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'''Status effects''' are a recurring element of the [[Dragon Quest (series)|''Dragon Quest'' series]].
'''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 a spell 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|inn]] or a visit to the [[church]].
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.  


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.
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|perfect panacea]], if available.
A number of these effects can be wiped out by [[Disruptive Wave]] or with a [[Perfect panacea|perfect panacea]], if available.
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!scope="col" style="background:#989898; width: 120px;"|Remains After Battle?
!scope="col" style="background:#989898; width: 120px;"|Remains After Battle?
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Beguiled icon.png|center]]<!--4:1 from 19x18-->
| '''[[Blunt|Blunted]]'''
| '''Beguiled'''{{tt|*|Known as Charm in Dragon Quest Tact}}
| Attack is reduced.
| The character has become infatuated and will attack their fellow party members.
| ''[[Dragon Quest IX]]''
| {{DQ10}}
| No
|-
| [[File:DQTact ATKDown.png|center]]<!--4:1 from 19x18-->
| '''[[Blunt]]ed'''
| Physical attack power is reduced.
| {{DQ9}}
| No
|-
| [[File:DQTact_Hobble.png|center]]<!--4:1 from 19x18-->
| '''Bound/Hobbled'''
| The character is rooted to the spot and cannot make any movement until the condition wears off, or the battle ends.
| {{DQTact}}
| No
|-
| [[File:DQTact Breath Lock.png|center]]<!--4:1 from 19x18-->
| '''[[Gobstopper|Breath Locked]]'''
| The character cannot use [[breath]] skills until the condition wears off, or the battle ends.
| {{DQM}}
| 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.
| ''[[Dragon Quest II]]''
| {{DQ3}}
| 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
| ''[[Dragon Quest II]]'' & ''[[Dragon Quest V]]''
| {{DQ2}} & {{DQ5}}
| Varies
| Varies
|-  
|-  
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Dazzled.png|center]]<!--4:1 from 19x18-->
| '''[[Dazzle]]d'''
| '''[[Dazzle]]d/Blind'''
| The character is much more likely to miss with physical attacks, dropping accuracy to {{fraction|3|8}} or {{fraction|5|8}} depending on the spell or skill used.
| The character is much more likely to miss with physical attacks, dropping accuracy to {{fraction|3|8}} or {{fraction|5|8}} depending on the spell or skill used.
| {{DQ2}}
| {{DQ2}}
| No
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Dead icon.png|center]]<!--4:1 from 19x18-->
| '''Dead'''
| '''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.
| ''[[Dragon Quest]]''
| {{DQ}}
| Yes
| Yes
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:DQTact AGLDown.png|center]]<!--4:1 from 19x18-->
| '''[[Deceleratle|Decelerated]]'''
| '''[[Deceleratle|Decelerated]]'''
| Agility is reduced
| {{Agility}} is reduced, causing characters to act later in battle and starting with {{Dragon Quest VIII}}, reduces evasion.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
|-
| [[File:Double Down icon.png|center]]<!--4:1 from 19x18-->
| '''[[Double Down]]'''
| The affected character becomes more susceptible to negative status ailments.
| {{DQ10}}
| No
| No
|-
|-
| [[File:Poisoned.png|center]]<!--4:1 from 19x18-->
| [[File:Envenomated icon.png|center]]<!--4:1 from 19x18-->
| '''[[Envenomation|Envenomated]]'''
| '''[[Poison and Envenomation|Envenomated]]'''
| 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.
| 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.
| ''[[Dragon Quest V]]''
| {{DQ5}}
| Yes. The condition becomes ''Poisoned'' after battle ends.  
| Yes. The condition becomes ''Poisoned'' after battle ends.  
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Fizzled.png|center]]<!--4:1 from 19x18-->
| '''[[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 condition wears off, or the battle ends.
| ''[[Dragon Quest]]''
| {{DQ}}
| No
| No
|-
|-
| [[File:Paralysis.png|center]]<!--4:1 from 19x18-->
| [[File:Paralysis.png|center]]<!--4:1 from 19x18-->
| '''[[Paralysis|Paralyzed]]'''
| '''[[Paralysis|Paralysed]]'''
| 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''.  
| ''[[Dragon Quest III]]''
| {{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 ''[[Dragon Quest]]'' to ''[[Dragon Quest IV]]'' it was dealt every four steps. In ''[[Dragon Quest V]]'' and ''[[Dragon Quest VI]]'' it was increased to eight steps. Since ''[[Dragon Quest VII]]'' it has been every single step.
| 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]]''
| {{DQ2}}
| Yes
| Yes
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:DQTact_DEFDown.png|center]]<!--4:1 from 19x18-->
| '''[[Sap|Sapped]]'''
| '''[[Sap]]ped'''
| The character's [[defence]] is decreased.
| The character's {{Defence}} is decreased.
| ''[[Dragon Quest II]]''
| {{DQ2}}
| No
|-
| [[File:Shypox icon.png|center]]<!--4:1 from 19x18-->
| '''[[Shypox]]'''
| The character suddenly remembers something embarrassing in the middle of battle, stunning them for a single turn.
| {{DQ11}}
| No
|-
| [[File:Skill Seal icon.png|center]]<!--4:1 from 19x18-->
| '''Skill Sealed'''
| The character cannot use skills until the condition wears off, or the battle ends.
| {{DQ10}}
| No
| No
|-
|-
| [[File:Sleep.png|center]]<!--4:1 from 19x18-->
| [[File:Sleep.png|center]]<!--4:1 from 19x18-->
| '''[[Snooze|Sleep]]'''
| '''{{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. A character who has been put into a deep sleep will take even longer to wake up on their own.
| ''[[Dragon Quest]]''
| {{DQ}}
| No
| No
|-
|-
| [[File:Paralysis.png|center]]<!--4:1 from 19x18-->
| [[File:Stunned.png|center]]<!--4:1 from 19x18-->
| '''Stunned'''
| '''Stunned'''
| The character must waste a turn or two 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.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
| No
|-
|-
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!scope="col" style="background:#989898;"|Remains After Battle?
!scope="col" style="background:#989898;"|Remains After Battle?
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Accelerated.png|center]]<!--4:1 from 19x18-->
| '''[[Acceleratle|Accelerated]]'''
| '''[[Acceleratle|Accelerated]]'''
| Agility is increased. Amount varies between titles, 25% to 100%. In ''VIII'', this also increases evasion.
| Agility is increased. In ''VIII'' onwards, this also increases evasion.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
| No
|-
|-
  | [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Alma Mater icon.png|center]]<!--4:1 from 19x18-->
| '''[[Alma Mater]]'''
| Negates the effects of [[Whack|instant death]] once for 7~10 turns, allowing the affected character to survive with 1 HP. In later games, this extended to any fatal damage as long as the character's HP is higher than 50%.
| {{DQ9}}
| No
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| '''[[Backdraft]]'''
| Reflects breath attacks once.
| {{DQ6}}
| No  
|-
| [[File:Bounce icon.png|center]]<!--4:1 from 19x18-->
| '''[[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.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No  
| No  
|-  
|-  
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Buff icon.png|center]]<!--4:1 from 19x18-->
| '''[[Buff|Buffed]]'''
| '''[[Buff]]ed'''
| Defence is increased.  
| Defence is increased.  
| ''[[Dragon Quest II]]''
| {{DQ2}}
| No
| No
|-
|-
Line 132: Line 180:
| '''[[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.
| ''[[Dragon Quest IX]]''
| {{DQ9}}
| Yes
| Yes
|-
| [[File:Cover icon.png|center]]<!--4:1 from 19x18-->
| '''Cover'''
| The user is taking attacks for either [[Whipping Boy|one character]] or the [[Forbearance|entire party]].
| {{DQ6}}
| No
|-
| [[File:Divide icon.png|center]]<!--4:1 from 19x18-->
| '''[[Divide|Divided]]'''
| Character creates two additional shadow clones of themselves. The next attack or skill will be performed three times the next turn.
| {{DQ11}}
| No
|-
| [[File:Auto Zing icon.png|center]]<!--4:1 from 19x18-->
| '''[[Divine Intervention]]'''
| Character is automatically revived with 1 HP if they take fatal damage. However, unlike Alma Mater, there is no HP limit.
| {{DQ10}}
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| '''[[Puff!|Dragon]]'''
| '''[[Puff!|Dragon]]'''
| Morphed into a giant dragon. Will alternate between roasting and slashing at enemies.
| Morphed into a giant dragon. Will alternate between roasting and slashing at enemies while being resistant to fire.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Auto Kazing icon.png|center]]<!--4:1 from 19x18-->
| '''[[Grace of the Goddess]]'''
| Automatically revives the user with at least half or most of their HP if they take fatal damage for 5 turns.
| {{DQ10}}
| No
|-
| [[File:Greatsword Guard icon.png|center]]<!--4:1 from 19x18-->
| '''[[Greatsword Guard]]'''
| Increases chance of parrying physical attacks with a greatsword.
| {{DQ10}}
| No
|-
| [[File:Insulated icon.png|center]]<!--4:1 from 19x18-->
| '''[[Insulatle|Insulated]]'''
| '''[[Insulatle|Insulated]]'''
| Damage from fire- and ice-based attacks is decreased by 50%
| Damage from [[Breath attack|breath attacks]] is decreased.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No  
| No  
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Kaclang icon.png|center]]<!--4:1 from 19x18-->
| '''[[Kaclang]]'''  
| '''[[Kaclang]]'''  
| Turned into invincible steel.
| Turned into invincible steel for several turns. The target cannot move during this time.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center]]<!--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}}.
| ''[[Dragon Quest V]]''
| {{DQ5}}
| No
|-
| [[File:Magic Barrier icon.png|center]]<!--4:1 from 19x18-->
| '''[[Magic Barrier]]'''
| Magic resistance increased.
| {{DQ6}}
| No
|-
| [[File:MP Regeneration.png|center]]<!--4:1 from 19x18-->
| '''MP Regeneration'''
| Character recovers some MP each turn. Sometimes granted with certain pieces of equipment.
| {{DQ8}}
| No
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Oomph icon.png|center]]<!--4:1 from 19x18-->
| '''[[Oomph]]'''
| '''[[Oomph]]'''
| Attack power doubled.
| Physical attack power increased.
| ''[[Dragon Quest III]]''
| {{DQ3}}
| No
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| '''[[Backdraft]]'''
| '''[[Pep]]ped up'''
| Reflects breath attacks.
| Several stats are increased at once, and access to special techniques is granted.
| ''[[Dragon Quest VI]]''
| {{DQ11}}
| No
| Yes
|-
| [[File:Rehealed.png|center]]<!--4:1 from 19x18-->
| '''[[Reheal|Regeneration]]'''
| Character recovers some HP each turn. Sometimes granted with certain pieces of equipment.
| {{DQMJ}}
| No
|-
| [[File:Status Ailment Immunity icon.png|center]]<!--4:1 from 19x18-->
| '''[[Snap, Crackle, Poof]]ed'''
| Character becomes immune to negative status ailments for a few turns. However, does not protect character from [[Whack|instant death]] or certain abilities such as [[Kaching Kaclang]].
| {{DQ10}}
| No
|-
|-
| [[File:nopic.png|center]]<!--4:1 from 19x18-->
| [[File:Snub icon.png|center]]<!--4:1 from 19x18-->
| '''[[Snub|Snubbed]]'''
| '''[[Snub]]bed'''
| Magical attacks have no effect on the target from now on.
| Magical attacks have no effect on the target from now on.
| ''[[Dragon Quest IV]]''
| {{DQ4}}
| No
|-
| [[File:DQTact Tension.png|center]]<!--4:1 from 19x18-->
| '''[[Tension]]'''
| The character has psyched themselves up, increasing the amount of damage of their next action, including attacks, spells, and skills. If the character reaches a state of super high tension, they will take reduced damage or become immune to negative status effects.
| {{DQ8}}
| No
| No
|-
|-
|}
|}
{{clear}}


{{Series_mechanics}}
{{Series_mechanics}}
[[Category:Recurring elements]]
[[Category:Recurring elements]]

Latest revision as of 09:14, 17 December 2023

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[edit]

Negative Status Ailments[edit]

Image Name Effect Debut Remains After Battle?
Beguiled icon.png
Beguiled* The character has become infatuated and will attack their fellow party members. Dragon Quest X No
DQTact ATKDown.png
Blunted Physical attack power is reduced. Dragon Quest IX: Sentinels of the Starry Skies No
DQTact Hobble.png
Bound/Hobbled The character is rooted to the spot and cannot make any movement until the condition wears off, or the battle ends. Dragon Quest Tact No
DQTact Breath Lock.png
Breath Locked The character cannot use breath skills until the condition wears off, or the battle ends. Dragon Quest Monsters No
Confused.png
Confused The character may attacks their fellow party members or themselves. They might also do nothing at all. Dragon Quest III: The Seeds of Salvation No
Cursed.png
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:
  • HP being reduced by 1 every four steps
  • MP being reduced by 1 every four steps
  • Randomly becoming stunned during battle
  • Spells and skills randomly failing during battle
  • Attacking a random ally
Dragon Quest II: Luminaries of the Legendary Line & Dragon Quest V: Hand of the Heavenly Bride Varies
Dazzled.png
Dazzled/Blind The character is much more likely to miss with physical attacks, dropping accuracy to 38 or 58 depending on the spell or skill used. Dragon Quest II: Luminaries of the Legendary Line No
Dead icon.png
Dead/Death The character cannot act in any way until they are revived by a spell, item, or at the church. Dragon Quest Yes
DQTact AGLDown.png
Decelerated Agility is reduced, causing characters to act later in battle and starting with Dragon Quest VIII, reduces evasion. Dragon Quest III: The Seeds of Salvation No
Double Down icon.png
Double Down The affected character becomes more susceptible to negative status ailments. Dragon Quest X No
Envenomated icon.png
Envenomated The character takes damage after each round of the battle. Reduces HP by 16 of maximum per turn in Dragon Quest V. Starting with Dragon Quest VI this was reduced to 18 of the maximum. Dragon Quest V: Hand of the Heavenly Bride Yes. The condition becomes Poisoned after battle ends.
Fizzled.png
Fizzled The character cannot cast spells until the condition wears off, or the battle ends. Dragon Quest No
Paralysis.png
Paralysed 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.png
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
DQTact DEFDown.png
Sapped The character's Defence is decreased. Dragon Quest II: Luminaries of the Legendary Line No
Shypox icon.png
Shypox The character suddenly remembers something embarrassing in the middle of battle, stunning them for a single turn. Dragon Quest XI: Echoes of an Elusive Age No
Skill Seal icon.png
Skill Sealed The character cannot use skills until the condition wears off, or the battle ends. Dragon Quest X No
Sleep.png
Sleep The character cannot act until awoken by an attack, or until a random number of turns have passed. A character who has been put into a deep sleep will take even longer to wake up on their own. Dragon Quest No
Stunned.png
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[edit]

Image Name Effect Debut Remains After Battle?
Accelerated.png
Accelerated Agility is increased. In VIII onwards, this also increases evasion. Dragon Quest III: The Seeds of Salvation No
Alma Mater icon.png
Alma Mater Negates the effects of instant death once for 7~10 turns, allowing the affected character to survive with 1 HP. In later games, this extended to any fatal damage as long as the character's HP is higher than 50%. Dragon Quest IX: Sentinels of the Starry Skies No
Nopic.png
Backdraft Reflects breath attacks once. Dragon Quest VI: Realms of Revelation No
Bounce icon.png
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
Buff icon.png
Buffed Defence is increased. Dragon Quest II: Luminaries of the Legendary Line No
Nopic.png
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
Cover icon.png
Cover The user is taking attacks for either one character or the entire party. Dragon Quest VI: Realms of Revelation No
Divide icon.png
Divided Character creates two additional shadow clones of themselves. The next attack or skill will be performed three times the next turn. Dragon Quest XI: Echoes of an Elusive Age No
Auto Zing icon.png
Divine Intervention Character is automatically revived with 1 HP if they take fatal damage. However, unlike Alma Mater, there is no HP limit. Dragon Quest X No
Nopic.png
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
Auto Kazing icon.png
Grace of the Goddess Automatically revives the user with at least half or most of their HP if they take fatal damage for 5 turns. Dragon Quest X No
Greatsword Guard icon.png
Greatsword Guard Increases chance of parrying physical attacks with a greatsword. Dragon Quest X No
Insulated icon.png
Insulated Damage from breath attacks is decreased. Dragon Quest III: The Seeds of Salvation No
Kaclang icon.png
Kaclang Turned into invincible steel for several turns. The target cannot move during this time. Dragon Quest III: The Seeds of Salvation No
Nopic.png
Magic absorbent Spells that target the user will restore their MP. Dragon Quest V: Hand of the Heavenly Bride No
Magic Barrier icon.png
Magic Barrier Magic resistance increased. Dragon Quest VI: Realms of Revelation No
MP Regeneration.png
MP Regeneration Character recovers some MP each turn. Sometimes granted with certain pieces of equipment. Dragon Quest VIII: Journey of the Cursed King No
Oomph icon.png
Oomph Physical attack power increased. Dragon Quest III: The Seeds of Salvation No
Nopic.png
Pepped up Several stats are increased at once, and access to special techniques is granted. Dragon Quest XI: Echoes of an Elusive Age Yes
Rehealed.png
Regeneration Character recovers some HP each turn. Sometimes granted with certain pieces of equipment. Dragon Quest Monsters: Joker No
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Snap, Crackle, Poofed Character becomes immune to negative status ailments for a few turns. However, does not protect character from instant death or certain abilities such as Kaching Kaclang. Dragon Quest X No
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Snubbed Magical attacks have no effect on the target from now on. Dragon Quest IV: Chapters of the Chosen No
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Tension The character has psyched themselves up, increasing the amount of damage of their next action, including attacks, spells, and skills. If the character reaches a state of super high tension, they will take reduced damage or become immune to negative status effects. Dragon Quest VIII: Journey of the Cursed King No