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Status effects in this game can either help or harm, most of them doing the latter.

Status effectsEdit

Positive

  • Healing: Lasts 2-4 turns, and affects outside of combat as well. Heals 10% of missing health per turn. If unit is of the Fairy element, this is twice as effective.
  • Restoration: Lasts 2-4 turns, and affects outside of combat as well. Restores 10% of missing skill per turn. If unit is of the Psychic element, this is twice as effective.
  • Frenzying: Lasts 3-5 turns. When a unit kills an enemy, that unit attacks another random enemy.
  • Caffeinated: Lasts 2 turns. Speed is boosted by 50%. If unit is of the Lightning element, this is twice as effective.
  • Shielded: Lasts 1 turn. Unit cannot be hurt by any means.
  • Übercharged: From Medic. Lasts 3 turns. Unit cannot be hurt by any means and attack is sharply raised.

Neutral/BenignEdit

  • Berserk: Lasts 2-5 turns. Abilities are disabled and unit attacks on their own accord. Afterwards, unit is hurt by 10 health points and cannot attack or use abilities for 1 turn, but may use items.
  • Tipsy: Lasts 2-3 turns. Attack and critical hit chance are slightly raised, but accuracy and defense are dropped slightly.
  • Drunk: Lasts 4-5 turns. Attack and critical hit chance are sharply raised, but accuracy and defense are dropped significantly.
  • Medicated: Lasts 2-4 turns. Defense is slightly increased, but accuracy is dropped slightly.
  • Drugged: Lasts 4-6 turns. Defense is sharply increased, but accuracy is dropped significantly.
  • Slimed: Lasts 5 turns. Speed is dropped significantly, but defense is sharply raised and adds an additional 40% chance to deflect all incoming attacks.
  • Neutralized: Lasts 3 turns. The unit's element is changed to Neutral, an "element" of which has no weakness or resistance.

NegativeEdit

  • Flinched: Lasts 1 turn. The unit cannot attack or use items.
  • Blindness: Lasts 3 rounds or until a Bright Potion is used. Accuracy is sharply dropped.
  • Muteness: Lasts 3 rounds or until a Noisy Potion is used. Abilities are disabled.
  • Doused: Lasts entire battle or until the unit is hit with a Fire move. The unit becomes susceptible to Fire moves, and will take additional damage from them. Every Fire move will burn those who are doused. Does not affect units of the Fire element.
  • Dehydrated: Lasts entire battle or until the unit is hit with a Water move. The unit becomes susceptible to Water moves, and will take additional damage from them. Does not affect units of the Water element.
  • Soaked: Lasts entire battle or until the unit is hit with a Lightning move. The unit becomes susceptible to Lightning moves, and will take additional damage from them. Every Lightning move will paralyze those who are soaked. Speed is cut in half. Does not affect units of the Lightning element.
  • Obstructed: Lasts entire battle or until the unit is hit with a Darkness move. The unit becomes susceptible to Darkness moves, and will take additional damage from them. Every Darkness move will haunt those who are obstructed. Accuracy is cut in half. Does not affect units of the Darkness element.
  • Poison: Lasts until a Refreshing Potion is used, and affects outside of combat as well. Deals moderate damage. Does not affect units of the Poison element.
  • Paralysis: Lasts for 5 rounds or until a Soft Potion is used. The unit cannot attack or use items. Does not affect units of the Lightning element.
  • Burned: Lasts for 3 rounds or until a Liquid Potion is used. Deals light damage and depletes attack by 25-50%. Does not affect units of the Fire element.
  • Frozen: Lasts for 3 rounds or until a Thawing Potion is used, or the unit is hit with a Fire move. The unit cannot attack or use items. Does not affect units of the Ice element.
  • Infatuation: Lasts for 6 turns or until a Spiteful Potion is used. Opponent falls in love with unit and will not attack the one they love. Does not affect units of the Fairy element.
  • Bleeding: Lasts for 4 rounds or until a Bandaging Potion is used, and affects outside of combat as well. Deals heavy damage at first, then moderate, then light.
  • Headache: Lasts for 2 rounds or until a Mint Potion is used. Drains a light amount of skill points. Does not affect units of the Psychic element.
  • Migraine: Lasts for 4 rounds or until a Ginger Potion is used. Drains a heavy amount of skill points. Does not affect units of the Psychic element.
  • Corrupted: Lasts 2 turns, and is incurable. Amplifies damage from all sources and strips elemental resistances. Negates effects of held items as well.
  • Haunted: Probably the worst status effect a unit can receive. Lasts for the entire battle or until an Enlightening Potion is used, and affects outside of combat as well. Drains a heavy amount of both health and skill points, and the unit cannot attack or use items. Does not affect units of the Darkness element.

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