Post by CJ on Nov 3, 2009 0:10:02 GMT -5
This is pretty much complete and will be used from now on. Read it carefully before asking for moves that give status effects... Be aware that the higher the level of a status effect, the less likely it will be to work unless it is properly built up through upgrading of a lower level status.
If a move has an effect that isn't listed here, that doesn't mean it's impossible. Such special and unique effects are more than welcome, it is just important that you detail what exactly said effect does.
PHYSICAL STATUS EFFECTS These effects affect the actual body. You can generally see them at work, to some degree.
Poison1/4 >> Poison1/2 >> Poison3/4 >> Poison1
Fraction after name is multiplied by total damage of the move that afflicted it, and that damage is dealt every time the afflicted Acts.
Siphon1 >> Siphon2 >> Siphon3 >> Siphon4
1) Lowers all elemental resistance 1 tick.
2) Lowers all elemental resistance 2 ticks.
3) Lowers all elemental resistance 2 ticks.
4) Lowers all elemental resistance 4 ticks.
Act Up >> Act Up+ >> Act up++ >> Act Up+++
Burn >> Petrify >> Paralyze >> Freeze
1) Lowers Priority, disallowes Dodging.
2) Disallows actions, target cannot be damaged or healed.
3) Disallows actions and dodging.
4) Disallows actions and dodging. Rock/Bludgeoning attacks cause instant death. ANY Fire magic 'cures'.
StatMin >> StatMin >> Half Time >> Zero Hour (Pwr,Spd,Def)
1) Stat reduced. Maximum of *.75 base.
2) Stat reduced more. Maximum of *.75 base.
3) Stat halved.
4) Stat set to 0.
Tiny >> Itty Bitty >> Diminuitive >> Micro
1) Static Stats halved.
2) Static stats quartered.
3) Micro rules apply.
4) Micro rules +1 step.
MENTAL STATUS EFFECTS These effects affect the workings of the mind or the health of the soul. You won't really know they exist until the afflicted starts spazzing.
Charm >> Fear >> Confusion >> Manipulate
1) Target regards charmer as a close friend. This does not necessarily make them helpless and/or retarded.
2) Target cannot use melee attacks or Defend.
3) Target's actions have their targets randomized.
4) Manipulator controls target.
Silence >> Amnesia >> Fool >> Froggy
1) Prevents MP using moves.
2) Forget one level of every weapon prof and Spell.
3) Above two combined.
4) Normal attacks only, Profs cut by 2 levels.
Provoke >> Taunt >> Berserk >> Enrage
1) Afflicted must target Provoker.
2) Afflicted must attack Provoker to 1 Act.
3) Afflicted must attack to Exhaust.
4) Afflicted must attack to Exhaust. All weapon profs are lost.
Sleep >> Nightmare >> Night Terror >> Torment
1) Target goes to sleep.
2) Target sleeps, gradual MP damage.
3) Target sleeps, gradual MP/HP damage.
4) Target sleeps, gradual HP/MP/Stat damage
StatMin >> StatMin >> Half Time >> Zero Hour (SPwr/II,SDef,Acc)
1) Stat reduced. Maximum of *.75 base.
2) Stat reduced more. Maximum of *.75 base.
3) Stat halved.
4) Stat set to 0.
INSTANT Instant effects can't really be cured. They happen, the end.
Off Guard >> Exposed >> Wide Open >> Shellbust
1) Move this is applied to ignores armor.
2) Move this is applied to ignores armor and S/Defense.
3) Spell this is applied to ignores armor/Defense, Bucklers, has 2x crit chance.
4) Above + damages armor.
Superdead >> Banish >> D. Sentence >> Instant Death
1) Target requires two Revive effects. Target must usually be dead.
2) Target disappears for a time, taking damage gradually until they return.
3) Sets up a timer. When it hits 0, Death.
4) Kills the target.
Stun >> Knock1 >> Knock2 >> Knock3
1) Momentary status effect. Helpless against follow up attack.
2) Sends target flying 1 Unit. Helpless until recovery.
3) ", 2 Units.
4) ", 3 Units.
If a move has an effect that isn't listed here, that doesn't mean it's impossible. Such special and unique effects are more than welcome, it is just important that you detail what exactly said effect does.
LEVEL 1 >> LEVEL 2 >> LEVEL 3 >> LEVEL 4
NEGATIVE
PHYSICAL STATUS EFFECTS These effects affect the actual body. You can generally see them at work, to some degree.
Poison1/4 >> Poison1/2 >> Poison3/4 >> Poison1
Fraction after name is multiplied by total damage of the move that afflicted it, and that damage is dealt every time the afflicted Acts.
Siphon1 >> Siphon2 >> Siphon3 >> Siphon4
1) Lowers all elemental resistance 1 tick.
2) Lowers all elemental resistance 2 ticks.
3) Lowers all elemental resistance 2 ticks.
4) Lowers all elemental resistance 4 ticks.
Act Up >> Act Up+ >> Act up++ >> Act Up+++
All) Number indicates how much act costs increase by. Maximum cost is 1/2 a point less than the target's Max.
Burn >> Petrify >> Paralyze >> Freeze
1) Lowers Priority, disallowes Dodging.
2) Disallows actions, target cannot be damaged or healed.
3) Disallows actions and dodging.
4) Disallows actions and dodging. Rock/Bludgeoning attacks cause instant death. ANY Fire magic 'cures'.
StatMin >> StatMin >> Half Time >> Zero Hour (Pwr,Spd,Def)
1) Stat reduced. Maximum of *.75 base.
2) Stat reduced more. Maximum of *.75 base.
3) Stat halved.
4) Stat set to 0.
Tiny >> Itty Bitty >> Diminuitive >> Micro
1) Static Stats halved.
2) Static stats quartered.
3) Micro rules apply.
4) Micro rules +1 step.
MENTAL STATUS EFFECTS These effects affect the workings of the mind or the health of the soul. You won't really know they exist until the afflicted starts spazzing.
Charm >> Fear >> Confusion >> Manipulate
1) Target regards charmer as a close friend. This does not necessarily make them helpless and/or retarded.
2) Target cannot use melee attacks or Defend.
3) Target's actions have their targets randomized.
4) Manipulator controls target.
All)All of these are cured by taking damage.
Silence >> Amnesia >> Fool >> Froggy
1) Prevents MP using moves.
2) Forget one level of every weapon prof and Spell.
3) Above two combined.
4) Normal attacks only, Profs cut by 2 levels.
Provoke >> Taunt >> Berserk >> Enrage
1) Afflicted must target Provoker.
2) Afflicted must attack Provoker to 1 Act.
3) Afflicted must attack to Exhaust.
4) Afflicted must attack to Exhaust. All weapon profs are lost.
Sleep >> Nightmare >> Night Terror >> Torment
1) Target goes to sleep.
2) Target sleeps, gradual MP damage.
3) Target sleeps, gradual MP/HP damage.
4) Target sleeps, gradual HP/MP/Stat damage
All) Taking damage wakes you up (except from the status itself). How long stat damage lasts depends on SPwrII of sleeper. Stat damage depends on SPwr of afflicter.
StatMin >> StatMin >> Half Time >> Zero Hour (SPwr/II,SDef,Acc)
1) Stat reduced. Maximum of *.75 base.
2) Stat reduced more. Maximum of *.75 base.
3) Stat halved.
4) Stat set to 0.
INSTANT Instant effects can't really be cured. They happen, the end.
Off Guard >> Exposed >> Wide Open >> Shellbust
1) Move this is applied to ignores armor.
2) Move this is applied to ignores armor and S/Defense.
3) Spell this is applied to ignores armor/Defense, Bucklers, has 2x crit chance.
4) Above + damages armor.
Superdead >> Banish >> D. Sentence >> Instant Death
1) Target requires two Revive effects. Target must usually be dead.
2) Target disappears for a time, taking damage gradually until they return.
3) Sets up a timer. When it hits 0, Death.
4) Kills the target.
Stun >> Knock1 >> Knock2 >> Knock3
1) Momentary status effect. Helpless against follow up attack.
2) Sends target flying 1 Unit. Helpless until recovery.
3) ", 2 Units.
4) ", 3 Units.