Status effects
Every buff, debuff, and aura in the game, straight from the game data.
Buffs
Fighting under the standard: extra attack damage.
Whipped into a frenzy: greatly increased attack and movement speed.
Warded by conjured bone: increased armor.
Scroll of Bone Tithe: attacks heal the attacker for a share of the damage.
Emboldened: increased attack damage.
Scroll of Ember Plate: melee attackers take burning damage back.
Enraged: +5 attack damage.
Touched by Evergreen: the next lethal blow heals it to full instead, then the blessing fades.
Survives the next lethal blow at 1 health, then is briefly untouchable.
Driven by the drum: moving faster.
Sheathed in frost: increased armor, and melee attackers are chilled when they strike.
Scroll of the Glut: swollen with extra health for a short while.
Scroll of Haste: moves and attacks faster for a short while.
Hidden from enemies, and stays hidden even while attacking.
Scroll of Mending: regenerating health over a few seconds.
Blessed with Mending Light: its next wound is healed before it lands, then the blessing leaps to another hurt ally.
Attack damage gained for every ally that died nearby. It keeps count, and the count never resets.
Harder to hit: a chance to dodge every basic attack. Granted by research, permanent.
Permanently stronger for every kill it has taken.
Steeled by the Dominion's certainty: resists shadow and takes less spell damage. Granted by research, permanent.
Wrapped in stone: additional armour.
Strengthened by an infused soul: bolstered for battle.
Negates the next spell aimed at it, then breaks.
Hidden from enemies. Attacking or casting reveals it.
Blessed by the wild: +3 armor and +5 attack damage.
Debuffs
Takes greatly increased damage from Acid sources.
Takes greatly increased damage from Arcane sources.
Frozen by frost: reduced movement and attack speed. Applied by ice attacks; Ice-immune units cannot be chilled.
Disoriented: attacks the nearest unit, friend or foe.
Host to a spreading plague: takes damage over time and infects nearby enemies.
A potent toxin dealing heavy flat damage over time. Stacks from multiple attackers. Poison-immune units are unaffected.
Life is being siphoned away by a channeled Drain Life.
Takes greatly increased damage from Electric sources.
Overcome with terror: flees from danger and cannot fight.
Takes greatly increased damage from Fire sources.
Cursed with misfortune: a 20% chance for its attacks to miss.
Takes greatly increased damage from Ice sources.
Dying while infested bursts into parasites and leaves no corpse.
Takes greatly increased damage from Poison sources.
Taking poison damage over time, losing 2% of max health each second. Stacks from multiple attackers. Poison-immune units are unaffected.
Transformed into a harmless critter: cannot attack or cast until it wears off.
Dragged out of hiding by a nearby detector, and cannot hide again while it holds.
Takes greatly increased damage from Shadow sources.
Crackling with static: takes +25% Electric damage.
Sluggish: greatly reduced movement speed.
Sapped strength: deals reduced attack damage.
Auras
Carried by the unit projecting the aura. Nearby units receive the matching aura effect below.
Saps nearby enemies for -2 attack damage.
Grants nearby allies +2 mana per second.
Grants nearby allies +3 shield per second.
Grants nearby allies +20% movement speed.
Shadow bleeds from this unit into everything near it.
Grants nearby allies +4 health per second.
Grants nearby allies +2 attack damage.
Lending its broken oath to nearby allies. Kill it and every borrowed oath goes with it.
Grants nearby allies +2 health and +2 mana per second.
Grants nearby allies +2 health per second.
The concealment that hides the army radiates from this unit - and can never hide it.
Grants nearby allies Thorns: their melee attackers take reflected damage.
Grants nearby allies +1 health per second.
Grants nearby allies increased attack damage.
Aura effects
What units receive while standing inside an aura.
Within a Brilliance aura: +2 mana per second.
Within a Charged aura: +3 shield per second.
Within a Defensive aura: increased armor.
Withered by an enemy Dreadlord aura: deals reduced damage.
Within a Haste aura: +20% movement speed.
Something unseen is close. Shadow damage, every second, until you leave.
Within a Healing aura: +4 health per second.
Within a Heroic aura: +2 attack damage.
Hidden by the Moonlord. Cannot be dispelled; it ends when the Moonlord falls or the unit leaves his shadow.
Within a Purity aura: +2 health and +2 mana per second.
Within a Regeneration aura: +2 health per second.
Within a Spotter aura that helps the team reveal hidden enemies.
Standing inside an Oathbreaker's aura: kills add permanent attack damage. Lost on leaving range or when the Oathbreaker dies.
Melee attackers take damage whenever they strike this unit.
Within a Thorns aura: melee attackers take damage when they strike this unit.
Within a Vampiric aura: heals for part of the damage its attacks deal.
Within a Wild Growth aura: +1 health per second.
Within a Wild Strength aura: increased attack damage.
Within an enemy Aura of Woe: -2 attack damage.
States
Flesh eaten away by acid: armor is reduced while it burns.
Cannot see clearly: an 80% chance for its attacks to miss.
This unit is casting a spell.
Reduce all incoming damage by X.
Protected by Sanctuary: takes no damage.
Inspired by a fallen ally: +25% attack damage and attack speed.
Turned against its own: fights for the enemy until the control breaks.
Caught in a net: a grounded flyer, rooted in place but still able to attack.
Gains bonus attack damage for each allied ooze nearby.
Shielded by a Scroll of Protection: increased armor.
The ground here is shaking: badly slowed while inside the quake. An environmental state, not a spell effect - it cannot be dispelled and fades moments after leaving the area.
Veiled in smoke: untargetable by enemy attacks for a short time.
This unit will expire.
Snared in webbing: a grounded flyer, rooted in place but still able to attack.