Effects Phase

This phase occurs between the Fixed Chance Phase and the 1st Resurrection Phase. All effects in this phase occur on one page. Only the turn player's effects apply in each Effects Phase. Many things happening in this phase aren't visible in the phase's page and happen even if the phase itself is invisible.

There are Effects Phase based effects and Round based effects which activate and/or wear off in this phase. Effects Phase based effects with a duration have their turn counters tick down during each Effects Phase, while Round based effects have their turn counters tick down during Round Effects. (This dichotomy holds true even during an Extra Turn from Roasted Turkey or Syringe.)

Effects which have no duration are listed under Effects Phase Based by default.

Most effects have a turn counter of 0 before being applied. A select few effects begin with a turn counter of -1 before being applied, including Auto-Resurrection, (non-early) Disarmed, and Steady Progression. In the case of Disarmed, this means stacking the duration could make the effect last longer than simply applying the effect on separate occasions. Also, a few tooltips in the game have incorrect turn counters.

Round based effects can have a negative turn counter, which happens most often due to the Objection! skill being used in a player's turn where an effect would have activated worn/off. Supposing the effect's duration can stack, adding to the negative turn count duration will add from the negative number rather than 0, though simply allowing the effect to wear off will reset the count to 0 (or -1 for the rare cases.)

Some effects won't activate and/or wear off if the turn player is Dead, most notably effects which would make the turn player move, Curses, and Bank Account. Some effects like Licking a Lollipop even have the entire effect delayed while Dead rather than having the turn counter tick down. Overlord, Shift, Steady Progression, and Inverted Dice won't activate on a skipped turn. This is intended. Some effects have other conditions needed to activate/wear off.

Effects have a priority determining the order by which they activate in this phase. Effects with the same priority have the order between themselves determined by the order they were gained. However, according to the admin, Dysprosium, "The order is determined by code or our database without us controlling it. This means that even a server update could alter that", so any priority list can change on a whim.

Non-Symbolized Effects

 * Cooldowns for all skills and items in the turn player's inventory tick down by 1.
 * Turn player's Hinder skill's reset counter ticks down by 1.
 * Turn player's Pacman skill's duration ticks down by 1.
 * Turn player's No. skill's duration ticks down by 1.
 * Turn player's Grand Appearance skill activates.
 * Turn player's Lock Time skill's delay activates.
 * 1 Concentration is gained for turn player's Nature's Swiftness skill.
 * 5% Energy is lost for non-Amethyst Lightsaber/Phaser/Teleporter Activator in the turn player's inventory.
 * Chocolate Easter Bunny Of Doom/Cow/Mummy (from Filled Pocket Ball) released by the turn player moves, leaves the game, and/or activates.
 * Thieving Imp in the turn player's inventory steals an item from their inventory and goes to another player.
 * Peace Dove in the turn player's inventory flies out of inventory and goes to another player. (needs verification that this is Effects Phase based)
 * Faerie Circle in the turn player's inventory applies the Faerie Fire Debuff to all enemy players within 15 spaces of the turn player.
 * Ring Of Flowers in the turn player's inventory makes every living player within 25 spaces of the turn player move 3-5 spaces back.
 * Golden Ring Of King Midas in the turn player's inventory's Gift Of Midas generates 1 Rupee for them.
 * The Demon Jester's Ring in the turn player's inventory's Deadly Trickery gives another player within 30 spaces a Deadly Item.
 * Shamshir-e Zomorrodnegar in the turn player's inventory generates Spell Reflect for them.
 * Sir Lancelot's Ring Of Dispel in the turn player's inventory generates Spell Shield for them.
 * The Cornucopia in the turn player's inventory generates an item.
 * Vijaya in the turn player's inventory aimed at a space gets more powerful or overcharges.
 * Spear Of Destiny in the turn player's inventory loses all stacks.
 * Sudarshana Chakra thrown by the turn player moves and/or returns to the turn player.
 * Magical Winter Hat in the turn player's inventory generates Snowballs for them.
 * Creeping Fungus in the turn player's inventory consumes one of their Food items, changes their Red Mushroom into a Shroom Of Doom, or infects them with the Fungal Infection Debuff.
 * Jinxed Jewel Of Anxiety makes the turn player run 6 spaces back if within 3 spaces of another player.
 * Jinxed Jewel Of Death kills the turn player.
 * Jinxed Jewel Of Encumberment makes a random item be destroyed in the turn player's inventory if they have 12 or more items.
 * Lager Of Learning grants the turn player a random learnable feat.
 * Ring Of Light resurrects the turn player.
 * Green Mushroom resurrects the turn player.
 * Any (but max. 1) Dragon Egg in the turn player's inventory removes the Fire Debuff from the turn player and hatches into a Dragonling of the same color.
 * The Fixed Chance Phase's Click The Chicken's effect activates and all players gain the Chicken item.
 * The turn player gains Snowballs (happens randomly after becoming a Stark in Pick A House).
 * FSM escapes from the turn player's Filled Pocket Ball (needs verification that this is Effects Phase based)

Buffs

 * Banking activates
 * Blowing Smoke activates and/or wears off
 * Curse Resistance activates
 * Demonic Rush wears off
 * Diamond Necklace activates
 * Disease Cloud activates
 * Faith activates
 * Holy Light activates
 * Hop Hops Buff activates and/or wears off
 * Hungry Games: Receive Reward Capsule activates and wears off
 * Hyper Hyper wears off
 * Jumanji Vines activates and wears off
 * Licking a Lollipop activates and/or wears off
 * Lumpy Space Hiccups activates and/or wears off
 * Mysticality activates
 * Obsidian Necklace activates
 * Overlord activates
 * Pearl Necklace activates
 * Pufferfish Speed wears off
 * Quantum Uncertainty activates
 * Relic Gold activates
 * Ruby Necklace activates
 * Shift activates
 * Spare Time Efficiency activates
 * Speed Boost wears off
 * Topaz Necklace activates

Neutral Effects

 * Blue/Green/Red Turtle Shell moves and/or activates
 * Channeling Wormhole activates and wears off
 * Duct Tape wears off
 * Explosive Sheep activates and the connected Sheep moves or leaves the game
 * Undead Minion activates

Debuffs

 * Chaotic Power activates and wears off
 * Chlamydia activates or wears off
 * Cocaine Addiction activates and/or wears off
 * Common Cold activates or wears off
 * Curse Of Lesser Resurrection activates
 * Curse Of Relativity activates
 * Curse Of Resurrection activates
 * Curse Of Riches activates
 * Curse Of The Easter Bunny Of Doom activates and/or wears off
 * Curse Of The Pharaoh activates
 * Delusion Poison activates or wears off
 * Demonic Frost wears off
 * Dragon Frost wears off
 * Entangling Roots activates and wears off
 * Evil Disease activates and/or wears off
 * Fire activates and/or wears off
 * Frozen wears off
 * Gonorrhea activates or wears off
 * Herpes activates or wears off
 * Inverted Dice wears off
 * Malaria activates and/or wears off
 * Ni! losing stacks activates
 * PETA activates or wears off
 * Pufferfish Poison activates and wears off
 * Radiation Sickness activates or wears off
 * Slow wears off
 * Slowing Poison wears off
 * Smoking A Harmless Cigar activates and wears off
 * Syphilis activates or wears off
 * Volatile Zombie activates and wears off

Non-Symbolized Effects

 * Deadly Item in the turn player's inventory is revealed to be an illusion and leaves inventory
 * Holy Hammer in the turn player's inventory reverts to Hammer
 * Activate Runes Of Guidance skill in the turn player's inventory is lost
 * Lannister loan made by the turn player is returned to The Bank OR Tywinn applies Skip A Turn to the turn player if they have less than 10 Rupees, and this effect's turn counter is reset to 4 or 5
 * Seventh Ring Of Hell in the turn player's inventory generates an item
 * Boss Mode income/item generation/scroll generation occurs

Buffs

 * Arcane Vision wears off
 * Auto-Resurrection wears off
 * Bank Account activates and wears off
 * Bearded Phantom activates and wears off
 * Blessing Of Vengeance wears off
 * Brawler's Brew wears off
 * Caffeine Rush wears off
 * Crystal Meth Focus wears off
 * Doom Guard activates and/or wears off
 * Guardian activates and/or wears off
 * Killer Instincts Speed Boost wears off
 * Life Shield wears off
 * Mojo wears off
 * Momentum activates and/or wears off
 * Save Point wears off
 * Soul Speed wears off
 * Spell Reflect wears off
 * Spell Shield wears off
 * Star Power wears off
 * Sunscreen wears off
 * Super Caffeine Rush wears off
 * Temporary Fire Immunity wears off
 * Temporary Frost Immunity wears off
 * Temporary Poison Immunity wears off
 * Turned Into a Jet wears off

Neutral Effects

 * Crazy wears off
 * Drunk wears off
 * Snail Ale wears off
 * Stoned wears off
 * Steady Progression wears off

Debuffs

 * AIDS activates and wears off (or just wears off if Succubus)
 * Bleeding wears off
 * Brain Freeze wears off
 * Cocaine Burnout wears off
 * Cold Head wears off
 * Crabs wears off
 * Cursed Wounds wears off
 * Dehydration activates and wears off
 * Denied Victory wears off
 * Doom activates and wears off
 * Drain Soul wears off
 * Eerie Howl wears off
 * Fungal Doom activates and wears off
 * Plunger On Your Face wears off
 * Sued wears off
 * Wound Of Arsalan activates and wears off

Major Status

 * (non-early) Disarmed status wears off