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The Codex · in development

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.

4effect families6stacking rules3Corruption breakpointtieredFatigued → Exhausted

Corruption above three · changes the cultivator

Buffs

RegenShieldHasteBlessed

Debuffs

BurnPoisonBleedStun

Conditions

FatiguedExhaustedCorruption ICorruption IICorruption III

HP

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.

CategoryMax active
Blessings1
Rest Effects2
Food Effects1
Fatigue1
Weather Effects3
Duty Effects1

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

Source: TitanSaga-Godot — buffs.json, World-Engine — BATTLE_SKILL_SYSTEM_IMPLEMENTATION, TITAN_SAGA_BESTIARY.