Table of Contents

STATUS EFFECTS

Attack bonus
This effect increases the chance of your melee attack landing a hit.

Damage bonus
This effect directly increases the damage of your melee attacks.

FEAR EFFECTS

Cowering
You cower in fear, unable to do anything. You get a penalty of lvl/6+1 on your armor class and are paralyzed.

Fear
Fear has various effects, depending on what caused it. Sometimes it causes a creature to freeze in fear, or to run away. Sometimes it causes a creature to lose the will to fight. Effects that are applied are usually frightened, shaken, or panicked.

Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Panicked
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a lvl/12+1 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. Panicked is a more extreme state of fear than shaken or frightened.

Shaken
All core skills, attack bonuses, and saves are reduced by lvl/12+1.

VISION EFFECTS

Dazzled
You see some stars and your vision is restricted. You take lvl/18+1 penalty on perception, thievery skills and attack bonus.

Staggered
A staggered creature can only take one base attack action each round. However, class modifiers apply. It cannot cast or use feats.

Sight bonus
This effect adds to the light value of the room, but only for the caster.

Temporary blinded
Blinded creatures cannot see or target other creatures unless it can navigate by other means, like sound or smell. They also lose their dexterity bonus to AC, and take an additional penalty of lvl/12 on their armor class.

TIREDNESS

Exhausted
You take a penalty of 4 points on strength and dexterity. If either of these stats falls below 0 you die. Exhausted characters can't become fatigued.

Fatigued
You take a penalty of 2 points on strength and dexterity. Fatigued characters can become exhausted.

INVISIBILITY

Hidden
Hidden creatures cannot be seen by others, as they are hiding in shadows. The room must have less than 3 light levels for anyone to be able to hide in it. You can search the room for hidden creatures or use glitterdust to reveal them. search reveals the hidden creatures only for you. Hidden creatures are marked with (hid) before their name when revealed. Passive perception check works with stealth against hidden creatures. Hidden creatures use stealth against passive perception checks, and the checker must have the spot feat for passive perception to apply.

Invisible
Invisible creatures can not be seen by other creatures unless they have true sight or other ways to detect invisibility. In addition they ignore their opponent's dexterity bonus to armor class if they are not detecting invisibility and gain +2 to attack rolls. Glitterdust and similar effects will reveal invisible creatures, too. Invisible creatures are marked with (inv) before their name, that is, if you are able to see them. Invisible creatures use spellcraft against passive perception checks.

CORPUS

Daze
You see stars and are unable to do anything. Daze is usually only for a short duration.

Fast healing
A creature with the fast healing effect regains hit points at an exceptional rate. This gives (grade)d(lvl/2) points of passive regeneration each round. For example, fast healing 2 gives 2d5 hp regeneration to a level 10 monster per round.

Fester
Necrotic energy permeates the target, blocking healing abilities. The afflicted has the effects of healing spells and powers reduced by the strength of the source of fester. In addition, any healing provided by regenerative effects (such as fast healing and the regeneration feat) are halved. Fester does not affect the healing gained from the standard kits of healing vials or the heal skill.

Paralysis
A paralyzed creature cannot act. Paralyzed players can not enter many commands. They lose their dexterity bonus to armor class.

Prone or tripped
Prone or tripped creatures can not use most weapons for the duration of the effect. They lose their dexterity bonus to armor class.

Regeneration
A creature gets 1d(lvl/2) health points of regeneration per round as part of its innate ability to heal.

Rend
Creatures with rend take 1d(1+lvl/5) untyped damage for each stack of rend each round, based on the level of the creature being rent. Undead creatures are immune to rend. Each round, one stack of rend falls off the target.

Sickened
All core skills, attack bonuses, damage bonuses, and saves are reduced by lvl/12+1.

Sleeping
A sleeping creature functions as if under paralysis, but any attack will <wake> them and stop the effect. Sleeping creatures lose their dexterity bonus to armor class.

Unconscious
An unconscious creature won't be able to act, attack or respond to any actions. This status can be caused by various external conditions, including drastic loss of health, head damage or even special magical effects. There is no universal way to regain consciousness.

Max health points bonus
This effect adds its power directly to maximize your health points. Its value, however, can't exceed the base value of your maximum health points.

ENERGY FLOW

Energy type resistance
Such effects as fire resistance or silver resistance subtract their value from the damage received. I.e. 50 points of fire resistance would make 150 points of fire damage as 100.

Magic resistance/spell penetration
Magic resistance increases your chance to disperse spells targeted at you, while spell penetration increases the chance of your spells to not be dispersed. All creatures gain innate magic resistance and penetration of their caster levels.

Spell damage resistance/damage resistance
These effects subtract their value from the damage or spell damage received.

Negative level
A temporary negative level reduces your skills, attack bonus, save throws and all effective spell caster level. It can't be applied if you already have five negative levels.

MIND

Confused
Confused creatures experience various effects based on a d100 roll:

1…11 It attacks the confuser
12…21 Nothing happens
22…51 It stares aimlessly into nothingness
52…71 It runs away
72..100 It attacks random living things present in the same room