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In games, a status effect is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Because this is a very broad concept, status effects cover a wide variety of ground, but they can generally be classified into just two groups:

* '''Status Ailments''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''Status Buffs''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effects that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. Likewise, an effect that increases damage dealt ''and'' damage received could work for or against the character who has it.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

This page contains a list of common status effects.
----
* AntiDebuff: The ability to resist status ailments or remove them after they've been applied.
* AntiRegeneration: Stops the target from healing. Very useful against enemies who regenerate or have healing abilities.
* AttackReflector: An effect that causes attacks (commonly, only magic attacks are affected) to bounce off the target and hit the caster or someone else instead. Almost always a positive effect, but some games let you abuse this by casting it on AI-controlled enemies so their healing and buffing spells bounce onto you instead.
* AutoRevive: A positive effect which lets you get back up automatically after being knocked out or killed.
* BalefulPolymorph: Many games have abilities that inflict a weird transformation upon a character. Usually results in massively reduced stats, and/or greatly limiting which actions you can take (if not totally disabling the character for its duration).
* BlindedByRage: In some games, going Berserk is treated as a strictly negative thing, making the afflicted character attack uncontrollably, usually with reduced defense and accuracy.
* BoozeBasedBuff: Drinking alcohol gives a character a status buff of some kind, usually an increase to attack power and reduced defense or accuracy.
* CharmPerson: Being charmed usually makes a character temporarily join the enemy's side until they snap out of it.
* CooldownManipulation: When it's a positive effect, this will let you use your abilities more often. When it's negative, you'll have to wait longer between uses.
* DamageIncreasingDebuff: An effect that makes the afflicted character take more damage from each hit.
* DamageOverTime: Probably the most common status effect. The afflicted character takes regular damage.
* DrawAggro: Commonly used by StoneWall characters, this effect makes enemies more likely (or even forced) to target them, taking attention away from squishier party members.
* ExtraTurn: An effect that either lets the character act multiple times, or makes their enemy unable to act.
* ForcedSleep: Puts a character to sleep, preventing them from acting. Taking damage will sometimes wake up the sleeping character.
* GradualRegeneration: A positive effect that causes one to gradually regain health, mana, or some other stat for its duration.
* HarmlessFreezing: Ice-based attacks may leave the target completely encased in ice, stopping them from acting, and sometimes making them vulnerable to LiterallyShatteredLives, taking a CriticalHit or even suffering a OneHitKill when attacked. However, the actual freezing itself is unlikely to cause damage.
* IncredibleShrinkingMan: Turns a character tiny. Often a negative effect that cripples the target's attack and defense, but sometimes comes with positive effects as well, such as increased evasion or the ability to go through secret passages.
* InterfaceScrew: An effect with your controls or view of the screen. Much more common in games with real-time combat, and [[TheComputerIsACheatingBastard rarely works on AI-controlled enemies]].
* ManOnFire: A popular flavor of DamageOverTime is to have the afflicted character be lit on fire, taking constant damage until the flames are extinguished.
* MaximumHPReduction: An effect that reduces a character's maximum hit points.
* OneHitKill: Makes the target drop dead (or [[NonLethalKO fall unconscious]]) instantly, regardless of how much health they have. Sadly, this effect often has poor accuracy to make up for how powerful it is.
* TheParalyzer: Causes the afflicted character to be unable to act. Oddly, paralysis is often very brief and easily cured, unlike in RealLife where it's often a long-lasting or permanent disability.
* PowerNullifier: Prevents the target from using special abilities, such as magic. Most commonly called Silence, with the implication being that muteness makes you unable to speak the spells' incantation.
* QuadDamage: Increases the damage output of a character, usually for a brief amount of time or with a limit to how many attacks it will boost.
* ReviveKillsZombie: Temporarily gives the character undead traits, causing most healing effects to be [[AntiRegeneration ineffective]] or even harmful.
* StatusBuff: A very broad category for positive effects. Commonly means increased stats.
* StatusBuffDispel: An ability that weakens an opponent by removing their buffs.
* TakenForGranite: Petrification makes the character unable to act until it is treated. Depending on the game, the statue will either be so hard that the target becomes invulnerable during this time, or so brittle that taking damage will result in LiterallyShatteredLives for a CriticalHit or OneHitKill.
* TemporaryBlindness: In action games, blindness will usually be a type of InterfaceScrew, while in turn-based ones, it's more likely to massively reduce the character's accuracy.
* TimeDelayedDeath: After a short time, the afflicted character drops dead. Sometimes, you may be able to stop this by curing yourself before the timer expires, other times, you have no choice but to try and finish the fight before it happens or have a revival ability ready on another character.
* UniversalPoison: The most common flavor of DamageOverTime is a generic "poison" that deals constant damage until treated, normally with a MagicAntidote.
* UnstoppableRage: In some games, going Berserk is treated as a mixed blessing. Sure, the character is forced to only attack and can't do anything else, but they may benefit from increased damage during this time.
* WhyAmITicking: One of the rarer status effects, but found in a few games. A character has an explosive implanted or attached to them, dealing damage to everyone caught in the blast once it goes off, often resulting in a TimeDelayedDeath for the victim as well (though some cases might let you use this on an ally, exploiting the FriendlyFireproof trope).
----

to:

In games, a status effect is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Because this is a very broad concept, status effects cover a wide variety of ground, but they can generally be classified into just two groups:

* '''Status Ailments''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''Status Buffs''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effects that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. Likewise, an effect that increases damage dealt ''and'' damage received could work for or against the character who has it.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

This page contains a list of common status effects.
----
* AntiDebuff: The ability to resist status ailments or remove them after they've been applied.
* AntiRegeneration: Stops the target from healing. Very useful against enemies who regenerate or have healing abilities.
* AttackReflector: An effect that causes attacks (commonly, only magic attacks are affected) to bounce off the target and hit the caster or someone else instead. Almost always a positive effect, but some games let you abuse this by casting it on AI-controlled enemies so their healing and buffing spells bounce onto you instead.
* AutoRevive: A positive effect which lets you get back up automatically after being knocked out or killed.
* BalefulPolymorph: Many games have abilities that inflict a weird transformation upon a character. Usually results in massively reduced stats, and/or greatly limiting which actions you can take (if not totally disabling the character for its duration).
* BlindedByRage: In some games, going Berserk is treated as a strictly negative thing, making the afflicted character attack uncontrollably, usually with reduced defense and accuracy.
* BoozeBasedBuff: Drinking alcohol gives a character a status buff of some kind, usually an increase to attack power and reduced defense or accuracy.
* CharmPerson: Being charmed usually makes a character temporarily join the enemy's side until they snap out of it.
* CooldownManipulation: When it's a positive effect, this will let you use your abilities more often. When it's negative, you'll have to wait longer between uses.
* DamageIncreasingDebuff: An effect that makes the afflicted character take more damage from each hit.
* DamageOverTime: Probably the most common status effect. The afflicted character takes regular damage.
* DrawAggro: Commonly used by StoneWall characters, this effect makes enemies more likely (or even forced) to target them, taking attention away from squishier party members.
* ExtraTurn: An effect that either lets the character act multiple times, or makes their enemy unable to act.
* ForcedSleep: Puts a character to sleep, preventing them from acting. Taking damage will sometimes wake up the sleeping character.
* GradualRegeneration: A positive effect that causes one to gradually regain health, mana, or some other stat for its duration.
* HarmlessFreezing: Ice-based attacks may leave the target completely encased in ice, stopping them from acting, and sometimes making them vulnerable to LiterallyShatteredLives, taking a CriticalHit or even suffering a OneHitKill when attacked. However, the actual freezing itself is unlikely to cause damage.
* IncredibleShrinkingMan: Turns a character tiny. Often a negative effect that cripples the target's attack and defense, but sometimes comes with positive effects as well, such as increased evasion or the ability to go through secret passages.
* InterfaceScrew: An effect with your controls or view of the screen. Much more common in games with real-time combat, and [[TheComputerIsACheatingBastard rarely works on AI-controlled enemies]].
* ManOnFire: A popular flavor of DamageOverTime is to have the afflicted character be lit on fire, taking constant damage until the flames are extinguished.
* MaximumHPReduction: An effect that reduces a character's maximum hit points.
* OneHitKill: Makes the target drop dead (or [[NonLethalKO fall unconscious]]) instantly, regardless of how much health they have. Sadly, this effect often has poor accuracy to make up for how powerful it is.
* TheParalyzer: Causes the afflicted character to be unable to act. Oddly, paralysis is often very brief and easily cured, unlike in RealLife where it's often a long-lasting or permanent disability.
* PowerNullifier: Prevents the target from using special abilities, such as magic. Most commonly called Silence, with the implication being that muteness makes you unable to speak the spells' incantation.
* QuadDamage: Increases the damage output of a character, usually for a brief amount of time or with a limit to how many attacks it will boost.
* ReviveKillsZombie: Temporarily gives the character undead traits, causing most healing effects to be [[AntiRegeneration ineffective]] or even harmful.
* StatusBuff: A very broad category for positive effects. Commonly means increased stats.
* StatusBuffDispel: An ability that weakens an opponent by removing their buffs.
* TakenForGranite: Petrification makes the character unable to act until it is treated. Depending on the game, the statue will either be so hard that the target becomes invulnerable during this time, or so brittle that taking damage will result in LiterallyShatteredLives for a CriticalHit or OneHitKill.
* TemporaryBlindness: In action games, blindness will usually be a type of InterfaceScrew, while in turn-based ones, it's more likely to massively reduce the character's accuracy.
* TimeDelayedDeath: After a short time, the afflicted character drops dead. Sometimes, you may be able to stop this by curing yourself before the timer expires, other times, you have no choice but to try and finish the fight before it happens or have a revival ability ready on another character.
* UniversalPoison: The most common flavor of DamageOverTime is a generic "poison" that deals constant damage until treated, normally with a MagicAntidote.
* UnstoppableRage: In some games, going Berserk is treated as a mixed blessing. Sure, the character is forced to only attack and can't do anything else, but they may benefit from increased damage during this time.
* WhyAmITicking: One of the rarer status effects, but found in a few games. A character has an explosive implanted or attached to them, dealing damage to everyone caught in the blast once it goes off, often resulting in a TimeDelayedDeath for the victim as well (though some cases might let you use this on an ally, exploiting the FriendlyFireproof trope).
----
[[redirect:StatusEffects]]

Added: 7328

Changed: 595

Is there an issue? Send a MessageReason:
Per TRS


[[redirect:StatusEffects]]

to:

[[redirect:StatusEffects]]In games, a status effect is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Because this is a very broad concept, status effects cover a wide variety of ground, but they can generally be classified into just two groups:

* '''Status Ailments''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''Status Buffs''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effects that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. Likewise, an effect that increases damage dealt ''and'' damage received could work for or against the character who has it.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

This page contains a list of common status effects.
----
* AntiDebuff: The ability to resist status ailments or remove them after they've been applied.
* AntiRegeneration: Stops the target from healing. Very useful against enemies who regenerate or have healing abilities.
* AttackReflector: An effect that causes attacks (commonly, only magic attacks are affected) to bounce off the target and hit the caster or someone else instead. Almost always a positive effect, but some games let you abuse this by casting it on AI-controlled enemies so their healing and buffing spells bounce onto you instead.
* AutoRevive: A positive effect which lets you get back up automatically after being knocked out or killed.
* BalefulPolymorph: Many games have abilities that inflict a weird transformation upon a character. Usually results in massively reduced stats, and/or greatly limiting which actions you can take (if not totally disabling the character for its duration).
* BlindedByRage: In some games, going Berserk is treated as a strictly negative thing, making the afflicted character attack uncontrollably, usually with reduced defense and accuracy.
* BoozeBasedBuff: Drinking alcohol gives a character a status buff of some kind, usually an increase to attack power and reduced defense or accuracy.
* CharmPerson: Being charmed usually makes a character temporarily join the enemy's side until they snap out of it.
* CooldownManipulation: When it's a positive effect, this will let you use your abilities more often. When it's negative, you'll have to wait longer between uses.
* DamageIncreasingDebuff: An effect that makes the afflicted character take more damage from each hit.
* DamageOverTime: Probably the most common status effect. The afflicted character takes regular damage.
* DrawAggro: Commonly used by StoneWall characters, this effect makes enemies more likely (or even forced) to target them, taking attention away from squishier party members.
* ExtraTurn: An effect that either lets the character act multiple times, or makes their enemy unable to act.
* ForcedSleep: Puts a character to sleep, preventing them from acting. Taking damage will sometimes wake up the sleeping character.
* GradualRegeneration: A positive effect that causes one to gradually regain health, mana, or some other stat for its duration.
* HarmlessFreezing: Ice-based attacks may leave the target completely encased in ice, stopping them from acting, and sometimes making them vulnerable to LiterallyShatteredLives, taking a CriticalHit or even suffering a OneHitKill when attacked. However, the actual freezing itself is unlikely to cause damage.
* IncredibleShrinkingMan: Turns a character tiny. Often a negative effect that cripples the target's attack and defense, but sometimes comes with positive effects as well, such as increased evasion or the ability to go through secret passages.
* InterfaceScrew: An effect with your controls or view of the screen. Much more common in games with real-time combat, and [[TheComputerIsACheatingBastard rarely works on AI-controlled enemies]].
* ManOnFire: A popular flavor of DamageOverTime is to have the afflicted character be lit on fire, taking constant damage until the flames are extinguished.
* MaximumHPReduction: An effect that reduces a character's maximum hit points.
* OneHitKill: Makes the target drop dead (or [[NonLethalKO fall unconscious]]) instantly, regardless of how much health they have. Sadly, this effect often has poor accuracy to make up for how powerful it is.
* TheParalyzer: Causes the afflicted character to be unable to act. Oddly, paralysis is often very brief and easily cured, unlike in RealLife where it's often a long-lasting or permanent disability.
* PowerNullifier: Prevents the target from using special abilities, such as magic. Most commonly called Silence, with the implication being that muteness makes you unable to speak the spells' incantation.
* QuadDamage: Increases the damage output of a character, usually for a brief amount of time or with a limit to how many attacks it will boost.
* ReviveKillsZombie: Temporarily gives the character undead traits, causing most healing effects to be [[AntiRegeneration ineffective]] or even harmful.
* StatusBuff: A very broad category for positive effects. Commonly means increased stats.
* StatusBuffDispel: An ability that weakens an opponent by removing their buffs.
* TakenForGranite: Petrification makes the character unable to act until it is treated. Depending on the game, the statue will either be so hard that the target becomes invulnerable during this time, or so brittle that taking damage will result in LiterallyShatteredLives for a CriticalHit or OneHitKill.
* TemporaryBlindness: In action games, blindness will usually be a type of InterfaceScrew, while in turn-based ones, it's more likely to massively reduce the character's accuracy.
* TimeDelayedDeath: After a short time, the afflicted character drops dead. Sometimes, you may be able to stop this by curing yourself before the timer expires, other times, you have no choice but to try and finish the fight before it happens or have a revival ability ready on another character.
* UniversalPoison: The most common flavor of DamageOverTime is a generic "poison" that deals constant damage until treated, normally with a MagicAntidote.
* UnstoppableRage: In some games, going Berserk is treated as a mixed blessing. Sure, the character is forced to only attack and can't do anything else, but they may benefit from increased damage during this time.
* WhyAmITicking: One of the rarer status effects, but found in a few games. A character has an explosive implanted or attached to them, dealing damage to everyone caught in the blast once it goes off, often resulting in a TimeDelayedDeath for the victim as well (though some cases might let you use this on an ally, exploiting the FriendlyFireproof trope).
----
Is there an issue? Send a MessageReason:
None


[[redirect:StatusEffects]

to:

[[redirect:StatusEffects][[redirect:StatusEffects]]
Is there an issue? Send a MessageReason:
None


[[redirect:StatusEffects]]

to:

[[redirect:StatusEffects]][[redirect:StatusEffects]

Changed: 616

Removed: 1677

Is there an issue? Send a MessageReason:
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In VideoGames, a ''status effect'' is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Because this is a very broad concept, status effects cover a wide variety of ground, but they can generally be classified into just two groups:

* '''{{Status Ailment}}s''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''{{Status Buff}}s''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effecs that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. Likewise, an effect that increases damage dealt ''and'' damage received could work for or against the character who has it.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

-----
[[Administrivia/ExampleSectionectomy No Examples, Please]] -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.
----

to:

In VideoGames, a ''status effect'' is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Because this is a very broad concept, status effects cover a wide variety of ground, but they can generally be classified into just two groups:

* '''{{Status Ailment}}s''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''{{Status Buff}}s''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effecs that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. Likewise, an effect that increases damage dealt ''and'' damage received could work for or against the character who has it.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

-----
[[Administrivia/ExampleSectionectomy No Examples, Please]] -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.
----
[[redirect:StatusEffects]]
Is there an issue? Send a MessageReason:
None


NoExamplesPlease -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.

to:

NoExamplesPlease [[Administrivia/ExampleSectionectomy No Examples, Please]] -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.

Changed: 328

Is there an issue? Send a MessageReason:
None



NoExamplesPlease -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.

to:

\nNoExamplesPlease -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.made.
----
Is there an issue? Send a MessageReason:
None


In VideoGames, a ''status effect'' is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements). This provides opportunities for strategy and variety in battles by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Exactly what a given status effect ''does'' to a character, where it comes from and how it can be removed, varies as widely as the games they appear in. But the effects themselves can be classified into two fundamental categories:

to:

In VideoGames, a ''status effect'' is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements). RPGElements), and can show up in tabletop gaming as well. This provides opportunities for strategy and variety in battles gameplay by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Exactly what Because this is a given very broad concept, status effect ''does'' to a character, where it comes from and how it can be removed, varies as widely as the games they appear in. But the effects themselves cover a wide variety of ground, but they can generally be classified into just two fundamental categories:
groups:



The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. An effect that increases damage dealt and damage received could be either as well.

to:

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one. An Likewise, an effect that increases damage dealt and ''and'' damage received could be either as well.
work for or against the character who has it.
Is there an issue? Send a MessageReason:
None


The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one.

to:

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one.
one. An effect that increases damage dealt and damage received could be either as well.

Added: 1599

Changed: 565

Is there an issue? Send a MessageReason:


[[redirect:StandardStatusEffects]]

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[[redirect:StandardStatusEffects]]In VideoGames, a ''status effect'' is any temporary modification to a character's usual abilities or rules (especially [[RPGsEqualCombat rules of combat]]). These are virtually omnipresent among {{RPG}}s, but also show up in other genres of video gaming (often in direct proportion to other RPGElements). This provides opportunities for strategy and variety in battles by allowing a player to deal with foes (or vice versa) in ways other than simply reducing their HitPoints to [[CriticalExistenceFailure zero]]; it's a favored strategy of the GradualGrinder, among other things.

Exactly what a given status effect ''does'' to a character, where it comes from and how it can be removed, varies as widely as the games they appear in. But the effects themselves can be classified into two fundamental categories:

* '''{{Status Ailment}}s''' are primarily negative, unwanted effects: DamageOverTime, restricting a character's actions, or so on. By far the more commonly encountered class of effects, these usually persist until explicitly cured or removed. At the same time, the player can easily acquire [[StandardRPGItems dedicated cures for each ailment]] at nearby shops.
* '''{{Status Buff}}s''' are primarily positive effects like boosted attack power, [[GradualRegeneration HP regeneration]], etc. These are usually temporary effecs that typically wear off at the end of a given battle.

The two categories are not always exclusive -- some effects are both positive and negative, which can make them [[CursedWithAwesome good]] or [[BlessedWithSuck bad]] depending on the context they're applied to. For example, if a system enforces a OneCurseLimit on negative status effects, this means a character afflicted with a minor inconvenience may be protected from acquiring a more severe one.

Typical sources of status effects include:
* spells and items that can directly (or indirectly) cause them
* enchanted equipment that imparts an effect to its wearer
* a nearby FieldPowerEffect from the environment itself

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NoExamplesPlease -- but only because trying to list all the games with some kind of status effect system would basically end up being a list of every RPG ever made.
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[[redirect:StandardStatusEffects]]

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