Status Effects

Status effects are temporary alterations to a Complien, Raethian, Mogurian, or other creature. They affect the way the creature battles, often dealing damage, inhibiting the creature's ability to cause damage, and a myriad of other effects. Status effects are often caused by spells, but can also be from other things like instincts and items.
==List of stats==
*Attack - Outgoing damage multiplier
**Corporeal Attack - Only applies to corporeal spells
**Incorporeal Attack - Only applies to incorporeal spells
*Defense - Negative incoming damage multiplier
**Corporeal Defense - Only applies to corporeal spells
**Incorporeal Defense - Only applies to incorporeal spells
*Speed - Chance to dodge attacks, chance to go first in a turn, chance to successfully run away from a battle
*Perception - Chance to override evasion, chance to deal critical hits
Corporeal and Incorporeal are abbreviated to C and IC, respectively.
==List of effects==
Effect 	Result
Stunning 	Forces affected creature to skip one turn
Paralyzation 	Forces affected creature to skip multiple turns
Burning 	Damage over time, thermal shock when combined with freezing
Freezing 	Paralyzation, thermal shock when combined with burning
Fatigue 	Lowers all stats slightly, lowers speed moderately, stacking multiple fatigue events causes sleep
Sleep 	Paralyzation for a longer period of time, but high damage in a short amount of time will wake the affected creature
Encasement 	Paralyzation for a longer period of time, but damage to the encasing material (from outside or inside) will break apart the encasement
Haunting 	Damage over time
Bleeding 	Damage over time
Poisoning 	Damage over time, lowers C and IC defense slightly
Radiation poisoning	Damage over time, lowers C and IC defense heavily, increases C attack slightly
Regeneration 	Healing over time
Confusion 	Forces affected person to occasionally skip turns, lowers IC attack and IC defense moderately
Spooked 	Forces affected person to occasionally skip turns, lowers all stats slightly, lowers perception moderately
Infatuation 	Forces affected creature to occasionally skip turns, lowers all stats heavily
Berserk 	Increases all stats heavily, lowers C defense heavily, causes fatigue after effect expires
Aerial 	Affected creature is Air Element on top of its other types
Grounded 	Affected creature is Earth Element on top of its other types, overrides aerialization
Soaked 	Affected creature is Water Element on top of its other types
Blinding 	Lowers speed and perception heavily
Invisibility 	Increases speed heavily
Intangibility 	Corporeal spells have no effect on this creature
Color change 	Removes invisibility, lowers perception slightly
Deafened 	Lowers perception moderately, provides Sound Element immunity
===Stunning===
Affected creature is dazed and becomes unable to perform any actions for the duration of the effect.
Stunning stops the afflicted combatant from moving, usually for a relatively short period of time, and prevents the combatant from thinking clearly for its duration. This is in contrast to paralyzation, which does not numb the mind or senses.
===Paralyzation===
Affected creature is paralyzed and becomes unable to perform any actions for the duration of the effect.
Paralyzation stops the afflicted combatant from moving, usually for a relatively long period of time, but the combatant's mind and senses are still fully functional. This is in contrast to stunning, which numbs the brain for its duration.
===Burning===
Affected creature is set on fire, dealing damage over time. Damage per turn is equivalent to 8% of the creature's maximum health.
A flaming target that is frozen, or a frozen target lit on fire, will receive thermal shock damage and have both effects removed. Thermal shock causes an instant 60 damage that is unaffected by element interactions.
===Freezing===
Affected creature is frozen solid and becomes unable to perform any actions for the duration of the effect.
A flaming target that is frozen, or a frozen target lit on fire, will receive thermal shock damage and have both effects removed. Thermal shock causes an instant 60 damage that is unaffected by element interactions.
===Fatigue===
Affected creature gets tired. For the duration of the effect: C and IC attack, C and IC defense, and perception are all lowered by one stage, and speed is lowered by two stages.
If a creature that is already fatigued is affected by another event that causes fatigue, the creature will lose its fatigue (and associated stat debuffs) and fall asleep. The duration of fatigue-induced sleeping is half of the duration of the fatigue effects added together (so a creature with 20 seconds left of fatigue that is hit by a spell that causes 10 seconds of fatigue will sleep for 15 seconds). Waking up removes fatigue.
===Sleeping===
Affected creature falls asleep and becomes unable to perform any actions for the duration of the effect.
Sleeping stops the afflicted combatant from moving, usually for a relatively long period of time, and prevents the combatant from thinking clearly for its duration.
Taking damage may cause a sleeping creature to awaken. A spell that deals 1 damage has a 1/120 chance of waking up its target, up to a 100% chance with a spell that deals 120 damage or higher. Spells that deal no damage by themselves cannot wake up targets. Damaging effects like burning and poisoning do have a chance to wake up targets, depending on the damage of each tick.
Inducing fatigue on a sleeping creature will extend the sleep's duration by half the fatigue's duration.
===Encasement===
Affected creature is restrained and becomes unable to perform any actions for the duration of the effect, except for struggling.
Encasement stops the afflicted combatant from moving, usually for a relatively long period of time, but the combatant's mind and senses are still fully functional. Additionally, the encased creature can attempt to break free of whatever substance it is restrained by. The success rate depends on the strength of the creature and the strength of the encasing material.
===Haunting===
Affected creature is haunted, dealing damage over time. Damage per turn is equivalent to 8% of the creature's maximum health.
===Bleeding===
Affected creature bleeds heavily, dealing damage over time. Damage per turn is equivalent to 4% of the creature's maximum health.
Bleed damage can be stacked with itself, unlike other DOT effects. Three hits from spells that cause bleeding will result in three different bleeding effects, each with its own counter and 4% max health DPT. Bleeding can be stacked up to 4 times.
===Poisoning===
Affected creature is poisoned, dealing damage over time. Damage per turn is equivalent to 6% of the creature's maximum health.
For the duration of the effect: C and IC defense are lowered by one stage.
===Radiation poisoning===
Affected creature is poisoned, dealing damage over time. Damage per turn is equivalent to 6% of the creature's maximum health, ramping up by 0.5% every turn to a cap of 12%.
For the duration of the effect: C and IC defense are lowered by two stages, and C attack is raised by one stage.
===Regeneration===
Affected creature regenerates, regaining health over time. Health per turn is equivalent to 8% of the creature's maximum health.
===Confusion===
Affected creature is befuddled, occasionally skipping actions for the duration of the effect. Chance to skip an action is 50% per action.
For the duration of the effect: IC attack and IC defense are lowered by two stages.
===Spooking===
Affected creature is frightened, occasionally skipping actions for the duration of the effect. Chance to skip an action is 30% per action.
For the duration of the effect: C and IC attack, C and IC defense, and speed are all lowered by one stage, and perception is lowered by two stages.
===Infatuation===
Affected creature falls in love, occasionally skipping actions for the duration of the effect. Chance to skip an action is 50% per action.
For the duration of the effect: C and IC attack, C and IC defense, perception, and speed are all lowered by three stages.
===Berserking===
Affected creature becomes uncontrollably angry. For the duration of the effect: C and IC attack, IC defense, perception, and speed are all raised by three stages, and C defense is lowered by three stages.
Once the effect's duration runs out, the creature becomes fatigued for half of the time that they spent berserked.
===Aerialization===
Affected creature is suspended in midair, gaining the Air Element on top of its other types.
If the creature is already Air Element, it will have a second Air Element added to it (so an Air/Air Element creature would take 4x damage from Earth spells). Creatures can only have a maximum of three elements, so aerialization has no effect on naturally triple-elemented creatures or on dual-elemented creatures with an extra element.
A grounded creature that is aerialized will remove both status effects. An aerial creature that is grounded will become grounded instead of aerial.
===Grounding===
Affected creature is embedded in the earth, gaining the Earth Element on top of its other types.
If the creature is already Earth Element, it will have a second Earth Element added to it (so an Earth/Earth Element creature would take 4x damage from Air spells). Creatures can only have a maximum of three elements, so grounding has no effect on naturally triple-elemented creatures or on dual-elemented creatures with an extra element.
An aerial creature that is grounded will become grounded instead of aerial. A grounded creature that is aerialized will remove both status effects.
===Soaking===
Affected creature is doused with water, gaining the Water Element on top of its other types.
If the creature is already Water Element, it will have a second Water Element added to it (so a Water/Water Element creature would take 4x damage from Volt spells). Creatures can only have a maximum of three elements, so soaking has no effect on naturally triple-elemented creatures or on dual-elemented creatures with an extra element.
===Blinding===
Affected creature is blinded. For the duration of the effect: Speed and perception are lowered by three stages.
Blinding also prevents the use of spells that require focusing on a target, such as Burning Eyes.
===Invisibility===
Affected creature becomes invisible. For the duration of the effect: Speed is raised by three stages.
Spells that require focusing on a target, such as Burning Eyes, will not affect an invisible creature.
Invisibility only works in the visual spectrum. Invisible creatures can be seen by Compliens that have infrared vision, UV vision, complixonox detection, or any other non-visual-spectrum sense.
=== Intangibility ===
Affected creature becomes intangible, gaining immunity to all corporeal spells.
Neither negative nor positive corporeal spells will have any effect on intangible creatures. This effect also nullifies burning, freezing, encasement, aerialization, grounding, soaking, and color change.
Intangibility grants the ability to float in any direction at a max speed of 5 mph. Intangible creatures can move through physical barriers, objects, and creatures, as well as the ground. They cannot hold or wear anything. They are unaffected by gravity.
===Color change===
Affected creature becomes a different color through paint or some other means. If the creature is invisible, invisibility is nullified.
For the duration of the effect: perception is lowered by one stage.
===Deafening===
Affected creature is deafened, gaining immunity to all Sound Element spells.
For the duration of the effect: perception is lowered by two stages.
Category:Terminology