Status effect: Difference between revisions
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| '''Poisoned''' | | '''Poisoned''' | ||
| | | Takes 1 point of damage while traveling on the field. Every four steps in ''I''~''IV'', eight steps in ''V''~''VI'', and every step since ''VII''. | ||
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| '''Sapped''' | | '''Sapped''' | ||
| | | Defence is decreased. | ||
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| '''Sleep''' | | '''Sleep''' | ||
| | | Cannot act until woken by an attack or until a random number of turns have passed. | ||
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| '''Stunned''' | | '''Stunned''' | ||
| | | Must waste a turn frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc. | ||
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===Positive Status Enhancements=== | ===Positive Status Enhancements=== |
Revision as of 14:21, 5 November 2016
Status effects are a recurring element of the Dragon Quest series.
Status ailments damage, immobilize or otherwise debilitate a combatant. Almost every status ailment can be lifted with the help of a spell specific to that ailment. Many status ailments disappear immediately after a battle, while others can only be removed with a spell 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. Some equipment bestows positive or negative status effects.
A number of these effects can be wiped out by Disruptive Wave.
List of recurring status effects
Negative Status Ailments
Image | Name | Effect | |||||||
---|---|---|---|---|---|---|---|---|---|
Confused | Attacks their fellow party members or themselves. May also do nothing at all. | S | |||||||
Cursed | The character's statistics are set to 0 as a result of wearing cursed equipment. They can only remove the equipment by visiting a church. In some installments, it is caused by certain attacks. | S | |||||||
Dazzled | Much more likely to miss with physical attacks, dropping accuracy to 3/8ths. | M | |||||||
Dead | Cannot act in any way until revived by a spell or the church. | S | |||||||
Envenomated | Takes damage after each round (becomes poisoned after battle). Reduces HP by 1/6th of maximum per turn in V, 1/8th in VI to IX. | S | |||||||
Fizzled | Cannot cast spells until the spell wears off or end of the battle. | ||||||||
Poisoned | Takes 1 point of damage while traveling on the field. Every four steps in I~IV, eight steps in V~VI, and every step since VII. | S | |||||||
Sapped | Defence is decreased. | ||||||||
Sleep | Cannot act until woken by an attack or until a random number of turns have passed. | S | |||||||
Stunned | Must waste a turn frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc. | M |
Positive Status Enhancements
- Accelerated - Agility is increased.
- Bounce - Reflects magic spells.
- Buffed - Defence is increased.
- Dragon - Morphed into a giant dragon.
- Insulated - Damage from fire- and ice-based attacks is decreased.
- Kaclang - Turned into invincible steel.
- Oomph - Attack power doubled.
- Reverse Cycle - Reflects breath attacks.
- Veiled - Magical attacks have no effect on the target from now on.
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