Status effects are temporary enhancements and ailments that both you and the inhabitants of the Dungeon can benefit or suffer from. Unlike mutations, status effects will run their course after enough time has passed or after you escape whatever's inflicting the effect. Many status effects can be cured or prevented in a variety of ways; see their individual pages for details. There are also in-game descriptions of statuses available (hit ?, then /, then t for sTatus, then type in the indicator text you see).
Most status effects will display a coloured (often abbreviated) word in your character information for as long as they last. Status effects that have a limited duration will often turn a darker colour as the effect nears its end, whereas other status effects use a darker colour to indicate increasing severity of the effect.
- 1 Beneficial Status Effects
- 1.1 Agile
- 1.2 Alive
- 1.3 Augmentation
- 1.4 Berserk
- 1.5 Black Mark
- 1.6 Bloodless
- 1.7 Brilliant
- 1.8 Charging
- 1.9 Confusing Touch
- 1.10 Death Channel
- 1.11 Death's Door
- 1.12 Disjunction
- 1.13 Divine Protection
- 1.14 Divine Shield
- 1.15 Finesse
- 1.16 Flight
- 1.17 Haste
- 1.18 Heavenly Storm
- 1.19 Heroism
- 1.20 Invisibility
- 1.21 Leda's Liquefaction
- 1.22 Might
- 1.23 Olgreb's Toxic Radiance
- 1.24 Ozocubu's Armour
- 1.25 Powered by Death
- 1.26 Quad Damage
- 1.27 Recall
- 1.28 Repel Missiles
- 1.29 Resistance
- 1.30 Ring of Flames
- 1.31 Searing Ray
- 1.32 Serpent's Lash
- 1.33 Silence
- 1.34 Slimify
- 1.35 Swiftness
- 1.36 Teleport
- 1.37 Transmutations
- 1.38 Vitalisation
- 1.39 Polar Vortex
- 2 Detrimental Status Effects
- 2.1 Antimagic
- 2.2 Bad Forms
- 2.3 Blind
- 2.4 Charm
- 2.5 Confusion
- 2.6 Constriction
- 2.7 Cooldowns
- 2.8 Corona
- 2.9 Corrosion
- 2.10 Dazed
- 2.11 Doom Howl
- 2.12 Drain
- 2.13 Engulf
- 2.14 Fast+Slow
- 2.15 Fear
- 2.16 Fire Vulnerable
- 2.17 Flayed
- 2.18 Frozen
- 2.19 Held
- 2.20 Horrified
- 2.21 Inner Flame
- 2.22 Lava
- 2.23 Leda's Liquefaction
- 2.24 Magic Contamination
- 2.25 Mark
- 2.26 Mesmerised
- 2.27 No Potions
- 2.28 No Scrolls
- 2.29 Orb
- 2.30 Paralysis
- 2.31 Petrifying/Petrified
- 2.32 Poison
- 2.33 Sapped Magic
- 2.34 Sickness
- 2.35 Silence
- 2.36 Sleep
- 2.37 Slow
- 2.38 Sluggish
- 2.39 Stat Zero
- 2.40 Sticky Flame
- 2.41 Still Winds
- 2.42 Teleport Prevention
- 2.43 Umbra
- 2.44 Vulnerable
- 2.45 Water
- 2.46 Weak
- 3 History
Beneficial Status Effects
Aug Aug Aug
Bloodless Vampires have less maximum health and don't regenerate when monsters are visible. Instead they get a Stealth boost, vampiric bite, the full set of undead resistances, and an ability to turn into a bat.
You're casting Maxwell's Capacitive Coupling; press . to keep it coming. The - cycles between (-, /, |, \) in a counterclockwise motion, though where you start with is random.
Okawaru's Finesse ability doubles the speed of all of your physical attacks.
Your flight is nearly over. Get to solid ground, or drink another potion of flight to keep going.
Your flight should have ended, but that would've dropped you in some sort of deep liquid and killed you. The strain of staying airborne will keep draining you until you reach land, so do that pronto!
Your flight is limitless! End it whenever you want.
All actions performed by a hasted creature take 66% as long as normal to complete.
Using Wu Jian's Heavenly Storm ability gives you a huge slaying bonus (indicated by the number represented by X) and constantly generates opaque clouds around you. Using your martial attacks increases your slaying bonus, but doing anything else decreases the bonus until it reaches 0, at which point the storm expires.
Okawaru's Heroism ability gives you a +5 bonus to all non-magical skills.
You turned invisible using a piece of magical equipment. This equipment is reusable, though inflicts drain in the process.
Casting Leda's Liquefaction will convert the ground all around you into a soupy mess. This reduces the movement rate and melee attack success rate of anything stuck in it (including you!)
Quaffing a potion of might will give you a 1d10 bonus to melee damage.
Olgreb's Toxic Radiance
Powered by Death
Creatures that repel missiles are harder to hit with ranged attacks. Players don't see the temporary status effect anymore, but monsters can still have it.
Ring of Flames
Ray Ray+ Ray++
You're casting Searing Ray and still have more turns of laser to dish out. Press . to keep it coming.
Wave Wave+ Wave++ Flame Wave uses the same casting mechanic as Searing Ray.
Using Wu Jian's Serpent's Lash ability gives you two turns of free movement (the X represents how many turns you have left). Your martial attacks are much stronger during this period, but you become exhausted after the ability ends.
While you are emitting a silence aura, most creatures (including you) caught in its effect will be unable to cast spells, read scrolls, or use divine abilities. Certain abilities can't be silenced, and demons ignore the effects of silence.
Your increased speed is nearly over and you'll start moving slowly soon.
You are knee deep in water and slow down to normal wading speed.
You are going to teleport in the next few turns. Generate another teleport before this one goes off to negate it. Or wear an artefact that negates all teleporting.
There are a number of useful alternative forms you can assume, many of which are from Transmutations spells:
Detrimental Status Effects
As monsters are struck by antimagic weapons, they become more likely to fail to cast their spells. Players simply lose MP.
Getting hit by an enemy's Polymorph spell will temporarily force you into one of several less-than-ideal forms:
Charmed monsters will ally with you and fight on your side... for a while.
Confused creatures can't choose which direction to move or attack in and many actions are disabled.
Several abilities can't be used right after you've used them; most of these will wear off given enough time.
You're too tired to go berserk right now.
You are still too unstable to blink.
You're too tired to cast Death's Door right now. Be extra careful -- your HP is probably still extremely low!
You're too tired to Hop again at the moment; spend some time without moving to recover.
You can't use Zin's Recite ability now.
You can't start another Polar Vortex right now.
Corrosion is a temporary status effect which gives a stackable -4 to slaying and AC (the number represented by X indicates how much these have been reduced) for as long as it lasts. Corrosion will be repaired after enough turns have passed. Corroded monsters simply get a temporary -8 to their AC.
Drain Drain Drain Drain
Negative energy has withered you, reducing your maximum HP, with darker colours indicating worse effects. Gaining XP gradually restores your health. Monsters who get drained have their HD lowered instead, reducing their strength and willpower.
You're being engulfed, but you don't need to breathe, so it has no effect.
Characters suffering from fear are unable to move toward the source of their terror (they can still attack it, but may flinch away if attacking in melee) and are unable to go berserk. Monsters suffering from fear will flee from you until they hit a dead end, until you attack them, or until enough time passes.
You're down one rank of fire resistance. Watch out for sources of fire damage!
Followers of Ru who have sacrificed their courage gain penalties to accuracy, damage, and spellpower when in the presence of dangerous foes.
Casting Inner Flame on an enemy will cause it to explode violently upon death.
You're flying over lava. Try not to fall in.
Creatures stuck in the liquid ground from Leda's Liquefaction move slowly and have difficulty attacking in melee.
Contam Contam Contam Contam Contam
Using certain beneficial status effects, miscasting spells, standing in mutagenic fog, or stepping in Zot traps can induce magic contamination. While a low (dark or light grey) dose of this is harmless, higher amounts make you glow and can inflict dangerous miscast effects and bad mutations on you. See the magic contamination page for more details.
All conscious monsters on the floor know your location and have an easier time getting to you until the mark wears off. This can be very dangerous on unexplored floors or floors with powerful bosses. You can get this effect from alarm traps and vault sentinels.
When mesmerised, you will be unable to move away from the source of your mesmerisation, until you've killed it, lost sight of it, or broken the effect some other way.
Petrification is a two-stage status effect. While petrifying, the victim is slowed. Once fully petrified, the target is rendered incapable of acting or dodging attacks, gains large bonuses to AC and GDR, stops flying, and becomes vulnerable to Lee's Rapid Deconstruction and stabbing for several turns.
Pois Pois Pois
Poison causes you to take damage as time progresses. The darker the colour, the more rapidly you'll take damage and the more you'll take overall.
You've had your magic disrupted by a warmonger; each time you try casting a spell, there's a chance your spell failure rate will increase.
-Wiz -Wiz -Wiz
Your spells have grown harder to cast.
Sick Sick Sick
Sickness causes you to stop regenerating HP.
Sleeping creatures are unable to act, are almost incapable of dodging attacks, and are vulnerable to stabbing. However, they will eventually wake up on their own, and may wake up early if they hear loud noises or get injured. Having high stealth makes you less likely to wake up sleeping monsters.
Slow creatures take 150% as long as normal to perform actions.
Your Swiftness wore off, and now you have to spend several turns moving slower than normal.
Collapse Clumsy Brainless
At least one of your stats has hit zero or less. This immediately causes 2-5 turns of paralysis and inflicts you with an array of debilitating effects dependent on the stat involved. Try to get it above zero as soon as possible!
Certain monsters can cast Dimension Anchor, which will prevent you from blinking or teleporting for a few turns. Rare artefact weapons also give this effect. This can also occur from high level Translocation miscasts.
Profane servitors, followers of Dithmenos, and the ring of Shadows emit an umbra which increases stealth and reduces the accuracy of all attacks except from demons, undead, and followers of Dithmenos or Yredelemnul.
Physical weakness reduces the damage of your melee attacks by 25% (or 33% for monsters).
- Yred's pain mirror was removed in 0.28.
- In 0.27, Ashenzari's active scry was removed, a new cast status for Maxwell's Capacitive Coupling was added, and Tornado / -Tornado was replaced with Polar Vortex.
- Prior to 0.26, various Charms spells would give statuses; Darkness, Deflect Missiles (DMsl), Regeneration, and Shroud of Golubria. The food system also had several different hunger states on the status bar.
- Prior to 0.20, casting Delayed Fireball gave you the Delayed Fireball status.
- Prior to 0.19, there was a Telepathy status, granted by the Dowsing card, and a Stealthy status, bestowed by a high-level Shadow card. Followers of Jiyva could gain the Pray status to stop their jellies from consuming items.
- In 0.18, a s(T)atus effect lookup has been added to ?/. Prior to 0.18, there were also Stoneskin, Condensation Shield, and Phase Shift.
- Prior to 0.17, the teleport control status existed, conferred through either a spell or a ring. There were also areas which would prevent controlled teleports. In addition, there was a Sure Blade status, granted by the Sure Blade spell, and Bleeding, an HP-sapping status inflicted by attacking with claws.
- Corrosion was added in 0.15.
- Prior to 0.12, there was a Rot status, which inflicted an ongoing reduction to maximum HP.