Status effect

Status Effects (Buffs, Debuffs, and Ailments) are temporary modifiers that cause some negative or positive consequence. Status effects are generally caused by Special Attacks or abilities executed by certain weapons or creatures. Some status effects, such as Dazed and Frozen, last only a short number of turns in combat until they wear off, while others, such as Poisoned, may persist until the end of combat (with Poisoned exceptionally continuing beyond combat).

Various creatures are immune to certain status effects, and specific equipment and items will grant specific immunities to characters who wear them. Some classes of creatures share immunities across their different leveled versions (for example, all skeletons are immune to Bleeding).

Ailments

 * Bleeding - Take 6 damage infrequently to a max of 18 damage
 * Burning - Takes 2 damagge frequently to a max of 12 damage
 * Confused - Character takes one random action per turn
 * Cursed - A single stat is reduced by 25
 * Dazed - Briefly halted on the time slider, so slower in combat
 * Death Mark - Instant death after many turns
 * Fleeing - Enemy will attempt to flee next turn
 * Frozen - Takes 25% more damage
 * Poisoned - Stats reduced by 5, take 2 damage per turn
 * Scared - Will auto flee on next turn, or hide if it cannot flee
 * Shocked - A single slot is an automatic miss on every roll

Buffs

 * Armor Up - Temporary armor increase
 * Attack Up - Temporary attack damage increase
 * Evade Up - Temporary evasion increase
 * Resistance Up - Temporary resistance increase
 * Evasive - Will evade any non perfect roll
 * Resilient - HP cannot be reduced below zero (most notably achieved by consuming a Death Flower)
 * Speed Up - Attack more frequently in combat

Debuffs

 * Armor Down - Temporary armor decrease
 * Attack Down - Temporary attack damage decreases
 * Evade Down - Temporary evasion decrease
 * Resistance Down - Temporary resistance decrease
 * Speed Down - Attack less frequently in combat
 * Entangled - Cannot flee