and instant +25% max stamina on apply. | Varies by source. | Standard buff decay. | Amped ability sources | Speed Blitz Status |
| Blessing's Boon | Support mark buff that adds stamina upfront and sustained healing over time. | Buff | Always | Instant +25% stamina on apply; restores 15% HP over stack duration; duration stacks, stamina grant does not. | Duration stacks; stamina grant once. | Wait for duration to end. | Kaminaru Lich Mark | Malice's Mark, Lich Mark Status |
| Cocoon Rage | Post-cocoon damage spike reward for finishing the defensive phase. | Buff | Always | +15% damage dealt when Cocooned Status expires. | On cocoon break. | Automatic on cocoon exit. | Cocoon ability cycle | Cocooned Status |
| Damage Link Status | Soul-link buff that mirrors damage and healing between linked targets. | Mixed | Always | Links two creatures so all damage and healing received is shared. | While link active. | Ends when link breaks. | Damage Link ability | - |
| Defensive Status | Short weight boost for absorbing hits and winning weight trades. | Buff | Always | +10% weight. | While active. | Standard buff decay. | Defensive stance abilities | Harden Status |
| Escape Area Status | Emergency mobility buff from the Escape Area active ability. | Buff | Always | Greatly increases speed and stamina regeneration. | Stack-timed duration. | Standard buff decay. | Escape Area ability | Speed Blitz Status |
| Fortify Status | Cleanse plus short immunity window; does not block hunger, thirst, plushie, or weather effects. | Buff | Always | Brief immunity to most incoming ailments after cleansing existing debuffs. | Short immunity window. | Automatic after Fortify use. | Fortify ability | Divination (ally cleanse) |
| Harden Status | Tank mode that trades speed for weight and regen. | Buff | Always | Slows user but increases weight and HP regeneration. | While active. | Ends when ability ends. | Harden ability | Defensive Status |
| Hunters Curse Status | High-damage curse buff that doubles outgoing damage. | Buff | Always | Doubles damage output. | While active. | Standard buff decay. | Hunter's Curse ability | Unbridled Rage Status |
| Lich Mark Status | Setup mark that converts into ally buff or enemy debuff depending on caster. | Mixed | Always | Indicator mark that swaps into Blessing's Boon or Malice's Mark when the marker attacks. | Until triggered. | Removed when replaced by follow-up mark. | Lich Mark ability (Kaminaru/Kamigami) | Blessing's Boon, Malice's Mark |
| Life Leech Status | Sustain buff that turns damage dealt into self-healing. | Buff | Always | Outgoing attacks heal the user for a portion of damage dealt. | While active. | Standard buff decay. | Life Leech ability | - |
| Malice's Mark | Offensive mark debuff that drains stamina and cuts damage on the marked target. | Debuff | Always | Instant -25% stamina on apply; -15% damage while afflicted; duration stacks, effect values do not. | Duration stacks. | Wait for mark duration. | Kamigami Lich Mark | Blessing's Boon, Lich Mark Status |
| Reflect Status | Melee mirror buff that sends plain bite damage back to attackers. | Buff | Always | Reflects direct melee damage to attacker; white shield indicator; no DoT or breath reflect. | While active. | Standard buff decay. | Reflect ability | - |
| Speed Blitz Status | Short mobility burst with stamina recovery and ground speed. | Buff | Always | +30% stamina regen and +25% walk and sprint speed. | Temporary stacks. | Standard buff decay. | Speed Blitz ability | Speed Gift Status |
| Speed Gift Status | Balanced speed gift covering ground and flight movement. | Buff | Always | +20% stamina regen, walk, sprint, and flight speed. | Temporary. | Standard buff decay. | Speed Gift ability | Stolen Speed Status (inverse) |
| Tail Dropped | Escape tradeoff that makes you faster but much lighter and easier to knock around. | Mixed | Always | +35% walk and run speed but -40% weight after Tail Drop. | While active. | Standard buff decay. | Tail Drop ability | - |
| Unbridled Rage Status | Damage spike that shuts off stamina regen until rage stacks clear. | Buff | Always | +30% damage while stamina regeneration is disabled for as long as stacks remain. | While stacks > 0. | Stacks must decay. | Unbridled Rage ability | Adrenaline |
| Warden's Rage Status | Low-health berserk mode that trades healing for stamina and scaling damage. | Mixed | Always | Disables HP regen, boosts stamina regen, and increases damage as health falls. | While active. | Standard buff decay. | Warden's Rage ability | Radiation Status (interaction) |
Section
Survival Buffs & Recovery
Sustain helpers from food, water, mud, pack roles, and healing abilities. Satiated speeds growth and cuts hunger drain; Enriched keeps stamina topped up for longer fights. Muddy and Healing Pulse are the main tools for recovering while debuffs are still active.
Clean Water Status
Baseline hydration buff from standard clean water.
- Type
- Buff
- Availability
- Always
- Primary effect
- Reduces hunger and thirst drain while boosting stamina and HP regen after drinking clean water.
- Stacking
- Timed after drinking.
- Recovery
- Reapply by drinking clean water.
- Common sources
- Clean water sources
- Related effects
- Refreshed Status, Spring Water Status
Cocooned Status
Full damage immunity phase during cocoon transformation.
- Type
- Buff
- Availability
- Always
- Primary effect
- Grants damage immunity while cocooned.
- Stacking
- While cocoon intact.
- Recovery
- Break cocoon to exit; triggers Cocoon Rage.
- Common sources
- Cocoon ability
- Related effects
- Cocooning Status, Cocoon Rage
Cocooning Status
Setup phase that slows you while the protective cocoon forms.
- Type
- Mixed
- Availability
- Always
- Primary effect
- Slows the player while building a cocoon.
- Stacking
- During cocoon channel.
- Recovery
- Completes into Cocooned Status.
- Common sources
- Cocoon ability channel
- Related effects
- Cocooned Status
Enriched Status
Stamina sustain food buff with a long stack timer you can refresh.
- Type
- Buff
- Availability
- Always
- Primary effect
- +25% stamina and stamina regen; 300-stack timer refreshable.
- Stacking
- 300-stack timer, refreshable.
- Recovery
- Reapply by eating qualifying food.
- Common sources
- Carcasses, cherries, select food sources
- Related effects
- Satiated Status
Gestation
Nesting speed helper for faster egg development.
- Type
- Buff
- Availability
- Always
- Primary effect
- +2.5% egg gestation speed; still helps if base speed is 0.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Nesting/gestation mechanics
- Related effects
- Newborn Status
Healing Pulse Status
Flat HP tick boost that behaves differently from a simple regen percentage buff.
- Type
- Buff
- Availability
- Always
- Primary effect
- Adds flat +7% max HP per health tick on top of native regen after multipliers; still works when regen is blocked by bleed or burn.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Healing Pulse ability
- Related effects
- Muddy Status, Resting Status
Migration Region Status
Regional growth boost tied to the migration map zone.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increases growth speed and nest egg generation inside the Migration Region.
- Stacking
- While inside region.
- Recovery
- Leave region to lose effect.
- Common sources
- Map Migration Region zone
- Related effects
- Pack Migration Status
Muddy Status
Mud sustain buff that accelerates bleed and poison recovery.
- Type
- Buff
- Availability
- Always
- Primary effect
- +25% HP regen and doubles poison and bleed heal rate.
- Stacking
- Stack-timed.
- Recovery
- Standard ailment healing; mud wallow speeds recovery.
- Common sources
- Mud wallow, Muddy ability
- Related effects
- Fortify Status, Divination
Newborn Status
Post-nest recovery buff for the parent creature.
- Type
- Buff
- Availability
- Always
- Primary effect
- +50% HP regen and reduced hunger and thirst loss for the mother after hatching.
- Stacking
- Post-hatch window.
- Recovery
- Standard buff decay.
- Common sources
- Nesting and hatching
- Related effects
- Gestation
Pack Banner Protection
Den-based damage reduction for allied packmates.
- Type
- Buff
- Availability
- Always
- Primary effect
- -5% additional damage taken for packmates inside your pack den.
- Stacking
- While inside pack den.
- Recovery
- Leave den to lose effect.
- Common sources
- Pack den proximity
- Related effects
- Territory Status
Pack Forager
Forager role that triples how many resources you can haul.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increases resource carry limit from 1 to 3.
- Stacking
- While role assigned.
- Recovery
- Pack leader can reassign role.
- Common sources
- Pack leader role assignment
- Related effects
- Pack Guard, Pack Oracle, Pack Scout
Pack Guard
Guard role that trades speed for heavier, tankier defense.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increases defense by raising weight while lowering speed.
- Stacking
- While role assigned.
- Recovery
- Pack leader can reassign role.
- Common sources
- Pack leader role assignment
- Related effects
- Pack Forager, Pack Oracle, Pack Scout
Pack Migration Status
Pack-wide regen boost during migration zone travel.
- Type
- Buff
- Availability
- Always
- Primary effect
- Boosts HP and stamina regen when your pack is inside the Migration Region.
- Stacking
- While pack in region.
- Recovery
- Leave region to lose effect.
- Common sources
- Migration Region with active pack
- Related effects
- Migration Region Status
Pack Oracle
Oracle role for shared scent intel across the pack.
- Type
- Buff
- Availability
- Always
- Primary effect
- Lets you see what other packmates are sniffing.
- Stacking
- While role assigned.
- Recovery
- Pack leader can reassign role.
- Common sources
- Pack leader role assignment
- Related effects
- Pack Scout
Pack Scout
Scout role for faster movement and wider scent range.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increased movement speed and sniff range.
- Stacking
- While role assigned.
- Recovery
- Pack leader can reassign role.
- Common sources
- Pack leader role assignment
- Related effects
- Pack Oracle
Refreshed Status
Premium water drink bonus for extra HP recovery.
- Type
- Buff
- Availability
- Always
- Primary effect
- +5% HP regeneration after drinking water above 90% quality.
- Stacking
- Timed after drinking.
- Recovery
- Reapply with high-quality water.
- Common sources
- High-quality water (90%+)
- Related effects
- Clean Water Status
Resting Status
Den rest buff that supercharges passive healing on Bedding.
- Type
- Buff
- Availability
- Always
- Primary effect
- +50% passive HP regen while laying on Bedding den item.
- Stacking
- While on Bedding.
- Recovery
- Leave Bedding to lose effect.
- Common sources
- Bedding den item
- Related effects
- Healing Pulse Status
Satiated Status
Core food sustain buff that slows hunger and speeds growth.
- Type
- Buff
- Availability
- Always
- Primary effect
- -30% hunger drain and +50% growth speed.
- Stacking
- Timed after eating.
- Recovery
- Reapply by eating qualifying food.
- Common sources
- Berries, carcasses, Clover plushie water
- Related effects
- Enriched Status
Sea School Status
Aquatic school buff for low-tier creatures staying near packmates.
- Type
- Buff
- Availability
- Realm (Aquatic)
- Primary effect
- Applies buffs near Tier 1 and 2 packmates while you are Tier 1 or 2 in Aquatic Realm.
- Stacking
- While conditions met.
- Recovery
- Leave school formation or change tier.
- Common sources
- Aquatic Realm pack proximity
- Related effects
- Pack role buffs
Spring Water Status
Photovore specialty water buff with growth and stamina perks.
- Type
- Buff
- Availability
- Photovore-only
- Primary effect
- Photovore-only magical water buff: lower thirst drain and growth time with higher stamina and regen.
- Stacking
- Timed after drinking.
- Recovery
- Reapply at magical water sources.
- Common sources
- Magical water sources (photovores)
- Related effects
- Clean Water Status
Stamina Boost
World puddle buff for faster stamina recovery.
- Type
- Buff
- Availability
- Always
- Primary effect
- Increases stamina regeneration from Stamina Puddles.
- Stacking
- While in or after puddle.
- Recovery
- Standard buff decay.
- Common sources
- Stamina Puddles
- Related effects
- Enriched Status
Survival Boost
General sustain reward that slows hunger and thirst drain.
- Type
- Buff
- Availability
- Always
- Primary effect
- -20% hunger and thirst depletion.
- Stacking
- Timed reward.
- Recovery
- Standard buff decay.
- Common sources
- Warden Shrine reward, death reward
- Related effects
- Satiated Status
Territory Status
Territory sustain buff that makes food last longer at home.
- Type
- Buff
- Availability
- Always
- Primary effect
- Reduces hunger drain while inside your pack Territory.
- Stacking
- While in territory.
- Recovery
- Leave territory to lose effect.
- Common sources
- Pack Territory zone
- Related effects
- Migration Region Status
Water Regeneration
Passive thirst refill effect separate from drinking water buffs.
- Type
- Buff
- Availability
- Always
- Primary effect
- Regenerates the thirst meter over time.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Cloud Breath and similar abilities
- Related effects
- Clean Water Status
| Name | Description | Type | Availability | Primary effect | Stacking | Recovery | Common sources | Related effects |
|---|---|---|---|---|---|---|---|---|
| Clean Water Status | Baseline hydration buff from standard clean water. | Buff | Always | Reduces hunger and thirst drain while boosting stamina and HP regen after drinking clean water. | Timed after drinking. | Reapply by drinking clean water. | Clean water sources | Refreshed Status, Spring Water Status |
| Cocooned Status | Full damage immunity phase during cocoon transformation. | Buff | Always | Grants damage immunity while cocooned. | While cocoon intact. | Break cocoon to exit; triggers Cocoon Rage. | Cocoon ability | Cocooning Status, Cocoon Rage |
| Cocooning Status | Setup phase that slows you while the protective cocoon forms. | Mixed | Always | Slows the player while building a cocoon. | During cocoon channel. | Completes into Cocooned Status. | Cocoon ability channel | Cocooned Status |
| Enriched Status | Stamina sustain food buff with a long stack timer you can refresh. | Buff | Always | +25% stamina and stamina regen; 300-stack timer refreshable. | 300-stack timer, refreshable. | Reapply by eating qualifying food. | Carcasses, cherries, select food sources | Satiated Status |
| Gestation | Nesting speed helper for faster egg development. | Buff | Always | +2.5% egg gestation speed; still helps if base speed is 0. | While active. | Standard buff decay. | Nesting/gestation mechanics | Newborn Status |
| Healing Pulse Status | Flat HP tick boost that behaves differently from a simple regen percentage buff. | Buff | Always | Adds flat +7% max HP per health tick on top of native regen after multipliers; still works when regen is blocked by bleed or burn. | While active. | Standard buff decay. | Healing Pulse ability | Muddy Status, Resting Status |
| Migration Region Status | Regional growth boost tied to the migration map zone. | Buff | Always | Increases growth speed and nest egg generation inside the Migration Region. | While inside region. | Leave region to lose effect. | Map Migration Region zone | Pack Migration Status |
| Muddy Status | Mud sustain buff that accelerates bleed and poison recovery. | Buff | Always | +25% HP regen and doubles poison and bleed heal rate. | Stack-timed. | Standard ailment healing; mud wallow speeds recovery. | Mud wallow, Muddy ability | Fortify Status, Divination |
| Newborn Status | Post-nest recovery buff for the parent creature. | Buff | Always | +50% HP regen and reduced hunger and thirst loss for the mother after hatching. | Post-hatch window. | Standard buff decay. | Nesting and hatching | Gestation |
| Pack Banner Protection | Den-based damage reduction for allied packmates. | Buff | Always | -5% additional damage taken for packmates inside your pack den. | While inside pack den. | Leave den to lose effect. | Pack den proximity | Territory Status |
| Pack Forager | Forager role that triples how many resources you can haul. | Buff | Always | Increases resource carry limit from 1 to 3. | While role assigned. | Pack leader can reassign role. | Pack leader role assignment | Pack Guard, Pack Oracle, Pack Scout |
| Pack Guard | Guard role that trades speed for heavier, tankier defense. | Buff | Always | Increases defense by raising weight while lowering speed. | While role assigned. | Pack leader can reassign role. | Pack leader role assignment | Pack Forager, Pack Oracle, Pack Scout |
| Pack Migration Status | Pack-wide regen boost during migration zone travel. | Buff | Always | Boosts HP and stamina regen when your pack is inside the Migration Region. | While pack in region. | Leave region to lose effect. | Migration Region with active pack | Migration Region Status |
| Pack Oracle | Oracle role for shared scent intel across the pack. | Buff | Always | Lets you see what other packmates are sniffing. | While role assigned. | Pack leader can reassign role. | Pack leader role assignment | Pack Scout |
| Pack Scout | Scout role for faster movement and wider scent range. | Buff | Always | Increased movement speed and sniff range. | While role assigned. | Pack leader can reassign role. | Pack leader role assignment | Pack Oracle |
| Refreshed Status | Premium water drink bonus for extra HP recovery. | Buff | Always | +5% HP regeneration after drinking water above 90% quality. | Timed after drinking. | Reapply with high-quality water. | High-quality water (90%+) | Clean Water Status |
| Resting Status | Den rest buff that supercharges passive healing on Bedding. | Buff | Always | +50% passive HP regen while laying on Bedding den item. | While on Bedding. | Leave Bedding to lose effect. | Bedding den item | Healing Pulse Status |
| Satiated Status | Core food sustain buff that slows hunger and speeds growth. | Buff | Always | -30% hunger drain and +50% growth speed. | Timed after eating. | Reapply by eating qualifying food. | Berries, carcasses, Clover plushie water | Enriched Status |
| Sea School Status | Aquatic school buff for low-tier creatures staying near packmates. | Buff | Realm (Aquatic) | Applies buffs near Tier 1 and 2 packmates while you are Tier 1 or 2 in Aquatic Realm. | While conditions met. | Leave school formation or change tier. | Aquatic Realm pack proximity | Pack role buffs |
| Spring Water Status | Photovore specialty water buff with growth and stamina perks. | Buff | Photovore-only | Photovore-only magical water buff: lower thirst drain and growth time with higher stamina and regen. | Timed after drinking. | Reapply at magical water sources. | Magical water sources (photovores) | Clean Water Status |
| Stamina Boost | World puddle buff for faster stamina recovery. | Buff | Always | Increases stamina regeneration from Stamina Puddles. | While in or after puddle. | Standard buff decay. | Stamina Puddles | Enriched Status |
| Survival Boost | General sustain reward that slows hunger and thirst drain. | Buff | Always | -20% hunger and thirst depletion. | Timed reward. | Standard buff decay. | Warden Shrine reward, death reward | Satiated Status |
| Territory Status | Territory sustain buff that makes food last longer at home. | Buff | Always | Reduces hunger drain while inside your pack Territory. | While in territory. | Leave territory to lose effect. | Pack Territory zone | Migration Region Status |
| Water Regeneration | Passive thirst refill effect separate from drinking water buffs. | Buff | Always | Regenerates the thirst meter over time. | While active. | Standard buff decay. | Cloud Breath and similar abilities | Clean Water Status |
Section
Survival Debuffs & Resource Drain
Penalties tied to empty hunger or thirst bars, bad food and water, or disaster aftershocks. Fix the root cause first: eat, drink clean water, or wait out the aftershock window.
Aftershock
Earthquake follow-up debuff that cuts damage and stamina recovery.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -20% damage and -50% stamina regen per stack.
- Stacking
- Stacks with itself.
- Recovery
- Standard ailment healing.
- Common sources
- Earthquake ability aftermath
- Related effects
- Injury Status (Earthquake ticks)
Hungry Status
Starvation damage when hunger runs out.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Causes damage from starvation.
- Stacking
- While hunger depleted.
- Recovery
- Eat food to remove.
- Common sources
- Starvation threshold
- Related effects
- Thirsty Status
Sickly Status
Food-poisoning debuff from bad food or water that drains needs faster.
- Type
- Debuff
- Availability
- Always
- Primary effect
- +20% hunger and thirst depletion, -20% stamina and HP regen.
- Stacking
- 120 stacks from rotten food.
- Recovery
- Standard ailment healing; avoid rotten food and dirty water.
- Common sources
- Rotten food, dirty water
- Related effects
- Disease Status
Stolen Speed Status
Inverse of Speed Gift that slows and drains stamina recovery.
- Type
- Debuff
- Availability
- Always
- Primary effect
- -20% stamina regen, walk, sprint, and flight speed.
- Stacking
- Temporary.
- Recovery
- Standard ailment healing.
- Common sources
- Speed-steal abilities
- Related effects
- Speed Gift Status
Sugar Rush
Plushie-linked plant buff that favors gliders with faster flight recovery.
- Type
- Mixed
- Availability
- Always
- Primary effect
- Increases glide regen and flight speed when eating plants with Momo plushie equipped.
- Stacking
- While active.
- Recovery
- Standard buff decay.
- Common sources
- Plant food with Momo plushie
- Related effects
- Enriched Status
Thirsty Status
Dehydration damage when thirst runs out.
- Type
- Debuff
- Availability
- Always
- Primary effect
- Causes damage from dehydration.
- Stacking
- While thirst depleted.
- Recovery
- Drink water to remove.
- Common sources
- Dehydration threshold
- Related effects
- Hungry Status
| Name | Description | Type | Availability | Primary effect | Stacking | Recovery | Common sources | Related effects |
|---|---|---|---|---|---|---|---|---|
| Aftershock | Earthquake follow-up debuff that cuts damage and stamina recovery. | Debuff | Always | -20% damage and -50% stamina regen per stack. | Stacks with itself. | Standard ailment healing. | Earthquake ability aftermath | Injury Status (Earthquake ticks) |
| Hungry Status | Starvation damage when hunger runs out. | Debuff | Always | Causes damage from starvation. | While hunger depleted. | Eat food to remove. | Starvation threshold | Thirsty Status |
| Sickly Status | Food-poisoning debuff from bad food or water that drains needs faster. | Debuff | Always | +20% hunger and thirst depletion, -20% stamina and HP regen. | 120 stacks from rotten food. | Standard ailment healing; avoid rotten food and dirty water. | Rotten food, dirty water | Disease Status |
| Stolen Speed Status | Inverse of Speed Gift that slows and drains stamina recovery. | Debuff | Always | -20% stamina regen, walk, sprint, and flight speed. | Temporary. | Standard ailment healing. | Speed-steal abilities | Speed Gift Status |
| Sugar Rush | Plushie-linked plant buff that favors gliders with faster flight recovery. | Mixed | Always | Increases glide regen and flight speed when eating plants with Momo plushie equipped. | While active. | Standard buff decay. | Plant food with Momo plushie | Enriched Status |
| Thirsty Status | Dehydration damage when thirst runs out. | Debuff | Always | Causes damage from dehydration. | While thirst depleted. | Drink water to remove. | Dehydration threshold | Hungry Status |
How stacks and recovery actually work
Most ailments heal in stacks, not fixed real-time seconds. Dev tuning can change how fast a stack ticks down, so treat timing as stack-based rather than a guaranteed clock.
Your pose matters a lot. Sitting doubles ailment healing speed. Laying down quadruples it and also stops HP loss from hypothermia. A mud wallow speeds recovery further, and the Muddy buff doubles poison and bleed heal rate on top of a regen boost.
For combat DoTs, laying down also sets a safety floor: you stop losing HP from bleed, burn, or poison once you are down, even if stacks remain. That makes a full lay-down a valid panic button when you cannot reach shelter.
Fortify cleans most negative statuses and grants a brief immunity window. It does not touch hunger, thirst, plushie effects, or weather ailments. Divination charms strip two stacks each from major DoTs and control ailments on nearby packmates.
Combat debuffs: what to prioritize
Bleed, burn, and poison are the ailments players run into most. Bleed blocks HP regen and deals flat damage per stack; moving while bleeding blocks self-healing. Burn scales its regen penalty with stacks and can spawn Ashy Lungs. Poison drains a slice of max HP on a timer and pulls stamina per stack (ignore any misleading UI text about stamina regen).
Frostbite is a stacking survival tax: faster hunger drain, slower stamina regen, and longer bite cooldowns. Necropoison escalates through color tint, confusion, and ability lock at high stacks. Corrosion shaves weight while ticking damage. Radiation is a low DoT that also eats into your positive ailment block percentage.
Deep Wounds is the sneaky one: it blocks bleed healing entirely, so you need a cleanse or to wait it out before normal bleed recovery works again.
| If you are dealing with… | First move |
|---|---|
| Bleed or poison while low | Stop moving, sit or lay, seek mud or Muddy buff |
| Deep Wounds plus bleed | Cleanse or outlast Deep Wounds before bleed healing returns |
| High Necropoison stacks | Treat ability lock as imminent; cleanse or retreat early |
| Corrosion weight crash | Shed stacks before a weight trade or flight escape |
Control and mobility debuffs
These effects decide whether you can fight, fly, or eat at all. Freeze and Paralyze hard-lock actions. Slowed, Shock, and Confusion soften your options without a full stop. Shredded Wings and Broken Legs hit movement modes directly.
Realm hazards like Sticky Tar, Tangled Kelp, and Urchin Sickness block specific actions until you leave the hazard zone. Vision debuffs (Blurred Vision, Tunnel Vision, Inked) change awareness more than raw stats.
Fear and Scared look similar but behave differently: Fear cuts damage less but boosts speed more; Scared is tied to the Cower pose with a heavier damage penalty.
Ability buffs and cleanses
Temporary combat buffs come from active abilities and poses. Adrenaline and Unbridled Rage trade stamina sustain for damage and speed. Aggressive pose stacks damage while you hold still. Fortify, Harden, and Reflect are your defensive toolkit.
Escape Area and Speed Blitz are panic buttons for repositioning. Life Leech and Damage Link change how damage flows between targets. Lich Mark family buffs (Blessing's Boon, Malice's Mark) mix instant stamina with sustained healing.
When planning a fight, note which buffs stack duration versus which grant a one-time burst on apply.
Survival sustain and food pairing
Food and water statuses reward planning before a long hunt.
Satiated cuts hunger drain and speeds growth. Enriched boosts stamina and stamina regen with a long refreshable timer. They pair well: Satiated for growth sessions, Enriched for stamina-heavy combat or flight.
Clean Water, Spring Water, and Refreshed cover thirst-side sustain. Muddy is both a regen buff and a bleed/poison recovery accelerator. Healing Pulse adds a flat HP tick bonus that still works when bleed or burn blocks normal regen.
Pack and territory buffs (Pack Forager/Guard/Oracle/Scout, Pack Banner Protection, Territory, Migration Region) change how groups sustain and grow together.
Survival debuffs and resource drain
Hungry and Thirsty trigger direct damage when bars empty. Sickly from rotten food or dirty water drains needs faster and slows regen. Aftershock lingers after earthquake disasters with injury-style movement loss.
Avoid eating questionable carcasses or drinking from poisoned water after acid rain unless you want Sickly or Disease on top of everything else.
Weather and environmental ailments
Three cold-related effects confuse players because the names overlap:
- Frostbite comes from seasonal snow piles and combat abilities. It stacks hunger and stamina penalties.
- Hypothermia is blizzard exposure. It crushes stamina regen and drains HP unless you shelter or lay down.
- Freeze is a hard immobilize from abilities, not the same as walking through a blizzard.
Acid Rain and Heat Wave are shelter checks: acid rain adds poison stacks, heat wave adds burn stacks. Rain Ailment taxes takeoff during normal rain but helps water interaction. Blood Moon and Blue Moon swing whole-server combat and recovery stats in opposite directions.
Event rows like Corruption, Star Speed, Spicy, and Minty rotate with seasonal content. Check availability on each card before assuming they are live.
Map-wide and seasonal ailments from blizzards, acid rain, heat waves, moons, and events. Frostbite (ability or snow), Hypothermia (blizzard shelter check), and Freeze (hard immobilize) are three different problems with different fixes.
FAQ
Does sitting or laying down heal status effects faster?
Yes. Sitting doubles ailment healing speed. Laying down quadruples it and also stops HP loss from bleed, burn, poison, and hypothermia. Mud wallows and the Muddy buff speed recovery even more.
What is the difference between Frostbite, Hypothermia, and Freeze?
Frostbite is a stacking debuff from combat or seasonal snow that raises hunger drain and slows stamina regen. Hypothermia comes from blizzard exposure and drains HP unless you shelter or lay down. Freeze is a hard immobilize from abilities, separate from weather cold.
Does Fortify remove every debuff?
Fortify cleans most negative combat and control ailments and grants a short immunity window. It does not remove hunger, thirst, plushie effects, or weather ailments like acid rain or hypothermia.
Why does my poison stack say something about stamina regen?
Poison drains stamina per stack on a timer. The UI can show misleading stamina-regen text, but the real penalty is stamina drain plus max-HP damage ticks.
What is the difference between Fear and Scared?
Fear cuts damage by 45% and raises move speed by 35%. Scared is tied to the Cower pose with a 50% damage cut and 25% speed boost. They are related debuffs with different numbers and triggers.
Are status effect stack timers real-time seconds?
Stacks decay on a stack-based timer that developers can tune. Treat durations as stack counts rather than guaranteed real-time seconds.




