Status Effect

**Status Effects** are conditions given to the player when a certain move hits or is consumed by them, applying changes to stats and gear depending on the effect. Some are positive, most are negative, and can be either given by the player or by enemies. When hit with a status effect, an icon for said effect will appear in the corner of the screen with a small timer for how long the effect will last (if the effect has a time limit).

## All Status Effects

The list for the amount of status effects is still growing, but the current list is still large and diverse, with some effects being very general elemental powers while others are only used by one character/weapon.

* **Fire**: A high damage effect that can counter flammable objects and enemies along with giving the Burn status effect. Completely ineffective to characters with high temperature tolerance or water/ice effects.
	+ **Burn**: A side effect of Fire attacks that can rarely appear, doing large damage after the initial attack for a short time, if the target is vulnerable to burn damage.
* **Toxin**: An effect that does low damage over time, but lasts much longer than the likes of Burn. Toxic effects will drain the HP bar of the target, but will never let the health reach 0. Super effective against targets related to nature (insects, plants, etc).
* **Electric**: A stunning effect that shocks the target, leaving them vulnerable for a few seconds. To prevent game-breaking and exploits, the target will be temporarily immune from being shocked for a short while after being hit with an electric move. Ineffective against characters that are robotic or high in insulation.
* **Ice**: A high damage opposite to Fire that does cold damage to those not resistant to it, slowing the target by 50%. Completely ineffective to characters resistant to low temperature or fire effects.
	+ **Freeze**: A rare side effect of Ice Attacks that completely immobilizes the target, only releasing when the player mashes enough buttons to break out.
* **Water**: A low damage elemental effect on its own, but is nearly 4 times powerful against fire enemies and trolls (they hate showers). Ineffective against plant and aquatic characters.
* **Wind**: A very low damage elemental effect like Water, also being a decent counter to fire, but also with the ability to redirect projectiles and push small enemies. Is also used sometimes as a form of transport or elevation.
	+ Sound: A rare subcategory of the wind effect, which uses the same manner of moving air particles to inflict damage and knockback, and has the same resistances. This effect is a bit more rare, and even rarer used for combat, but can be seen in some attacks from enemies and items. Notable examples include the Bleatle.
* **Knockback**: Does not appear as a visible effect, but is a rare effect given by many blunt and wind attacks that knocks back the target very far. Bosses and massive enemies are immune to this effect.
* **Bleed**: A chip damage-like effect given by blade attacks similar to Poison and Burn, but is unique in the aspect that the effect can stack more than once, making even more HP being chipped. Ineffective against characters with no blood to drain from (robots like Ducc, for example).
* **Bone Break**: A rare yet powerful effect delivered by mostly blunt weaponry, breaking the bones of the target. This will inflict slowness and reduced attack power in the target, sometimes even immobilizing or rendering attacks useless depending on which bone is broken.
* **Depression**: A mental effect that doesn't lower heath, but instead slowly nerfs stats like attack and defense along with some resistances to elements, only worsening as the target's HP decreases from other attacks. This effect works for almost every character except Lemniwinks, robots, and any other being with no emotions to exploit. The effect is also weakened when used on most bosses.
* **Slowness**: As simple as it sounds, the effect simply reduces movement speed, but can also decrease attack speed and any other move the target uses. Unlike Ice, this effect has no character it doesn't work on, excluding many bosses.
	+ **Trapped**: A more extreme version of slowness that near entirely stops the target until the thing slowing them is destroyed, whether it be a trap, tentacle, or slime. Depending on what is immobilizing, what elemental effects work the best to get out of the trap will vary.
* **Blindness**: Coming from bright lights or covering the eyes of the target, the effect completely makes the opponent blind for a short while. For the player, this will be shown by completely making the screen black or white until the effect is over; NPCs attacked with a blinding move will be instead stunned. Completely ineffective against characters with no eyes, such as Tyranno and Lynx.
* **Portal**: Effect completely exclusive to the playable character Bajadasaurus, though the details on how it works have yet to be worked out.
* **Cursed**: Effect exclusive to Captain Sino, summoning ghosts to prevent the player from using special attacks.
* **Happiness**: does absolutely nothing besides resisting depression, but is inflicted when certain items or gear is used in battle, such as the Jelly Hat.
* **Amped**: A stat-boosting effect that is used when certain conditions are met, adding to or even multiplying the stats a character has. Notable examples include when electric attacks are used against robotic enemies like Hobo or Pixels as it just powers them up, or when water is given to a plant-based character as it just feeds them.
* **Hypnosis**: an exceptionally rare effect that weakens the mental state of a target, making them do the user's bidding. Only characters specializing in this field, special items, and Lemniwinks are known for having these effects at their disposal.
* **Seduction**: A specific form of hypnosis that abuses the emotions of its target in order to get the user's desired outcome, like making the target's attacks miss more often or distracting them when in range of the user. The effect is exclusive to WaiHuCo members.