Status effects in The Blood of Dawnwalker
There are 248 status effects in The Blood of Dawnwalker, and every buff, debuff and temporary state in the game is one of them. Each effect page lists the modifiers it applies, its duration, how often it ticks and which items or abilities apply it.
The effects break down by source. 127 come from consumables, 101 from abilities, 9 are player states, 7 come from perks and 4 are combat states. That distribution is why the consumables list and the status effect list are worth reading together rather than separately.
Durations are not always in seconds
Most effects run for a fixed number of seconds, but The Blood of Dawnwalker also uses world time durations. Some effects last until the end of the current day, others until the end of the next day, and a few are permanent until replaced. Those are listed as the game states them rather than converted into a misleading second count.
Periodic effects tick on their own interval, which is listed separately from the total duration. An effect running for 30 seconds with a 3 second period applies ten times, and that distinction matters for anything that heals or damages over time.
Player states and blood
The nine player states are the ones that change how Coen behaves rather than his numbers. Blood Craving is the clearest example: when vampiric health drops to a single segment Coen becomes hungry, and in that state he may lose control during a conversation and drain the person he is speaking to, friend or not.
Drinking blood also leaves a lasting effect behind. Feeding on a human grants a post drinking state that raises clothing toughness, critical hit chance, claw damage and weapon damage, while feeding on an animal instead grants extra activation charges at the start of combat and faster passive charge regeneration.
Reading modifiers on an effect page
Every modifier is shown with the attribute it touches, the operation it uses and its magnitude, so an effect that multiplies melee damage is clearly different from one that adds to it. Attributes that scale with level are calculated on the same curves used everywhere else in The Blood of Dawnwalker.
Where an effect is applied by an item or an ability, that source is linked, so a mystery buff on the character sheet can be traced back to the potion, perk or enemy attack that caused it in one step.