Buffs · debuffs · persistent conditions · stacking rules
The numbers under the health bartell most of the fight.
Burns and poisons compound damage across rounds. Shields and regens turn losing fights into managed ones. Stun denies a turn outright. Corruption stacks past three and starts permanently changing the cultivator. Fatigued and Exhausted gate what you can do between fights. The cleanse priority list is its own combat skill.
Corruption above three · changes the cultivator
Buffs
RegenShieldHasteBlessedDebuffs
BurnPoisonBleedStunConditions
FatiguedExhaustedCorruption ICorruption IICorruption IIIHP
62 / 100
Three columns · cleanse priority is its own skill
4
Effect families
6
Category-stacking rules
6
Removal mechanisms
Yes
Progression chains
How status effects work
An ability that applies a status effect carries an applies_status_effects list and a status_duration. When the ability lands, every status ID in the list is queued onto the target with the listed duration.
Each effect has:
- Duration — fixed duration, or persistent (until cleansed / specific removal trigger).
- Stackable — whether multiple instances can co-exist. Burns stack up to 3; Poison stacks up to 5; Stuns don't stack at all.
- Category — controls which stacking-cap rules apply across effects. Two Blessings cannot co-exist; three Weather effects can.
- Severity — for persistent debuffs, severity often dictates progression (Fatigued severity 1 → Exhausted severity 2).
- Modifiers — flat (
strength_flat: 2) or percent (attack_speed_percent: -15). Applied additively unless explicitly multiplicative. - Removal conditions — what makes the effect end. Some have a single trigger; some have several.
Combat debuffs
Short-duration negative effects inflicted in combat.
Burn
DoT · 4–8 s typical · stacks: Yes (up to 3)
- Effect
- Deals 8–15 damage/s. Damage scales with the applier's INT.
- Source
- Fire-aspect abilities, Emberwrath aura, certain alchemy
- Removal
- Water magic, immersion, time-out.
- Visual
- Flame particles on target
Poison
DoT · 10–20 s · stacks: Yes (up to 5)
- Effect
- Deals 5–10 damage/s; ticks ignore most armor. Stacks compound multiplicatively.
- Source
- Venom-aspect abilities, Rendrown blood-magic strikes, certain alchemy
- Removal
- Cleanse, antidotes, Apothecary salves.
- Visual
- Green tint on target
Bleed
DoT · 5 s · stacks: Yes (up to 5)
- Effect
- Deals 10 damage/s. Movement-aggravated — bleeding while moving costs additional Stamina.
- Source
- Rending Strike, dagger backstabs, beast claw attacks
- Removal
- Healing magic, rest, time-out.
- Visual
- Blood drip trail
Stun
Control · 1.5–3 s · stacks: No
- Effect
- Target cannot act, cannot defend, cannot block. Damage taken increased.
- Source
- Shield bash, War Stomp, Power Blow critical, monster slams
- Removal
- Wait it out, certain immunities (Juggernaut passive), Cleanse on some essences.
- Visual
- Stars / dazed icon
Root
Control · 3–8 s · stacks: No
- Effect
- Target cannot move. May still attack and cast in place.
- Source
- Slowing Field, vines, gravity-aspect spells
- Removal
- Cleanse, breaks on heavy damage in some variants.
- Visual
- Vines or stone-grip on feet
Slow
Control · 5–10 s · stacks: Yes (up to 3, capped)
- Effect
- Movement speed and attack speed reduced 25–50%.
- Source
- Frost-aspect, gravity wells, water magic
- Removal
- Cleanse, Swift-aspect immunity, time-out.
- Visual
- Frost / drag effect
Fear
Control · 2–4 s · stacks: No
- Effect
- Target flees from the source for the duration. AI breaks formation; players lose control of movement.
- Source
- Intimidating Shout, Terror, Demoralizing Roar
- Removal
- Cleanse, fear-immunity passives, Hope or Courage essence.
- Visual
- Purple aura, fleeing animation
Blind
Control · 3–6 s · stacks: No
- Effect
- Critical-hit chance reduced to 0, ranged accuracy halved. Melee attacks miss 50% of the time.
- Source
- Light flash, sand, shadow attacks
- Removal
- Cleanse, Truth essence, time-out.
- Visual
- Black smudge over eyes
Silence
Control · 3–5 s · stacks: No
- Effect
- Target cannot cast spells or use magical abilities. Passive abilities continue.
- Source
- Anti-magic strikes, Arcane Assembly counter-spells
- Removal
- Cleanse, time-out, certain immunities.
- Visual
- Crossed-out mouth icon
Essence Drain
Resource · 5–10 s · stacks: Yes (up to 3)
- Effect
- Drains Mana / Stamina / Rage from the target each second; transfers half to the attacker.
- Source
- Remnants, Void Wolves, Essence Wraiths
- Removal
- Anti-essence weapons, virtue-essence cleansing, time-out.
- Visual
- Essence wisps flowing from target
Corruption
Persistent · Persistent (until cleansed) · stacks: Yes (up to 10)
- Effect
- Each stack reduces all stats by 2%. At 10 stacks, target risks transformation into a Corruption Spawn.
- Source
- Void Heart, Shade Stalker, corruption pools
- Removal
- Virtue essence, sealing techniques, dedicated purification.
- Visual
- Black-veined skin, growing darker per stack
Madness
Persistent · Persistent · stacks: No (severity 1–3)
- Effect
- Target perceives false targets, may attack allies, cannot reliably read its own stat sheet. AI behaviour becomes erratic.
- Source
- Void Heart aura, Abyss Trench encounters, Timeless Wastes
- Removal
- Mercy or Truth essence, dedicated mental cleansing, Lyra-shrine rituals.
- Visual
- Reality flickers, hallucination overlays
Combat buffs
Short-duration positive effects inflicted in combat — by you, on you, or by an ally.
Battle Cry
Combat buff · 10 s · stacks: No
- Effect
- +20% attack for the duration. Self-only.
- Source
- Striker S004 — Battle Cry ability
- Removal
- Time-out; cannot be cleansed by hostiles.
Block Stance
Defensive · Toggle · stacks: No
- Effect
- Reduces incoming physical damage by 40%; reduces movement speed by 30%.
- Source
- Guardian shield abilities
- Removal
- Untoggle; broken by certain pierce attacks.
Regeneration
HoT · 8 s · stacks: Yes (up to 3)
- Effect
- Heals 15 HP/s. Stacks add linearly. Tick reduced if target is taking damage.
- Source
- Healer Regrowth, Restorative-aspect abilities
- Removal
- Cleanse by hostile, dispel.
Haste
Speed · 6–12 s · stacks: No
- Effect
- +25% attack speed, +20% movement speed, −10% cooldowns.
- Source
- Swift-aspect abilities, Bard performance, certain consumables
- Removal
- Time-out; can be cleansed.
Essence Shield
Absorption · 5 s · stacks: Yes — shields add to a pool
- Effect
- Absorbs N HP of damage before HP is touched. Pool depletes from damage taken.
- Source
- Guardian Shield Wall, certain ward abilities
- Removal
- Depletion, dispel.
Persistent buffs (out of combat)
Long-duration positive effects from religious rites, rest, food, and duty assignments. These are the "always-on" layer good play maintains continuously.
Temple Blessing
Blessing · 24 h · stacks: No
- Effect
- +10% defence, +10% magic resist, +5% HP regen.
- Source
- Temple prayers (Silver Hand, Lyra shrines)
- Removal
- Death, curse.
Well Rested
Rest · 12 h · stacks: No
- Effect
- +10% XP gain, +25% Stamina regen, +10% HP regen.
- Source
- A full night's sleep at inn or camp
- Removal
- Exhaustion, death.
Nourished
Food · 8 h · stacks: No
- Effect
- +5% max HP, +2 STR, +2 VIT.
- Source
- Hearty meal from Chef or Cook
- Removal
- Death.
Inn Comfort
Rest · 16 h · stacks: No
- Effect
- +1 CHA, +1 LUCK, +5% gold find.
- Source
- Quality inn stay
- Removal
- Death.
Persistent debuffs (out of combat)
Long-duration negative effects from neglecting rest, exposure to weather, or sustained corruption. Generally avoidable; if ignored, they compound.
Fatigued
Fatigue (severity 1) · Until rested · stacks: No
- Effect
- −25% Stamina regen, −10% movement speed.
- Source
- Continuous travel / combat without rest
- Removal
- Rest. Progresses to Exhausted if ignored.
Exhausted
Fatigue (severity 2) · Until rested · stacks: No
- Effect
- −10% all stats, −50% Stamina regen, −25% XP gain.
- Source
- Ignoring Fatigued for too long
- Removal
- Full rest, restoration spell.
Soaked
Weather · 2 h · stacks: No
- Effect
- −20% fire resist, +25% lightning damage taken.
- Source
- Heavy rain, river crossings
- Removal
- Shelter, fire exposure.
Chilled
Weather · 1 h · stacks: No
- Effect
- −15% attack speed, −10% movement.
- Source
- Cold regions, blizzards
- Removal
- Warmth, fire exposure.
Progression chains
A few status effects evolve into worse versions of themselves if left untreated. The engine tracks this with a progresses_to field:
- Fatigued → Exhausted. Severity 1 fatigue from continuous travel becomes severity 2 exhaustion after a fixed time without rest. Exhausted has much harsher modifiers.
- Corruption (1) → Corruption (5) → Corruption (10). Corruption accumulates by stack rather than severity. At 10 stacks the target risks involuntary transformation.
- Madness (1) → Madness (3). Each tier introduces new perception distortions. Tier 3 cannot reliably read its own UI.
- Burn → Combustion. Three Burn stacks on the same target may proc Combustion — a brief, larger AoE damage event that clears the Burn stacks.
Progression is checked at fixed simulation ticks, not continuously, so a brief Fatigued window between actual rests is harmless. The problem is consecutive Fatigued ticks.
Category stacking limits
Each effect belongs to a category. Categories carry max-active caps — you can hold many effects total, but not many of the same category.
| Category | Max active |
|---|---|
| Blessings | 1 |
| Rest Effects | 2 |
| Food Effects | 1 |
| Fatigue | 1 |
| Weather Effects | 3 |
| Duty Effects | 1 |
How effects get removed
Cleanse
Healer ability and certain consumables. Removes one debuff at a time. Most combat debuffs are cleansable.
Virtue cleansing
Mercy and Truth essences can cleanse effects that resist normal removal — Corruption, Madness, deep curses.
Time-out
Most combat debuffs simply expire. If you survive the duration, the effect is gone.
Removal trigger
Some effects are cleared by specific triggers — Soaked is cleared by shelter or fire exposure; Caravan Guard clears on escort_complete or escort_failed.
Progression
Some debuffs progress to worse versions if not removed in time — Fatigued → Exhausted is the canonical example.
Immunity
Passive abilities and certain item enchantments grant immunity to specific status families. Juggernaut (Striker passive) makes you immune to knockback and slow.
Practical reminders
- Rest before you're Fatigued. Sleeping at an inn re-applies Well Rested and Inn Comfort — 16+ h of stat buffs, free.
- Eat before you fight. A Nourished buff gives +5% max HP and +2 STR/VIT for 8 h. That's two STR breakpoints on a fresh build.
- Cleanse priorities: Stun, Fear, Silence > Slow, Blind > DoT effects. You can often outlast a Burn or Poison stack but a Stun in the wrong moment is the fight.
- Corruption is the dangerous one. Most debuffs are temporary. Corruption is not. Carry virtue-essence items or stay out of Corruption Wastes.
- Weather is real. Soaked + Lightning attacker = +25% lightning damage taken. Either avoid the rain or fight a different element.
Where to read next
Battle system →
The combat loop that applies most of these effects — turn order, energy pools, hit resolution, status queuing.
Bestiary →
The creatures that inflict the worst of these — Corruption Spawn, Void Heart, Shade Stalker.
Abilities →
The aspect-driven abilities that apply each kind of effect — Corrupting adds DoT, Restorative adds HoT, etc.
Professions →
Healers, Apothecaries, and Cooks all produce or remove status effects. They're the maintenance layer of the game.
Source: TitanSaga-Godot — buffs.json, World-Engine — BATTLE_SKILL_SYSTEM_IMPLEMENTATION, TITAN_SAGA_BESTIARY.
