MECHANICS / STATUS EFFECTS
Effects are verbs in the run
Burning is a damage-over-time effect that speeds enemies. Poisoned is also damage over time, but slows enemies. That difference is more useful than a made-up damage value because it tells a player how the field may feel after the effect is applied: Burning raises urgency, while Poisoned creates more room to reposition. Both effects continue to matter after application, so the movement response is part of the target's practical threat.
Oiled is a damage modifier that increases fire damage and links to Burning. Nuln Oil sits on the weapon side of that relationship, while Burning sits on the status side, so you can follow the fire path in either direction.
Frenzied, Healing, and Stunned have descriptive roles. Berserk is an attack modifier granted by Frenzon and raises attack frequency. Exact duration, percentage, stack limit, and immunity rules are not established yet. Use Frenzied as a status name, Healing as recovery, Stunned as control, and Berserk as the attack-frequency modifier when describing a test.