Status effects are conditions which can affect creatures and usually deal damage over time. They vary from sicknesses to effects caused by the kind of tile or biome the creature is in.
Common colds are a randomly occurring sickness. It can be identified by a sneezing sound as well as an effect similar to the attack effect, and will generate an event notification. At the beginning of each turn, if the creature has a common cold, it will be damaged, taking a day off its life. Common colds have an increased chance to affect a creature when they are in swamps or are near a creature that has two of the same immunity types. It is able to be identified by a symbol that resembles a snowflake or virus.
Colds gained by being near a sick creature will wear off the next turn, provided you move away from the sick creature.
Nichelings with two copies of the same immunity gene, have a compromised immune system and will become helplessly ill upon birth with an unending Common Cold. This will cut their lifetimes in half- from 25 days to 12. This is often mistaken for a glitch as the Common Cold normally lasts only 3 days.
Genetic Sickness acts the same as a cold in that it will spread to other creatures nearby.
Sleep Sickness is inflicted on your creature by insect swarms. While having sleep sickness your creature suffers -2 Action points, however it doesn't cause any damage. It can be identified by 3 Z's.
Sleep Sickness only lasts one turn, but there is a chance to be reinfected by it if the insect swarms are still around.
Poisoned animals are injured each day for three days. It is earned by attacking a poisonous animal, getting attacked by a venomous animal, and eating poison berries. The poison effect can be identified by a red skull and crossbones.
So far, the only venomous and poisonous animals in the game are the creatures, although both bearyenas and dodomingo can be poisoned. Keep in mind that horny/rogue (depending on the version) males can have the Toxic Body.
Poison Berry Bushes can be found in most biomes, and are particularly common in swamps.
Bleeding occurs when the creature is attacked. Bleeding causes damage to creatures every turn. If another creature is adjacent, they can lick the wound to stop the bleeding. Creatures with hemophilia bleed faster and take more damage from this status effect. You can identify it by a red raindrop appearing on a creature and seeing if, when the creature is first attacked, there is a large red drop as well as the scratch.
When a creature is close enough to a goldleech, it will latch on and give this condition to the creature. Each turn, the creature will be damaged and gain the bleeding status. If a creature is adjacent, they can remove the leech, which will also provide 1 food.
There is, a known glitch that when you remove a leech, the effect will still be on the creature. It causes damage over time until the creature dies. This shows up in the News menu.
Creatures without water breathing can drown in deep waters and rivers. Water is considered "deep" if it is above the creature's head. Every time you perform an action, the drowning creature will lose health. You can cure it by getting a creature out of the deep water onto dry land or a beach. You can identify it by a series of bubbles appearing on a creature.
If a creature has low cold resistance and spends time in a cold biome, or a cold wave event occurs, they will start the turn cold. Creatures who are cold have one less action than normal. If they spend too many turns cold in a row, they have a chance to become frozen.
Creatures who are cold and end a turn without warming up may start a turn frozen. Frozen creatures take damage each turn they are frozen, including the turn they are initially frozen on. These creatures cannot move until another creature comes and uses an action to free them. Moving two creatures near the frozen one, so that it gains the warmed by packmates buff, will automatically defrost a creature.
If a creature has low heat resistance and spends time in a hot biome, or a heat wave event occurs, they will start the turn hot. Creatures who are hot have one less action than normal.
If a creature wanders next to a hostile meat-eating plant in a Jungle biome, the plant will suck the creature into it and paralyze it. The creature will not be able to do anything, though it will retain the action points it had prior to being grabbed and will have new action points after the turn ends. If not freed, the creature will gain the Bleeding status and continue to be paralyzed. Another creature needs to come and kill the plant in order to free the paralyzed creature.