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Status effects are frequently displayed on the StatusLine.
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* AttackSpeedBuff: A positive effect that increases the speed at which attacks are executed.
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* SupernaturalFearInducer: Characters become afraid. This can lead to drastically weaker attack and defense, characters being too afraid to take action, or make them run away from the fight.
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* DoubleEdgedBuff: A status effect that has both a positive and negative effect on the target.

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* ForcedSleep: Puts a character to sleep, preventing them from acting. Taking damage will sometimes wake up the sleeping character.

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** Another popular DamageOverTime status is bleeding. This often comes from when a target takes serious damage and/or the attack leaves a deep enough wound for blood to come out.
* ForcedSleep: Puts a character to sleep, preventing them from acting. Taking damage will sometimes wake up the sleeping character. Some versions of this status ailment have the character slowly heal each turn as long as it lasts.
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** VampiricDraining: When this move also doubles as a healing move. Their HP is slowly taken away to be used to heal the attacker.

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** VampiricDraining: LifeDrain: When this move also doubles as a healing move. Their HP is slowly taken away to be used to heal the attacker.

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** UniversalPoison: The most common flavor of DamageOverTime is a generic "poison" that deals constant damage until treated, normally with a MagicAntidote.

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** UniversalPoison: The most common flavor of DamageOverTime besides bleeding is a generic "poison" that deals constant damage until treated, normally with a MagicAntidote.MagicAntidote.
** VampiricDraining: When this move also doubles as a healing move. Their HP is slowly taken away to be used to heal the attacker.
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* ContractualBossImmunity: In a lot of games, bosses are frequently universally immune to most or all status effects.


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* UselessUsefulSpell: Not ''explicitly'' about status effects, but by far the most common examples of this trope are abilities that inflict status effects in games where they're not terribly powerful, or where the only worthwhile targets for them [[ContractualBossImmunity are immune to them]].
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[[caption-width-right:350:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[HarmlessFreezing Frozen]].]]

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[[caption-width-right:350:Clockwise: [[caption-width-right:350:Clockwise from top: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[HarmlessFreezing Frozen]].]]
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[[caption-width-right:350:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[KillItWithIce Frozen]].]]

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[[caption-width-right:350:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[KillItWithIce [[HarmlessFreezing Frozen]].]]
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[[caption-width-right:320:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[KillItWithIce Frozen]].]]

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[[caption-width-right:320:Clockwise: [[caption-width-right:350:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[KillItWithIce Frozen]].]]
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[[quoteright:320:[[VideoGame/MonsterMaker https://static.tvtropes.org/pmwiki/pub/images/status_effects_monster_maker.png]]]]

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[[quoteright:320:[[VideoGame/MonsterMaker [[quoteright:350:[[VideoGame/MonsterMaker https://static.tvtropes.org/pmwiki/pub/images/status_effects_monster_maker.png]]]]
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[[quoteright:320:[[VideoGame/MonsterMaker https://static.tvtropes.org/pmwiki/pub/images/status_effects_monster_maker.png]]]]
[[caption-width-right:320:Clockwise: [[TakenForGranite Petrified]], [[UniversalPoison Poisoned]], [[ForcedSleep Asleep]], [[KillItWithIce Frozen]].]]
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* StatusEffectPoweredAbility: Abilties enhanced / usable when a certain status is on the target / user.

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* StatusEffectPoweredAbility: Abilties enhanced / usable Abilities that are enhanced/usable when a certain status is on the target / user.target/user.

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