Status effects (Buffs, Debuffs, Displacements, and Ailments) are temporary modifiers that have correspondingly negative or positive consequences. They are applied through abilities, certain weapons, or when attacked by unique creatures. They vary in longevity and effect, although most will only last as long as a single battle.
Various creatures are immune to certain status effects. In terms of player involvement, specific equipment, items, and Sanctums will grant differing immunities to their user. Certain classes or creatures also share their own thematic immunities (i.e. Skeletons resisting Bleeding).
Depending on the effect, the duration will be one of the following (not including conditions that end the effect early):
- Short: Once applied to the target, it will last until after the applicant's next turn, expiring at the beginning of the target's following turn.
- Fight: Once applied, it will last until the end of the fight.
- Persistent: Once applied, it will last until cured.
- Other: Some effects work uniquely, like Petrified, which lasts up to 3 of the target's turns.
List of Status Effects
See also: Immunity
- Acid - Destroys a random piece of equipment at the start of every one of your turn, starting on the beginning of your second turn the effect has been applied, lasting for the duration of the fight.
- Bleeding - Low chance to deal a large amount of damage a the end of every turn for the duration of the fight.
- Burning - High chance to deal a small amount of damage at the end of every turn. Removes and can be removed by the Frozen effect.
- Confused - Character takes random actions, including using consumables, changing equipment and fleeing.
- Cursed - Character takes a large penalty to a specific stat. Will not wear off. Must be cured.
- Dazed / Stunned - Delays the target's next turn during combat and prevents dodging for a short duration. The length of the turn delay scales with the type of Daze used. Examples are Daze, Stun and Unconscious.
- Death Mark - Instant death after several turns. This can only be avoided by ending the battle.
- Fleeing - Enemy will attempt to flee next turn.
- Frozen - Character takes 25% more damage. Can also remove certain other effects, such as Burning.
- Petrified - Character is completely turned to stone and cannot act until they are either attacked directly or the effect wears off. Lasts for up to 3 of the target's turns.
- Poisoned - Reduces all stats by 5 and deals small amounts of damage at the end of every overworld turn or dungeon room encounter. Can stack. Lasts for several procs of damage. At the end of the duration, reduces 1 stack.
- Scared - Character automatically flees on their next turn, or hides if they cannot flee.
- Shocked - The first slot is an automatic miss on every roll for a short duration. Can be overcome with Focus points.
- Wet - Removes immunities and some other effects. Lasts a short duration
See also: Disease
- Chaos Fever - A slight bonus to Resistance in exchange for a penalty to max health and Armor.
- Jungle Rot - A slight bonus to Evasion in exchange for a small amount of damage every turn and a penalty to max health.
- Stone Skin - A slight bonus to Armor in exchange for a penalty to max health and Evasion.
Note: Diseases can spread to other characters in your party.
- Armor Up - Temporary boost to a character's armor stat.
- Attack Up - Temporarily increases a character's attack damage.
- Evade Up - Temporary boost to a character's evasion stat.
- Resistance Up - Temporary boost to a character's resistance stat.
- Evasive - The enemy will evade anything other than a 'Perfect' roll when attacked.
- Resilient - HP cannot be reduced below 1.
- Speed Up - Temporary boost to a character's Speed stat.
- Armor Down - Temporarily decreases a character's armor stat.
- Attack Down - Temporarily decreases a character's attack damage.
- Evade Down - Temporarily decreases a character's evasion stat.
- Resistance Down - Temporarily decreases a character's resistance stat.
- Speed Down - Temporarily decreases a character's Speed stat.
- Entangled - Temporarily stops a character from moving up the queue on the timeline.