Status effect: Difference between revisions

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| '''Envenomated'''
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| [[Cragravation]]
| Takes damage after each round (becomes poisoned after battle). Reduces HP by 1/6th of maximum per turn in [[Dragon Quest V|V]], 1/8th in [[Dragon Quest VI|VI]] to [[Dragon Quest IX|IX]].
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*'''Envenomated''' - Takes damage after each round (becomes poisoned after battle). Reduces HP by 1/6th of maximum per turn in [[Dragon Quest V|V]], 1/8th in [[Dragon Quest VI|VI]] to [[Dragon Quest IX|IX]].
*'''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.
*'''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.
*'''Sapped''' - Defence is decreased.
*'''Sapped''' - Defence is decreased.

Revision as of 15:19, 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 Necropolis S
Sapped
Sleep S
Stunned Dark World M
  • 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.
  • Sapped - Defence is decreased.
  • Sleep - Cannot act until woken by an attack or until a random number of turns have passed.
  • Stunned - Must waste a turn frozen in fear, rolling around laughing, knocked down, grinning after a Puff-Puff, etc.

Positive Status Enhancements

Image Name Effect
Accelerated n/a S
Bounce n/a S
Buffed n/a M
Drsgon n/a S
Insulated Cragravation S
Kaclang n/a
Oomph Necropolis S
Reverse Cycle
Veiled S
  • 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.