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: When you deal Physical or Supreme damage to an actor, increase the value by +3.
- II: When you deal Physical or Supreme damage to an actor, increase the value by +6.
Elemental-Power(E-Power): Normal: When you deal Fire, Water, Air and Earth damage to an actor, increase the value by +3.
- II: When you deal Fire, Water, Air and Earth damage to an actor, increase the value by +6.
Healing-Power(H-Power): Normal: When you restore HP to an actor, increase the value by +3.
- II: When you restore HP to an actor, increase the value by +6.
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: Increase the value of HP restoration used on you by +6.
- II: Increase the value of HP restoration used on you 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 damage with an equipped weapon, select one target you hit 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-Falter(K-Falter): Normal: When you deal Physical or Supreme damage to an actor, decrease the value by -3.
- II: When you deal Physical or Supreme damage to an actor, decrease the value by -6.
Elemental-Falter(E-Falter): Normal: When you deal Fire, Water, Air or Earth damage to an actor, decrease the value by -3.
- II: When you deal Fire, Water, Air or Earth damage to an actor, decrease the value by -6.
Kinetic-Shatter(K-Shatter): Normal: Increase physical and supreme damage against you by +3.
- II: Increase physical and supreme damage against you by +6.
Elemental-Shatter(E-Shatter): Normal: Increase fire, water, air and earth damage against you by +3.
- II: Increase fire, water, air and earth damage against you by +6.
Toxin: Normal: When you restore HP to an actor, decrease the value by -4. Additionally, you take 4 damage at the end of your turn.
- II: When you restore HP to an actor, decrease the value by -8. Additionally, 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. (Most Actions taken in combat are effected by this; if there's a CoS entry on the ability, shock can effect it. This means that even things that normally can't miss due to having a base 100 CoS, like a support spell or a technique while wielding a dagger, can be forced to miss due to the penalty. Note that because it directly effects the roll, it can also prevent you from scoring Burst or Criticals, in addition to forcing misses!)
- 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 not Dazed, 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 and not Dazed, 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.
Dazed: Anytime a character is reduced to 0HP, they automatically become Dazed and all status effects on them are removed. While you are dazed, you cannot be targeted by any ability that does not explicitly say it can be used against Dazed Actors (often support effects that remove the Dazed effect while restoring HP). Additionally, the only actions you can perform are specific Dazed Actions, noted with the [D] tag. If a character is Dazed at the end of combat, the status is removed and they are given 1HP. At the GMs discretion, conditions may be applied as well (generally as Wounds) - but this is uncommon