Crimson Moon Status Effects
11 effects, what each does, and how much of the Boon pool is built around them.

Crimson Moon has 11 status effects: Bleed, Burn, Frost, Frozen, Marked, Poison, Rage, Sunderance, Weakened, Tempo, Slowed. Most deal damage over time and stack, and two of them are not damage at all — Marked raises the critical damage a target takes, and Sunderance lowers its resistance to everything. The last 3 are defined by the game and described by no public source, and are listed here as exactly that. If you are comparing Boons, this is the page that makes their numbers mean something.
- Status effects
- 11
- Described publicly
- 8
- Damage over time
- Bleed, Burn, Frost, Poison
- Control
- Frozen
- Amplifiers
- Marked, Rage, Sunderance
- Removable by dodging
- Burn only
- Patch
- 1.0 launch window
All 11 status effects
The Boons column counts how many Boons name the effect in their text — a text match, so treat it as a good indication of how supported an effect is rather than an exact figure.
| Effect | What it does | Boons referencing it |
|---|---|---|
| Bleed | Target takes damage over time while bleeding. | 6 |
| Burn | Target is set on fire, taking damage over time based on fire stacks. Dodge roll to deactivate. | 1 |
| Frost | Target gains frost stacks that slow and damage them. | 6 |
| Frozen | After Frost stacks accumulate the target is frozen, stopping their movement and action. | None found |
| Marked | Target is Marked by evil and takes higher critical damage from hits. | 9 |
| Poison | Target is poisoned and takes damage over time once enough poison stacks are added. | 4 |
| Rage | Target gains increased damage amplified by the number of stacks. | 8 |
| Sunderance | Target has lowered resistance to all status effects and damage. | 2 |
| WeakenedNot documented | A timed debuff whose potency varies rather than stacking - the game tracks a base strength, a bonus to that strength and a bonus to its duration. What it weakens is not documented anywhere public. | None found |
| TempoNot documented | Built exactly like Weakened - a base strength, a strength bonus and a duration bonus - which makes it a timed, scalable modifier rather than a stacking one. Whether it helps you or hinders a target is not documented anywhere public. | None found |
| SlowedNot documented | The game tracks only a duration bonus for it, with no strength or stack count, so it reads as a fixed-magnitude slow that gear extends rather than deepens. Not documented anywhere public. | None found |
How status effects combine
Two mechanics are worth understanding before you build around a status.
Frost has two stages. Frost stacks slow and damage a target; enough stacks turn it into Frozen, which stops movement and action outright. A Frost build is a control build with a wind-up, not just a damage type.
Marked and Sunderance multiply everything else. Neither deals damage. Marked raises the critical damage a target takes; Sunderance lowers its resistance to all damage and all status effects. That makes them the natural pairing for any damage-over-time build rather than competitors with it.
Burn is the one you can escape. The game says Burn is removed by dodge rolling. Nothing documents a cleanse for the others, so being set on fire is the most survivable of the damage-over-time effects — for you and for anything you are fighting.
Common questions about status effects
What status effects are in Crimson Moon?
There are 11 status effects in Crimson Moon: Bleed, Burn, Frost, Frozen, Marked, Poison, Rage, Sunderance, Weakened, Tempo, Slowed. Most deal damage over time or weaken a target's defences, and several stack. 3 of them — Weakened, Tempo, Slowed — are defined by the game but described nowhere public.
How does Frozen work in Crimson Moon?
Frozen is what Frost builds towards. Frost stacks slow and damage a target; once enough stacks accumulate the target becomes Frozen, which stops its movement and its actions entirely. So Frost is not just damage over time — it is a hard crowd-control effect with a wind-up.
Can you clear a status effect once it is applied?
Burn can be removed by dodge rolling, which the game states directly. The other effects have no documented cleanse, so they run their course — that asymmetry is worth remembering, because it makes Burn the least punishing of the damage-over-time effects to be hit by.
Why do some status effects have no description?
Weakened, Tempo, Slowed are defined in the game's own code — each has a strength, a duration and its own set of modifiers, exactly like the effects that are described — but no public source says what they do. Rather than guess, this page lists them and says so. The shape of their data is the only honest thing to report until someone confirms them in play.
What does Marked do?
A Marked target takes higher critical damage from hits. It is a damage amplifier rather than damage itself, which is why several Boons are built around applying it — Brand of Judgment gives a Heavy Attack a 75% chance to Mark, and Absolution in Ice deals a large amount of cold damage specifically to Marked enemies that are Frozen.