Status Effects
Every timed buff a spell lays on players and every debuff it lays on mobs: what each does while it lasts, how strong it is, and which spells lay it.
A status effect is a timed condition a spell lays: a buff on players — the caster alone, everyone round them, or the ally an orb reaches — or a debuff on the mobs a spell strikes. Each lasts as long as its spell says, stretched by the caster's skills and by the magic stat that governs the spell; laying one again while it lasts refreshes it, the later end and the stronger effect winning. Your own buffs show beside your health and mana with the seconds they have left — a barrier also shows how much more it can soak up — and blink as they run out. Death ends them all.
Laying buffs trains the spell's school: 0.5 experience for every second of effect laid on a player, summed over everyone a cast reaches — the only thing that trains Enchantment. Every spell that lays an effect lists it on the Spells page.
Buffs — on players
Haste
Your feet are quickened: you walk, run and sprint faster.
haste- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Movement speedAdded on top while it lasts — this much unless the spell lays it stronger or weaker
- +35%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Boon (+30%, 12s), Haste (+35%, 15s), Wayfarer's Blessing (+30%, 45s)
Water Walking
Open water bears you up like solid ground: walk, run and jump across lakes and seas without sinking. Take care where you are standing when it wears off.
water_walking- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- StrengthIt has no magnitude: while it lasts, it simply holds
- On or off
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Water Walking (30s), Wayfarer's Blessing (45s)
Featherfall
You jump higher and drift back down as gently as a feather.
featherfall- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Jump strengthAdded on top while it lasts — this much unless the spell lays it stronger or weaker
- +30%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Feather Step (+30%, 20s), Wayfarer's Blessing (+30%, 45s)
Barrier
A shell of defensive magic soaks up the damage of the hits you take until it breaks or fades.
barrier- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Damage absorbedA pool drawn down as it works: it ends early once spent
- 40
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Defensive Magic (40, 10s)
Stoneskin
Your skin turns hard as granite: every hit you take is softened.
stoneskin- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Damage takenTaken off while it lasts — this much unless the spell lays it stronger or weaker
- -35%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Stoneskin (-35%, 15s), Aegis (-30%, 12s)
Empowered
Power burns in you: every blow you strike, spell you hurl and arrow you loose hits harder.
empowered- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Damage dealtAdded on top while it lasts — this much unless the spell lays it stronger or weaker
- +25%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Inner Fire (+25%, 12s)
Clarity
Your mind is still and clear: mana flows back to you far faster.
clarity- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Mana regenerationAdded on top while it lasts — this much unless the spell lays it stronger or weaker
- +200%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Clarity (+200%, 15s)
Concealed
Your mana is hidden: monsters cannot sense you and pay you no mind — until you strike one, which gives you away.
concealed- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- StrengthIt has no magnitude: while it lasts, it simply holds
- On or off
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Mana Concealment (30s)
Lumen
A mote of light floats at your shoulder, lighting the dark around you.
lumen- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- StrengthIt has no magnitude: while it lasts, it simply holds
- On or off
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Lumen (180s)
Flame Ward
Wreathed in flame: anything that strikes you in melee is burned for it and set alight.
flame_ward- Laid onLaid on players — the caster, or the allies a spell reaches — and shown beside your health while it lasts
- Players
- Damage returnedA pool drawn down as it works: it ends early once spent
- 8
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Flame Ward (8, 20s)
Debuffs — on mobs
Bound
Held fast by magic: it cannot move, attack or flee until the binding fades.
bound- Laid onLaid on the mobs a spell strikes; it never touches a player
- Mobs
- StrengthIt has no magnitude: while it lasts, it simply holds
- On or off
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Waldgose (1.5s), Sorganeil (4s), Judradjim (1s), Glacial Prison (3.5s), Repulse (1s)
Chilled
Numbed by the cold: it moves sluggishly until it thaws.
chilled- Laid onLaid on the mobs a spell strikes; it never touches a player
- Mobs
- Movement speedTaken off while it lasts — this much unless the spell lays it stronger or weaker
- -45%
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Maelstrom (-50%, 4s), Earthquake (-45%, 3s), Ice Shard (-45%, 2.5s), Frost Nova (-60%, 4s), Ice Lance (-45%, 3s), Blizzard (-60%, 5s)
Burning
Set alight: it takes damage every moment until the flames die down, credited to whoever lit them.
burning- Laid onLaid on the mobs a spell strikes; it never touches a player
- Mobs
- DamageEvery second while it lasts
- 6/s
- Laid byHow strongly and for how long each spell lays it, before the caster's skills and governing stat stretch the time
- Hellfire (6/s, 4s)












