Status Effects

## Debuffs

* Startled: cannot perform any actions, it becomes Alert after it wears off
	+ Cured by: Being Alert

* Asleep: Cannot perform any actions for 3 turns. Being attacked while Asleep will remove the ailment, but will also double any damage received.
	+ Cured by: Being damaged, Vitamins, Mental Clarity.

* Sick: Drains 10% HP per turn until removed.
	+ Cured by: First Aid, Vitamins, Mental Clarity.

* Immunodeficiency: Cannot be healed until removed, statuses like Metabolize or Rejuvenate still work though.
	+ Cured by: First Aid, Vitamins, Mental Clarity.
* Sticky: Halves agility stat until it wears off.
* Poison: 600% physical damage over 6 turns.
* Toxicosis: 600% magical damage over 6 turns.
* Ennui: Makes unable to receive Imagination Points and Experience from a battle. Inflicted only by Rad Ghost and Super Rad Ghost.

* Frazzled: The target has a possibility of attacking the enemy, allies, or themselves.
* Afraid: Cannot perform any actions until it wears off, Jimmy has a higher chance of being afraid.
* Miasma: Similar to Sick but it can only be inflicted by a few bosses, it drains 5 - 20% HP every turn.
* Lethargic: Drains 5% of max MP every turn.
* Uninspired: Halves Magic Attack stat until it wears off.
* Unmotivated: Halves Physical Attack stat until it wears off.
* Unguarded: Halves Defense stat until it wears off.
* Weakpoint: The inflicted party member will take triple damage from the next attack that hits them.
* Mind Control: The target attacks their allies or themself for 3 turns.
	+ Removed by: Startling the enemy that inflicts Mind Control.
* Charmed: The target attacks their allies or themself for 3 turns.
	+ Removed by: Startling the enemy that inflicts Charmed.
* Grasped: Unable to move until it wears off.
	+ Removed by: Startling the enemy that inflicts grasped.

* Withering: Drains both 5% MP and HP for 5 turns.

* Acid: Drains 25% HP per turn until removed.

* Infested: Drains 60% of max HP every turn.
* Heartbroken: unable to act until it wears off.
* Terminal: KO after three turns.
* Drowning: KO after three turns.

* Cursed: Cannot use skills

* Half Hearted: MHP is halved.
* Taxed: MP cost is quadrupled for 3 turns.
* Stun: Cannot move for 1 turn.

## Buffs

* Alert: it makes the user immune to Startle for 1-5 turns, dependent on how many times the user has been startled.
* Solidify: +50% physical and magical defense.
* Hyper: Doubles agility and MP cost.
* Dodgy: Evade all attacks.
* Angry: Sharply raises physical stat but can only do basic attacks.
* Metabolize: +25% HP regen, -5% MP drain for 5 turns.
* Human Target: Enemies only attack the user.
* Concentrate: +50% physical and magical attack, -10% MP per turn for 5 turns.
* Focus: +50% physical and magical attack, -10% MP per turn for 5 turns.
* Called Shot: The user does double damage next turn.
* Rejuvenate: +5% HP regen for 3 turns.
* Lucky: +50% Luck for 3 turns.
* Perfect Guard: The user counters and reflects all attacks and takes 0 damage for the turn it's used.
* Smoky: Increases your evasion by 33%, making you less likely to be hit by a physical or magical attack.
* Counter: Automatically attacks when physical damage is received (works against multiple hits and multiple-targets attack).
* Reflect: Reflects any magical attack on the user.
* Guarded: +50% physical and magical defense.
* Ethereal: The user takes 25% damage from physical attacks.
* Flying: Makes the user immune to physical damage.
* Motivated: +50% physical attack.
* Inspired: +50% magical attack.
* Impenetrable: Immune to physical damage for 1 turn.
* Extended: Normal attacks are turned into AoE attacks.
* Absorption: Preparing for a party wipe attack, but takes double damage from physical.
* Third Eye: +50% attack, magic attack, and agility.
* Power Up!: Doubles attack and magic attack.