Description
Status effects are temporary conditions imposed on a prospector based on set circumstances or actions.
Prospectors face a number of challenges on Icarus, and have access to a wide variety of strategies with which to overcome those challenges. Status effects can be benign, but they can also help or hinder the prospector's efforts to survive on Icarus. They are conditional: if a prospector performs certain actions, or if specific environmental circumstances are occurring, status effects are the result.
Status Effects
Some status effects confer a positive boon to prospectors, giving them additional Health or increased Stamina regeneration. These are often the result of prospector actions, such as sleeping in a bed or bedroll to gain Well Rested, or eating certain Foods. The Well Rested status effect is affected by the Coziness stat.
Negative status effects are usually the result of something happening to the prospector: they are attacked by some Fauna, for example, and suffer a wound. In addition, a prospector caught in a Storm and without Shelter might be subjected to a negative status effect. Prospectors can often take action to remedy negative status effects, limiting their duration or negating the effect outright.
Positive Status Effects
Positive status effects can be obtained in a variety of ways. Positive status effects are lost when a player is downed or killed.
Icon | Name | Effects | Condition | Duration |
---|---|---|---|---|
Cooling |
+10 Rate of Cooling per minute +10% Heat Resistance -4% Cold Resistance |
Drinking water | 10 seconds | |
Swimming |
+10 Rate of Cooling per minute +10% Heat Resistance -4% Cold Resistance Submerged Under Water |
Immersed in water | While in water | |
Well Rested |
+10% Maximum Health +10% Health Regeneration +5% Maximum Stamina +5% Stamina Regeneration -5% Food Consumption -5% Water Consumption |
Rest on a Bedroll (do not have to sleep) and affected by Coziness | 600 seconds | |
Warm and Cozy |
+50% Health Regeneration +50% Stamina Regeneration +10% XP Gain |
Stand by a firepit, fireplace, or potbelly stove in a sheltered area | While next to the controlled fire source | |
Death Run |
+10% Movement Speed -20% Stamina Consumed -15% Perceived Threat while stealthed |
Respawn after death | 30 Seconds | |
Grace Period |
Temporary Immunity | After dropping to moon. | 15 seconds |
Negative Status Effects
Negative status effects can be imposed in a variety of ways. Some negative status effects can persist through being downed or killed.
Icon | Name | Effect | Cause of Effect | Status Duration | Treatment |
---|---|---|---|---|---|
Wet |
-20% cold resistance | Partially emerged in water | Permanent until out of water, then 30 seconds after. | - | |
Cold |
-25% Health Regeneration -25% Stamina Regeneration +10% Food Consumption -10% Water Consumption |
Body Temperature is in the "Cold" zone | Until Body Temperature is no long in "Cold" zone | - | |
Broken Leg |
-50% Movement Speed -25% Stamina Regeneration +25% Food Consumption -50% Weight Capacity |
Severe fall damage | 300 Seconds | Apply Splint | |
Poison |
-10 Movement Speed Damage over time |
Contact with poisonous animal or weapon | 178 Seconds | Anti-Poison | |
On Fire |
+100% Water Consumption Damage over Time |
Body is on fire | 15 seconds after leaving source of fire | Fire Extinguisher from another player "Fire Whacked" from another player Jump into body of water | |
Overheating |
+50% Water Consumption +10% Samina Consumption |
Body temperature too high | Permanent until body temperature is lowered | Perform any actions that would cause the "Cooling" side effect | |
Wound |
-25% Maximum Health -25% Maximum Stamina -95% Health Regeneration |
Cuts/Bites from Fauna | Permanent until treated, with a 5% chance of risk of escalation turning into Infected Wound. | Heal with a Basic Bandage | |
Deep Wound |
-25% Maximum Health -25% Maximum Stamina -95% Health Regeneration |
Severe wound from a recent attack | Permanent until treated, with a 5% chance of risk of escalation turning into Festering Wound. | Heal with a Suture Kit | |
Thirsty |
+1 Thirst Level -25% Stamina Regeneration |
Water Level is 5% or lower | Until Water Level is above 5% | Drink Water | |
Dehydrated |
+2 Thirst Level +6 Stamina Regeneration Delay from Depleted +2 Seconds to Stamina Regeneration Delay -50% Stamina Regeneration Damage Over Time |
Water Level is 0% | Until Water is above 0% | Drink Water | |
Hungry |
+1 Thirst Level | Food Level is 10% or lower | Until Food Level is above 5%, with a 5% chance of risk of escalation becoming Enfeebled. | Consume Food | |
Famished |
+2 Thirst Level Damage Over Time |
Food Level is 0% | Until Food Level is above 0% | Eat Food | |
Disoriented |
-10% XP Gain | Oxygen Level is 5% or lower | Until Oxygen Level is above 5% | Consume Oxite or Oxygen container | |
Suffocation |
-50% Max Samina -20% XP Gain Damage Over Time |
Oxygen Level is 0% | Until Oxygen Level is above 0% | Consume Oxite or Oxygen container | |
Dysentery |
-50% Nutrition from Food | Chance to become afflicted when drinking water | Use Anti-parasitics | ||
Cave Sickness |
-50% Health Regeneration -50% Max Stamina (gradually returns) -10% XP Gain |
Maintain the "Underground" effect for a duration of time | 600 seconds | Use Anti-Biotics or wait it out | |
Heavy |
-70% Movement Speed | Over-Encumbered | See Removal | Carry weight within capacity | |
File:Icon Light Exposure.png | Light Exposure |
-20% Movement Speed | Exposure to severe weather | See Storm Exposure on UI | Seek shelter |
File:Icon Medium Exposure.png | Medium Exposure |
-40% Movement Speed | Prolonged exposure to severe weather | See Storm Exposure on UI | Seek shelter |
Underground |
-50% Health Regeneration -25% Water Consumption -33% Max Stamina Chance of pneumonia |
In a damp, enclosed environment (cave) | See Removal | Exit cave |