Guides · The world
Effects, food and Wards
An effect is something on you for a while: a Sunapple's gold ward, the dark lifting at night, a Rivenmaw's bite stiffening your legs. Each one shows as an icon in a row beside the medallion (under it on a phone). Good effects sit in a gold rim, bad ones in a red rim with clipped corners; the rim drains as the time runs out, the seconds sit under it, and it blinks for the last five.

Effects
The same effect again never stacks: the longer one wins. Dying clears every effect, and so does a
Milk Bucket: use an empty bucket on a cow, then drink it (any time, hungry or not) to clear every effect, good and bad, the Sun Shield included. Good effects are the same on every difficulty and in player fights; on Easy the bad ones last half as long and some are softer. Times are for Medium.
Good effects
- Sun ShieldA gold halo round the medallion: four wards over your life. Every kind of damage but the void takes them firstA Sunapple: 2 minutes
- MendingHeals a shard every 2 secondsMushroom Broth: 6 seconds
- NightsightThe darkest places lift to a violet half-light; the sky stays nightSun Carrot (3 minutes), Seamheart (30 seconds), Glowfin Soup (2 minutes), a Night Ward
- SwiftstepWalk and sprint a quarter fasterA Cookie (8 seconds), a Swift Ward
- WindleapJump about two blocks highA Leap Ward
- HearthwarmChill and Frozen last half as long; Frostbite builds half as fastBaked Potato (30 seconds), Mushroom Broth (90 seconds)
- SatedHunger drains half as fastRoast Pork, Roast Beef (60 seconds), Pumpkin Pie (90 seconds)
Bad effects
- BlightHalf a shard a second; it never takes your last half shardThe Poison Sword, the Thorn Guardian's thorns and spores, a Seamheart
- BurningHalf a shard a second; water or rain puts it out, fireproof armour keeps it offBlazing tools and arrows, the Magma Colossus, lightning
- ChillMove at half speedThe Rime Sovereign's icicles, Tidal arrows, rimeiron blades in player fights
- FrozenYou cannot move or jump, but you can still swingThe Rime Sovereign's nova and icicle rain
- FrostbiteBuilds while you stand in Drift Snow; when full, half a shardDrift Snow, a Rimewaned's hit
- RootedRoots hold you in place; you can still swingThe Thorn Guardian's roots, Quaking arrows
- WindboundCaught in the wind; you cannot moveThe Tempest's hold, the Crowned Wyrm's wind breath
- SappedYour hits deal a quarter less damageOne Waned or Dustwaned hit in four
- StonegripMove a third slower and cannot sprintEvery Rivenmaw bite
- RotHunger drains three times as fastStale Rations, Raw Chicken
A Frost Heart, held or in the offhand, keeps Chill, Frozen and Frostbite off. Hunger effects (Sated, Rot) never come on Easy, where there is no hunger.
The Sun Shield
Eat a Sunapple (three gold ingots over an apple between two Resin at a Maker's Bench, or found in temple chests) and a gold halo rings your medallion for two minutes: four wards over your life. Hits take the wards first. Another Sunapple fills the shield back to four, never above. When the last ward goes, it breaks into falling shards. On Medium and Hard a Sunapple also heals two shards at once.
Food
Eleven of the twenty-one foods give an effect. Foods with a good effect can be eaten even when you are full (on Easy, at full health); the others only when you are hungry.
| Food | Effect |
|---|---|
| Sun Shield, 2 minutes | |
| Nightsight, 3 minutes | |
| Mending for 6 seconds and Hearthwarm for 90; you keep the bowl | |
| Hearthwarm, 30 seconds | |
| Sated, 60 seconds | |
| Sated, 90 seconds | |
| Swiftstep, 8 seconds; another cookie starts the 8 seconds again | |
| Nightsight for 30 seconds, and Blight for 4 | |
| Rot for 20 seconds, four bites in five | |
| Rot for 20 seconds, one bite in three | |
| Sated, Hearthwarm, Mending, Swiftstep or Nightsight, eaten only when hungry: see the dishes |
How much each food fills is in the crafting guide.
Nightsight
The darkest light lifts to about two fifths with a cool violet tint, so caves and moonless nights stay readable. The sky stays night and the stars stay out. A Sun Carrot gives three minutes of it; a Night Ward gives it while you are in reach.
Wards
A Ward is a carved pillar of Dressed Greystone set with a gem. Placed, it gives its effect to everyone within 5 blocks, other teams in a team fight included; in your offhand it gives it to you alone. While you are in reach its icon keeps a full rim and no number; step out and it fades after about a second and a half.
Every Ward is made the same way at a Maker's Bench: its crown on top, a gold ingot between two Dressed Greystone in the middle, Dressed Greystone below. Wards stack to sixteen; a stack in the offhand gives no more than one. Placed Wards glow faintly, like a torch. A Leap Ward at the foot of a Keeper's tower, or Swift Wards along a long road, serve a whole party.
Auras
An aura is a look, not an effect: motes that drift round you and change nothing in a fight. Each Keeper gives its own the first time you beat it (Rime motes for the Rime Sovereign, Ember motes for the Magma Colossus, Bloom motes for the Thorn Guardian, Gale motes for the Tempest), and finding the first sixteen Torn Pages gives the Whole Tale. Wear one from Looks (Body › Aura). Earned auras are never sold.
Next: Weapons. All sections: the guides.













