Status Effects

Every status effect in Craftics, for players and enemies. Players and enemies use separate effect systems, so several effects behave differently depending on who has them.

How Effects Work

Craftics effects are turn-based, not tick-based. They count down once per turn instead of running on a real-time clock, and they are tracked separately from vanilla Minecraft's effect system.

Every effect has a level. Most formulas below scale with it, so an effect listed as "+2 movement/level" gives +2 at level I and +6 at level III.

RuleBehavior
Duration cap10 turns by default, set by maxCombatEffectDuration. Any longer duration is clamped down to it.
Re-applyingReplaces the effect outright. A new application overwrites both the duration and the level, so re-applying a weaker version downgrades a stronger one.
Frozen effectsApplied in the hub, they sit inert with no countdown until combat begins. While frozen, an effect does nothing at all.
Water beats fireBurning cannot be applied while Soaked, and applying Soaked removes Burning outright.
Damage over timePlayer DoT can never kill you. It always leaves at least 1 HP.

Player Buffs

Twelve buffs. None are removed by a cleanse.

EffectPer levelDetails
Speed+2 movementAdded to your movement budget at the start of your turn.
Strength+3 attackAdded to your raw damage before defense is applied.
Resistance-2 damage takenFlat reduction, floored so a hit always deals at least 1. Only applies to enemy attacks; hazard tiles and damage over time ignore it.
Regeneration+2 HP/turnHealed at the start of your turn. Special affinity does not boost it.
Fire Resistance-Blocks the Burning effect and every fire hazard (lava, fire tiles, magma). Also grants +1 Special affinity point, which is +3 Special damage.
Invisibility-Enemies skip their turn rather than attack you. Does not work on an enemy that has aggroed onto one of your pets.
Absorption+4 HP shieldExtra hearts absorbed before real HP. Uses vanilla absorption.
Luck+5% crit chanceOne of several crit sources; the first one to roll successfully wins.
Slow Falling-Complete knockback immunity.
Haste+1 APAdded to your AP at the start of your turn.
Water Breathing+2 Water affinity pointsThat is +6 Water damage, not +2. Affinity points are worth 3 damage each.
Airtime+2 ranged range, +0.5x next hitSee Airtime. One stack is spent per weapon hit (I = 1.5x up to V = 3.5x). The range bonus applies to bows and crossbows only and is not consumed. Also lets you move over obstacle tiles. Caps at Airtime V.

Player Debuffs

Twelve debuffs. All are removed by a cleanse, and all are removed by a Milk Bucket.

EffectPer levelDetails
Slowness-1 movementSubtracted from your movement budget.
Weakness-2 attackSubtracted from your damage, with a floor so you still do something.
Blindness-2 rangeShrinks your weapon range, floored at 1.
Darknessfog of warEnemies more than 2 tiles away vanish from your screen (models, tile markers, roster and hover) until they close in or the effect ends. Only you are blinded; teammates see normally.
Mining Fatigue-1 APSubtracted from your AP at the start of your turn.
Levitation-1 movementAlso lets you move over obstacle tiles. When it expires you drop into Airtime I for 1 turn.
Soaked-1 movement (flat)The speed loss is a flat 1 regardless of level, floored so you can always move 1 tile. The "2x lightning" half only applies to enemies.
Confusion-Does nothing to a player. It can be applied and cleansed, but the attack-your-allies behavior only exists for enemies.

The remaining four debuffs deal damage over time and are covered below.

Damage Over Time

Four effects deal damage at the start of your turn. They behave very differently from each other, and three of them are made worse by the attacker's Special affinity.

EffectDamage per turnShape
Poison (2 x level) + turns remaining + Special affinity Front-loaded. Hits hardest on the first tick and weakens as it runs out, because the turns-remaining term shrinks.
Wither (1 + level + Special affinity) x turns elapsed Ramping. The opposite of Poison. Starts small and climbs the longer it runs, so the last tick is the worst.
Burning 1 + level + Special affinity Flat. Same every turn. Blocked entirely by Fire Resistance.
Bleeding stacks x (stacks + 1) / 2 Triangular. 1, 3, 6, 10, 15 as stacks climb. Not affected by Special affinity. Bleed is its own damage source and adds nothing to direct hits.

Poison and Wither are mirror images. Poison front-loads and fades, so cleansing it late saves you little. Wither ramps, so cleansing it late saves you the most. Bleeding punishes stacking rather than duration: four stacks is 10 damage a turn, not 4.

Enemy Effects

Enemies use a completely separate system from players. Several effects share a name with a player effect but use different math, so the same effect is not always the same thing.

Every enemy damage-over-time effect adds a max HP bonus of max(1, maxHP / 20) on top of the listed formula. That makes DoT scale into big-health targets and bosses instead of falling off.

EffectFormula / behaviorShown as
Poison1 + level per turn, plus the max HP bonus. Flat, unlike the player's tapering poison.Poisoned
Witherturns remaining + 1 + level per turn, plus the max HP bonus. Tapers, the opposite of the player's ramping wither.Withered
BurningA stored burn value plus the max HP bonus. Re-applying extends the duration rather than refreshing it. Blocked on fire-immune and soaked mobs.Burning
Bleedingstacks x (stacks + 1) / 2, plus the max HP bonus. Identical curve to the player's. One stack falls off each turn.Bleeding (N stacks)
Soaked-1 movement, and doubles all lightning damage taken. Applying it extinguishes burning.Soaked
SlownessSubtracts its penalty from move speed.Slowed
ConfusionEach confused turn, a 50/50 roll redirects the enemy's real attack at one of its own teammates. Enemies only, never allies.Confused
BlindedFumbles the turn entirely with no attack. Note this is nothing like the player's Blindness, which only shortens range.Blinded
WeaknessAttack penalty subtracted from the mob's attack power.Weakened (-N ATK)
ExposedDefense penalty. Makes every later hit land harder.Exposed (-N DEF)
RegenerationHeals 2 x level per turn.Regenerating
Absorption4 x level temporary HP, soaked before real HP.Absorption (N HP)
ResistanceFlat reduction applied before the defense percentage.Resistant
StrengthAttack buff added to attack power.Strengthened (+N ATK)
SpeedSpeed buff added to move speed.Hastened (+N SPD)
Slow FallingKnockback immunity.SlowFalling
AirtimeVisual and movement only. Enemies get no damage bonus from it.Airtime
Levitation-1 movement per level. On expiry the enemy drops into Airtime, same as a player.Levitation

Enemy-Only States

These have no player equivalent.

StateEffect
StunnedSkips its next turn, then clears. Mobs that resist Blunt damage are immune, and bosses shrug it off half the time.
FrozenMove speed becomes 0, ignoring the usual floor. Used by the Creaking's gaze.
EnragedPer-mob behavior change. Creepers widen their blast, Endermen frenzy, territorial mobs turn hostile permanently.
MarkedTakes 2x damage, or 1.5x on a boss. Applies to direct hits, area damage and damage over time. Only one enemy can be marked at a time.
TauntingForces enemy targeting onto that ally. Used by the Terracotta golem.
Permanent DEF lossFrom Breach. Never expires.
Permanent max HP lossFrom heavy Wither. Never expires.

Player vs Enemy

The two systems are separate, so the same name can mean two different things. These are the ones worth knowing.

EffectOn a playerOn an enemy
PoisonFront-loaded, fades as it runs outFlat every turn
WitherRamps up, worst at the endTapers off, worst at the start
Blindness-2 range per levelFumbles the whole turn
Soaked-1 movement only-1 movement and 2x lightning damage
ConfusionNothing50/50 to attack its own teammates
AirtimeRange and next-hit damageVisual and movement only
BleedingTriangular, stacks stayTriangular, one stack falls off per turn

Cleansing

A cleanse removes the twelve debuffs and leaves buffs alone. A Milk Bucket is different: it clears everything, good and bad.

SourceAPRemoves
Milk Bucket3All effects, buffs included. Works on yourself or an adjacent teammate.
Cleanse (instrument signature)VariesDebuffs only, on all friendlies.
Fire Resistance-Prevents Burning rather than removing it.
Soaked-Removes Burning and prevents it from being re-applied.