Status Effects

Statuses come with one of two durations: Short, which are removed at the end of the round in which they're applied, and Long, which last for the remainder of the fight. Both can be cleansed or dispelled to end the effects earlier.
Furthermore, statuses come in two different levels, with normal statuses being the default version, and II versions being more potent.

Positive Statues

Kinetic-Power(K-Power): Normal: Deal +3 Physical and Supreme damage.
- II: Deal +6 Physical and Supreme damage.
Elemental-Power(E-Power): Normal: Deal +3 Fire, Water, Air and Earth damage.
- II: Deal +6 Fire, Water, Air and Earth damage.
Healing-Power(H-Power): Normal: Gain +3 potency when using HP restoring abilities.
- II: Gain +6 potency when using HP restoring abilities.

Kinetic-Guard(K-Guard): Normal: Reduce physical and supreme damage against you by -3.
- II: Reduce physical and supreme damage against you by -6.
Elemental-Guard(E-Guard): Normal: Reduce Fire, Water, Air and Earth damage against you by -3.
- II: Reduce Fire, Water, Air and Earth damage against you by -6.
Stalwart: Normal: When someone uses a healing ability on you, increase the value by +6.
- II: When someone uses a healing ability on you, increase the value by +12

Energize: Normal: Gain +1 extra Drive at the end of your turn.
- II: Gain +2 extra Drive at the end of your turn.
Focus: Normal: Reduce the MP cost of your abilities by -2 MP.
- II: Reduce the MP cost of your abilities by -4 MP.
Lucky: Normal: When you roll a d100, lower the result by -15.
- II: When you roll a d100, lower the result by -30.

Liberation: Normal: You can activate a combo without expending the needed momentum.
- II: You can also combo with abilities multiple times, now. (or without spending LP, if you're a monster)
Element Saber: Normal: After inflicting physical damage, select one target and true strike them for 5 elemental damage, with the element depending on the ability used.
- II: True Strike for 10 damage instead.
Element Absorb: Normal: You receive 0 Damage from the corresponding element, [Earth, Fire, Air, or Water], which is named when this ability is granted.
- II: Additionally, when struck by this type of element, gain +2 Drive.

Negative Statuses

Kinetic-Shatter(K-Shatter): Normal: When you take physical or supreme damage, take +3 more.
- II: When you take physical or supreme damage, take +6 more.
Elemental-Shatter(E-Shatter): Normal: When you take fire, water, air or earth damage, take +3 more.
- II: When you take fire, water, air or earth damage, take +6 more.

Kinetic-Falter(K-Falter): Normal: You deal -3 physical and supreme damage.
- II: You deal -6 physical and supreme damage.
Elemental-Falter(E-Falter): Normal: You deal -3 fire, water, air and earth damage.
- II: You deal -6 fire, water, air and earth damage.

Toxin: Normal: Your HP restoring abilities have -4 potency, and you take 4 damage at the end of your turn.
- II: Your HP restoring abilities have -8 potency, and you take 8 damage at the end of your turn.
Burning: Unlike most conditions, burning can be cleansed by performing a Defend action.
- Normal: At the end of your turn, take 6 damage.
- II: At the end of your turn, take 12 damage.
Curse: Normal: Anytime you spend an LP, take 6 damage for each LP spent.
- II Anytime you spend an LP, take 12 damage for each LP spent.

Chill: Normal: Lose -1 Drive at the end of your turn.
- II: Lose -2 Drive at the end of your turn.
Exhaust: Normal: Double your MP costs.
- II: Triple your MP costs!
Shock: Normal: When you roll a d100, increase the result by +15.
- II When you roll a d100, increase the result by +30.

Taunt: The last person to Taunt you is your Taunter.
- Normal: At the end of your turn, if your Taunter is in the front row, and you haven't dealt them any damage, take 6 damage.
- II: At the end of your turn, if your Taunter is in the front row, and you haven't dealt them any damage, take 12 damage.
Challenge: The last person to Challenge you is your Challenger.
- Normal: When your Challenger is in the front row, you deal -6 damage to targets that aren't your Challenger.
- II: When your Challenger is in the front row, you deal -12 damage to targets that aren't your Challenger.

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