Status effects are things that change the Wanderer for a while: a meal that makes your blows harder, poison that eats your health as you spend stamina, the cold that slows you down. Each one shows as a badge beside your health and stamina. Good ones have a gold ring and bad ones a dull red ring, and a timed effect's ring drains as it runs out. Point at a badge to read what it does and how long is left.
How food effects work
- Most good effects come from cooked dishes. The numbers below are for a Plain dish; a finer grade makes an effect stronger (up to 175%) and longer (up to 200%).
- Eating in a cozy home makes effects 25% to 50% stronger and longer. Sleepiness makes them weaker and shorter by a third or two thirds.
- If you eat something with an effect that's already running, you keep the stronger and the longer of the two. Effects of the same kind never add together.
- Effects fade in and out over a moment; they don't switch on and off at once.
Good effects
Healing
Heals a share of your maximum health every second. It doesn't work while you're knocked down.
| Dish | Healing | Lasts |
|---|---|---|
| Wildflower Tea | 0.34% a second | 2:00 |
| Cactus Water | 0.3% a second | 3:00 |
| Custard Tart, Tomato Soup, Marrow Broth | 0.4% a second | 4:00 |
| Turnip Stew, Hearty Stew, Pumpkin Pie | 0.5% a second | 5:00 |
| Harvest Stew | 0.6% a second | 6:00 |
| Spruce Toddy | 0.6% a second | 8:00 |
Steadied
Each blow that hits you has a chance to glance off and do nothing (at most 80%, however it's stacked). It doesn't stop drowning.
- Heath Broth: 20% for 5:00
- Pumpkin Soup: 15% for 5:00
- Wayside Broth: 10% for 4:00
- A Stoneroot spice: 10%
Sharpened
Your blows deal more damage, and your tools work harder when you chop, mine and gather.
- Potato Hash: 15% more for 5:00
- Hunter's Skewer: 10% more for 4:00
- An Emberpepper spice: 10% more
Swift
Your hops reach further, so you move faster.
- Dragonfruit Bowl: 16% further for 5:00
- Pear-Glazed Fowl: 12% further for 4:00
- Strawberry Cream: 10% further for 4:00
- Char Broth: 8% further for 5:00
- A Galeleaf spice: 10% further
A companion's spells can also steady, sharpen or quicken you (see Talents).
Glow
You give off a light of your own, so you aren't in the dark. The number is how much further your light reaches.
- Emberberry Tart: 12, for 5:00
- Moon Squash Soup: 16, for 4:00
- Grave Broth: 22, for 5:00
Spirit Luck
More spirits from everything that gives them (trees, rocks, creatures and the rest). With 50% luck, something that gives 2 spirits gives 3 on average.
- Red Cap Broth: 50% more for 1:30 (it makes you queasy too)
- Rootling Broth: 40% more for 4:00 (it haunts you too)
- Grave Broth: 30% more for 5:00 (it haunts you too)
- Dragonfruit Bowl: 20% more for 5:00
Warm
Shown as NO CHILL on a dish. While it lasts you can't be chilled, and any chill you have ends at once, including the sudden chill of a Yeti's frost or a Snowkin's snowballs.
- Lingonberry Tea, Char Broth, Spruce Toddy: 3:00
- Snowkin Stew: 1:30
- Aurora Chowder: 10:00
The Hearth Kettle (a keepsake) makes every timed effect of these dishes last twice as long. An Emberpepper spice in any dish also keeps the chill off while it lasts (its badge is EMBERPEPPER).
Poison Ward
Poison does nothing to you while it lasts. Only Lingonberry Tea gives it: 5:00.
Warm Rain
Raw food gives 25% more stamina, for 5 minutes. You get it when you reap a Warm Rain bed (Fire and Water in Spirit Soil).
Hearty and Deep Breath
Hearty (Pumpkin Pie, Harvest Stew) raises your max health by 10% while it lasts (at Plain grade; finer dishes give more). Your health rises with it, and when it ends you only lose what is over your normal max, never going below 1.
Deep Breath lets you hold your breath under water longer while it lasts. At Plain grade: Fried Frog Legs and Grass-Wrapped Fish 6 seconds longer, Creamy Mushroom Soup 8 seconds, Char Broth 14 seconds.
Cozy
You're inside a proper home: a room with walls all round, a roof, a floor and a light. Meals eaten here give 25% more XP, stamina and healing, and their effects are 25% stronger and longer; each point of Comfort adds 5% more, up to 50%. A cozy home also dries you and warms you quickly. It lasts as long as you're in the room.
Well Fed
Your stamina is above 70% of its cap. Every 25 stamina you spend heals 5% of your health. See Stamina.
Bad effects
Poisoned
Poison works on stamina, not time. A poisoned Wanderer has a stretch of stamina marked as poisoned (it seethes purple on the stamina ring); every point of it you spend also takes health. It never takes your last point of health, and it stacks: poison on top of poison makes the stretch longer.
| Cause | Stamina poisoned | Health it takes in all |
|---|---|---|
| A raw Red Cap | 2.5% of your max | 25% of your max |
| A raw Ghostcap | 1.2% | 12% |
| A dungeon puffcap's spores, each second in the cloud | 1.8% | 18% |
| Some dungeon traps' bite | 0.8% | 8% |
| Silvetus's poison caps, each touch | 0.6% | 6% |
Ends when you've spent the poisoned stamina, when you sleep, when you eat a dish that cures poison (Wildflower Tea, Cactus Water, Lingonberry Tea, Hearty Stew, Harvest Stew, Rootling Broth), when you use a dungeon's healing shrine, or when you wake back at your fire after falling.
Prevented by Poison Ward (Lingonberry Tea) and by a charm with Iron Gut (see Charms).
Chilled
Cold to the bone. At full chill your hops are 18% shorter and your swings 18% slower; a light chill slows you less. Chill builds:
- outside in falling snow;
- at night, outside and away from a fire, while you're more than half soaked.
It doesn't build near a fire or in a cozy home. It wears off over 6 seconds by a fire, 8 seconds in a cozy home, 30 seconds under a roof, 50 seconds outside by day and 90 seconds outside at night (from full).
Some things chill you all at once for a few seconds, which also makes your hops a further 15% shorter: a Yeti's frost (3 seconds), the third Snowkin snowball within 6 seconds (2 seconds), a frost trap in a tundra dungeon (3 seconds) and Nivora's frost (3 seconds). Standing by a fire ends this at once.
Prevented or softened by: Warm dishes and an Emberpepper spice (no chill at all), the Old One's Tusk keepsake (snow and wind chill you half as fast), a Yeti-lined coat (chill builds 25% slower; see Coat Linings), and the Crooked Carrot keepsake (snowballs can't chill you). See also Weather.
Soaked
Wet through. At full soak everything costs 30% more stamina. You're soaked at once by swimming, in 5 seconds standing in deeper water, and slowly by rain while outside. It dries over 6 seconds by a fire, 8 in a cozy home, 40 under a roof, 15 outside in the desert by day, 45 outside by day and 120 outside at night. More than half soaked at night, outside, it turns to a chill.
Queasy
The ground won't hold still: your view sways, and your hops are 12% shorter. It comes from Red Cap Broth (1:30). A charm with Clear Head stops it.
Haunted
Every 4 to 11 seconds the edges of the screen slowly darken for about 3 seconds, then clear. It does nothing else. It comes from Grave Broth (3:00) and Rootling Broth (4:00). A charm with Clear Head stops it.
Frozen solid
Nivora's frost can freeze you in a block of ice. Push left and right to wriggle free: 9 pushes break it, and another player's blow on the ice counts as 3. It breaks by itself after 3.6 seconds. A blow that lands on you while you're frozen does 50% more damage and breaks the ice.
In the dark
Out of any light at night or in a dungeon. The longer you stay, the more the night things find you and the harder they hit: up to 60% more damage after 40 seconds. Any light (a fire, a torch, a lit room, your lantern, a Glow dish) drives it back within 2.5 seconds. See The Dark.
Sleepy
After a full day without sleep, your stamina cap and what food gives you (except stamina) are cut by a third; after two days, by two thirds. Sleep clears it. See Sleep.
Full
You've eaten three meals and can't eat more until you've spent 50 stamina. See Fullness.
Starving
No stamina left. You can only walk, you swing at half speed, and jumping or swinging costs health instead. Eat something. See Stamina.
Ailments on creatures
Your gear can burn, poison, bleed, blaze or chill creatures (see Spirits and Traits). Ailments wear thin: each one of a kind that takes on a creature makes the next of that kind less likely to take. The chance is 75% of the last, down to a floor of 20%; for a boss it's 60% of the last, down to 10%. One step wears off every 12 seconds that kind hasn't landed.