Nobody bleeds out in this valley. They just stop getting their breath back.

One tag system covers players and monsters alike — the dungeon obeys the same rules you do. Conditions stack (re-applying adds a stack and refreshes the duration), and each lasts either until cleansed or until your next activation, as noted.

Wind-Denial (the kill conditions)

ConditionEffect
PoisonDenies all Wind recovery — the activation refill, the Rally refill, every restoring trick
FatigueThe same denial, earned by the crawl itself — attrition made mechanical
WindedThe same denial, short-lived — usually self-inflicted by overexertion

Wind-denial is how fights actually end. A fight rarely ends because numbers got big; it ends because someone stopped recovering. Elites with Poison stacked on them stop getting their breath back too — attrition cuts both ways.

Chip (damage over time)

ConditionEffect
BurnAt your activation start: lose 1 Fortitude, then one stack fades
BleedThe same, drawn in red

Chip conditions eat Wind first, then Guard — never Vitals: a tick can Stagger you, but it cannot kill you. The Hedge-Mage’s stock-in-trade; fire crits Ignite.

Dice (Boons and Banes made persistent)

ConditionEffect
MarkEvery ally gains a Boon attacking the marked target (per stack)
ExposedAttackers gain a Boon against you (per stack); the fumble’s price
BolsteredBanked Boons — spent on your next swing, hit or miss
HiddenUnseen: +1 Boon attacking from the dark; attacking reveals you, hit or miss
ShakenBane on your attacks; nerve, going
SlowedBane on your attacks; body, failing
Guard (stance)Braced: attacks against you take a Bane; enables the Warden’s tricks

Tempo (actions and the window)

ConditionEffect
StaggeredFortitude at zero — the window is open; see 03 The Stagger Window
SuppressedA Staggered target’s next Rally is denied; consumed by the Rally it denies
StunnedYour next activation is skipped entirely (you still Rally and refill first)
Frenzied+1 Break on your attacks — stronger, and not safer to be near

Resisting and Cleansing

  • Resolve resists Shaken, Stun, and Poison.
  • Steady clears one of your own conditions. Bolster can clear an ally’s Shaken. Second Wind cleanses yourself before it refills — it can strip the very Poison that would choke it.
  • Benediction (Devout) clears any cleansable condition on an ally — including the Wind-deniers that actually end runs.