Effects are traits that can be picked up by the player when wandering the frontier, which, as their name implies, affect the player in various ways. These can range from effects provided by being in different zones to those provided by the natural environment, or to those applied by other players.
Buffs
Effects that have a beneficial effect upon the player. These can be granted by certain game mechanics, such as area changes, or by player items.
Safezone
The Safezone effect is given when a player enters a designated safezone. When this effect is applied, players who do not have a bounty on them will be protected from damage and looting from other players. Upon leaving the safezone, the player is given the Exiting Safezone effect.
Food buffs
Buff effects that are given from consuming foods.
Gun & bow speed
(1/2/3) Increases attack speed for munitioned weaponry.
Gun reload speed
(1/2/3) Increases firearm reload speed.
Gun accuracy
(1/2/3) Increases accuracy when aiming firearms.
Melee speed
(1/2/3) Increases melee attack speed.
Block stamina resistance
(1/2) Decreases amount of stamina lost when blocking a melee attack.
Bleed resistance
Decreases chance of being given the Bleeding effect on damage.
Stamina
(1/2/3) Increases stamina recovery rate.
Cold resistance
(1/2/3) Decreases likelihood of catching a cold when warmth is not sufficient.
Inventory space
(1/2/3) Increases Inventory space capacity by +30/+50/+70 units.
Profession experience boost
Increases experience gained from profession-related activities by 20%.
Charisma
Increases reputation gained from fulfilling contracts for guilds.
Fortune
(1/2/3) Increased chance of finding rare items in treasure chests.
Transition effects
Splinted leg
The splinted leg effect is given when a player has applied a splint with the broken leg effect active. Once applied, the effect will change to the healing leg effect, requiring the player to wait one full minute before the leg has completely healed, and allows the player to run again.
Exiting Safezone
The Exiting Safezone effect is given when a player leaves a designated safezone. When this effect is applied, players who do not have a bounty on them will be protected from damage and looting from other players, but only for the remaining duration of the effect. This effect is removed 5-20 seconds, depending on original location, after leaving a safezone, leaving the player to be freely attacked and looted by others.
Crafting
The Crafting effect is given when a player initiates any form of crafting, which can be done at an Anvil, Smelting Furnace, Tanning Rack, Sawing Bench, any of the Campfire cooking variants, Provisioning Station, et cetera. This has no effect on the player, and is removed upon completion of crafting.
Cure poison
Cure cold
Cure indigestion
Debuffs
Bounty
A bounty is on your head for A crime. (1200 seconds left)
The Bounty effect is given when a player has committed a crime that qualifies for incurring a bounty; for the duration of the effect, the player will be considered wanted, and can be hunted down, killed, and have their corpse claimed by a player functioning as a bounty hunter. The player's respawn time outside of a safezone will also be increased from 30 seconds to 60 seconds. The duration of the effect depends on several player-driven actions:
- Committing another crime or leaving the game for more than one hour will reset the duration to 20 minutes.
- Switching ingame servers will add 5 minutes to the duration.
The effect will be removed after the remaining duration of time, or if the player has been killed and their body is claimed.
Bleeding
The Bleeding effect is given when a player takes damage from an animal or another player; for the duration of the effect, the player will take damage. The effect can be removed by applying a bandage, or is removed after a number of seconds[1]; it is possible for the player to die from this effect if not treated.
Burning
The burning effect is given when a player steps into a campfire that is currently lit on fire, or is hit by a lit fire arrow. The player will take damage for the duration of the effect. The effect can be removed by entering a body of water, or is removed from burning out after several seconds[2]; it is possible for the player to die from this effect if not treated.
Broken leg
Your leg is broken from fall damage. Craft and apply a splint to heal it.
The Broken leg effect is given when a player receives a substantial amount of fall damage from a fall of anywhere between 20–50 health points; for the duration of the effect, the player will be unable to run, and will walk at a slower pace than the regular walking speed. The effect can be removed by applying a splint, or will be removed after six minutes, at which time the player will be able to run again.
Indigestion
The Indigestion effect is given when a player consumes a red mushroom. Until the illness goes away with time, eating will not raise the player's hunger bar, the player's speed will decrease in general, the player will clench their stomach, and the player will also vomit occasionally. The effect can be removed by consuming raspberry tea. I, a doofus, did not measure exactly how long indigestion lasts. Someone else can write it down for me. Thanks.
Wanted in Safezone
You and players who are tracking your bounty may attack eachother.
The Wanted in Safezone effect is given when a wanted player enters a designated safezone. When this effect is applied, players who have a bounty on them will be protected from damage from other players, but will not be protected from players who are bounty hunting for their head. The duration of this effect remains for the duration of the Bounty effect.
Wet
The Wet effect is given when a player exits a body of water after being immersed in it. For the duration of this effect, the player's warmth will be decreased with the rate of loss dependent on the island's climate; any item that relies on the use of fire, such as torches and lanterns will also not ignite, and the player's clothes will be visibly darker because of the water. This effect is removed after thirty seconds outside of the water, or can be removed by standing in front of a lit fire for 5-6 seconds.
Overencumbered
The Overencumbered effect is given when a player's inventory has more units of space in it than their carrying capacity can allow. For the duration of this effect, the player will walk and swim slower, barely jump, and will be unable to run; this effect is removed once the weight problem is alleviated by either removing, dropping, or holding items.
Combat
The Combat effect is given when a player damages another player outside of a safezone. When this effect is applied, a player who leaves the game will drop a bag of remains with half the pounds from the player's inventory and all of their lootable items; on islands with no looting, such as the Beauval Isles, the player will only drop illegal items and half their pounds. The effect is removed after sixty seconds of not receiving any player-caused damage.
Poisoned
Applied when eating a food that has had poison applied to it. Can be removed by consuming an Antidote or after ten minutes[3].
Game Mechanic Effects
Effects that are indicated directly and applied as the result of game mechanics.
Fatigue
Fatigue occurs when a player's stamina bar has reached less than one-eighth of its total. The meter will turn red, and the player will be unable to jump; depleting the entire stamina bar will cause stamina to briefly regenerate at a slower rate.
Starving
Starving occurs when a player's hunger meter has reached zero. The meter will flash orange and display "STARVING" when empty, and the player character will state that they are starving. If a player does not consume food within sufficient time, they will take damage and eventually starve to death.
Freezing
Freezing occurs when a player's warmth meter has reached zero. The meter will flash ice blue and say "FREEZING" when empty, and an ice overlay will appear on the player's screen; the player character will that they are freezing. If a player does not find a fire or shelter from the cold within sufficient time, they will take damage and eventually freeze to death.
Drowning
Drowning occurs when a player has remained underwater and their breath meter has reached zero. The meter will flash red and say "DROWNING" when empty, and a blacking out overlay will appear on the player's screen. If a player is not able to get their head above water within sufficient time, they will take damage and eventually drown.
Dropping remains
A lesser form of the Combat effect, in which a player who dies when overencumbered will drop enough items in a remains bag to restore their inventory to below their space limit. The items will be dropped even if the player is not in combat, and if they were killed by an NPC or an animal, such as a bear or wolf; the dropped items are not limited by what items can be looted on an island with looting enabled, and can include items that would normally not be possible to be looted, such as resources.
If killed on an island with no looting, such as the Beauval Isles, no remains will be dropped even if overencumbered. This allows players to easily move large amounts of items to and from points by respawning, though this is very limited and is infrequently used.