Please note that some information on this wiki is still based on the demo version.
If you notice any errors, feel free to correct them.

Effects: Difference between revisions

From Super Fantasy Kingdom Official Wiki
Removed outdated redundant double of the synergy tables
added durations and explanation for tick duration
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| name = Angry
| name = Angry
| effect = Angry monsters glow red and have increased movement speed
| effect = Angry monsters glow red and have increased movement speed
}}.
}}.  
{{CaptionImage|image=Angry.gif|float=right|caption=An angry skeleton}}
{{CaptionImage|image=Angry.gif|float=right|caption=An angry skeleton}}
{{EffectSynergyTable|Angry}}
{{EffectSynergyTable|Angry}}
Line 41: Line 41:
| name = Bleeding
| name = Bleeding
| effect = Bleeding applies 20% health as direct damage once over a threshold
| effect = Bleeding applies 20% health as direct damage once over a threshold
}}.
}}. Has a 5s {{Stat|du|duration}}.
{{CaptionImage|image=Bleeding.gif|float=right|caption=A bleeding skeleton}}
{{CaptionImage|image=Bleeding.gif|float=right|caption=A bleeding skeleton}}
{{EffectSynergyTable|Bleeding}}
{{EffectSynergyTable|Bleeding}}
Line 59: Line 59:
| name = Burn
| name = Burn
| effect = Burn X applies X damage every second
| effect = Burn X applies X damage every second
}}.
}}. Has a 5s {{Stat|du|duration}}, but the first second does not give a tick.
{{CaptionImage|image=Burn.gif|float=right|caption=A burned skeleton}}
{{CaptionImage|image=Burn.gif|float=right|caption=A burned skeleton}}
{{EffectSynergyTable|Burn}}
{{EffectSynergyTable|Burn}}
Line 66: Line 66:
== Charm ==
== Charm ==
{{EffectStore
{{EffectStore
| name = Charm
| name = Charm  
| effect = Charmed targets stand still and attack near monsters
| effect = Charmed targets stand still and attack near monsters
}}.
}}. Has a 4s {{Stat|du|duration}}.
{{CaptionImage|image=Charm.gif|float=right|caption=A charmed skeleton}}
{{CaptionImage|image=Charm.gif|float=right|caption=A charmed skeleton}}
{{EffectSynergyTable|Charm}}
{{EffectSynergyTable|Charm}}
Line 101: Line 101:
| name = Fatigue
| name = Fatigue
| effect = Fatigue decreases physical defense by 20%
| effect = Fatigue decreases physical defense by 20%
}}.
}}. Has a 7s {{Stat|du|duration}}.
{{CaptionImage|image=Fatigue.gif|float=right|caption=A fatigued skeleton}}
{{CaptionImage|image=Fatigue.gif|float=right|caption=A fatigued skeleton}}
{{EffectSynergyTable|Fatigue}}
{{EffectSynergyTable|Fatigue}}
Line 110: Line 110:
| name = Fear
| name = Fear
| effect = Fear causes monsters to run away
| effect = Fear causes monsters to run away
}}.
}}. Has a 2.5s {{Stat|du|duration}}.
{{CaptionImage|image=Fear.gif|float=right|caption=A feared skeleton}}
{{CaptionImage|image=Fear.gif|float=right|caption=A feared skeleton}}
{{EffectSynergyTable|Fear}}
{{EffectSynergyTable|Fear}}
Line 119: Line 119:
| name = Freeze
| name = Freeze
| effect = Freeze: +20% cooldown and -20% movement speed
| effect = Freeze: +20% cooldown and -20% movement speed
}}.
}}. Has a 5s {{Stat|du|duration}}.
{{CaptionImage|image=Freeze.gif|float=right|caption=A Frozen skeleton}}
{{CaptionImage|image=Freeze.gif|float=right|caption=A Frozen skeleton}}
{{EffectSynergyTable|Freeze}}
{{EffectSynergyTable|Freeze}}
Line 174: Line 174:
| name = Poison
| name = Poison
| effect = Poison X applies X damage every second; stacks
| effect = Poison X applies X damage every second; stacks
}}.
}}. Has a 5s {{Stat|du|duration}}, but the first second does not give a tick.
{{CaptionImage|image=Poison.gif|float=right|caption=A poisoned skeleton}}
{{CaptionImage|image=Poison.gif|float=right|caption=A poisoned skeleton}}
{{EffectSynergyTable|Poison}}
{{EffectSynergyTable|Poison}}
Line 183: Line 183:
| name = Radiance
| name = Radiance
| effect = Radiance decreases magical defense by 20%
| effect = Radiance decreases magical defense by 20%
}}.
}}. Has a 7s {{Stat|du|duration}}.
{{CaptionImage|image=Radiance.gif|float=right|caption=A skeleton with radiance applied}}
{{CaptionImage|image=Radiance.gif|float=right|caption=A skeleton with radiance applied}}
{{EffectSynergyTable|Radiance}}
{{EffectSynergyTable|Radiance}}
Line 192: Line 192:
| name = Rejuvenate
| name = Rejuvenate
| effect = Rejuvenate X heals X health per second
| effect = Rejuvenate X heals X health per second
}}.
}}. Has a 5s {{Stat|du|duration}}, but the first second does not give a tick.
{{CaptionImage|image=Rejuvenate.gif|float=right|caption=A rejuvenating skeleton}}
{{CaptionImage|image=Rejuvenate.gif|float=right|caption=A rejuvenating skeleton}}
{{EffectSynergyTable|Rejuvenate}}
{{EffectSynergyTable|Rejuvenate}}
Line 201: Line 201:
| name = Shock
| name = Shock
| effect = Shock increases chance to receive critical hits by 25%
| effect = Shock increases chance to receive critical hits by 25%
}}.
}}. Has a 7.5s {{Stat|du|duration}}.
{{CaptionImage|image=Shock.gif|float=right|caption=A shocked skeleton}}
{{CaptionImage|image=Shock.gif|float=right|caption=A shocked skeleton}}
{{EffectSynergyTable|Shock}}
{{EffectSynergyTable|Shock}}
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| name = Sleep
| name = Sleep
| effect = Sleep immobilizes target until it gets attacked
| effect = Sleep immobilizes target until it gets attacked
}}.
}}. Has a 3s {{Stat|du|duration}}.
{{CaptionImage|image=Sleep.gif|float=right|caption=A sleeping Skeleton}}
{{CaptionImage|image=Sleep.gif|float=right|caption=A sleeping Skeleton}}
{{EffectSynergyTable|Sleep}}
{{EffectSynergyTable|Sleep}}
Line 246: Line 246:
| name = Wet
| name = Wet
| effect = Wet increases status effect duration by +20%
| effect = Wet increases status effect duration by +20%
}}. [[Rain]] or some attacks like the [[Monk]]'s blessing attack with the [[relic]] {{relic|Holy Water}} can make units wet.  
}}. Has a 5s {{Stat|du|duration}}. [[Rain]] or some attacks like the [[Monk]]'s blessing attack with the [[relic]] {{relic|Holy Water}} can make units wet.  
{{CaptionImage|image=wet.gif|float=right|caption=A wet skeleton}}
{{CaptionImage|image=wet.gif|float=right|caption=A wet skeleton}}
{{EffectSynergyTable|Wet}}
{{EffectSynergyTable|Wet}}

Revision as of 22:58, 6 May 2026

Effects temporarily change the stats of units and can be caused by other units or the environment like the weather. Effects mostly effect combat.

Units can cause effects with abilities, some of these have to be unlocked at the Mystic.

Angry

Angry monsters glow red and have increased movement speed.

File:Angry.gif
An angry skeleton
Causes AngryBenefits from Angry


    Barrier

    Barrier makes invincible but vanishes 0.5s after being hit.

    File:Barrier.gif
    A skeleton with a barrier on it
    Causes BarrierBenefits from Barrier

      Bleeding

      Bleeding applies 20% health as direct damage once over a threshold. Has a 5s  duration.

      File:Bleeding.gif
      A bleeding skeleton
      Causes BleedingBenefits from Bleeding
      • Bee requires passive
      • Jailer requires passive

      Boost

      Boosted units attack 25% faster.

      File:Boost.gif
      A boosted skeleton
      Causes BoostBenefits from Boost
      • Beer when using a boost, it will apply on the unit with the lowest XP
      • Disease On first death, it will apply on the unit with the highest XP
      • Mug of Joy first boost per day is free
      • Potion when using a boost, it will apply on the unit with the lowest XP

        Burn

        Burn X applies X damage every second. Has a 5s  duration, but the first second does not give a tick.

        A burned skeleton
        Causes BurnBenefits from Burn

        Charm

        Charmed targets stand still and attack near monsters. Has a 4s  duration.

        File:Charm.gif
        A charmed skeleton
        Causes CharmBenefits from Charm

        Confusion

        Confusion makes monster run in a random direction.

        A confused skeleton
        Causes ConfusionBenefits from Confusion

            Dead

            Dead units cannot fight or be interacted with. If you have a Graveyard you can move 1 unit in it to clear up space. Can be revived at the File:Hospital.png hospital, the graveyard or by eating food in the tavern.

            File:Dead.gif
            A dead skeleton
            Causes DeadBenefits from Dead


              Fatigue

              Fatigue decreases physical defense by 20%. Has a 7s  duration.

              A fatigued skeleton
              Causes FatigueBenefits from Fatigue
              • Lich requires passive

              Fear

              Fear causes monsters to run away. Has a 2.5s  duration.

              A feared skeleton
              Causes FearBenefits from Fear

              Freeze

              Freeze: +20% cooldown and -20% movement speed. Has a 5s  duration.

              A Frozen skeleton
              Causes FreezeBenefits from Freeze

              Hungry

              Hungry: cooldown is increased by 25%. effect only lasts one Day

              File:Hungry.gif
              A Hungry skeleton
              Causes HungryBenefits from Hungry
              • units that did not eat at night


                Overheal

                Overheal X heals X health not limited by maximum.

                Causes OverhealBenefits from Overheal
                • Druid requires passive, applies on adjacent units
                • Selene with upgrade Heal
                • Vampire requires passive, buff self on hit
                • Vampire requires passive, buff self on hit

                Overshield

                Overshield X repairs X shield, not limited by maximum.

                Causes OvershieldBenefits from Overshield
                • Flamewalker requires passive, buff self on kill
                • Mechanic requires passive, buff unit directly in front

                Pinned

                Pinned: A pinned unit cannot be interacted with. You can still look at the character sheet.

                File:Pinned.gif
                A pinned skeleton
                Causes PinnedBenefits from Pinned
                • Caterpillar as long as it's on the field, applies pinned to hero
                • Demon Spider , applies pinned to targeted hero
                • Hydra as long as it's on the field, applies pinned to hero
                • MiniDragon as long as it's on the field, applies pinned to hero
                • Moonrise , at the end of the moonrise phase once the time stops moving
                • Squid as long as it's on the field, applies pinned to hero
                • Villains applies pinned to targeted hero


                  Poison

                  Poison X applies X damage every second; stacks. Has a 5s  duration, but the first second does not give a tick.

                  A poisoned skeleton
                  Causes PoisonBenefits from Poison

                      Radiance

                      Radiance decreases magical defense by 20%. Has a 7s  duration.

                      A skeleton with radiance applied
                      Causes RadianceBenefits from Radiance

                      Rejuvenate

                      Rejuvenate X heals X health per second. Has a 5s  duration, but the first second does not give a tick.

                      A rejuvenating skeleton
                      Causes RejuvenateBenefits from Rejuvenate
                      • Monk requires passive, applies to all units

                        Shock

                        Shock increases chance to receive critical hits by 25%. Has a 7.5s  duration.

                        A shocked skeleton
                        Causes ShockBenefits from Shock

                        Sleep

                        Sleep immobilizes target until it gets attacked. Has a 3s  duration.

                        A sleeping Skeleton
                        Causes SleepBenefits from Sleep

                          Stun

                          Stun immobilizes target for 1s.

                          A stunned Skeleton
                          Causes StunBenefits from Stun

                          Taunt

                          Taunt attracts targets for 5s. Units like the Swordsman can taunt enemies, distracting them from other units and making them more vulnerable to certain attacks.

                          A taunted skeleton
                          Causes TauntBenefits from Taunt

                          Weakness

                          Weakness decreases damage by 40% for 7.5 seconds.

                          A weakened skeleton
                          Causes WeaknessBenefits from Weakness

                            Wet

                            Wet increases status effect duration by +20%. Has a 5s  duration. Rain or some attacks like the Monk's blessing attack with the relic Holy Water can make units wet.

                            A wet skeleton
                            Causes WetBenefits from Wet