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Status Effects
May 22, 2026 at 10:26 AM
Added an Environmental and Naval States section covering the Wood Plague hazard and the Broken Rhythm naval debuff, linked Comfort Level to the Comfort System, and added cross-link
Status Effects are temporary combat states applied to the player or an enemy. They fall into two broad categories: self-buffs that the player maintains on themselves (through resting, weapon specials, or consumables), and enemy debuffs that the player applies through specific weapons and talents.

Effect | Source | Mechanic |
|---|---|---|
Bonfire at your base | Boosts stamina regeneration. Scales with Comfort Level. | |
Stacks on kill/hit. 5 stacks enables a 35% heal special [F]. | ||
+10% crit chance per stack on kill; caps at 3 (+30% total). | ||
Out of stamina | Disables sprint and dodge until recovered. |
Effect | Source | Mechanic |
|---|---|---|
Stacks up to 5. 25 damage per second per stack (125 DPS max). | ||
Light attacks stack up to 8 marks. Heavy consumes all marks for bonus damage; 6+ marks heals the wielder. | ||
Target takes 15% more damage from all sources. | ||
Fire (Fire Damage) | Applied on hit; scales damage-over-time. Epic tier has a 60% chance to trigger a fire explosion around the target. | |
Swamp Creature's Tooth (on crit) | AoE burst to nearby enemies, scaling higher the lower the wielder's HP. |
Not every state comes from a melee or ranged weapon. A couple of important ones are tied to where you are and what you are doing rather than a hit landing.
Effect | Source | Mechanic |
|---|---|---|
Wood Plague | Tainted forest zones in the Cursed Swamps | An environmental hazard. A meter fills while you stand in the corrupted zone and kills you at the cap. Reduced by sun rings: the Major Sun Ring cuts build-up by roughly 45 percent. See Corruption for the full breakdown. |
Broken Rhythm | A naval debuff applied to an enemy ship. Reduces the target's reload speed and damage by 20 percent, a strong sustain tool in outnumbered sea fights. Part of the Naval Tactics system. |
Exact figures for these can move with balance patches during Early Access, so read the percentages as current values rather than fixed constants.

Most status effects are applied on hit by a weapon with the matching mechanic. A few (Rested, Winded) are driven by environmental or resource conditions rather than a specific weapon. Stack caps and duration rules are per-effect; most effects communicated in the game's UI show a stack counter or a timer.
The most common build-defining interaction is between a weapon's stack mechanic and the talents that reward it. Rapier of a Thousand Cuts builds want Bleeding on the target as the baseline DPS loop. Plague weapon builds layer Plague Marks on the enemy and Plague Echoes on the wielder simultaneously. Marksman builds prioritize Vulnerability setups for a 15% incoming-damage multiplier on boss targets.
Wielder-side plague stacking is documented in depth on the Corruption page, which covers the 5-stack heal release and the weapons that feed it. For the talent trees that turn these effects into damage, see the Talent System and the wider Combat systems overview.
Deadly Finale - scales damage per consecutive hit, strongest with bleed rotations
Bulletstorm - scales damage per consecutive ranged hit; benefits from Vulnerability windows
Retribution - converts Temporal Health to Health more effectively; central to Plague Echoes sustain
You Will Answer for This - more Temporal Health on damage taken; central to Plague sustain
Bleeding - the signature Rapier of a Thousand Cuts DoT
Plague Echoes - wielder stacks from plague weapons
Plague Marks - enemy debuff from Rapier of Devastation / Plague Halberd
Winded - out-of-stamina state
Rested - stamina-regen buff from bonfires
Vulnerability - Epic Drake's Double-Barreled Pistol debuff
Combat - overall combat systems
Corruption: the wielder plague resource and the Wood Plague environmental hazard
Naval Tactics: ship buffs and debuffs, including Broken Rhythm