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Status Effects

These are various buffs, debuffs, or other miscellaneous effects that alter a unit for a given time period. Status Effects are usually comprised of one or more Conditions which are all applied at the same time for the same duration.

Status Effects come in multiple shapes and forms. Firstly, they are split into six (6) groupings. The first two groupings make up the majority of Status Effects and are both further split into Buffs, Debuffs, and Mixed.

Attribute Effects

The first two groups represent standard stat based effects and secondary stat based effects. The first applies to all of the attributes of a unit, this is every stat that is listed on their status screen. This includes everything from HP to Strength to Attach Power. They are split into Stat Buff, Stat Debuff, Stat Mixed, which all apply changes to your basic attributes.

More obscure stats such as HP Regen or XP Gain Rate are part of a second group of buffs, debuffs, and mixed Status Effects that are more or less the same as the above except they often require a different set of rules. This group also includes Elemental Resistance Status Effects such as Nullify or Absorb which effect how a unit takes damage from the specified element.


A buff is typically a positive effect that increases a stat in a beneficial manner. Buffs include boosts to stats like Strength and Agility as well as increases in secondary stats such as HP Regeneration. The effect can be additive or multiplicative, percent based or fixed.


These are the opposite of buffs and feature decreases that tend to weaken a unit. Debuffs include decreases to Movement, stats such as Strength, and even ailments such as Poison or Paralysis.


Some Status Effects contain both Buffs and Debuffs to various stats which sort of acts like a double edged sword. For example, a large increase to Strength and a large decrease in Speed would be considered mixed.


The third group of Status Effects is a small one and contains the effects that pertain to your control over a particular unit.


This group is for effects that start a countdown. When this countdown reaches zero, the effect is triggered. Examples of these Status Effects are Petrification which will turn your unit to stone when it reaches zero and Grave which will render your unit dead when it reaches zero.


These are more technical as they simply keep track of your unit's current state. These status effects are often triggered by a unit's HP reaching critically low levels or if a unit has been killed. The point is to allow for special behaviors, such as the use of Reincarnation Items on a unit with the KO Status Effect.


This last group is for very specific Status Effects that warrant their own category. They will often be enemy only, to give enemy leaders “boss-like” qualities.

unit/status.txt · Last modified: 2019/04/22 03:21 by lou