Status effects
Some effects cause damage over time. Others change your healing, health or movement, or protect you after spawning.
How it works
Section titled “How it works”Spawn protection
Section titled “Spawn protection”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 spawning | 300 s |
|---|---|
| Damage and ordinary hit knockback | Blocked |
Vampire
Section titled “Vampire”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 purchase | 900 s |
|---|---|
| Melee damage returned as healing | 25 % |
Leader
Section titled “Leader”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 bonus | 20 |
|---|---|
| Standings refresh | 3 s |
| Duration | Until leadership changes or you die |
Burning
Section titled “Burning”
TNT blasts apply
Burning. More blasts add separate
burns, increasing damage and further reducing healing. Burning damage is lower farther from the
blast.
| Source | Duration | Healing received |
|---|---|---|
| Placed TNT | 3 s | 50 % |
| Thrown TNT | 3 s | 50 % |
Dismantling friendly structures also applies Burning to the structure for 2 seconds. This prevents repairs without adding Burning damage.
Bleeding
Section titled “Bleeding”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.
| Source | Damage over the effect | Duration | Healing received |
|---|---|---|---|
| The Reaper | 5 damage plus 5 % of maximum health | 6 s | 20 % |
| Vampire | 1.5 % of maximum health | 5 s | 100 % |
Speed Boost
Section titled “Speed Boost”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.
| Source | Speed bonus | Duration | Cost |
|---|---|---|---|
| Gift | 5 %–20 % | 20–80 s | Gift reward |
| Market | 10 % | 120 s | |
| Market | 20 % | 60 s |
Daggers give extra movement speed while held, with a stronger bonus briefly after a kill. Switching away from the daggers ends the kill bonus.
Slowed
Section titled “Slowed”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.
| Source | Slowdown | Duration |
|---|---|---|
| Hit with a spear | 20 % | 2.5 s per hit |
| Honeycomb contact | 95 % | Until you leave that Honeycomb |
Dark lifesteal
Section titled “Dark lifesteal”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 kill | 12 % |
|---|---|
| Duration | Rest of the life |