Status Effects are special conditions that may be given to a combatant, affecting their performance in combat and shaping the flow of battle, such as Slow, Protect, or Blind. Status Effects are separated into negative, harmful statuses, whose abilities bear the "Status" keyword, and beneficial statuses, whose abilities bear the "Enhancement" keyword.

There are also categories of effects which simply bear the "Effect" keyword. These are not statuses - they act only once, and don't remain in effect with a duration, and have no need to be removed - but combatants can gain resistances and possibly immunities to them all the same.

Negative Statuses


While under the effects of Amnesia, the character slowly forgets how to perform more complex actions. Every time the actor takes an action, they lose MP equal to the delay, multiplied by the actor's Tier.


The actor's sight is somehow obscured - they take on a -30 penalty to the CoS of Weapon and Aimed abilities.


The character is in extraordinary peril. Anytime an ability targets the character - regardless of the abilities effects - after the effects of the ability have been resolved, the character receives ([2 + 2xTier] x MAG) untyped damage, based on the MAG rating of the combatant that placed the Danger status upon the character.


Weakened, the actor receives a -25% situational modifier to all physical damage they inflict.
Canceled by: Brave


Their magic power reduced, the actor suffers a -25% situational modifier to all magical damage they inflict, and any Recovery or Life ability they use.
Canceled by: Faith


Their defenses ruined, all physical damage against the actor receives a +25% situational modifier.
Canceled by: Protect


Exposed to magic, all magical damage dealt to the actor receives a +25% situational modifier.
Canceled by: Shell


The character sparks excess energy, often static or faint pulses of light, much to the annoyance of their companions. Any time the character takes an action, the character's allies all receive ([1 + 1xTier] x MAG) untyped damage, based on the MAG rating of the combatant that placed the Discharge status upon the character.

Evasion Down

An actor suffering from Evasion Down has has the CoS on all incoming Weapon and Aimed abilities increased by 10.
Canceled by: Evasion Up


The character has a massive headache, making concentration difficult. Any time the character performs an ability without the Weapon or Aimed keyword, there is a 25% CoS that the action has no effect what so ever. Delays are still payed without adjustment.


The actor is unconscious and incapable of acting while having 0 HP. KO can only be removed by Life effects. When they hit initiative 0, they perform an action with no effect with 40D40F. They do not perform reactions, either. Furthermore, the actor cannot be targeted by any actions that are not Life effects, unless a specific ability says otherwise.


Lock weakens status resistances. As such, all incoming Status and Effect CoSes are increased by 30.
Canceled by: Veil


An actor suffering from poison takes damage equal to 20% of their current HP at the end of each of their turns.


When an actor is afflicted by Provoke, they are provoked by another combatant - either an ally of the caster's choice with Decoy or Trick Attack, or the combatant who inflicted the status, in all other cases. A Provoked actor must target either the combatant they are provoked by or themselves, with each and every action they take. Group targeting is acceptable as long as the provoking target or the actor is still included within the group. This target restriction even applies when selecting random targets. If the provoking target is KOed or leaves the field, the effect of the Provoke status is suppressed until they are once again freely targetable.


The target sleeps through their actions, automatically taking a 35D 35F action that does nothing whenever their turn comes up. Sleep is canceled by any damage not suffered during the Status phase. The target does not perform reactions.
Canceled by: Taking damage from a non poison source.


Every action performed has it's delay increased by either +20%, or 5D, whichever is larger. Additionally, increase any charge time the action has by +20%. (The CT increase does not have the same +5 minimum that the Delay increase has)
Canceled by: Haste


The character has become a toad. While under the effects of Toad, the character is only capable of performing moves from the [[Mana-Toad|Toad Skillset]] which any toaded combatant has access too, 'Defend', 'Row Shift', or 'Escape'.
Canceled by: Having the Toad status applied while Toad is already active.


Fundamentally, the actor is a member of the ranks of the undead. Recovery effects, as well as Regen and Refresh, cause the actor to lose health instead of regaining it. As well, Life effects used upon a Zombied target will instead deal damage, and gain a x2 Power multiplier when used to damage a zombied target. However, any effect that would drain their health and grant it to an attacker (like the Drain spell, or any other Drain ability) is reversed - the Zombied target receives health and the attacker loses it. (The attacker's loss of health is also not damage.) Combatants under the Zombie status are also Immune to the effects of Death.



Effects that instantly reduce the target to 0 HP. They fail against targets with the Zombie status, simply recovering their health. Death is not a damage effect.


Effects that increase the target's delay, increasing the time until they can take another action.


Effects that shatter positive statuses. Like the opposite of Esuna, a target struck by a Dispel effect has all their positive statuses canceled. It will briefly strip the effect of auto-statuses until the target acts once more.


Effects that inflict damage based on a percentage of the target's current HP (or MP), effectively cutting it to a fraction of what it once was. The damage inflicted by Gravity ignores all steps in the damage calculation - situational modifiers, both types of armor, defense factors - it simply reduces health by the amount the action indicates, if successful. Likewise, Gravity effects ignore Temporary HP, having no effect upon it, and only calculating health lost based on the character current, actual HP. A Gravity effect will never reduce a combatant's HP (or MP) to 0, leaving them to 1.


Effects that provide information on the target. When a monster is struck with a Libra effect - typically from the Libra spell, though also available through some equipment - they learn the monster's level, family, rank, difficulty, current and maximum HP and MP values, elemental properties, and status and effect defenses. (Immunities and resistances.) In addition, the GM selects a single other property and reveals it - each additional Libra effect reveals another property.


Effects that reduce the target to single-digit health in a flash. The combatant takes damage sufficient to reduce their HP to its ones digit - if this reduces them to 0 HP, they have 1 HP instead. The damage inflicted by Near-Fatal ignores all steps in the damage calculation, much like Gravity - if a Near-Fatal effect is successful, the health is reduced.
(Does Near-Fatal actual exist? I have no idea!)


Effects that push targets into another row, changing their position in battle. (They're moved into whatever row they weren't in.)

Positive Enhancements

Accuracy Up

A combatant with Accuracy Up gains two ranks of Accuracy, granting them +10 CoS with Weapon and Aimed abilities.


A magical barrier surrounds the character. Anytime a Spell which would deal damage is used against the character, there is a 20% CoS that the Spell will be negated and have no effect on the character.


Strengthened, the combatant gains a +25% situational modifier to all physical damage they inflict.
Canceled by: Debraver

Critical Up

The status grants two ranks of Critical, expanding the critical range by 10.

Evasion Up

The combatant gains two ranks of Evasion, reducing the CoS of incoming Weapon and Aimed abilities by 10.
Canceled by: Evasion Down


The combatant gains a +25% situational modifier to all magical damage they inflict, and any Recovery or Life effect they perform.
Canceled by: Defaith


Quickened, the combatant reduces the delay and charge time of all actions they perform by 20%. Unlike everywhere else in the system, round up after adjusting for haste. (This cannot reduce the delay of actions below the floor.)
Canceled by: Slow


While under the effects of Insight, the character regains some MP each time they use a Spell. After the effects of the Spell have been resolved, the character instantly regains 20% of the Spell's MP cost. If the Spell hit a weakness, the character instead regains 40% of the Spell's MP cost. (Insight does not count as a Recovery type effect, and does not interact with Zombie)


Physical damage striking the target takes on a -25% situational modifier.
Canceled by: Deprotect.


The target continually regains MP. After every action, they regain MP equal to their SPR score multiplied by their (Tier + 1).


The target continually regenerates HP. After each action, they regain HP equal to (VIT x 4) multiplied by their Tier.


A character with Resist is strengthened against all elements, increasing each of their elemental properties by a single step. (Weakness - > Normal -> Resistance -> Immunity -> Absorbency)


All magical damage inflicted to the combatant receives a -25% situational modifier.
Canceled by: Deshell


A calming aura grants the combatant focus - all their CoSes receive a +10 bonus.


Magical shrouds protect the combatant from status effects, causing the CoS of incoming statuses and effects to drop by 30. The first time veil fails to prevent a status or effect from landing, instead ignore it; veil is then removed from the character.
Canceled by: Lock


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