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'''Status effects''' are a recurring element of the | '''Status effects''' are a recurring element of the {{DQSeries}}, and come in the negative status ailments and the beneficial status buffs. Both the party and monsters have access to these effects in most titles, and strategic use of both becomes vitally important during an adventure. | ||
Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of an item specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell, a night at the [[ | Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of an item specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell, a night at the [[inn]] or a visit to the [[church]]. Some spells exist expressly to inflict status effects, and some weapons have a small chance of inflicting a status ailment after a successful hit. Occasionally, a special move may have a chance of causing a status effect. | ||
Status buffs exist to either raise the stats of a character and give them an advantage in battle against weaker foes or to stand a better chance against powerful boss monsters or to reduce incoming damage. Typically buffs will fade in battle after a number of turns have passed, though there are exception where a buff will last the entire battle, such as all versions of ''Dragon Quest VI''. Only two types of buffs remain in effect after battle, being camouflage and pep. | Status buffs exist to either raise the stats of a character and give them an advantage in battle against weaker foes or to stand a better chance against powerful boss monsters or to reduce incoming damage. Typically buffs will fade in battle after a number of turns have passed, though there are exception where a buff will last the entire battle, such as all versions of ''Dragon Quest VI''. Only two types of buffs remain in effect after battle, being camouflage and pep. | ||
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|- | |- | ||
| [[File:nopic.png|center]]<!--4:1 from 19x18--> | | [[File:nopic.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Blunt | | '''[[Blunt]]ed''' | ||
| Attack is reduced. | | Attack is reduced. | ||
| | | {{DQ9}} | ||
| No | | No | ||
|- | |- | ||
| [[File:Confused.png|center]]<!--4:1 from 19x18--> | | [[File:Confused.png|center]]<!--4:1 from 19x18--> | ||
| '''Confused''' | | '''[[Confusion|Confused]]''' | ||
| The character may attacks their fellow party members or themselves. They might also do nothing at all. | | The character may attacks their fellow party members or themselves. They might also do nothing at all. | ||
| | | {{DQ2}} | ||
| No | | No | ||
|- | |- | ||
| [[File:Cursed.png|center]]<!--4:1 from 19x18--> | | [[File:Cursed.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Cursed]]''' | | '''[[Curses|Cursed]]''' | ||
| The one of the character's statistics are set to 0 as a result of wearing cursed equipment, along with suffering paralysis or attacking their friends. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. For this type of curse, the effects are: | | The one of the character's statistics are set to 0 as a result of wearing cursed equipment, along with suffering paralysis or attacking their friends. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. For this type of curse, the effects are: | ||
*HP being reduced by 1 every four steps | *{{HP}} being reduced by 1 every four steps | ||
*MP being reduced by 1 every four steps | *{{MP}} being reduced by 1 every four steps | ||
*Randomly becoming stunned during battle | *Randomly becoming stunned during battle | ||
*Spells and skills randomly failing during battle | *Spells and skills randomly failing during battle | ||
*Attacking a random ally | *Attacking a random ally | ||
| | | {{DQ2}} & {{DQ5}} | ||
| Varies | | Varies | ||
|- | |- | ||
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| '''Dead/Death''' | | '''Dead/Death''' | ||
| The character cannot act in any way until they are revived by a spell, item, or at the church. | | The character cannot act in any way until they are revived by a spell, item, or at the church. | ||
| | | {{DQ}} | ||
| Yes | | Yes | ||
|- | |- | ||
| [[File:nopic.png|center]]<!--4:1 from 19x18--> | | [[File:nopic.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Deceleratle|Decelerated]]''' | | '''[[Deceleratle|Decelerated]]''' | ||
| Agility is reduced. | | {{Agility}} is reduced. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
| [[File:Poisoned.png|center]]<!--4:1 from 19x18--> | | [[File:Poisoned.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Envenomation|Envenomated]]''' | | '''[[Poison and Envenomation|Envenomated]]''' | ||
| The character takes damage after each round of the battle. Reduces | | The character takes damage after each round of the battle. Reduces {{HP}} by {{fraction|1|6}} of maximum per turn in {{Dragon Quest V}}. Starting with {{Dragon Quest VI}} this was reduced to {{fraction|1|8}} of the maximum. | ||
| | | {{DQ5}} | ||
| Yes. The condition becomes ''Poisoned'' after battle ends. | | Yes. The condition becomes ''Poisoned'' after battle ends. | ||
|- | |- | ||
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| '''[[Fizzle]]d''' | | '''[[Fizzle]]d''' | ||
| The character cannot cast spells until the the condition wears off, or the battle ends. | | The character cannot cast spells until the the condition wears off, or the battle ends. | ||
| | | {{DQ}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Paralysis|Paralyzed]]''' | | '''[[Paralysis|Paralyzed]]''' | ||
| The character is unable to act during battle. Counts as a party wipe out if everyone is afflicted in ''III'', but not so in later games. Initially cured through [[Tingle|spells]] or [[Moonwort bulb|items]] and walking for 32 steps on the world map, but will wear off in battle after a few turns beginning with ''VI''. | | The character is unable to act during battle. Counts as a party wipe out if everyone is afflicted in ''III'', but not so in later games. Initially cured through [[Tingle|spells]] or [[Moonwort bulb|items]] and walking for 32 steps on the world map, but will wear off in battle after a few turns beginning with ''VI''. | ||
| | | {{DQ3}} | ||
| Varies | | Varies | ||
|- | |- | ||
| [[File:Poisoned.png|center]]<!--4:1 from 19x18--> | | [[File:Poisoned.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Poison|Poisoned]]''' | | '''[[Poison and Envenomation|Poisoned]]''' | ||
| The character takes damage while traveling on the field. Originally, from | | The character takes damage while traveling on the field. Originally, from {{Dragon Quest}} to {{Dragon Quest IV}} it was dealt every four steps. In {{Dragon Quest V}} and ''VI'' it was increased to eight steps. Since {{Dragon Quest VII}} it has been every single step. Beginning with {{Dragon Quest XI}}, being poisoned now deals 1~5 damage per turn in addition to walking damage. | ||
| | | {{DQ2}} | ||
| Yes | | Yes | ||
|- | |- | ||
| [[File:nopic.png|center]]<!--4:1 from 19x18--> | | [[File:nopic.png|center]]<!--4:1 from 19x18--> | ||
| '''[[Sap | | '''[[Sap]]ped''' | ||
| The character's | | The character's {{Defence}} is decreased. | ||
| | | {{DQ2}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Snooze|Sleep]]''' | | '''[[Snooze|Sleep]]''' | ||
| The character cannot act until awoken by an attack, or until a random number of turns have passed. | | The character cannot act until awoken by an attack, or until a random number of turns have passed. | ||
| | | {{DQ}} | ||
| No | | No | ||
|- | |- | ||
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| '''Stunned''' | | '''Stunned''' | ||
| The character must waste a turn or two while being frozen in fear, rolling around laughing, knocked down, grinning after a [[Puff-Puff]], etc. | | The character must waste a turn or two while being frozen in fear, rolling around laughing, knocked down, grinning after a [[Puff-Puff]], etc. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Acceleratle|Accelerated]]''' | | '''[[Acceleratle|Accelerated]]''' | ||
| Agility is increased. In ''VIII'' onwards, this also increases evasion. | | Agility is increased. In ''VIII'' onwards, this also increases evasion. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Backdraft]]''' | | '''[[Backdraft]]''' | ||
| Reflects breath attacks once. | | Reflects breath attacks once. | ||
| | | {{DQ6}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Bounce]]''' | | '''[[Bounce]]''' | ||
| Reflects magic spells. Certain games only allow the spell to be used on the caster themselves. | | Reflects magic spells. Certain games only allow the spell to be used on the caster themselves. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
<!--4:1 from 19x18--> | <!--4:1 from 19x18--> | ||
| '''[[Buff | | '''[[Buff]]ed''' | ||
| Defence is increased. | | Defence is increased. | ||
| | | {{DQ2}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Vanish|Camouflaged]]''' | | '''[[Vanish|Camouflaged]]''' | ||
| User is less likely to be targeted by monsters, and cannot be seen by foes on the world map. | | User is less likely to be targeted by monsters, and cannot be seen by foes on the world map. | ||
| | | {{DQ9}} | ||
| Yes | | Yes | ||
|- | |- | ||
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| '''[[Puff!|Dragon]]''' | | '''[[Puff!|Dragon]]''' | ||
| Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire. | | Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
<!--4:1 from 19x18--> | <!--4:1 from 19x18--> | ||
| '''[[Insulatle|Insulated]]''' | | '''[[Insulatle|Insulated]]''' | ||
| Damage from [[Breath|breath attacks]] is decreased. | | Damage from [[Breath attack|breath attacks]] is decreased. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Kaclang]]''' | | '''[[Kaclang]]''' | ||
| Turned into invincible steel for several turns. | | Turned into invincible steel for several turns. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
<!--4:1 from 19x18--> | <!--4:1 from 19x18--> | ||
| '''[[Absorb Magic|Magic absorbent]]''' | | '''[[Absorb Magic|Magic absorbent]]''' | ||
| Spells that target the user will restore their MP. | | Spells that target the user will restore their {{MP}}. | ||
| | | {{DQ5}} | ||
| No | | No | ||
|- | |- | ||
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| '''[[Oomph]]''' | | '''[[Oomph]]''' | ||
| Attack power increased. | | Attack power increased. | ||
| | | {{DQ3}} | ||
| No | | No | ||
|- | |- | ||
<!--4:1 from 19x18--> | <!--4:1 from 19x18--> | ||
| '''[[Pep | | '''[[Pep]]ped up''' | ||
| Several stats are increased at once, and access to special techniques is granted. | | Several stats are increased at once, and access to special techniques is granted. | ||
| | | {{DQ9}} | ||
| Yes | | Yes | ||
|- | |- | ||
<!--4:1 from 19x18--> | <!--4:1 from 19x18--> | ||
| '''[[Snub | | '''[[Snub]]bed''' | ||
| Magical attacks have no effect on the target from now on. | | Magical attacks have no effect on the target from now on. | ||
| | | {{DQ4}} | ||
| No | | No | ||
|- | |- |
Revision as of 16:42, 22 January 2022
Status effects are a recurring element of the Dragon Quest series, and come in the negative status ailments and the beneficial status buffs. Both the party and monsters have access to these effects in most titles, and strategic use of both becomes vitally important during an adventure.
Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of an item specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell, a night at the inn or a visit to the church. Some spells exist expressly to inflict status effects, and some weapons have a small chance of inflicting a status ailment after a successful hit. Occasionally, a special move may have a chance of causing a status effect.
Status buffs exist to either raise the stats of a character and give them an advantage in battle against weaker foes or to stand a better chance against powerful boss monsters or to reduce incoming damage. Typically buffs will fade in battle after a number of turns have passed, though there are exception where a buff will last the entire battle, such as all versions of Dragon Quest VI. Only two types of buffs remain in effect after battle, being camouflage and pep.
A number of these effects can be wiped out by Disruptive Wave or with a perfect panacea, if available.
List of recurring status effects
Negative Status Ailments
Image | Name | Effect | Debut | Remains After Battle? |
---|---|---|---|---|
Blunted | Attack is reduced. | Dragon Quest IX: Sentinels of the Starry Skies | No | |
Confused | The character may attacks their fellow party members or themselves. They might also do nothing at all. | Dragon Quest II: Luminaries of the Legendary Line | No | |
Cursed | The one of the character's statistics are set to 0 as a result of wearing cursed equipment, along with suffering paralysis or attacking their friends. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. For this type of curse, the effects are: | Dragon Quest II: Luminaries of the Legendary Line & Dragon Quest V: Hand of the Heavenly Bride | Varies | |
Dazzled | The character is much more likely to miss with physical attacks, dropping accuracy to 3⁄8 or 5⁄8 depending on the spell or skill used. | Dragon Quest II: Luminaries of the Legendary Line | No | |
Dead/Death | The character cannot act in any way until they are revived by a spell, item, or at the church. | Dragon Quest | Yes | |
Decelerated | Agility is reduced. | Dragon Quest III: The Seeds of Salvation | No | |
Envenomated | The character takes damage after each round of the battle. Reduces HP by 1⁄6 of maximum per turn in Dragon Quest V. Starting with Dragon Quest VI this was reduced to 1⁄8 of the maximum. | Dragon Quest V: Hand of the Heavenly Bride | Yes. The condition becomes Poisoned after battle ends. | |
Fizzled | The character cannot cast spells until the the condition wears off, or the battle ends. | Dragon Quest | No | |
Paralyzed | The character is unable to act during battle. Counts as a party wipe out if everyone is afflicted in III, but not so in later games. Initially cured through spells or items and walking for 32 steps on the world map, but will wear off in battle after a few turns beginning with VI. | Dragon Quest III: The Seeds of Salvation | Varies | |
Poisoned | The character takes damage while traveling on the field. Originally, from Dragon Quest to Dragon Quest IV it was dealt every four steps. In Dragon Quest V and VI it was increased to eight steps. Since Dragon Quest VII it has been every single step. Beginning with Dragon Quest XI, being poisoned now deals 1~5 damage per turn in addition to walking damage. | Dragon Quest II: Luminaries of the Legendary Line | Yes | |
Sapped | The character's Defence is decreased. | Dragon Quest II: Luminaries of the Legendary Line | No | |
Sleep | The character cannot act until awoken by an attack, or until a random number of turns have passed. | Dragon Quest | No | |
Stunned | The character must waste a turn or two while being frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc. | Dragon Quest III: The Seeds of Salvation | No |
Positive Status Enhancements
Name | Effect | Debut | Remains After Battle? |
---|---|---|---|
Accelerated | Agility is increased. In VIII onwards, this also increases evasion. | Dragon Quest III: The Seeds of Salvation | No |
Backdraft | Reflects breath attacks once. | Dragon Quest VI: Realms of Revelation | No |
Bounce | Reflects magic spells. Certain games only allow the spell to be used on the caster themselves. | Dragon Quest III: The Seeds of Salvation | No |
Buffed | Defence is increased. | Dragon Quest II: Luminaries of the Legendary Line | No |
Camouflaged | User is less likely to be targeted by monsters, and cannot be seen by foes on the world map. | Dragon Quest IX: Sentinels of the Starry Skies | Yes |
Dragon | Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire. | Dragon Quest III: The Seeds of Salvation | No |
Insulated | Damage from breath attacks is decreased. | Dragon Quest III: The Seeds of Salvation | No |
Kaclang | Turned into invincible steel for several turns. | Dragon Quest III: The Seeds of Salvation | No |
Magic absorbent | Spells that target the user will restore their MP. | Dragon Quest V: Hand of the Heavenly Bride | No |
Oomph | Attack power increased. | Dragon Quest III: The Seeds of Salvation | No |
Pepped up | Several stats are increased at once, and access to special techniques is granted. | Dragon Quest IX: Sentinels of the Starry Skies | Yes |
Snubbed | Magical attacks have no effect on the target from now on. | Dragon Quest IV: Chapters of the Chosen | No |