Active effects in Adventure
Reading active effects
Adventure effects can change damage, armour, sight, movement, recovery and the world around you. The same named effect can have different strength or duration depending on its source. Use its item or event page for those amounts.
Timers and lasting gifts
Timed effects count down and disappear at zero. Permanent gifts stay for life. Expiry happens before Regeneration and Well Fed recovery, so an effect that expires on that tick gives no recovery. Regeneration uses the first matching entry. Well Fed also uses the first matching entry and checks the remaining timer for its 20 turn healing interval.
Overlapping effects
Damage, armour, vision and several other stat effects add their amounts. Some effects instead apply once while any copy is present, such as Faster Ageing and Water Walking. Fire Aura and Poison Aura share one slot in practice: only the first of either kind acts. Fire Resist uses the largest contribution up to 25%, while Burn Resist and Brine Ward add separately.
Hit effects and recovery
Echo Strike repeats ordinary melee only. Life Drain works from the hit amount before weather and creature armour, so its healing can differ from the health the target loses. A training dummy gives no Life Drain healing. These cheese effects have separate rules from ordinary weapon lifesteal.
Stealth and detection
Smoke Cloak helps prevent an idle creature from first noticing you beyond one tile. It does not end an existing hunt. Shadow Oil and Voidcurd Haze reduce your visibility before detection is calculated. Sense Mask blocks a keen sense from automatically finding you when its tier is high enough, but ordinary detection still applies. An awake foe beside you can still notice you.
Two flavour states
Keen Eyes can accompany a working vision bonus, but the name gives no further reveal power in this build. Green Hush can appear after Wild Yeast Brie, but it grants no additional movement through trees or foliage in this build. Sensing Hidden is the effect that reveals hidden doors, pressure plates, submerged eels and buried caches.
Resistance over time
Burn and poison resistance reduce damage over repeated ticks. Small fractions carry forward until enough has accumulated to prevent a point of damage. A 25% resistance is therefore a long term reduction, and does not mean that one in four randomly chosen ticks must disappear.
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