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* Allegiance reversal or friendly fire enabled (typically in combination with the above) -- nothing is more deadly than watching your own party members be turned against you.
* A visible timer that triggers something if can't be dispelled/cured/avoided before it hits zero. Since this one's kind enough to warn you in advance, the "something" is usually [[OneHitKill instant death]].

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* Allegiance reversal or friendly fire enabled (typically in combination with the above) -- nothing is more deadly than watching your own party members be turned against you.
* A visible timer that triggers something if it can't be dispelled/cured/avoided before it hits zero. Since this one's kind enough to warn you in advance, the "something" is usually [[OneHitKill instant death]].



* ''Status ailments are more prevalent:'' Whereas status buffs tend to be associated with the late game (often being the exclusive province of mages and spellcasting), status ailments are commonly seen from the early game, even at low levels -- e.g. a venomous monster that randomly inflicts Poison with its usual attacks.

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* ''Status ailments are more prevalent:'' Whereas status buffs tend to be associated with the late game (often being the exclusive province of mages and spellcasting), status ailments are commonly seen from the early game, even at low levels -- e.g. a venomous monster that randomly inflicts Poison with its usual attacks.



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Status ailments are a defining element of the RPG genre; try to think of an RPG system that ''doesn't'' support some kind of negative StatusEffect and ... well, we'll still be here when you get back. They can also show up in in other genres, like RealTimeStrategy (to accentuate the "strategy" part) or Shooters, even puzzle games or platformers -- especially if RPGElements are present in general.

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Status ailments are a defining element of the RPG genre; try to think of an RPG system that ''doesn't'' support some kind of negative StatusEffect and ... well, we'll still be here when you get back. They can also show up in in other genres, like RealTimeStrategy (to accentuate the "strategy" part) or Shooters, even puzzle games or platformers -- especially if RPGElements are present in general.



* Restricting/limiting the actions available to a character, typically by disabling access to certain skills (e.g. magic) though the character may still have other actions available to them. Also includes ailments that force the character to use ''only'' a specific action or skill (as it denies them access to other actions).

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* Restricting/limiting the actions available to a character, typically by disabling access to certain skills (e.g. magic) magic), though the character may still have other actions available to them. Also includes ailments that force the character to use ''only'' a specific action or skill (as it denies them access to other actions).

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For a list of common status ailments by what systems commonly label them by, see StandardStatusEffects.


[[redirect:StandardStatusEffects]]

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[[redirect:StandardStatusEffects]]In RolePlayingGames, attacks and magic can hinder, weaken, or otherwise negatively affect a character's [[RPGsEqualCombat combat utility]] in a wide variety of ways beyond simply reducing their HitPoints to [[CriticalExistenceFailure zero]]. These negative secondary effects are commonly known as "status ailments".

Status ailments are a defining element of the RPG genre; try to think of an RPG system that ''doesn't'' support some kind of negative StatusEffect and ... well, we'll still be here when you get back. They can also show up in in other genres, like RealTimeStrategy (to accentuate the "strategy" part) or Shooters, even puzzle games or platformers -- especially if RPGElements are present in general.

Status ailments can have a variety of mechanical effects on gameplay, including but not limited to:

* DamageOverTime: Usually sapping a character's HitPoints. Arguably ''the'' most common effect, to the point where even if a system only defines one status effect, it will probably be this one.
* Negatively affects a character's statistical prowess (reduced attack or [[DamageIncreasingDebuff defense power]], accuracy or evasion, CriticalHit rate or LuckStat, etc.), or negatively affecting or overriding other fixed traits such as a character's [[ElementalRockPaperScissors elemental classification]], [[ClassAndLevelSystem class]], even [[BalefulPolymorph species]] or [[TakenForGranite mineral composition]].
* Overriding or subverting general rules of combat that the player takes for granted (like suddenly [[ReviveKillsZombie taking damage from Heal spells]]).
* Restricting/limiting the actions available to a character, typically by disabling access to certain skills (e.g. magic) though the character may still have other actions available to them. Also includes ailments that force the character to use ''only'' a specific action or skill (as it denies them access to other actions).
* The character is completely disabled or incapacitated; i.e. they lose their turn. May be a temporary (paralysis, sleep) or lingering ("[[NonLethalKO knockout]]") condition; if it's the latter, they may be flagged as 'functionally dead' for purposes of checking for a GameOver. Note that 'functionally dead' is not the same as [='=]''actually'' dead', depending on the setting's rules for [[SortingAlgorithmOfDeadness how reversible]] death [[DeathIsASlapOnTheWrist is]] ([[DeaderThanDead or]] [[FinalDeath isn't]]).
* An InterfaceScrew that interferes with the player's control over their characters (more common in [[ActionRPG action-oriented systems]] than turn-based ones).
* AI control over a character that is normally player-controlled (more common in turn-based systems than action-oriented ones).
* Allegiance reversal or friendly fire enabled (typically in combination with the above) -- nothing is more deadly than watching your own party members be turned against you.
* A visible timer that triggers something if can't be dispelled/cured/avoided before it hits zero. Since this one's kind enough to warn you in advance, the "something" is usually [[OneHitKill instant death]].
* Ability to go viral[[note]](and no, not [[MemeticMutation that kind of viral]])[[/note]], spreading from one party member to another in an infectious manner.

Of course, while status ailments are in some ways the negative counterpart to the StatusBuff, not every ailment has a positive counterpart (or vice versa), and some games classify ailments and buffs as separate mechanics of their system.

Ailments also have a number of practical differences from buffs:

* ''Status ailments are more prevalent:'' Whereas status buffs tend to be associated with the late game (often being the exclusive province of mages and spellcasting), status ailments are commonly seen from the early game, even at low levels -- e.g. a venomous monster that randomly inflicts Poison with its usual attacks.
* ''Status ailments are more persistent:'' They tend to last until explicitly cured or removed (which makes them all the more annoying for it), while status buffs tend to automatically wear off over time (e.g. after battle).
* ''Status ailments are easier to cure:'' Because of the above two points, you can find StandardRPGItems dedicated to curing specific ailments in just about every in-game shop you come across. By contrast, there is usually only one way to remove a status buff (even a negative one): the StatusBuffDispel, which removes all buffs simultaneously and cannot remove individual effects. (Plus, you typically need a mage in the active party to actually cast it.)
* In some systems, ''status ailments do not stack:'' They may be subject to a OneCurseLimit, so e.g. getting Poisoned may render you immune to Paralysis in the meantime. Most status buffs will combine and stack with each other by default.

Status ailments are also a favored strategy of the GradualGrinder: In specific, some series feature one class of enemy (or boss) whose SignatureMove can inflict every status ailment in the book simultaneously, which can easily cause a TotalPartyKill if you're not prepared for it before charging into battle.

Many StockRPGSpells are capable of inflicting status ailments either directly ([[UselessUsefulSpell assuming they actually hit]]) or as a side-effect of elemental damage.

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[[redirect:StandardStatusEffects]]

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