State

A **state**, also known as a **status effect**, is a condition that a player or enemy can receive during gameplay. This affects how they interact with other spells or the environment. Casting an elemental shield removes or dispels specific states tied to that particular element.

## Accelerated

Affected targets move faster. It can be dispelled by casting an ice shield.

## Blind

Blindness reduces the player's field of vision into a small area around them, making it harder to see their surroundings. This is indicated by questions marks on the target's head. Some enemies can that can cause blindness are Mist Shamans' radial shadow blasts and shadow orbs from dark-elemental Male Ghost Crabs. Casting an electric shield can dispel blindness.

## Burning

A burned target will receive passive damage from its flames until the effect ends, or until extinguished by water. Common sources of burning are fire-based spells, fire attacks from enemies such as fire Slimes/Slimutates, fire Male Ghost Crabs, and fire Maggiants. Casting a water or ice shield will dispel burning.

## Charged

Charged targets are prone to being stunned at certain intervals, indicated by purple sparks and an X-ray spark effect. Some sources of the charged state are lightning attacks, and exploding yellow plants in Spore Spaces. Casting an earth shield dispels the charged state.

## Cold

Cold slows movement, indicated by a blue tint on the affected target. When combined with wet, it freezes the target solid, halting all movement. Common sources of cold include ice-based attacks and cold grass found Chilly Cavern. Fire spells and casting a fire shield can dispel this state.

## Confused

When the player is confused, their controls get swapped, making it harder to navigate their surroundings. Affected targets will have various geometric shapes above its head. The laser attack of a fire Imp can cause this state. Casting a water or dark shield dispels confusion.

## Dusty

Dusty is primarily caused by earth spells, such as Stone Block. Affected targets are shown to have a faint pale-brown smoke-like effect on them. Dusty does not do much on its own; rather, it needs to be combined with wet in order to cause the muddy state.

## Frozen

Frozen targets are unable to move while affected. This state can be caused by combining wet and cold, or vice-versa. Ice Ancient Guardians and icicle traps in Chilly Cavern can directly freeze the player. Casting a fire shield or being hit with fire spells can dispel the frozen state.

## Muddy

Muddy slows movement, depicted by wet soil on the affected target. Muddy can be caused by walking on mud puddles, or the combined effects of wet and dusty states. When hit by a fire spell, it causes the petrochemical state. Muddy can be eliminated by casting a water shield, or washed off by water.

## Petrified

Petrified targets become encased in stone, unable to move. The laser attack from dark Imps can cause petrifaction to the target it hits. Casting an earth or electric shield dispels petrifaction.

A similar state is petrochemical, which is elemental in origin and uses the same stone sprite as well.

## Petrochemical

Targets in a petrochemical state are encased in rock, and cannot move. It is caused by hitting a muddied target with a fire spell. Note that combining burning with dusty does not cause this state. Casting a water or dark shield dispels petrochemical.

A similar state is petrified, which is magical in origin uses the same rock sprite as well.

## Poisoned

Being poisoned causes a target to gradually lose HP until the effect ends. It is indicated by purple smudges on the affected target. Sources of poison include some combined spells, earth Slimutates, earth Male Ghost Crabs, Dry Desert snake tiles, and wet poison grass in Lava Land.

## Shadow Curse

Shadow Curse causes affected targets to receive 20% more damage from darkness spells and 10% more damage from other attacks, visually indicated by downward-moving purple particle effects. This state is primarily spell-caused, such as Dark Ray or Nuclear Miniblast, rather than an environmental one.

## Slow

A non-ice variant of cold. As the name suggests, it slows the player's movement. It can be dispelled by casting a fire shield.

## Stunned

When the player is stunned, they are immobilized and have dizzy-like knockout effects on their head. Electric Ancient Guardians and the shockwave attack from Ice Pillars can cause stunning. Casting an electric shield dispels stunning.

## Water Curse

A state caused by the eponymous Water Curse, a ternary water/lightning/earth spell. Affected targets display steam-like particle effects emanating from them, and receive double damage from electric-attribute attacks. Because it is considered a separate state, it can stack with wetness for quadrupled lightning damage.

## Wet

Wet targets are visually shown by having water drops fall from them. Affected targTemplate:Berserkets receive double damage from lightning-based spells, and can be frozen when combined with cold. Common sources of wet are water spells, water tiles, ponds, or puddles left by water-elemental Slimettes and Slimutates. Casting a fire shield eliminates wetness.