Morale and Status Effects¶
Overview¶
Status effects are transient conditions applied during encounter resolution that modify the expedition resolver's outcome calculation. Morale is a party-level tracking score representing collective psychological readiness — distinct from individual health or injury count.
Morale¶
What Morale Represents¶
Morale is a single party-level score (not tracked per character). It reflects the group's collective will to continue. It begins at a baseline value determined by party composition and loadout, and degrades through adverse events. When morale reaches zero, the expedition forces a retreat regardless of the tactical situation.
A morale collapse is not the same as incapacitation — carried items are not lost; it counts as a retreat outcome.
Baseline Morale at Expedition Start¶
| Party Composition | Base Morale |
|---|---|
| Solo player | 30 |
| 2-player group | 45 |
| 3–4 player group | 60 |
| 5+ player group (full party) | 75 |
Modifiers applied at expedition start:
| Condition | Modifier |
|---|---|
| Warden role covered | +15 |
| Vanguard role covered | +10 |
| Campcraft Skilled — overnight rest at established camp before departure | +10 |
| Mission type is Escort or Boss Hunt (high stakes) | −5 |
| Cold-weather gear missing (cold expedition) | −5 |
| Party includes a Beginner-protected player | −5 (reduced group morale floor; veterans compensate) |
Morale Loss Events¶
| Event | Morale Loss |
|---|---|
| Party member incapacitated | −20 |
| Encounter outcome: Failure band | −10 |
| Encounter outcome: Poor matchup with Critical injury result | −8 |
| Fear status effect (Karnhaunt or undead boss) | −10 per escalation step |
| Corruption proc | −5 per proc |
| Critical supply shortage during expedition | −5 per supply-check step |
| Route complication (collapse, flood, triggered trap) | −10 |
| Elite encounter entered with no role coverage advantage | −5 |
Morale Recovery Events¶
| Event | Morale Gain |
|---|---|
| Encounter outcome: Strong Success | +8 |
| Elite encounter cleared | +12 |
| Boss encounter cleared | +20 |
| Warden support action (medicine applied mid-expedition) | +5 |
| Established camp rest step (overnight) | +10 |
| Expedition objective milestone reached (named target confirmed, site reached) | +10 |
Morale at Zero — Forced Retreat¶
When morale reaches 0:
- The current encounter step resolves fully (no mid-encounter death)
- The expedition enters a forced
retreatoutcome - The party returns to their last checkpoint
- Carried items are returned (minus consumed supplies during the retreat portion)
- Expedition rewards are not awarded
Morale cannot go below 0.
Status Effects¶
Fear¶
Source: Karnhaunt (Barrow Shade), Maarenvaki cluster encounters, undead boss variants
What it does: While Fear is active, all encounter outcome bands shift down by one tier. A Strong Success becomes a Success; a Success becomes a Partial Success; a Partial Success becomes a Failure. The party also takes morale damage each escalation step (see Morale Loss table).
Duration: 1–3 encounter steps depending on encounter severity rating.
Counters: - Warden role present: Fear effect is downgraded one severity tier (3-step becomes 2-step; morale loss per step reduced by half) - Warding Preparation (pre-expedition Alchemy item): duration reduced by 1 step minimum; morale loss per step halved - Restoration at Skilled (Warden): can spend their action slot to end Fear immediately — this consumes the Warden's contribution to that encounter step's resolver
Passive Resistance: Arcane Theory at Practiced reduces morale loss from Fear by 50%.
Poison¶
Source: Brynhämähäkki (pit spider), Suopuli (secondary application), Metsäpiru trap variants
What it does: While Poisoned, the affected character's injury accumulation rate increases by 1 additional injury per encounter step. Poison persists between encounter steps and must be actively countered — it does not clear automatically.
Duration: Persists until countered or until the expedition settles and the character returns to a settlement.
Counters: - Anti-venom Preparation (Alchemy product): removes Poisoned immediately, consuming the preparation - Herbalism at Skilled: can apply a field counter using carried reagents without a pre-prepared item - Physician treatment at Trevalkaan or village Herbalist: removes Poisoned on return; required if no field counter was available
Passive Resistance: Endurance at Skilled reduces injury accumulation increase from Poison from +1 to +0 (Poison is active but does not accelerate injury).
Paralysis¶
Source: Suopuli (marsh serpent constriction), large Jokipuli (jaw hold), certain boss abilities
What it does: A paralyzed character cannot contribute their role to the current encounter step. In a solo expedition, the resolver uses the minimum baseline with no role coverage bonus. Party members can attempt to break the hold.
Duration: 1 encounter step. Can be resolved earlier by a successful break attempt.
Break Mechanics:
| Loadout | Break Attempt | Success Condition |
|---|---|---|
| Polearm | Automatic break attempt | Succeeds on Partial Success or better from resolver |
| Other melee | Break attempt at disadvantage | Requires Success or better |
| Arcane (Elementalism active) | Elemental damage proc forces break | Only if element is effective vs. creature type |
| No party break attempt | No break | Paralysis holds for full encounter step |
Pre-expedition Counter: Paralytic Antidote (Alchemy item): prevents paralysis from setting if consumed before the encounter step that would trigger it. Has no effect once paralysis is already active.
Corruption¶
Source: Karnhaunt, undead sites with strong spiritual charge, void residue material contact, advanced undead boss encounters
What it does: Corruption is a stacking counter, not a binary state. Each corruption proc adds 1 corruption point to the affected character.
| Corruption Points | Effect |
|---|---|
| 1–2 | No mechanical effect; cosmetic indicator |
| 3–4 | Character's role contribution treated as one tier lower in the resolver |
| 5+ | Character has no effective role for resolver purposes; cannot be healed by Warden actions until corruption is purged |
Corruption does not clear automatically between encounter steps.
Counters: - Advanced Warding Preparation (high-tier Alchemy): reduces corruption by 2 points per application; can be used mid-expedition - Warden with Restoration at Expert: can purge 1 corruption point per encounter step, spending their action slot - Return to Trevalkaan: corruption clears fully after one settlement tick; village return does not clear corruption
Passive Resistance: Arcane Theory at Veteran adds 2 to the first threshold (so the role-degradation effect begins at 5 points instead of 3). This reflects the arcanist's deeper understanding of spiritual interference.
Constriction Hold¶
Source: Suopuli (constriction wrap), large Jokipuli (jaw pin), rare boss abilities
What it does: The affected character is physically held. They take 1 automatic injury per encounter step from the hold itself. The constricting creature is also locked in place — it cannot target other party members while maintaining the hold.
This creates a tactical dynamic: the creature is contained but the held character is burning injuries. The party must weigh freeing their member against pressing the rest of the encounter.
Break Mechanics:
| Loadout | Effect |
|---|---|
| Polearm | Strong break attempt; succeeds on Partial Success resolver roll against the creature |
| Other melee loadouts | Break attempt at disadvantage; requires Success or better |
| Arcane (effective element) | Can force a break by applying elemental damage to the creature's hold point — requires Elementalism at Practiced |
| No break attempt | Hold continues; character takes 1 injury per step until incapacitated or encounter resolves |
No pre-expedition counter exists — constriction is a physical hold, not a chemical or spiritual effect.
Exhaustion¶
Source: Food or water supply exhausted during expedition; extreme weather conditions without adequate protection; overloaded carry weight exceeding Endurance threshold
What it does: - All encounter outcome bands shift down by one tier (same as Fear, but does not trigger morale drain) - Passive injury recovery between encounter steps is disabled — Warden medicine actions still work but no automatic between-step recovery
Duration: Persists as long as the supply shortage or weather condition causing it remains active.
Counters: - Restore food or water supply (ration consumption from reserve, water source found and confirmed safe via Waterfinding) - Campcraft rest step (overnight): removes Exhaustion if adequate supplies are available at the camp - Return to any settlement: clears all Exhaustion
Stacking: Exhaustion does not stack. A second source of Exhaustion while already Exhausted has no additional outcome modifier. However, the causes must be resolved separately (restoring food does not address weather-caused Exhaustion).
Interaction Rules¶
When multiple status effects are active simultaneously, effects that modify outcome bands are additive with a cap:
- Maximum outcome band reduction from status effects: −2 tiers (a Strong Success cannot be reduced below Partial Success by status effects alone — injury and matchup penalties still apply separately)
- Fear and Exhaustion applied simultaneously count as the worst of the two for outcome band purposes plus an additional −1 (so combined status penalty is −2, not −1 for each)
- Corruption role reduction and other status effects apply independently — corruption is a role modifier, not an outcome band modifier
Status Effect Summary¶
| Status | Source | Key Effect | Duration | Primary Counter |
|---|---|---|---|---|
| Fear | Undead encounters | Outcome band −1; morale drain | 1–3 steps | Warden, Warding Prep, Restoration |
| Poison | Spider, serpent, traps | Injury rate +1/step | Until countered | Anti-venom Prep, Herbalism field |
| Paralysis | Constriction, jaw hold | Role zeroed for 1 step | 1 step (breakable) | Polearm break, Paralytic Antidote |
| Corruption | Undead, void residue | Role tier −1 at 3pts; zero at 5pts | Until purged | Warding Prep, Warden purge, settlement |
| Constriction Hold | Bog/river predators | Auto-injury per step; creature locked | Until broken | Polearm break, Elementalism proc |
| Exhaustion | Supply shortage, weather | Outcome band −1; no passive recovery | Until source resolved | Restore supply, camp rest, settlement |