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Status effects

Some effects cause damage over time. Others change your healing, health or movement, or protect you after spawning.

Every spawn protects you from damage and ordinary hit knockback. A Landmine blast can still push you. Zombies, turrets and the Reaper ignore you while protected.

Protection ends early once your damage to players, structures, zombies or the Reaper exceeds 1, including damage from your structures. Gathering resources, damage over time and dismantling friendly structures do not count. Effects that cause damage over time can still affect you during protection, and their remaining damage can hurt you after it ends.

Duration after spawning300 s
Damage and ordinary hit knockbackBlocked

Buy Vampire at the Market for 50,000 gold. Melee hits against enemy players, zombies and the Reaper heal you according to the damage dealt. They also apply Bleeding to surviving targets. Hits on structures and resources give no lifesteal, and reflected hits do not trigger Vampire. Repeated purchases add more lifesteal and Bleeding, with separate durations. Burning and the Reaper’s Bleeding reduce lifesteal healing too.

Duration per purchase900 s
Melee damage returned as healing25 %

The top living player on the in-game leaderboard receives Leader when standings refresh. It increases your maximum health and adds the same amount to your health immediately. Losing the lead removes the bonus and limits your remaining health to the reduced maximum. Keeping the lead does not add more bonuses.

Maximum health bonus20
Standings refresh3 s
DurationUntil leadership changes or you die

TNT blasts apply Burning. More blasts add separate burns, increasing damage and further reducing healing. Burning damage is lower farther from the blast.

SourceDurationHealing received
Placed TNT3 s50 %
Thrown TNT3 s50 %

Dismantling friendly structures also applies Burning to the structure for 2 seconds. This prevents repairs without adding Burning damage.

The Reaper’s melee attacks and Scythe projectiles cause Bleeding. Vampire melee hits also cause Bleeding. Damage depends on the target’s maximum health when the hit lands. Repeated hits add more Bleeding, each with its own duration. Extra Reaper bleeds further reduce healing.

SourceDamage over the effectDurationHealing received
The Reaper

5 damage plus 5 % of maximum health

6 s20 %
Vampire1.5 % of maximum health5 s100 %

Gifts and Market purchases apply Speed Boost. Their bonuses add together, including repeat purchases, and each bonus ends after its own duration. The bonuses apply to the movement speed of your held item.

SourceSpeed bonusDurationCost
Gift

5 %–20 %

20–80 s

Gift reward
Market10 %120 s12,500 gold
Market20 %60 s12,500 gold

Daggers give extra movement speed while held, with a stronger bonus briefly after a kill. Switching away from the daggers ends the kill bonus.

Hits with spears apply Slowed to surviving enemies. Hostile Honeycomb slows players and zombies on contact, but does not affect the Reaper. Spear hits add separate slows, including repeated hits from the same weapon. A Honeycomb slow ends when you leave that Honeycomb. Overlapping Honeycombs do not stack, but Honeycomb and spear slows work together. Speed Boost offsets these slowdowns. Boosts and slows apply to the movement speed of your held item.

SourceSlowdownDuration
Hit with a spear20 %2.5 s per hit
Honeycomb contact95 %Until you leave that Honeycomb

Killing the Reaper grants Dark lifesteal. Switching weapons keeps it, and further Reaper kills add more lifesteal for the rest of that life. It also stacks with Vampire. Only melee hits on enemy players, zombies and the Reaper provide healing.

Melee damage returned as healing per Reaper kill12 %
DurationRest of the life