STATUS EFFECTS
1) Intro
2) Explanation of Status Effects
3) Different Types of Status Effects
4) Inflicting Status Effects
5) Status Effect List
Intro
This section goes in depth about Status Effects and how to work with them. Let’s be honest, there’s just no RPG worth it’s salt unless there are about a dozen or so status effects that enemies can put on you.
Explanation of Status Effects
As most of you probably know, a Status Effect is when something (an attack, spell, equipment, etc) causes a change in its target's condition. These changes could be good but, most often, they aren't. They can range from slowing your character down to a crawl or infecting them with a deadly poison to sending your character into hyper speed or increasing their attack power.
Many people will sometimes divide these two into Status Ailments(bad status effects) and Status Boosts(good status effects).
Different Types of Status Effects
Among all Status Effects, good or bad, there is a further division based on whether the effect is on ones mind or on their body. The major difference, in these cases, will be how you will counter them and what stats will assist in this endeavor.
Mental Status Effects, such as Confusion and Berserk, have to be broken using a Will Save which is completely dependent on one’s Wisdom.
Physical Status Effects, such as Poison and Blind, have to be broken with a Fort Save which is completely dependent on one’s Constitution.
There are spells and abilities that can either completely rid one of these ailments or assist with the removal by increasing ones stats for a single period of use and only when trying to counter these effects.
Inflicting Status Effects
Inflicting a status effect can usually be done by one of three ways: as the main effect of a spell or ability, as a byproduct special effect of an attack, or by equipping certain items.
With regards to status effects inflicted as the main purpose of a spell or ability, you simply need to use the corresponding counter to stop it. Status effect counters are based on whether the status effect bothers the mind or the body as described above.
This works the same as dodging an attack. Your counter save is put at the lower end of a D100 roll and if the opponent rolls any number in that range, the effect doesn’t hit.
The secondary way of inflicting status effects is as a secondary effect of an attack. Some weapons or spells will have a special notation that, if they hit, there is a chance of inflicting a status effect. In these cases, you must first dodge the oncoming attack in the appropriate way. Only if this attack connects with you must you worry about the status effect it can inflict.
For the most part, the attack/weapon will mark the chance or method to determine if the status effect is inflicted. If none is marked, use the normal counter measure listed above.
The last way of inflicting status effects is via equipment. For the most part these will be beneficial status effects such as Haste or Protect but there are a few exceptions. In these cases, you simply equip the piece of equipment and the effect takes place.
Different pieces of equipment can cancel out each others abilities. Like say you have on a piece of armor that poisons you but you have an accessory that negates poison, then you will not be poisoned as long as you keep the accessory equipped. If you de-equip the accessory or it is lost/stolen, you will then be poisoned.
It should also be noted that only another piece of equipment can cancel out an equipped status effect. Using an item or the appropriate counter will not work to stop the effect if it's inflicted by equipment you have on. Only by de-equipping the equipment or equipping another item that counters this effect can you then counter the status effect as they do linger after the equipment has been removed.
What this means is this: Using the example above, say you have a piece of armor on that inflicts poison and an accessory that negates poison. So long as both are equipped, you do not suffer any poison from your armor. However, once you remove the accessory, you will instantly be poisoned by the armor and you cannot remove this poison as long as the armor is equipped. Once you remove the armor as well, the poison will stay around but it can now be removed via normal means.
1) Intro
2) Explanation of Status Effects
3) Different Types of Status Effects
4) Inflicting Status Effects
5) Status Effect List
Intro
This section goes in depth about Status Effects and how to work with them. Let’s be honest, there’s just no RPG worth it’s salt unless there are about a dozen or so status effects that enemies can put on you.
Explanation of Status Effects
As most of you probably know, a Status Effect is when something (an attack, spell, equipment, etc) causes a change in its target's condition. These changes could be good but, most often, they aren't. They can range from slowing your character down to a crawl or infecting them with a deadly poison to sending your character into hyper speed or increasing their attack power.
Many people will sometimes divide these two into Status Ailments(bad status effects) and Status Boosts(good status effects).
Different Types of Status Effects
Among all Status Effects, good or bad, there is a further division based on whether the effect is on ones mind or on their body. The major difference, in these cases, will be how you will counter them and what stats will assist in this endeavor.
Mental Status Effects, such as Confusion and Berserk, have to be broken using a Will Save which is completely dependent on one’s Wisdom.
Physical Status Effects, such as Poison and Blind, have to be broken with a Fort Save which is completely dependent on one’s Constitution.
There are spells and abilities that can either completely rid one of these ailments or assist with the removal by increasing ones stats for a single period of use and only when trying to counter these effects.
Inflicting Status Effects
Inflicting a status effect can usually be done by one of three ways: as the main effect of a spell or ability, as a byproduct special effect of an attack, or by equipping certain items.
With regards to status effects inflicted as the main purpose of a spell or ability, you simply need to use the corresponding counter to stop it. Status effect counters are based on whether the status effect bothers the mind or the body as described above.
This works the same as dodging an attack. Your counter save is put at the lower end of a D100 roll and if the opponent rolls any number in that range, the effect doesn’t hit.
The secondary way of inflicting status effects is as a secondary effect of an attack. Some weapons or spells will have a special notation that, if they hit, there is a chance of inflicting a status effect. In these cases, you must first dodge the oncoming attack in the appropriate way. Only if this attack connects with you must you worry about the status effect it can inflict.
For the most part, the attack/weapon will mark the chance or method to determine if the status effect is inflicted. If none is marked, use the normal counter measure listed above.
The last way of inflicting status effects is via equipment. For the most part these will be beneficial status effects such as Haste or Protect but there are a few exceptions. In these cases, you simply equip the piece of equipment and the effect takes place.
Different pieces of equipment can cancel out each others abilities. Like say you have on a piece of armor that poisons you but you have an accessory that negates poison, then you will not be poisoned as long as you keep the accessory equipped. If you de-equip the accessory or it is lost/stolen, you will then be poisoned.
It should also be noted that only another piece of equipment can cancel out an equipped status effect. Using an item or the appropriate counter will not work to stop the effect if it's inflicted by equipment you have on. Only by de-equipping the equipment or equipping another item that counters this effect can you then counter the status effect as they do linger after the equipment has been removed.
What this means is this: Using the example above, say you have a piece of armor on that inflicts poison and an accessory that negates poison. So long as both are equipped, you do not suffer any poison from your armor. However, once you remove the accessory, you will instantly be poisoned by the armor and you cannot remove this poison as long as the armor is equipped. Once you remove the armor as well, the poison will stay around but it can now be removed via normal means.