Effects

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List of Effects

Effect Description
acute blinking tic There is a small chance each round that you randomly teleport to a nearby location.
asleep (if in sleep mode):

In power conservation mode. -12 DV. Attackers receive +4 to penetration rolls. Will return to normal operations dazed if damage is taken.

(if asleep): Unconscious. -12 DV. Attackers receive +4 to penetration rolls.

Will wake up dazed if damage is taken.
berserk 100% chance to dismember with axes.
blaze tonic (if truekin):

Immune to heat damage. Can't be frozen. +25% heat damage dealt. -50 Cold Resist +20 Quickness Temperature can't be increased by external heat sources. Must move around to avoid combusting and losing the effects of this tonic.

(if mutant): Immune to heat damage. Can't be frozen. +25% heat damage dealt. -50 Cold Resist +10 Quickness Temperature can't be increased by external heat sources.

Must move around to avoid combusting and losing the effects of this tonic.
bleeding (damage amount) damage per turn.
blind Can't see.
blurry vision Vision is blurred.
broken Can't be equipped or used.
budding Will spawn a clone soon.
burning (burning damage) damage per turn.
choking on ash 2 damage per turn.
cleaved -(Amount) AV
coated in plasma -100 heat resistance

-100 cold resistance -100 electric resistance Temperature does not passively return to ambient temperature Patting or rolling firefighting actions are 25% as effective

Removes liquid coatings
confused Acts semi-randomly.

-(Level) DV -(Level) MA

-(MentalPenalty) to all mental attributes
corrected vision Can see things at normal distances.
covered in liquid Covered in (amount) drams of (liquid name).
covered in spores 2 damage per turn.
cracked -(Amount) AV
dazed -4 Agility

-4 Intelligence

-10 Move Speed
disoriented -(Level) DV -(Level) MA
emboldened +(4 * Leader's Ego Modifier) Hitpoints
enclosed +# AV (if enclosing object confers an AV bonus or penalty)

+# DV (if enclosing object confers a DV bonus or penalty) Inflicts / May inflict periodic damage. (if enclosing object causes damage) Must spend a turn exiting before moving. Exiting may not succeed, and is a task dependent on <attribute> (if enclosing object requires a save to exit)

Exiting / Attempting to exit inflicts damage. (if enclosing object causes damage on exit attempts)
exhaustion Can't take actions.
flying Can't be attacked in melee by non-flying creatures.

Isn't affected by terrain.

Fast travels much faster.
frenzied +10 Quickness More likely to attack things.
frozen Can't take physical actions.
gleaming Coruscating with the dim light of a trillion shattered suns.
glotrot Tongue is rotting away. Starts bleeding when eating or drinking.
greased Can walk over webs without getting stuck.
grounded Cannot fly.
hobbled -50% Move Speed
hyper-responsive + (amount) Quickness Will become sluggish soon.
ill Doesn't regenerate hit points. Healing effects are only half as effective.
interdicted -10 Move Speed
ironshank Leg bones are fusing at the joints.

-(penalty) Move Speed +(penalty/15) AV

Will continue to lose Move Speed and gain AV until Move Speed penalty reaches -80.
itchy skin Skin flakes and itches. Is something growing there?
latched onto Has been latched onto. Can't move without breaking free first.
Lost Can't fast travel.
lovesick -6 Intelligence

-6 Willpower

-5 Move Speed
metabolizing One or more procedurally generated cooking effects.
Monochrome Sees shades of only a single color.
mutating In the process of mutating.
omniphase Physically interactive with both in-phase and out-of-phase creatures and objects.
overburdened Unable to move.
paralyzed Can't move or attack. DV set to 0.
phase spider venom Phased.

(damage increment)/2 damage per turn. Doesn't regenerate hit points. Healing effects are only half as effective.

Will become ill once the poison runs its course.
phased Can't physically interact with creatures and objects unless they're also phased or omniphase. Can pass through solids.
phosphorescent Radiates light in radius 3.
poisoned (DamageIncrement)/2 damage per turn.

Doesn't regenerate hit points. Healing effects are only half as effective.

Will become ill once the poison runs its course.
poisoned by gas 2 damage per turn.
power skating -5 DV (DV penalty applies only if sprinter doesn't have the Hurdle skill)

Moves at 2X the normal speed.

-10 to hit in melee combat.
prone -6 Agility.

-5 DV. -80 move speed.

Must spend a turn to stand up.
proselytized Recruited by another creature via proselytization.
psionically cleaved -(Amount) MA
pulsed Deactivated (if robotic). Can't be activated (if artifact).
rusted Doesn't function properly and can't be equipped. Will erode into dust if rusted again.
shaken -(Level) DV
shamed -4 DV

-4 Willpower -4 Ego

-10% Quickness
shimmering -60 Quickness Can see into dimensions half a step over.
sitting Improves natural healing rate. (chair level 5 or higher)

Slightly improves natural healing rate. (chair level -9 to 4) Inflicts ongoing damage. (chair level -10 or lower)

Aids in examining and disassembling artifacts. (chair level -1 or higher) Distracts from examining and disassembling artifacts. (chair level -3 or lower)

-6 DV.

Must spend a turn to stand up before moving.
sluggish - (amount) Quickness
sore throat Throat is sore and tongue is swollen.
springing Sprints at thrice move speed.
sprinting -5 DV (DV penalty applies only if sprinter doesn't have the Hurdle skill)

Moves at 2X the normal speed.

-10 to hit in melee combat.
stained by liquid Stained by (liquid name).
stiff legs Legs ache at the joints.
stony -1d6 Move Speed per turn for 14-18 turns. [total:- (debuff stacks)d6 Move Speed]
stuck Can't move.
stunned Can't take actions. DV set to 0.
stunned by gas (Density > 60): Can't take actions.

(Density > 40): -60% Quickness

(Density ≤ 40): -30% Quickness
submerged Staying underwater.
syphoned (damage) life drained per turn.
terrified Fleeing in panic.
wakeful Cannot fall asleep.
war trance +5 Quickness +6 Willpower