Status Effects

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Status Effects are temporary or persistent conditions applied by attacks, Skills, Rituals, items, equipment, sleep, taxes, and world events. They are distinct from ordinary built-in buff and debuff stages, although both can change the same stat.

Combat status effects

Status Effect Duration / removal Maximum stacks
Guard Completely blocks the next damaging attack unless that attack breaks or ignores Guard. One attack or the current battle rule 1
Stun The affected battler's next action fails. One actionable turn; removed at battle end 1
Dizziness 33% chance for an attempted action to fail; the check is affected by Luck. Short battle duration; removed at battle end 1
Poison At the end of the affected side's phase, takes 20% of the original hit's damage through a forced poison action. Until removed or battle ends 1
Weakness −20% Defense. 3 turns or battle end 1
Hex −20% Magic Defense. 3 turns or battle end 1
Sickness −20% Attack. 3 turns or battle end 1
Chaos −20% Magic Attack. 3 turns or battle end 1
Dread −20% Agility. 3 turns or battle end 1
Fear −20 percentage points Hit Rate. 3 turns or battle end 1
Doom −20% Luck. 3 turns or battle end 1

Named three-turn states are not the same records as the similarly named persistent Blessings and Curses. The persistent versions use 10% per stack and can survive battle.

Application chance

For an ordinary state effect on a physical or magical action:

Final state chance = listed chance × target state rate × Luck factor
Luck factor = max(1 + (user Luck − target Luck) × 0.001, 0)

Every 10 Luck of advantage changes the Luck factor by 1%. A 25% listed chance used by a character with 20 more Luck than the target becomes 25.5% before any other special handling.

Certain-hit actions skip the ordinary state-rate and Luck multipliers for normal Add State effects. Explicit state immunity still prevents the state.

Buffs and debuffs

The game also has built-in parameter buff and debuff stages. These are not named states:

Stage −2 −1 0 +1 +2
Parameter rate 50% 75% 100% 125% 150%

Built-in debuff application uses the target's parameter-specific debuff rate and the Luck factor. Named states instead use the target's state rate and immunity.

Persistent effects

Longer-lived status effects include common stat Blessings and Curses, sleep-deprivation states, timed incurable states, tax effects, potion effects, and special event states. Their removal rules are described on Blessings, Curses, Sleep, and The Tax Man.

See also