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Dusk Tactics

2D Isometric Turn Based Strategy RPG

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Status Effects

Status Effects

There are many Status Effects in Dusk Tactics and several Jobs are built around exploiting them. Status Effects can be beneficial or they can cause harm.

Note: This is essentially a master list of ideas for Status Effects and while they are all implemented in the game, mostly because they use the same base code, I will definitely be lowering the total amount during testing. We’ll see what works and what doesn’t, anything that’s obtuse or redundant will get removed and we’ll end up with a solid set.

When a unit is inflicted with a Status Effect it will often appear above their head. You can also see it on the Status Screen or under their Unit HUD. Some Status Effects will also cause a change with the unit’s sprite.

Stat Buffs

There are minor stat buffs for virtually every stat, but only certain ones show up overhead. You can still see them on the Status UI.
 
Pep
Movement is increased.
Spring
Jump is increased.
Empower
Physical Attack Power is increased.
Barrier
Physical Defense is increased.
Energize
Magickal Attack Power is increased.
Shell
Magickal Defense is increased.
Haste
Speed is increased.
Hawkeye
Accuracy is increased.
Pierce
Critical Chance is increased.
Res-Ele*
Increased Resistance to Element.
 

* Each Element has it’s own version of this (icon for Res-Pyra is shown)
 

Stat Debuffs

These are the opposite of the Stat Buffs seen below, they reduce the value of the stat in question. Like Stat Buffs, these will go away after a few turns.
 
Hobble
Movement is reduced.
Heavy
Jump is reduced.
Weak
Physical Attack Power is reduced.
Breach
Physical Defense is reduced.
Wane
Magickal Attack Power is reduced.
Feeble
Magickal Defense is reduced.
Slow
Speed is reduced.
Blind
Accuracy is reduced.
Dull
Critical Chance is reduced.
Vul-Ele*
Reduced Resistance to Element.
 

* Each Element has it’s own version of this (icon for Vul-Pyra is shown)
 

Neutral States

These are often applied automatically when a condition is reached. As such, they don’t usually do much on their own. They can cause some minor changes to gameplay mechanics depending on the state.
 
Wet
Unit is wet, tied to Aqua Element.
Voltaic
Unit has a voltaic charge, tied with Vola Element.
Oil
Unit is covered in flammable oils.
Swimming
Unit is currently submerged in water.
Berserk*
No Control, basic attacks only, +30% Attack Power.
Undead
Unit is Undead, reversing healing effects.
HP Critical
Current HP below 15% Max HP.
KO
Unit is Knocked Out (HP <= 0).
 

* Berserk is essentially an Advanced Control Status Effect
 

Control Debuffs

A specific set of debuffs that limits unit behavior. The more basic Status Effects simply take away different actions, abilities, or movement. The more advanced ones may cause a unit to be controlled by a neutral or enemy AI and more.

Note:Taking an action refers to performing an attack, ability, or using an item. Basic attacks/defend refer to things in the Action menu. Physical Abilities are based on the Physical Attack stat, while Magickal Abilities are based on the Magick Attack stat. Abilities are marked as to their type, in-game.

Basic Control Debuffs

Some of these encompass the effects of multiple Control Status Effects, such as Disarm which is essentially Pacify + Break.
 
Drunk
Unable to choose wait direction.
Baffle
Unable to use items.
Pacify
Unable to use basic attacks.
Break
Unit is unable to defend.
Disarm
Unable to use basic attacks or defend.
Amnesia
Unable to use physical abilities.
Silence
Unable to use magickal abilities.
Despair
Unable to use any abilities.
Disable
Unable to take any action.
Bound
Unit is not able to move.
Paralyze
Unable to move or take any action.

Advanced Control Debuffs

Many of these effects take control of the unit away from the player entirely. Some of them, like Petrify or Stop don’t go away on their own and require an item or ability that can remove their effects.
 
Terror
Unable to control, runs away from allied units.
Confuse
Unable to control, will act randomly.
Charm
Unable to control, becomes enemy.
Sleep
Unable to move or act until woken.
Stop
Does not get a turn.
Petrify
Turned into a statue, Physical Defense increased.
Frozen
Frozen solid, +Magick Defene, +Rima Res/-Pyra Res.

Other Status Effects

There are many Status Effects, many of which are very rare or specific to certain Jobs or abilities. They are categorized as Healing/Damage, Utility (Movement), and Misc.

Healing Buffs

Most of these deal with healing or restoring HP/MP and they do it over multiple turns also known as HoT or Healing Over Time.
 
Regen
Unit gains a % of Max HP each turn.
Manaflow
MP Regeneration is boosted.
Bandaid
Unit gains a set amount of HP each turn.
Charge
Unit gains a set amount of MP each turn.

Damage Debuffs

Similar to Healing Debuffs except these do the opposite. They can also completely stop things like HP/MP regeneration.
 
Poison
Take a % of HP damage at turn start.
Venom
Take a larger % of HP damage at turn start.
Sick
MP Regeneration is slightly reduced.
Infirm
MP Regeneration is heavily reduced.
Bleed
Take a set amount of HP Damage at turn start.
Disease
Lose a set amount of MP at turn start.
Sap
Halves base MP Regeneration.
Nix
Unit does not regenerate MP.

Elemental Damage Debuffs

These do elemental damage based on the element mentioned. This could cause a unit to take more damage, or even be healed depending on their Elemental Resistance. Most elemental abilities have a small chance to cause their respective debuff.
 
Burn
Unit takes Pyra Elemental damage each turn.
Drench
Unit takes Aqua Elemental damage each turn.
Dizzy
Unit takes Gala Elemental damage each turn.
Toxic
Unit takes Tera Elemental damage each turn.
Shock
Unit takes Vola Elemental damage each turn.
Disease
Unit takes Rima Elemental damage each turn.
Piety
Unit takes Luma Elemental damage each turn.
Blight
Unit takes Noxa Elemental damage each turn.

Utility Buffs

These utility buffs alter certain aspects of the unit to give them an edge in battle.
 
Relief
Lower overall weight of equipped items.
Evasion
Incoming attacks will miss more often.
Augment
Boost all primary base stats.
Defend
Take a defensive stance, reducing damage for a turn.
Hidden
Hide from enemy units.
Reflect
While active, certain Magick attacks will reflect back to their caster.
Thorns
Attacking units will take a small percentage of damage.
Manashield
Incoming damage removes MP before it affects HP.
Survive
While active, survive a killing blow with 1 HP.
Life
Upon death, revive one time.
Firewalk
Unit can walk on the surface of magma.
Float
Unit floats above the ground.
Fly
Unit can fly as if they had wings.
Teleport
Unit moves by teleporting.

Utility Debuffs

Utility debuffs cause units to become a bit less effective on the field of battle.
 
Burden
Increase overall weight of equipped items.
Mark
Incoming attacks will hit more often.
Frail
Reduce all primary base stats.
Curse
Nullify all HP healing while active.

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