Status effect are modifiers which are active for a certain amount of time.
The following status effects are currently in the game.
- Accuracy | Modifier: Accuracy | Effect: Increase or decrease the likelihood of skills successfully affecting the targeted unit(s)
- Ancestry Rivalry (e.g. Lunarian Rivalry, or Khoroth Rivalry) | Modifier: Ancestry Rivalry | Effect: Bonus Critical Chance against associated Ancestry
- Bad Luck | Modifier: Bad Luck | Effect: Unable to deal Critical damage
- Berserk | Modifier: Berserk | Effect: Can only use offensive skills
- Broken Arm | Modifier: Disarmed | Effect: Cannot use offensive skills
- Condition Resistance (e.g. Bad Luck Resistance, or Nightmare Resistance) | Modifier: Condition Resistance | Effect: Chance to prevent associated Condition when applied. Bracelets have this effect permanently.
- Confused | Modifier: Confusion | Effect: If unit is affected by condition Confusion, when using a skill they have a 50% chance to use a different skill or/and on a different target
- Cursed | Modifier: Curse | Effect: After Curse reaches 0, the affected unit will die
- Decay | Modifier: Decay | Effect: Decreases Maximum HP temporarily
- Distracted | Modifier: Distraction | Effect: 50% change to be unable to act, and then forced to pass turn
- Elemental Aura (e.g. Life Aura, or Void Aura) | Modifier: Elemental Aura | Effect: Halves damage taken by associated element
- Focused | Modifier: Focus | Effect: Bypass conditions Provoking and Stealth
- Guard | Modifier: Guard | Effect: Reduces chance of an incoming attack to be a Critical Hit by Guard %
- Inspired | Modifier: Strength | Effect: Increases Strength attribute
- Invigorated | Modifier: Defense | Effect: Increases Defense attribute
- Lethargic | Modifier: Agility | Effect: Decreases Agility attribute
- Nightmare | Modifier: Nightmare | Effect: If unit is affected by condition Sleep, receive Scare damage at turn start
- Paralyzed | Modifier: Paralyze | Effect: Cannot act, forced to pass turn
- Poison | Modifier: Poison | Effect: Causes damage over time. Damage occurs at turn start. Bypasses Protection stat
- Prey Mark | Modifier: Prey | Effect: While a unit is affected by condition Prey Mark, units attacking it have a bonus accuracy of +50
- Protection | Modifier: Protection | Effect: Extra, unhealable HP. Represented by a blue bar above the health bar.
- Provoking | Modifier: Provoke | Effect: Taunt, become the only available target
- Rage | Modifier: Rage | Effect: While a unit is affected by condition Rage, they deal extra damage with their next offensive skill. Condition is cleared after one attack
- Revive | Modifier: Revive | Effect: Brings a dead fighter back to life
- Scared | Modifier: SP | Effect: When Scare meter is full, all attacks against this target are guaranteed to be a Critical hit. Represented by a red bar under the health bar.
- Shielded | Modifier: Shield | Effect: Nullify next instance of damage
- Sick | Modifier: Defense | Effect: Decreases Defense attribute
- Sleep | Modifier: Sleep | Effect: Units affected by condition Sleep cannot act, and are forced to pass their turn. Units affected by condition Sleep have a 50% chance upon turn end to remove Sleep
- Stealth | Modifier: Stealth | Effect: Cannot be targeted
- Swift | Modifier: Agility | Effect: Increases Agility attribute
- Weakened | Modifier: Strength | Effect: Decreases Strength attribute
The following status modifiers are not yet in game but resistance to them can be found on bracelets.
- Bleeding | Modifier: Bleed | Effect: Causes damage over time, applied at turn start and every time the target unit uses a skill. Bypasses protection and stacks up to three times
- Blind | Modifier: Blind | Effect: Affected unit has a 50% chance of missing any offensive skill