Effects Codex
Complete Reference of All 22 Buffs, Debuffs, and Systemic Effects
Effects System Overview
All buffs, debuffs, and systemic effects in Alberath are active effects with specific durations and mechanics.
Buffs
Positive effects that enhance units with increased stats, healing, or special bonuses.
Debuffs
Negative effects that weaken enemies with reduced stats, damage over time, or control.
Systemic
Special mechanics and passives that modify game rules or provide unique interactions.
Key Mechanics
- Duration: Most effects last 1-3 turns and reduce at end of turn
- Stacking: Some effects (Freeze, Bleed, Portal Boost) stack multiple times
- Cleansing: Paladin's Cleansing Light removes 1 debuff
- Dispel: Mentalist's Echo Negation removes all buffs from enemies
Buffs (9)
Buffs enhance your units with increased stats, healing, or special bonuses.
Vampirism 3 Turns
Source: Necromancer (Vampiric Touch)
Heals +1 HP per successful physical (STR) attack.
Fortify 2 Turns
Source: Guardian, Warlord
+1 Armor, -1 Move. Increased physical defense at the cost of mobility.
Protection Aura Permanent
Source: Paladin (Faith Aura)
Allies within 2 tiles gain +1 Will. Multiple Paladins stack.
Portal Boost Stackable
Source: Conjurer (Arcane Portal)
+1 to all stats per portal crossing. Only affects invocations.
Valor Chant 2 Turns
Source: Bard, Warlord
+1 STR +1 Will to all allies in AOE 3x3.
Arcane Hymn 2 Turns
Source: Bard, Pyromancer
+1 PSI +1 Armor to all allies in AOE 3x3.
Rage Dynamic
Source: Berserker (Bloodlust Passive)
For each HP lost: +1 STR +1 Move. Stacks as the unit takes damage.
Accelerate 3 Turns
Source: Sprite
+Speed +1 Move. Makes units act earlier in turn order.
March Boost 2 Turns
Source: Various army-wide abilities
+1 Move to all allies in AOE 3x3.
Debuffs (8)
Debuffs weaken enemy units with stat reduction, damage over time, or crowd control.
Burn DoT 3 Turns
Source: Pyromancer, Fire Elemental
Deals 1 True Damage per turn. 33% chance to spread to adjacent units.
Freeze CC Stackable
Source: Sprite, Ice Elemental
-1 Speed -1 Move per stack. Reduces turn order priority and mobility.
Sleep CC 1 Turn
Source: Bard (Dream Song)
Unit cannot act. Breaks immediately upon taking damage.
Weaken 3 Turns
Source: Necromancer
-X STR -X Armor (X = caster's PSI - target's Will, min 1).
Bleed DoT Until Healed
Source: Berserker
+1 physical damage received per stack. Only removed by healing.
Mind Break 2 Turns
Source: Necromancer, Mentalist
-1 Will in AOE. Makes enemies vulnerable to PSI damage.
Mind Disrupt 2 Turns
Source: Mentalist
-1 PSI to the target. Reduces spell damage output.
Resonance 2 Turns
Source: Spellblade
-1 Armor or -1 Will (targets the highest defense).
Systemic Effects (5)
Systemic effects are unique mechanics tied to specific units or passives.
Smite Bonus Passive
Source: Paladin (Smite ability)
Deals +2 damage to all invocations (Wisps, Skeletons, Elementals).
Rewind Instant
Source: Sprite
Reduces ally cooldowns by 1. If CD1, becomes usable immediately.
Cadence Passive
Source: Bard
Each buff/debuff applied grants +1 energy. At 10 stacks: Allies +1 STR +1 PSI, Enemies -1 ARM -1 Will.
Warmaster Aura 5x5 Aura
Source: Warlord
Each enemy death grants alternating buffs: 1st → +1 STR, 2nd → +1 ARM, repeat.
Pacifism Passive
Source: Trent
If all allies are Trents, the player loses automatically.
Effect Interactions
Stacking Effects
Only Freeze, Bleed, and Portal Boost stack multiple times. All other effects refresh duration when reapplied.
Cleansing Priority
Paladin's Cleansing Light removes 1 debuff. Prioritize: Sleep > Burn > Freeze > Weaken > Mind Break.
Buff Interactions
Buffs from different sources stack additively. Example: Valor Chant (+1 STR) + Warmaster Aura (+1 STR) = +2 STR total.
Dispel Mechanics
Mentalist's Echo Negation removes all buffs from enemies. Counters buff-heavy teams (Bard, Warlord).