Status Effects & Keywords Glossary

Last updated: October 21, 2026

Dragon Traveler skill descriptions lean on bracketed keywords like [Ignite] or [Wild] without explaining them. This page explains each keyword in plain English and lists every Luminary in our database whose skills mention it – useful when you are looking for a unit that applies, or benefits from, a specific effect.

Character lists are generated from the skill text on each character page, so they update when the database does.

Skill types

Overdrive
The unit's main active skill, cast with Energy. Each Overdrive has an Energy Cost; some effects react to enemies casting high-cost Overdrives.
Ultimate
A second active skill, usually a large area effect or the unit's signature damage.
Secret Skill
A passive that is always on, often conditional (for example, bonus Attack against targets with a specific debuff).
Talent
A passive with enhancement levels. Each level adds or upgrades an effect, so talent level is often what turns a unit from usable into strong.

Elemental keywords

[Elemental Debuff]

Also covers: [Elemental Debuffs], [Basic Elemental Debuff]

Umbrella term used in skill text for elemental statuses left on an enemy. The game text does not list exactly which statuses count, but the elemental effects such as [Ignite], [Chill] and [Shock] are the natural candidates. Many Luminaries do not apply an element themselves but gain a bonus when the target already carries one – for example extra Attack, Life Steal or a longer stun.

Tip: If several of your units say "against enemies with an [Elemental Debuff]", pair them with at least one reliable elemental applier.

Mentioned in the skills of 6 Luminaries:

[Elemental Reaction]

Also covers: [Elemental Reactions]

An extra effect that fires when elemental debuffs interact on the same target. Several kits grant a reward after a reaction triggers, such as [Crit Up] or [Morale]. The skill text in the game does not list every element combination, so treat specific combo charts on other sites with caution.

Mentioned in the skills of 5 Luminaries:

[Ignite]

The fire-type elemental debuff. Ignite deals damage over time and is the trigger for a number of fire-themed bonuses, e.g. Buck's Arsonist secret skill (+42% Attack against [Ignite] targets).

Mentioned in the skills of 3 Luminaries:

[Burn]

A damage-over-time effect used by fire specialists. Some detailed guides describe Burn as stacking, which rewards long fights such as guild bosses.

Mentioned in the skills of 1 Luminary:

[Chill]

The ice-type elemental debuff, most associated with Poseidon. Chill sets up ice-based follow-ups and counts as an [Elemental Debuff] for units that scale off one.

Mentioned in the skills of 2 Luminaries:

State keywords

[Wild]

A combat state used mainly by Wild Spirit faction Luminaries. While a unit is in [Wild], many of its skills gain an extra effect – extra Physical Defense, an added stun, a bigger shield or bonus attack speed. How a unit enters Wild is specific to its kit (for some it is tied to Rage or to taking damage).

Tip: Supports such as Chiron reference Wild directly, so they fit best alongside Wild Spirit carries.

Mentioned in the skills of 12 Luminaries:

Buff keywords

[Redemption]

A healer-side trigger that adds a dispel to healing; some talent levels widen it from a single ally to an area around the healed target and grant extra buffs when it fires.

Mentioned in the skills of 1 Luminary:

[Adrenaline]

A buff granted by certain supports, often to the ally with the most Rage or to melee units, usually paired with healing or extra damage around that ally.

Mentioned in the skills of 2 Luminaries:

[Battle Bond]

Chiron's link to an ally. Bonded targets receive extra healing, and extra Attack Speed if they are in [Wild].

Mentioned in the skills of 1 Luminary:

[Crit Up]

A critical-rate or critical-damage buff, commonly granted after an [Elemental Reaction] triggers.

Mentioned in the skills of 1 Luminary:

Stacking keywords

[Deathrattle]

A stack gained when an ally is defeated. Each stack gives a small bonus that depends on the unit – such as +1% Attack or +6% Attack Speed per stack – so Deathrattle units get stronger as a fight drags on.

Tip: These units are better in long or attrition fights than in short burst races.

Mentioned in the skills of 10 Luminaries:

Debuff keywords

[Venom Mark]

A mark placed on enemies (often by basic attacks) that later detonates. Some kits let detonations trigger [Punishment] or raise the target's next Overdrive Energy Cost.

Mentioned in the skills of 1 Luminary:

[Heal Block]

Also covers: [Healing Down]

Anti-healing debuffs. [Heal Block] prevents healing, while [Healing Down] reduces it. They are the main answer to sustain-heavy teams built around priests or life-steal carries.

Tip: If your team depends on a healer, bring a cleanse or kill the anti-heal unit first.

Mentioned in the skills of 1 Luminary:

Control keywords

[Punishment]

A triggerable bonus attached to particular skills. When Punishment triggers it adds an extra effect defined by the skill – for example [Petrify], a buff dispel or an extra [Ignite]. The base trigger chance is not shown in most skill descriptions.

Mentioned in the skills of 4 Luminaries:

[Stun]

Hard crowd control that stops the target from acting for the stated duration. Some stuns only apply under a condition, such as the caster being in [Wild] or the target carrying an [Elemental Debuff].

Mentioned in the skills of 3 Luminaries:

[Petrify]

Hard crowd control that turns the target to stone for the stated duration, usually applied through a [Punishment] trigger.

Mentioned in the skills of 1 Luminary: