Status Effects

This page serves as a comprehensive list of **Status Effects**. These have an effect on a character's well-being.

## Positive Status Effects

* Blocking, characters defend themselves from any attacks for a short time/ 1 turn. Briefly protects from multiple opponents and greatly reduces the damage taken. Some negative status effects may still be gained from attacks (Eg. Bleeding, Burning, Shocked)
* Cured, ends all negative status effects Magically.
* Defending, characters defend their teammates from incoming attacks, themselves taking the attack instead, the damage done is halved, as well as the chance of getting a negative status effect, even if it has a 100% chance of happening, it's reduced down to 50%. Does not protect against attacks that target multiple opponents, however.
* Enraged, increases damage. Stacks up to **five** times before the character unleashes a devastating blow on an opponent, and reverting back to Enraged I.
* Fire retardant, fire attacks will be completely negated.
* Focus, increases attack accuracy
* Healing, characters regain health over time, or the rate of health regeneration increases.
* Hidden, characters become harder/ impossible to hit (May Not be targetable at all) Attacks they perform have a higher chance of hitting and deal more damage.
* Hologram, while unable to attack, you are unable to be hit, your presence is still very much there.
* Hot Blooded, negates cold damage.
* Hyped, increases stamina recovery. Stacks up to **three** times.
* Invisible, characters become completely invisible and can only be seen by people or creatures with the use of certain magical abilities. They become harder to hit, but their attacks are more likely to hit their opponents.
* Lubricated, characters become resistant to Constricted, Grappled and Restrained Status Effects, and have greater resistance to Waterlogged.
* Mind and Body, increases speed, allowing more accurate attacks and better defence.
* Peace of mind, characters clear their mind and become immune to any mental status effect. Any mental status effect they already had is ended.
* Recharging, robots and cyborgs regain energy over time, or the rate of energy regeneration increases.
* Regenerating, characters regain magic power over time, or the rate of magic power regeneration increases.
* Rejuvenating, characters regain stamina over time, or the rate of stamina regeneration increases.
* Reposting, character has a chance to negate a single melee attack and swiftly carry out a counter melee attack.
* Storm Rod, electrical attacks will be completely negated.
* Thick skin, immunity to bleeding effects.
* Well Fed, characters will regain small amounts of health per turn or over time. Stacks up to **three to five** times, with the max also granting a small damage and critical hit chance boost. (If it is attempted to stack above 3 times, characters may incur **Indigestion** depending on their constitution level)

## Negative Status Effects

* Angry, characters will only attack whoever attacks them first, even if it isn't preferable. Defence is also lowered.
* Bleeding, characters take damage per turn or over time. Stacks up to **five** times before becoming **Ravaged**.
* Blinded, characters will not be able to see, only using moves that don't require their eyes, if any.
* Burning, characters take burning damage per turn or over time. Stacks up to **five** times before becoming **Charred**.
* Charmed, characters fall under the inflictor’s persuasion and they will do what they are told as if they are hypnotised or in love. They still retain their mind but see their target as an ally.
* Charred, characters will take critical burning damage per turn or over time. This will require immediate medical attention.
* Chilled, characters will take ice damage per turn or over time. Stackable up to five times before becoming **Deep Freeze**.
* Concussion, characters will only be able to perform basic actions, but not physical abilities
* Confused, characters could miss a turn, attack the wrong opponent, or worse: their own teammates. Stackable.
* Constricted, characters will not be able to move either their arms or legs, and are essentially stuck until the constrictor is dealt with.
* Corrupted
* Crushed
* Cursed
* Dead Arm, disables arm attacks.
* Dead Leg, disables leg attacks. Sometimes, a character may FALL OVER!
* Deafened, characters become unable to hear anything, and can sometimes miss their cue, forgetting to attack.
* Deep Freeze, a character is frozen solid. They cannot attack, and will continually take frozen damage per turn or over time.
* Dizzy, attacks are more likely to miss.
* Doomed, massive amounts of damage occur to a character once this counts down. Typically starts at **five**, and counts down each turn to **zero**.
* Fried Circuits, robots and cyborg characters have a chance to stop functioning if they're attacked by electrical damage. This can lead to them no longer functioning in battle unless the precautions are made.
* Grappled, grappled characters cannot move around but are still free to move their arms. character will have to break out of the holder(s)’ grasp to be free. This allows them to be hit easier, too.
* Head Trauma, temporarily lowers intelligence and can lead to Dizzy, Confused and even Mung. Stacks up to **three** times before instantly KO-ing a character irregardless of their remaining health. After waking up, they will have Concussion.
* Hexxed, characters with spells will find that all their magic is less effective, each Hex will take 10% off of the potency of their healing, supportive and offensive spells and spells with durability with have said durability reduced by 10% also. Stacks up to **nine** times.
* Hypnotised, characters fall under the control of the inflictor, they do ANYTHING they are told to do by their new master and become a mindless slave.
* Indigestion, side effect of using too many consumables relative to you’re constitution. Subsidiary of being **well fed** if characters reach well fed levels above 3 they may receive indigestion if they do not have the constitution to cope with it. Characters become slowed and their stamina is temporarily reduced. They are unable to rest and may receive a very small amount of damage over time until they deal with this effect.
* Irradiated, characters will take radiation damage per turn or over time. Stacks up to **five** times before becoming **Nuclear**.
* Impending Doom, characters will sometimes forget to perform an action because of a cripple sense of impending doom, whether it's legitimate or not.
* Impure, demonic characters have been interfered with by holy/angelic magic, and have become weaker overall. The same goes for holy/angelic characters and dark/demonic/hellish/unholy magic (The same concept, but in reverse). Defence and Attack have been reduced. Stackable up to **five** times.
* Marked, marked characters will take extra damage irregardless of the source of damage, until the effect wears off. Will most always end after **three** turns.
* Mung, temporarily lowers intelligence, repeated mungings can either build up a resistance. Stackable. There's a chance where repeated munging incidents can lead to **Soul-Mung**.
* Nosebleed, characters bleed from their nose, and must tend to it before acting again. Some characters are unaffected and will instead gain a rage boost instead of having to skip turns to tend to their injury.
* Overheated, robots and cyborg characters have a chance to slow if they're attacked by fire damage, causing them to overheat. They will need a turn to cool down.
* Paralysed, characters are unable to move for a period of time, they may take increased damage during this time.
* Poisoned, characters take poison damage per turn or over time. Stackable up to **five** times before becoming **Toxic**.
* Petrified, characters are turned to stone. The afflicted can’t move or talk. The petrified creature becomes easier to hit but resistant to all damage and immune to falling under the effects of any other status effect, unless the attack specifically targets golems or petrified characters.
* Prone, character has fallen over. They are easier to hit while on the floor. They will need to get back up to end this condition.
* Raunched, reviled by society as a whole. Consider it a society repellent.
* Ravaged, characters will take critical bleeding damage, requiring immediate medical attention.
* Restrained, similar to grappled, restrained targets are held by the arms and in place but have limited access to leg-based moves. They are easier to hit and it becomes harder for them to perform any dexterity based act.
* Ruined, has a great impact on a character's ability to perform basic actions.
* Scared, characters are afraid of someone or something, for the duration of this effect they are unable to attack or move towards this target.
* Shieldless, characters will lose any shield they may have, often as a result of a shield breaker attack (although regular attacks can destroy a shield, forcing it to recharge over time). Starts stacked at any value between **one** and **five** turns, before counting down per turn to zero, giving the Shieldless victim their shield back. Certain abilities can completely negate the countdown process by summoning back their shield prematurely.
* Shocked, characters will take electric damage. Subsequent electrical attacks will do more damage, and will stack up to **three** times. There is a chance they may also be stunned and even paralysed from continual shock attacks.
* Short-Circuited, robots and cyborgs without adequate waterproofing will short-circuit if attacked by a water-based attack. This will leave robots unable to do anything for **three** turns
* Soul-Mung, characters that die will become Dumb Souls, requiring a very long-winded process to revive them. Also keeps the effects of Mung, so it's probably best to keep them from performing any actions.
* Sticky, characters will be slower and sometimes even stuck to the floor! This means that they would not be able to avoid attacks or perform physical attacks. Ranged and magic attacks are largely unaffected, because they can be performed in nearly any circumstance.
* Stunned, characters “miss a turn” as they briefly become unable to move, attack, talk or perform any action. They are also easier to hit.
* Toxic, characters take critical poison damage per turn or over time. Requires medical attention immediately.
* Unconscious, characters fall prone, drop anything they are holding and get knocked out. Target is incapacitated and can perform no actions while they are unconscious. They are much easier to hit and will automatically take more damage from attacks.
* Waterlogged, characters will be slowed.
* Weakened, characters will do less physical damage.
* Wincing, particularly painful moves will have characters wincing in pain, unable to attack, and can leave them particularly vulnerable.
* Winded, characters have their stamina reduced to nothing, as a result of a particularly debilitating move. It will take a turn or two to recuperate. Stamina regeneration is also halved.
* Wounded, if a character is beaten too severely or dealt a lot of damage all at once they may become wounded, this is a long lasting injury that reduces your maximum health. This cannot be negated with first aid or minor healing on the battlefield and must be treated with a more long-term solution or professional treatment. Using strong healing items on characters with Charred, Ravaged, Deep Freeze and Toxic will remove the condition, but replace it with Weakened and Wounded, instead.

## Neutral

* Claimed, when they die, their soul will become property of those who claimed it- for better or for worse.
* Drunk, characters may get drunk as a result of alcohol. Attacks are more likely to miss, but swaying about also makes them less likely to be hit and feel less damage.
* Self-Destruct Sequence, certain characters have the ability to self-destruct. Particularly powerful self-destruction attacks have a countdown. Once the countdown has ended, they will explode, killing themselves, but also dealing massive damage to their opponents (and maybe even their own teammates).
* Shorted, a special effect exclusive to robots. The same effects as **Fried circuits** but effects only last 1 turn instead. This effect comes from machines being fitted with a fuse attachment. Still not a positive effect but it negates the more severe fried circuits status.

## See Also

* Active Effects, similar to Status Effects, but are innate ability granted on birth, or can be obtained through apparel, titles or items. These are often permanent until said apparel, titles or items are removed or relinquished.

* Titles, similar still to Status Effects, but usually are ceremonial entirely. Sometimes they can grant active or status effects.