Status Ailments

 

Throughout your campaign, but mostly during battle, your character or a unit you attacked may be subjected to different forms of status ailments. Some only last a single round while others can last multiple rounds. This section details what those status ailments are, how long they normally last, and what effects they have on a unit. The first list in this section will cover the common status ailments that your party will most often run into. Some monsters, and even some classes, have their own specific status ailments that they are able to inflict, which will all be detailed in a separate list.

Some status ailments are also categorized as being Damage Over Time ailments or Control Impairing ailments. Damage Over Time ailments include Bleeding, Burning, Poisoned, and any other effects that would cause a loss of Health Points at the beginning of a unit’s turn. Control Impairing ailments include Staggered, Knocked Up, Floored, Defenseless, and any other effects that would cause a unit to skip parts of, or their entire, turn.

 

Common Status Ailments

 

Bleeding
A Bleeding unit loses 1 HP at the beginning of their turn each round and lasts indefinitely throughout a battle. If the unit performs a Normal Attack or Active - Offensive skill during their turn, they also lose 1 HP at the end of their turn. A unit can have multiple stacks of Bleeding. You can remove 1 stack of Bleeding with a Bandage item or all stacks with a Heating Iron. If the battle ends while a unit is still affected by Bleeding, that unit loses 1 HP for each stack of Bleeding every minute for the next 15 minutes. Reduce the amount of time by 1 minute for every point of your Vitality Score.

Blinded
A Blinded unit rolls to hit at a Disadvantage, cannot roll to evade, and cannot see beyond 5’ around them. This status ailment can last multiple rounds depending on the source.

Brittle
A Brittle unit is dealt double damage when hit by an attack. This status ailment can last multiple rounds depending on the source.

Burning
A Burning unit loses 1d8 HP at the beginning of their turn each round for 3 rounds. If an attack would apply Burning to a unit that is already Burning, it resets the round count. Units resistant to, immune to, or that absorb fire cannot be affected by Burning. Can be removed with a Cooling Cream item. If the battle ends while a unit is still affected by Burning, that unit loses 1d8 HP for each unspent round of Burning.

Charmed
A Charmed unit will perform a random attack on their closest ally on their turn. If there are no nearby allies, the unit will attempt to run from battle. A unit affected by Charmed may perform an opposing Charisma check at the end of their turn against the unit that inflicted Charmed on them. If the unit wins, they break free from Charmed. The unit will also break free from Charmed if they lose at least 5 HP from a single attack. Charmed can last multiple rounds depending on the source.

Defenseless
A Defenseless unit cannot perform any actions on their next turn, is dealt double damage, and all attacks aimed at that unit automatically hit and are considered Backstabs. The attacker should still roll to hit in case of a Critical Hit or Critical Miss; however, a Critical Miss will still hit before the attacker becomes Helpless. Units adjacent to a Defenseless unit may freely move around them and ignore Deadlock. Defenseless can last multiple rounds depending on the source, but immediately ends once the unit is dealt damage.

Floored
A Floored unit cannot perform any actions on their next turn, and all attacks aimed at that unit automatically hit and are considered Backstabs. The attacker should still roll to hit in case of a Critical Hit or Critical Miss; however, a Critical Miss will still hit before the attacker becomes Helpless. Units adjacent to a Floored unit may freely move around them and ignore Deadlock. Can be removed with a Light Feather item.

Flow Blocked
A Flow Blocked unit is unable to perform any Active skills, and monsters affected by Flow Blocked can only use their most common attack. Flow Blocked can last multiple rounds depending on the source.

Helpless
A unit that becomes Helpless immediately end their current turn, and must skip their next turn’s Action Phase to recollect their self.

Knocked Up
A Knocked Up unit cannot perform any actions on their next turn, and all attacks aimed at that unit automatically hit and are considered Backstabs. The attacker should still roll to hit in case of a Critical Hit or Critical Miss; however, a Critical Miss will still hit before the attacker becomes Helpless. Units adjacent to a Knocked Up character may freely move around them and ignore Deadlock. Can be removed with a Grounding Charm item.

Poisoned
A Poisoned unit loses 1d4 HP at the beginning of their turn each round for 6 rounds. If an attack would apply Poisoned to a unit that is already Poisoned, it resets the round count. If the battle ends while a unit is still affected by Poisoned, that unit loses 1d4 HP for each unspent round of Poisoned.

Staggered
A Staggered unit cannot perform any actions on their next turn, and all attacks aimed at that unit automatically hit and are considered Backstabs. The attacker should still roll to hit in case of a Critical Hit or Critical Miss; however, a Critical Miss will still hit before the attacker becomes Helpless. Units adjacent to a Staggered unit may freely move around them and ignore Deadlock. Staggered can last multiple rounds depending on the source. Can be removed with a Smelling Salts item.

Vulnerable
A Vulnerable unit has their Physical Evasion and Magic Evasion reduced to 0, and their Movement Speed halved. This status ailment can last multiple rounds depending on the source.

 

Other Status Ailments

 

Black Flames
A unit with Black Flames loses 2d6 HP at the beginning of their turn each round and is Vulnerable for 3 rounds.

Deadly Venom
A unit with Deadly Venom loses 2d4 HP from Poisoned instead of 1d4 for 6 rounds.

Deteriorating
A unit with Deteriorating loses 2d8 HP at the beginning of their turn each round and deals half damage for 3 rounds.

Infected Wounds
A unit with Infected Wounds loses 1d4 HP per stack of Bleeding instead of 1 for 6 rounds.

Profuse Bleeding
A unit with Profuse Bleeding loses double the amount of HP per stack of Bleeding for 3 rounds.

Twilight Flames
A unit with Twilight Flames loses 3d6 HP at the beginning of their turn each round, is Vulnerable, and is considered Flow Blocked for 3 rounds.

White Flames
A unit with White Flames loses 2d6 HP at the beginning of their turn each round and is considered Flow Blocked for 3 rounds.