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.
| Rule | Behavior |
|---|---|
| Duration cap | 10 turns by default, set by maxCombatEffectDuration. Any longer duration is clamped down to it. |
| Re-applying | Replaces the effect outright. A new application overwrites both the duration and the level, so re-applying a weaker version downgrades a stronger one. |
| Frozen effects | Applied in the hub, they sit inert with no countdown until combat begins. While frozen, an effect does nothing at all. |
| Water beats fire | Burning cannot be applied while Soaked, and applying Soaked removes Burning outright. |
| Damage over time | Player DoT can never kill you. It always leaves at least 1 HP. |
Player Buffs
Twelve buffs. None are removed by a cleanse.
| Effect | Per level | Details |
|---|---|---|
| Speed | +2 movement | Added to your movement budget at the start of your turn. |
| Strength | +3 attack | Added to your raw damage before defense is applied. |
| Resistance | -2 damage taken | Flat 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/turn | Healed 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 shield | Extra hearts absorbed before real HP. Uses vanilla absorption. |
| Luck | +5% crit chance | One of several crit sources; the first one to roll successfully wins. |
| Slow Falling | - | Complete knockback immunity. |
| Haste | +1 AP | Added to your AP at the start of your turn. |
| Water Breathing | +2 Water affinity points | That is +6 Water damage, not +2. Affinity points are worth 3 damage each. |
| Airtime | +2 ranged range, +0.5x next hit | See 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.
| Effect | Per level | Details |
|---|---|---|
| Slowness | -1 movement | Subtracted from your movement budget. |
| Weakness | -2 attack | Subtracted from your damage, with a floor so you still do something. |
| Blindness | -2 range | Shrinks your weapon range, floored at 1. |
| Darkness | fog of war | Enemies 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 AP | Subtracted from your AP at the start of your turn. |
| Levitation | -1 movement | Also 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.
| Effect | Damage per turn | Shape |
|---|---|---|
| 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.
| Effect | Formula / behavior | Shown as |
|---|---|---|
| Poison | 1 + level per turn, plus the max HP bonus. Flat, unlike the player's tapering poison. | Poisoned |
| Wither | turns remaining + 1 + level per turn, plus the max HP bonus. Tapers, the opposite of the player's ramping wither. | Withered |
| Burning | A 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 |
| Bleeding | stacks 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 |
| Slowness | Subtracts its penalty from move speed. | Slowed |
| Confusion | Each confused turn, a 50/50 roll redirects the enemy's real attack at one of its own teammates. Enemies only, never allies. | Confused |
| Blinded | Fumbles the turn entirely with no attack. Note this is nothing like the player's Blindness, which only shortens range. | Blinded |
| Weakness | Attack penalty subtracted from the mob's attack power. | Weakened (-N ATK) |
| Exposed | Defense penalty. Makes every later hit land harder. | Exposed (-N DEF) |
| Regeneration | Heals 2 x level per turn. | Regenerating |
| Absorption | 4 x level temporary HP, soaked before real HP. | Absorption (N HP) |
| Resistance | Flat reduction applied before the defense percentage. | Resistant |
| Strength | Attack buff added to attack power. | Strengthened (+N ATK) |
| Speed | Speed buff added to move speed. | Hastened (+N SPD) |
| Slow Falling | Knockback immunity. | SlowFalling |
| Airtime | Visual 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.
| State | Effect |
|---|---|
| Stunned | Skips its next turn, then clears. Mobs that resist Blunt damage are immune, and bosses shrug it off half the time. |
| Frozen | Move speed becomes 0, ignoring the usual floor. Used by the Creaking's gaze. |
| Enraged | Per-mob behavior change. Creepers widen their blast, Endermen frenzy, territorial mobs turn hostile permanently. |
| Marked | Takes 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. |
| Taunting | Forces enemy targeting onto that ally. Used by the Terracotta golem. |
| Permanent DEF loss | From Breach. Never expires. |
| Permanent max HP loss | From 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.
| Effect | On a player | On an enemy |
|---|---|---|
| Poison | Front-loaded, fades as it runs out | Flat every turn |
| Wither | Ramps up, worst at the end | Tapers off, worst at the start |
| Blindness | -2 range per level | Fumbles the whole turn |
| Soaked | -1 movement only | -1 movement and 2x lightning damage |
| Confusion | Nothing | 50/50 to attack its own teammates |
| Airtime | Range and next-hit damage | Visual and movement only |
| Bleeding | Triangular, stacks stay | Triangular, 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.
| Source | AP | Removes |
|---|---|---|
| Milk Bucket | 3 | All effects, buffs included. Works on yourself or an adjacent teammate. |
| Cleanse (instrument signature) | Varies | Debuffs only, on all friendlies. |
| Fire Resistance | - | Prevents Burning rather than removing it. |
| Soaked | - | Removes Burning and prevents it from being re-applied. |