Status conditions

Several skills used by players and monsters have the potential to inflict positive or negative **status conditions**. Their effects range from stat increases to steady drops in HP/MP/TP, and they can be extremely helpful or a pain in the ass depending on the situation.

## Buffs/Debuffs

Conditions that raise or lower any of the main three combat stats: Attack (ATK), Defense (DEF), and Agility (AGI). Buffs and Debuffs can't stack with themselves, but they can stack with other buffs and debuffs. Applying a Buff or Debuff that a character already has merely resets the number of turns it lasts. Unless otherwise specified, they each last 4 turns.

**ATK Buff** boosts ATK by **30%**, causing the afflicted to deal **1.3x** **damage**.

* Likewise, **ATK Debuff** lowers ATK by **30%**, causing the afflicted to deal **0.7x** **damage**.

**DEF Buff** boosts DEF by **30%**, causing the afflicted to take **0.7x** **damage**.

* Likewise, **DEF Debuff** lowers DEF by **30%**, causing the afflicted to take **1.3x** **damage**.

**AGI Buff** boosts AGI by **10%**, giving the afflicted an extra **10%** **chance of landing a hit or avoiding an attack**.

* Likewise, **AGI Debuff** lowers AGI by **10%**, giving the afflicted **10%** **less of a chance of landing a hit or avoiding an attack**.

## Immobilization

Conditions that leave the afflicted unable to act for a turn. If someone is inflicted with any of these conditions, they cannot be inflicted with another until 1 turn after the initial condition wears off. However, if someone inflicts one of these conditions on themselves or an ally, the immunity will be ignored.

**Stun** leaves the afflicted unable to act for 1 turn. They will resume their next turn as normal.

**Frozen** leaves the afflicted unable to act for 1 turn, and gives them a **50% chance of taking Frostbite damage on the next turn**. Players take 20% of their current HP, while monsters take a flat 250 damage.

**Sleep** leaves the afflicted unable to act for 1 turn, and has a **50% chance of being unable to act on their next turn** as well. If a Sleeping combatant takes any direct damage, they will immediately lose the Sleep status.

## Regeneration/Degeneration

Conditions that slowly recover or deteriorate small amounts of HP, MP, or TP over time.

**Blazing** can only be applied to players, and causes the afflicted to **lose 10% of their current HP** every turn for 3 turns. **Burning** can only be applied to monsters, and causes the afflicted to **take 200 damage** every turn for 3 turns.

**Venom** can only be applied to players, and causes the afflicted to **lose** **5% of their Max HP** every turn for 5 turns. **Poison** can only be applied to monsters, and causes the afflicted to **take 150 damage** every turn for 5 turns.

**Regeneration** **recovers an amount of HP, MP and/or TP** to the afflicted at the end of every turn for a number of turns. The exact amounts are specified in the descriptions of the skills that inflict Regeneration.

* The preceding conditions resolve in this order: **Blazing > Venom > Regeneration**.

**Cursed** can only be applied to players, and causes the afflicted to **lose 5% of their current MP/TP** at the end of the turn for 3 turns. Cursed resolves before MP Regeneration.

## Defensive

Conditions that lessen, prevent or redirect damage in some way.

A combatant may **Defend** rather than take an action for 1 turn, allowing them to **take half damage** **from all attacks** that turn. The Defender also **gains 5 TP** if applicable.

**Guarding** is a skill-based condition that allows the afflicted to **take damage in place of a chosen ally**. Multi-target attacks will ignore the Guarding status if they target both the Guard and the Guarded. The effect does not activate if the Guard is Stunned, Frozen, or Asleep, but the status remains.

**Barrier** creates a **temporary** **shield with a set amount of HP that takes damage in place of the afflicted** until its HP or turns run out. If Barrier is applied to someone who is already afflicted, the new Barrier will replace the initial one. Note that if the afflicted takes more damage than the Barrier can withstand, the excess will be dealt directly to the afflicted.

**Iron Will** is a reactionary condition that allows the afflicted to **survive mortal damage with** **1 HP, and gain Barrier** equal to 60% of their Max HP for 1 turn.

**Riposte** is a reactionary condition that allows the afflicted to **perform a counter attack if they were targeted for any attack that deals HP damage**. The amount of damage dealt by the counter attack and the number of turns Riposte will be active are specified in the description of the activation skill. Riposte can even apply effects, such as negative status conditions, to the enemy.

## Special

Conditions with a variety of effects, mostly unrelated to each other.

**Withering** causes the afflicted to **recover 30% less HP** from healing items or skills for 3 turns.

**Corruption** **raises the cost of the afflicted's MP skills by 50% and lowers TP generation by 50%** for 3 turns.

**Marked** makes the afflicted **more likely to be targeted by enemy attack**. Some skills have different effects against marked targets and this may affect enemy behavior.

**Grief** causes the afflicted to **take 38% of the damage dealt to their allies** for 3 turns. The damage dealt to the afflicted is unaffected by other status conditions, and multi-target attacks will deal the average amount of damage to the afflicted (not including the afflicted as a target).

**Death** is the state caused by a combatant's HP reaching 0. The afflicted cannot act unless they are revived by an item or a skill.

**Extinction** **prevents the afflicted from being revived from Death** for 2 turns. The afflicted cannot be inflicted with Extinction again the turn after it resolves, or the turn after they are revived. Reapplying Extinction will not reset the number of turns it lasts.

**Reraise** causes the afflicted to **immediately revive with an amount of HP if defeated** within 2 turns. The afflicted cannot be inflicted with Reraise again the turn after it resolves. Reapplying Reraise will not reset the number of turns it lasts.

## Character-specific

Conditions that are unique to certain characters, and often form the basis of their movesets.

### Natalie Stormbrook

**Fire Tokens** are applied to Natz every time she uses Flammare, up to a total of 5. Every Fire Token she carries increases the power of Flammare by 0.5x, decreases the chance of inflicting Burning by 10%, and increases the MP cost of the skill by 4.

By the same token (lol), **Ice Tokens** are applied to Natz every time she uses Flurria, up to a total of 5. Every Ice Token she carries decreases the power of Flurria by 0.5x, increases the chance of inflicting Frozen by 5%, and decreases the MP cost of the skill by 4.