States

**MPStates** are effects that can temporarily alter a player or enemy in a variety of ways. Some states can be beneficial, while others can be harmful. These can be caused by items, accessories, skills, or even attacks from the enemy or the player.

## Positive States

Positive states are ones that can be beneficial to the target in some way. An example of a positive state would be one that increases defences or one that blocks negative states.

### Types of Positive States

 Haste
 Hide
 HP x2
 HP Regen
 Ironbody
 MP x2
 MP Cost Down
 MP Regen
 SP Regen

## Negative States

Negative states are ones that can harm the target in some way. An example of a negative state would be one that drains health or lowers agility.

### Types of Negative States

 Burn
 Confusion
 Freeze
 K.O
 Panic
 Poison
 Sick
 Silence
 Sleep
 Spook
 Stop
 Slow
 Stun

## Mixed States

Mixed states are ones that have both a positive and negative effect, like a double-edged sword. An example would be a state that increased attack but lowers defense.

### Types of Mixes States:

**Dark Aura:** Increases attack to 125% but lowers defense to 75%. Adds Dark-element to attacks. Resistance to Dark attacks increased by 50%, but resistance to Light attacks halved.

**Berserk:** increases attack to 150%, but lowers defense to 50%. Critical rate increases by 25%. If the target is in the player's party, that member is no longer playable and makes its own decisions.

## Elemental States

Elemental states are ones that give the target the power of a specific element. An example of an elemental state would be one that changes the target's attack element to wind attacks while adding wind resistances and increasing attack damage.

Types of Elemental States:

**Fire Force:** adds the Fire element to physical attacks. All incoming fire damage is halved. ATK+10%.

**Ice Force:** adds the Ice element to physical attacks. All incoming ice damage is halved. ATK+10%.

**Thunder Force:** adds the Thunder element to physical attacks. All incoming lightning damage is halved. ATK+10%.

**Water Force:** adds the Water element to physical attacks. All incoming water damage is halved. ATK+10%.

**Earth Force:** adds the Earth element to physical attacks. All incoming earth damage is halved. ATK+10%.

**Wind Force:** adds the Wind element to physical attacks. All incoming wind damage is halved. ATK+10%.

**Light Force:** adds the Light element to physical attacks. All incoming light damage is halved. ATK+10%.

**Dark Force:** adds the Dark element to physical attacks. All incoming dark damage is halved. ATK+10%.

## Tech States

Tech states are ones that alter a turn's purpose or the target's focus. An example of a tech state would be one that changes the target's stance to ready for a counter-attack or to protect a friend by taking damage in their place.

### Types of Tech States:

**Auto-Life:** when target's HP reaches 0, the target is revived with a small amount of HP regenerated. State is removed once the target has been revived once.

**Counterattack:** target will counter an attack directed at them throughout 3 turns.

**Cover:** target will take damage in place of their party for 1 turn.

**Cover L:** target will take damage in place of their party for 5 turns.

**Guard:** the target will get in a guarding stance, which skips their turn but braces them for an oncoming attack. Guarding will block up to a certain amount of damage during that turn, and will heal the user 5% HP/MP.

**Magic Evade:** target will evade incoming Magic attacks.

**Magic Reflect:** target will reflect all incoming Magic casts back at the caster. This includes their own party's healing Magic as well.

**Mana-Guard:** adds a shield that blocks incoming damage. Incoming damage decreases MP instead of HP, until MP is 0.

**Provoke:** target will be targeted more often than others for 5 turns.

**Provoke L:** target will be targeted more often than others for 10 turns.

## Passive States

Passive states are ones that stay with the target for a permanent amount of time, with exceptions. These states are connected to Passive Abilities, which can be learned through leveling up or attached via equipment.

### Types of Passive States

**Attack Boost:** increases target's physical attack damage output.

**Auto-Counter:** *same as Counterattack, but not limited to a set number of turns.*

**Combo Plus:** increases the number of times actions can be taken in battle.

**Critical Boost:** increases target's critical rate.

**Defense Boost:** increases target's defense.

**EXP Boost:** increases target's experience point gain rate.

**HP Boost:** increases target's maximum health.

**Item Boost:** increases the effectiveness of consumable items.

**Magic Boost:** increases target's magic critical rate and magic damage rate.

**MP Cost Zero:** any skill that takes mana to use can be used with no mana cost.

## Tournament States

Tournament states are ones that can only be found in the Carrasco Tournament House. In this event, players must enter a tournament and fight enemies within a certain number of rounds. Each round, a different Tournament State will afflict the entire party. This can be either positive or negative and are completely random in choice.

**All 1.5:** attack, magic attack, defense, magic defense, agility, maximum health, and maximum mana all increased up to 150%. Evasiveness increased by 5%.

**All Half:** attack, magic attack, defense, magic defense, agility, maximum health, and maximum mana all halved. Evasiveness decreased by 5%.

**All ATK** **in Half:** attack and magic attack stats halved.

**All DEF in Half:** defense and magic defense stats halved.

**ATK in Half:** attack stat halved.

**Constant Poison:** party afflicted by Poison, decreasing HP by 10% every turn. Cannot be removed for the round.

**Constant M.Poison:** party afflicted by Magic Poison, decreasing MP by 10% every turn. Cannot be removed for the round.

**DEF in Half:** defense stat halved.

**Half HP:** maximum health halved.

**Half MP:** maximum mana halved.

**HP Regen:** HP will be regenerated by 10% every turn for this round.

**MP Regen:** MP will be regenerated by 10% every turn for this round.

**No Bad Ailments:** the party will be guarded against all negative states for this round.

**No Guard:** target cannot use the Guard ability this round.

**No Magic:** target cannot use Green Magic, Black Magic, or White Magic this round.

**No Specials**: target cannot use Special skills this round.

**Only Physicals:** target cannot use any Magics, Special skills or Summon abilities this round. Only guarding, attacking, and item usage.

**Speed in Half:** agility stat halved. Evasiveness decreased by 5%.

**SP Regen:** SP will be regenerated at 10% every turn for this round.

## Unused States

Unused states are ones that are only in the coding of the game but is otherwise unimplemented. These ones are in a tab in the database titled *"---Experiment---"*. There is a chance these will be added later on or deleted entirely.

**Virus:** inflicts target with a virus. health, mana, and soul all decrease by 10% every turn.

**Well-Fed:** increases all base stats by 10% and EXP gain by 20%.

## See Also

* **Items**
* **Skills**
* **Magic**